This War of Mine Wiki
Advertisement

This bakery provided fresh bread for many people in pre-war times. Maybe there's still some food left?


The Bakery is a possible scavenging location introduced with the Final Cut content update. It becomes available to explore mid-game phase. This map is not to be confused with The Last Broadcast Bakery.

Overview[]

Players start on the right of the building, on street level. A family of three neutral NPCs are stationed in a room on the second floor. There are 8 owned loot spots (pilfer piles), which outnumber a few regular loot piles. Players caught looting from pilfer piles will cause two of the family members to become hostile (verified with Marko).

Saba, the brother NPC, carries 1 pistol, 1 knife, and 8-9 bullets. The sister and the grandmother are unarmed.

Two armed bandits will spawn and begin breaking in once players make their way to the building's left entrance.

If Saba survives the first visit, he will become a vendor, trading small amounts of food and water with the player on subsequent visits.

There is a single locked door in the basement. No barred areas or rubble piles are present in this map. It is not possible to circumvent the family to access other areas of the building.

There are 7 pieces of furniture that can be chopped for wood and fuel; two pieces in the basement, two on the ground floor, one on the second floor, and two on the top floor.

NPC Details and Behavior[]

Entering the kitchen where the family is will cause them to issue a word of caution, but they otherwise will not engage the player. However, stealing in front of them or showing aggression will, depending on the distance, cause Saba to either open fire or retaliate with melee combat. The sister then follows suit to engage in unarmed combat as well.

On the leftmost side of the building, on ground level, is an entrance. Approaching this door will trigger the pair of bandits event. They are armed with one pistol each; one of them carries 7 ammunition and the other carries 12 ammunition and 1 knife. The event begins with these two attempting to break in. Taking a crowbar or lockpick to the door as the bandits are picking the lock will cause them to flee; however, the player will miss out on obtaining their weapons. Making noise around the door, such as running, while the bandits are picking the door will not cause them to flee.

The bandits will take a while to break in. During this time, if players make their way back up to the family, the scavenging character will warn the family via dialogue box that "There's armed bandits trying to break in!" This will cause Saba to take the initiative when engaging in combat with the bandits and make it very likely for the family to survive.

Alternatively, should the bandits reach the family before the player does, the bandits will take the initiative in the fight and manage to murder all but the grandmother.

Strategies[]

  • Players choosing to warn the family can assist Saba in attacking the bandits, expediting the fight's outcome. If the family survives the attack, they will thank the player for alerting them, and altruists in Our Shelter will receive morale bonuses as well as a remark in their bio.
    • Note: There are two bugs in doing the above. The first causes Saba to become unfriendly, and the whole family becomes hostile upon subsequent visits. Saba will say, "Hey! Don't touch our stuff!" or "Are you trying to steal our stuff?" at some point after the fight if you linger in the area. He won't become physically hostile until the next visit, and he will trade with you even though he's actually no longer friendly.
    • The second bug is that if you deal the final blow to either of the bandits, your survivor will have a bio entry the next day expressing regret for killing an innocent, which is obviously incorrect. This situation causes Saba and his family to act as if you'd killed one of them, again resulting in instant aggression on later visits.
  • Due to the bugs, it can be a bit difficult to produce a steadily successful run when choosing to warn the family. It's a good idea to loot everything you want first, utilizing the trader to ditch things you don't need so you can take his water and fit more loot without triggering the bandit event.
  • Ideally, you want Saba to be on the left side of the kitchen, so he can more instantly fire when the bandits reach the top of the ladder. This can be achieved by sprinting straight through the kitchen and to the back door, then straight back into the kitchen to warn them, because Saba will move to close the doors you leave open. Stand on the left of the ladder near the desk with a shotgun and get the first shot on the bandit when he gets to the top, letting Saba finish him off, then rinse and repeat for the second bandit.
  • Sometimes the second bandit will be knocked down the ladder repeatedly by Saba until he dies, which is both optimal and amusing.
  • Loot the bodies and exit the level ASAP through the door the bandits used to most likely avoid the first bug. It should be alright to loot the pile nearest the door and outside the building on your way out.
  • On the other hand, players can let the bandits kill Saba and his sister. The bandits will leave the grandmother cowering on the floor, raid the fridge, then flee, all while exclaiming, "He was supposed to be alone!" Players may then loot Saba's corpse; his sister will not carry items. All pilfer piles will now become regular loot piles. Subsequent visits to the area will see the grandmother sitting alone in the kitchen chair, staying passive the entire night.
  • Players can also choose to let the bandits eliminate the brother and the sister, then step out to murder the bandits. Doing so will allow players to loot everything from the corpses in addition to the pilfer piles (which are now regular piles). Consequently, the following day, the scavenger will incur a morale penalty, and altruistic survivors in the shelter will have two statements: one commenting on the brutality of murdering a civilian and one praising the scavenger for dispatching the bandits. This is likely because letting the family die is still counted by the game as murder (more testing is required).
  • If players kill the family and wait for the bandits to come inside, they'll enter the kitchen, find the dead family members, and begin running out, with one of the bandits stopping momentarily to loot the fridge. Coming back the next night will cause a message to appear in the kitchen saying that all the containers have been looted.
  • In cases where players engage in combat with the bandits and shots have been fired, Saba will come running towards the fight.

Please note that after players rescue the family, the sister will begin wandering around the house to scavenge all the loot piles. Even piles containing items the player has re-located will also be depleted. These items can be retrieved by killing the sister. The other two family members will not become hostile if she is killed out of earshot. Killing any of the family members results in a morale penalty.

Advertisement