Mob Rule

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The resources are NOT traditional at all. Those who play it like a traditional RTS will never figure it out. It look me almost a week to figure out the links between level of business vs. level of tenants. It is in a rare genre... Not that many games deal with the gangster era 1.5 HOW ABOUT A SEQUEL? OTHER VERSIONS? Don't know of any sequels. Constructor was the "prequel" to this game. The game was reissued in "Platinum Edition", which is bundled with the official strategy guide. Eidos publishes a similar game called Gangsters, but that is more of an RPG. There's a sequel for that: Gangster II: Vendetta. Supposedly GODGames will be making a game called Mafia coming out later in 2002, but that's more of a shooter/RPG than a RTS.

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sharing a walkthrough~ not mine

Transcript of Mob Rule

The resources are NOT traditional at all. Those who play it like

a traditional RTS will never figure it out. It look me almost a

week to figure out the links between level of business vs. level

of tenants.

It is in a rare genre... Not that many games deal with the

gangster era

1.5 HOW ABOUT A SEQUEL? OTHER VERSIONS?

Don't know of any sequels. Constructor was the "prequel" to this

game.

The game was reissued in "Platinum Edition", which is bundled

with the official strategy guide.

Eidos publishes a similar game called Gangsters, but that is more

of an RPG. There's a sequel for that: Gangster II: Vendetta.

Supposedly GODGames will be making a game called Mafia coming out

later in 2002, but that's more of a shooter/RPG than a RTS.

2 Production

The resources in Mob Rule are quite different than most RTS.

In most RTS, you assign harvester unit(s) to obtain the resource,

which are used to build more units.

In Mob Rule, Cement, Bricks, and Steel are available in unlimited

quantities simply by opening a respective production plant

(Cement Plant, Brick Plant, Steel Works) and assign some workers

to make some more. You can stock pile each resource in the plant.

The resources are used to build buildings, but they are not

really needed for the actual UNITS, at least not directly.

TIP: You should NEVER need more than one of each plant, if you

keep your plants running and not stolen by the enemy fixers.

The REAL resources in Mob Rule are money, workers and tenants.

2.1 MONEY

To make money, you have basically two sources: you get rent from

the different businesses, and you get the money from the wasters,

who will visit only upgraded businesses.

The "money block" income (see [4.9]) will be most of the income.

Remember that the businesses paying rent get more income. So

separate the money block from the baby block.

The rent will be relatively minor. Still, the more upgraded the

business, the better the rent.

If it is an emergency, you CAN borrow money, but that comes

rather late in the game, and there is a limit on how much you can

borrow. The interest can be pretty hefty as well.

Don't forget to pay taxes (remember, it was IRS that got Al

Capone at the end, not Elliot Ness).

2.2 WORKERS

Workers usually come from breeding, which means you need to build

businesses, and assign some of them to breed new workers.

You usually start with a few workers.

Worker powers a LOT of things... A worker moves things around,

powers all the production plants, and converts to Fixers and

Gangsters. So you always need 2-5 of them.

If you need a level 1 tenant in a hurry, you can convert one from

a worker.

If you need a worker in a hurry, you can "buy" one from City

Hall. (Confirm?)

2.3 TENANTS

You start with a few level 1 tenants. You can only "breed" higher

level tenants from existing businesses that have been upgraded.

Level 1 upgraded can build a level 2, and so on.

If you need a level 1 tenant in a hurry, you can convert one from

a worker.

Tenants can die from old age, so you need to constantly breed new

ones to replace old ones.

2.4 THE BUILDING RESOURCES

Cement, brick, and steel can be made by respective factories and

at least one worker to crank the machinery.

You can stock up to 10 of the specific resource per factory. You

wouldn't need more than one factory per type.

If you are short on a particular resource, sending the priest

over to steal some is an option.

3 Attacks

You can attack the enemy in multiple ways, and we'll discuss each

one.

3.1 ATTACK FACTORIES

Instead of burning the factory to the ground, it's usually easier

to send over 4 fixers to convert it (along with a few gangsters

as escorts), then sell the converted factory. You gain the money

also. Just make sure the enemy doesn't do the same to you.

3.2 CONVERT THEIR BUSINESSES

Convert their businesses, start on the edges and work your way

inside. Send in a group of fixers (like 4) and you can convert

the whole place in like 10-12 seconds.

Try to convert the businesses making babies first, as that'll

hurt them more. If you keep doing it, they'll run out of units.

Once you've taken over the business, sell it back to the city and

it'll be torn down. If you keep it, you will have to send over a

tenant and maybe a fixer to help keep it up.

You should be CONSTANTLY converting rival businesses to shrink

the enemy turf in size and get money at the same time.

3.3 ATTACK TENANTS DIRECTLY

Attack the tenants may seem a bit low, but unoccupied buildings

will eventually grow roaches. After that, the building will

slowly grow worse and go BOOM. Remember, you're not fighting a

war, you're fighting fellow gangs.

To accelerate building decay, dump the dead body(ies) back into

the now empty building.

3.4 TAKE OUT WORKERS, FIXERS, AND SO ON

Fixers are usually pretty fast so it's hard to kill one unless

you corner one inside their property. However, workers move much

slower and are easier to kill.

Gangsters are harder, but if you have 4 gangsters together and

maybe a couple fixers tagging along, the gangster will go down in

no time. Weapon upgrades always help.

What's better... stuff the dead bodies into their properties.

That will accelerate building decay (then roaches and so on).

3.5 GHOST ATTACK

Attack with ghosts can accelerate building decay, causing the

resident to leave, or at least pay no rent and don't reproduce.

If you ghost their "money block" their pocketbook will take a big

hit.

3.6 POLICE PROTECTION

If enemy has the special units built, send in the police should

make those units completely ineffective. Drop a police beacon on

that block and just wait until they're arrested. Then move the

beacon elsewhere, take over the building, and sell it. Now you

can build your own copy!

3.7 DEFENSE

Enemy doesn't attack much. Usually enemy will simply send in some

fixers to attack your structures, attempting to convert them.

The earlier you chase off the enemy fixers, the better, as you

can pay less to do manual repairs.

Use the flaming barrels to mark your territory so the gangsters

on patrol will react.

4 General tactics

4.1 CREATE GROUPS

As in all real-time strategy games, create groups of units you

want to use.

Unlike other games, each unit in Mob Rule can only be in one

group at a time.

Group 1 should be half of your gangsters.

Group 2 should be the other half of your gangsters.

Group 3 should be ALL your fixers.

Group 4 should be all your "surplus" fixers (any one not assigned

to fix-up patrols)

Group 5 should be all your workers

Group 6 should be all your surplus workers (be ready to carry

bodies away from a massacre)

4.2 PLANT THE SUBWAYS

The subway boxes are very useful as quick escape routes, and to

get from one place to another. On the other hand, it also gives

enemy units a quick way into your territory.

Mark your territory clearly with those "barrels" and make sure

your subways boxes are inside those territories.

One box per block is quite sufficient. Spread them out evenly.

People holding items (bodies, bribe bags, etc.) cannot take

subways. (Confirm?)

4.3 BALANCE PRODUCTION

You need tenants, money, AND workers. It's not easy to balance

among all three, but you need to, or you won't succeed.

You need workers to create more fixers and gangsters. The more

gangsters you have, the most the next one will cost. In an

emergency, you can BUY a worker from city hall, but it's easier

to "breed" your own. Just make sure you don't make TOO many and

neglect tenants and money.

Tenants die after a while due to natural causes. Thus, you ALWAYS

need replacements, just not immediately. You also need to breed

"level 2" and better tenants.

Money is needed for a variety of things... Building, bribing,

upgrading, and more. See [2.9] for a way to make lots of money.

4.4 HOSPITAL!

A wounded unit in Mob Rule also fights less effectively and moves

slower.

Build a hospital, as it is the quickest way to heal your units.

Technically your HQ also heals units, but it does so VERY slowly.

A dead unit takes a LONG time to replace, so a hospital is vital.

While on attack, if one of the units falls into "orange" bar,

it's time to retreat. You can always come back later.

4.5 UPGRADE!

Your gangsters can be upgraded with better weapons. Do so as the

first opportunity. It makes them MUCH more effective. Knife

against Tommy Gun is no contest. Of course, that cost more money

as well, but it's money well spent.

Obviously, not all weapons are available all the time. As you

progress through the campaign you will get access to better

weapons.

Your buildings also need to be upgraded in order to make MORE

money. Only upgraded buildings can be used in the "money block"

idea.

4.6 TAKE OUT ONE ENEMY AT A TIME

Use your groups to take out lone enemy units. Concentrate fire so

you take him out quickly. Then run for your territory and dispose

of the bodies [see next].

Repeat as needed.

4.7 DISPOSE OF BODIES

When you "rub out" someone (be it enemy tenants, fixers, workers,

gangsters), the bodies need to be disposed of, since bodies

attract police attention, and police will get in your way.

Fortunately, there are plenty of ways to dispose of bodies...

Dump the bodies in enemy structure is probably the best way. This

will accelerate the damage to that structure, tying up their

fixers (or their building goes boom). Just have a worker pick up

one of the bodies and select an enemy structure to dump into.

Another way is to build a cemetery, which contains a cremation

oven that gets rid of most of the bodies. Again, you need a

worker to pickup the body, then head to cemetery to drop off.

4.8 THE "RAID"

One of the ways to keep enemy in check is to perform a raid. You

will need to "nibble" around the edges of the enemy territory a

bit and whittle down the opposition before you can take out the

enemy HQ. Raid can do that.

There are actually several types of raids: a property raid, a

tenant raid, and a sweep raid

A property raid is a way to keep the enemy gang from encroaching

in your area. Basically, you send over 3 fixers and 2 gangsters

(or 2 fixers and 1 gangster), and do a quick takeover of the

property. Have your fixers convert the property while your

gangster take on any defenders. Then you immediately SELL the

converted property. You get the money. Enemy loses a structure.

A tenant raid is basically sort of a hit-and-run raid intent on

killing tenants. This works best on one of their higher-level

upgraded houses. Look for enemy structure or block away from the

enemy protection. Send over 2-3 gangsters and 2-3 workers. KILL

any fixers and tenants that come along. Have the workers stuff

the bodies into each of the buildings, then retreat when the

enemy gangsters show up. If enemy cannot produce or reassign

fixers in time, that entire block will go BOOM.

A sweep raid basically means go after enemy units like fixers and

gangsters. Enemy gangsters usually work alone, so if you send 3

gangsters (and maybe a couple fixers) against a single fixer or

gangsters, you can kill them with no trouble. Then retreat.

Repeat until he has none left. Don't forget attacks on other

parts of his turf as well or he can always breed more.

4.9 THE "MONEY BLOCK"

Money block is the quickest way to make money in the game, but it

requires a big initial investment. Basically, you need a WHOLE

BLOCK of businesses, ALL upgraded, ALL paying rent (not making

babies).

Send a surplus fixer and locate some of those wasters/bums.

Attack the bum, then have the fixer carry the bum back to the

money block. Repeat until you have a whole SLEW of bums (3-8 of

them) going around the block. You'll see LOTS of money pouring

in.

The cops may get more interested, so start adding deciduous trees

to the front yards of those places, and start pumping up the

bribes on each building.

You can have more than one money blocks in operation at a time.

Divide up the wasters among the two. This may even dilute police

attention.

Also see [4.12]

4.10 CLOSING SELLOFF

Your bank balance carries over from one city to the next, but

your buildings do not. So consider selling off EVERY BUILDING

except those crucial to your final objective, so you have more

money going into the next campaign.

4.11 DON'T LEAVE ANY UNUSED LAND

City hall won't let you buy land if you have too much land

sitting vacant. So don't leave a corner that's not a part of any

business... Make that last business a bit larger if you need to.

You MAY want to try "rotate" the property so you can fit them

better.

Not only the empty land may restrict you from buying more land,

other gangs may build on YOUR land. This "lot leeching" mainly

happens in the more advanced campaigns, but you should be

prepared ahead of time.

Therefore, either build as many buildings as you can on the whole

lot all at once, or don't start. Borrow money if you have to.

4.12 SEPARATE BABY-MAKING FROM MONEY-MAKING

You should separate the baby-making businesses from the money-

making businesses. The money-making businesses works best on a

single LARGE block (using the "money block" method, see later),

while babies can be made anywhere.

4.13 LISTEN TO COMPLAINTS

Listen to the tenants' complaints. They are a good warning system

of enemy attack (enemy fixers coming to convert your properties,

houses on fire). They also warn of lack of maintenance (roaches

next door, things like that) and other things.

4.14 DEALING WITH COPS

Cops can be pretty pesty, but you can put them to your use.

Basically, it's a matter of getting them to show up, and having

them bust a business or haul away some of your enemies.

To get them to show up, you need to either generate some bodies,

or use a police beacon.

Any bodies that falls to the ground will generate police interest

(watch the icon appear above it). However, you can decrease the

attention by picking up the body (yes, even fixers and gangsters

can pick up bodies). No body on the ground, no cops will show up.

Another way to get rid of bodies is use a cemetery. If you don't

have cemetery, just dump the body into an enemy business. That

has the added benefit of accelerating building decay.

If enough police interest appears near a building, that building

will be raided by the cops and closed for a year.

A police beacon will bring police to patrol, but they won't do

anything unless they witness a crime, or they spot some

undesirables.

Keeping cops away can be a problem. You will want to attract

their attention elsewhere. Use Fifi, or just generate some bodies

somewhere else.

5 The Units

Here's some quick discussion on the units

5.1 REGULAR UNITS

5.1.1 Workers

Combat Rating: almost useless (2/10), may be semi-useful in

groups of 6-10

How to get: They can be generated from "breeding" buildings that

are not generating tenants or money. You can also BUY them from

city hall, but they cost more.

Usage: Workers, by definition, work. You need them to build

structures, work in factories, move things around, and other

work.

If you have extra workers, convert them to Fixers and Gangsters.

If you are extremely short on tenants, you can convert workers to

level 1 tenants, though that's not very efficient.

Other uses: If you are having a big gang battle... bring some

workers to move the bodies, even if you don't have a cemetery.

Dump the bodies into enemy structures, and those structures will

eventually go BOOM if not cleaned up.

Comments: You need a decent pool of workers, and you need to

constantly make more. You need more advanced units and workers

are the only way to get them, and the cost goes up the more of

that unit you have.

Save the most experienced workers if you can. Experienced workers

work faster, but the difference is not that great.

5.1.2 Fixers

Combat Rating: somewhat useful (4/10), has a small revolver

How to get: create them from converting workers

Usage: Fixers don't get you jobs... They actually go around and

fix things.

Comments: You need to assign one per block of your property for

auto-repair, plus another 2 or more to take over enemy territory.

Fixers also can be used to knock over those "bums" and bring them

over to your "money block" to generate more revenue.

5.1.3 Gangsters

Combat Rating: quite useful (5-8/10), start with knives, can go

up to Tommy guns

How to get: convert them from workers or fixers

NOTE: the cost goes UP based on the number of gangsters you

currently have. The first gangster takes 3 workers. The next

takes 4, then 5, and so on.

Usage: Use gangsters to fight off other fixers and gangsters that

encroach on your territory in defensive actions. If you are on

the attack, you have two strategies. Take a group of gangsters

and take out a lone enemy gangster or fixer, or take a group of

gangsters and fixers to take over enemy buildings. Combine both

for easier takeovers.

Gangsters can be upgraded with better weapons for faster kills.

Comments: Remember to send your guys to the hospital to

recuperate between battles.

5.1.4 Tenants (N/A)

Combat Rating: noncombatant (1/10)

How to get: breed them. You can convert worker to level 1 tenant

from your HQ.

Technically tenants are not under your control, but you do create

them, and you will encounter hostile tenants when you attack

hostile buildings.

Tenants can cause slight damage if they attack you in groups, but

they are easily killed.

There are five classes of tenants, level 1 through 5. Each class

has two slightly different types.

You need to have level 2 buildings before you can create level 2

tenants, and so on.

You need to match tenant level to building level to optimize

production.

Tenant will complain to you about their building need certain

things, like fix-ups, someone messing with their fence, need

certain upgrades (like heavy curtains), and so on. They will also

complain about their neighbor's house (roaches, on fire, etc.)

5.2 UNDESIRABLES

The undesirables will be arrested ON SIGHT by the cops. If you

have a specific target in mind. build the "home" structure AS

CLOSE to the target as possible, to minimize the chance of

running into the police on the way. You may also want to call in

Fifi to distract the police.

Undesirables are useful in certain situations. More often, they

are required as part of the objectives.

5.2.1 The Thugs (Undesirable)

Thugs are also known as "hoodlum" in some references.

Combat Rating: can be useful (6/10), as there's several of them

How to get: build a pool hall (you may need to take one over

first)

Usage: Thugs have two uses. One is to kidnap an enemy unit

(usually a tenant, though some missions may require you to hit

special targets). The other is to torch an enemy building. Both

require a bit of time, and no police presence.

How to stop: police presence, firepower (kill one or arrest one

and the rest will retreat)

Comment: You only get to use them twice. After that, build

another one.

Really stupid things to try: kidnap your own tenant.

5.2.2 Priest (undesirable)

Combat Rating: noncombatant (1/10)

How to get: build a church (take over one first)

Usage: this priest steals resources or money. He also frees

kidnap victim or prisoners.

How to stop: install alarm system or safe on/in the building you

want to protect. Heavy door will slow him down.

Comment: Only three uses, so decide carefully when you want to

use him. When you need a lot of gangster out of prison so you can

clean up is a good time. Some missions also require you to

acquire resources in enemy territory.

5.2.3 Bruto the Nutter (Undesirable)

Bruto is also known as "Psycho".

Combat Rating: this guy is nuts! (10/10)

How to get: build a slaughterhouse

Usage: Bruto has several attacks... the Tazz (tasmanian devil)

attack is very devastating, but hard to use. The regular attack

is not bad though.

How to stop: police presence

Comment: stay away from Bruto if he's doing the Tazz attack. Send

him into enemy structures and he'll whack just about everybody,

and almost wreck the place.

5.2.4 Ghost (Undesirable)

Combat rating: noncombatant (0/10)

How to get: build a haunted prison

Usage: possess a guy (if it's your guy, makes him invisible. If

it's enemy, makes him come under your control), haunts a house

(scares tenants silly), or raise zombies (scares the whole block

silly)

How to stop: Ghost Gunk Generator (from gadget factory)

Comment: Can be useful as economic sabotage. A few missions will

require you to use him. A few missions will require you to get

rid of him.

5.2.5 Fifi the Hooker (Undesirable)

Combat rating: noncombatant (0/10)

How to get: build the Riverside Bar

Usage: distract police, throw block party

How to stop: police presence (after her show's over)

Comments: get the police away from the places you need to take

over. A good time to use would be during the "final attack" on an

enemy HQ, for example.

5.2.6 Junior the Saboteur (Undesirable)

Combat rating: noncombatant (1/10)

How to get: build junk yard

Usage: bomb enemy property, mis-plumb enemy property

How to stop: a fixer and the tenants can fix the mis-plumbing.

However, the bomb is another matter... The bomb will go off if

you don't grab it soon, but you'll have to sacrifice a worker

unless there's enemy property nearby you can dump the bomb on. Do

it quickly.

Comments: one of the most deadly units... Use him properly!

Stupid trick: Have junior dump the bomb on one of YOUR

properties, then send in a worker to pick up the bomb THEN dump

it into an enemy property. The countdown clock starts after

Junior dumps it, so using your worker for the final leg will

minimize the time the enemy can pick up the bomb and run with it.

5.3 NEUTRAL UNITS

5.3.1 Wasters / Bums (Neutral)

Wasters (i.e. Bums) spend their money, and hopefully you grab any

many of them as you can to make the money.

How to get: find some fixers, have them shoot the wasters (yes,

shoot them), then have the fixers carry them back to your block

of businesses and dump them there. They'll spend their money on

your block then.

Comments: they only spend money on UPGRADED businesses, so find

the biggest block, put in all the businesses, upgrade them, then

hit all the wasters you can find and start earning money!

Side effect: all the wasters tend to attract police attention,

and eventually your business will be closed down. You need to

raise the bribe for the building up, and up... Up to 100%.

5.3.2 Police (neutral)

Police watch over any illegal activity. The more bodies pile up,

the more likely police will start patrolling. You can see the

police interest by those different color "stars" over specific

spots.

Police will arrest any undesirables they spot, or any one

observed performing illegal activities, namely fighting in public

(shots, knives, kicks, etc.).

Your businesses will also gather attention of the police due to

their seedy nature. Some trees can help disguise some of that,

but be prepared for your business to be closed every once in a

while. You can prevent that by allocating more and more of the

rent to police bribes.

You can use the police by "buying" some police beacons (send some

bribe to city hall). Then have workers dump the beacon to where

you need them. They are a great defense against enemy attacks and

undesirables. They don't protect you against enemy fixers

though... For that you need gangsters. To get more police

beacons, send more bribes to city hall ($2000 per beacon). Send

them in blocks of $2000 each.

There are two ways to use a police beacon: on a property, or on

the pavement.

If you drop a beacon on a property, the police will camp on that

property, thus giving it permanent protection. Of course, this

also means it won't make too much money.

If you drop a beacon on the sidewalk or in the street, the police

will patrol that entire block.

Also see [4.14]

5.3.3 Cousins (neutral)

Cousins are visiting mobster cousins and as such, they are

untouchable. Don't even TRY to shoot them. You don't ever need

to. In fact, you'll need to protect the cousins who come to visit

you.

In general, Cousins are bad news for you, as they usually arrive

with some sort of a time limit.

6 The Buildings

6.1 BUSINESSES

You build the business, then build the appropriate gadget (with

gadget factory). Plant the gadget on/in the building, then pay

for the upgrade to push it up a level.

Just click on the business and click on the "upgrade requirement"

to see what is needed to upgrade this to the next level.

You need both businesses in level 1 in order to build a level 2

business. You need both businesses in level 2 to build a level 3

business, and so on.

There are FIVE levels of tenants as well, and they really WANT to

be in their own level of business. Don't mix them! When you breed

tenants, keep that in mind.

Plain Upgrade 1 Upgrade 2

=================================================================

Level 1

=================================================================

Soup Kitchen Diner American Restaurant

Drinking Den Brewery Distillery

=================================================================

Level 2

=================================================================

Peep Show Brothel Burlesque Theater

Quack's Office Pox-Doctor's Office Clinic

=================================================================

Level 3

=================================================================

Coffin Maker Undertaker Funeral Parlor

Flop House Boarding House Grand Hotel

=================================================================

Level 4

=================================================================

Flea Pit Nickelodeon Cinema

Hack's Office Print Office Newspaper Office

=================================================================

Level 5

=================================================================

Saloon Speakeasy Nightclub

Gambling Den Bookmaker Casino

6.2 RESOURCES

Cement Factory -- makes cement

Brick Factory -- makes bricks

Steel Works -- makes steel

Gadget Factory -- makes gadgets, see [7]

6.3 UTILITY BUILDINGS

Hospital -- heals your units (workers, fixers, and gangsters)

Cemetery -- disposes of dead bodies, leaving no trace

Prison -- no real use for you, they help to police lock up more

people, needed for some missions

6.4 SPECIAL BUILDINGS

Pool Hall (Thugs, a.k.a. Hoodlums), see units.

Church (Priest), see units.

Old Haunted Prison (Ghost), see units.

Riverside Bar (Hooker, a.k.a. Fifi), see units.

Slaughterhouse (Psycho, a.k.a. Bruto), see units.

Junkyard (Saboteur, a.k.a. Junior), see units. Sometimes called

"scrap yard".

6.5 THIRD-PARTY BUILDINGS

City Hall -- where you pay the bribe to the cops, and the taxes

Police Station -- where the arrested go (though some go to

prison)

Headquarters (yours or theirs) -- do I need to spell this out?

you pay the other gang bribes by delivering a bribe bag to their

HQ.

7 Gadgets

Some gadgets are upgrade only, some are enhancement only, some

are BOTH (depending on what building it's installed to.

Interior gadget goes on the INSIDE of the building. When you

deliver it, just click on the building you want it installed it

and it'll go there.

Exterior gadget goes on the outside, in the "yard". When you

select the building, you'll also need to select where on the

exterior to install at. Beware that not all spots are legal, so

try a couple different ones to find the optimum spot.

7.1.1 Oven (Interior)

Oven is used to upgrade soup kitchen into a diner. Cost $200

7.1.2 Still (Exterior)

Still is used to turn Drinking Den into Brewery, and Salon into

Nightclub

7.1.3 Evergreen Tree (Exterior)

Evergreen tree decreases stress of your tenants. Best used on the

buildings doing the breeding (workers or tenants). Cost $50

7.1.4 Deciduous (Exterior)

Deciduous trees decrease police interest in a site. Best used on

the "money block" where all the wasters/bums congregate. Cost $50

7.1.5 Heavy Curtains (Interior)

The $100 extra heavy curtains are used to shield the tenants from

the factory noises and loud explosions at night.

The $100 extra heavy curtains are also upgrade triggers for

Brothel and Nightclub

7.1.6 Deluxe Bed (Interior)

The upgraded model increases breeding output of tenants making

workers and tenants. Remember to replace them from time to time.

$200

7.1.7 Home Repair Shed (Exterior)

This $2000 shed allows the tenant to repair their own house, no

more fixer visits needed.

7.1.8 Cockroach Trap (Interior)

This $200 trap will prevent unoccupied buildings from being

infested by giant roaches.

7.1.9 Emergency Exit (Exterior)

Allows the tenant to escape enemy attack or police raids. At

$5000, it doesn't seem to be very cost effective.

7.1.10 Ghost Gunk Generator (Exterior)

This is the equivalent of Roach Trap, except it gets rid of

ghosts. You can't preinstall these though, even at $500 a pop.

You need to wait until ghost infestation occurs before you can

install them. Consider building them in the gadget factory and

have them ready first.

7.1.11 Telephone / Telegraph (Interior)

This $500 device has multiple uses, including telling you that a

priest/thief came by, call for reinforcements, and serves as an

upgrade triggers. There may be a mission or two where you need to

add this to a building or two.

7.1.12 Steel Door (Interior)

Also known as "heavy door", this $100 upgrade slows down enemy

attacks and enemy thief/priests.

7.1.13 Safe (Interior)

Safe can be used to lock up important resources, preventing

Hoodlums and Priest from getting them. Your HQ is a good place so

enemy priest can't grab your money. If you don't want your

resource to be stolen, add one to your factories. Cost $100.

7.1.14 Burglar Alarm (Interior)

Can deter thief/priest, it's really more of a mission objective.

$500.

7.1.15 Kennel (Exterior)

This $1250 upgrade adds a nice attack dog that attacks any

hostile units that come visit. Great for those properties that

seem to be constantly under attack by enemy fixers.

When attacking, have your gangsters take out the dogs first

before sending in the fixers.

8 Hick Town Campaign

The campaign in Mob Rule is really a long mission with multiple

objectives. We'll explain each objective in the order it was

given and tell you how best o accomplish each.

TIP: Push the MISSION button to review your objectives.

Hick Town is sort of a tutorial. We'll start easy on ya.

8.1 PART 1

OBJECTIVES: Build soup kitchen next to your HQ, put a tenant

inside, and breed some workers.

Build the soup kitchen.

Put a tenant inside, set to "breed workers".

FUN STUFF: Watch the property and you may see a little baby

running around on the property.

When you get the new worker, the objective is done.

8.2 PART 2

OBJECTIVES: Buy some more land, build cement factory and gadget

factory. Build 10 units of cement, and breed 2 more workers.

Your existing plot can't fit both factories, so you need to buy

another block.

TIP: It's best to buy land next to a block owned by you, to

decrease travel time and defense.

Buy a block nearby, build your cement factory, call everyone to

work on it. Soon you'll get your cement.

On the block with cement factory, build gadget factory, and

again, get that up and running. Just one to go.

Wait until your tenant produced two more workers, and you're

done.

8.3 PART 3

OBJECTIVE: Upgrade the Soup Kitchen by making an oven and getting

it installed. Change diner to "pay rent". Make a fixer and have

him start patrols.

Go to gadget factory and produce an oven (call over a few workers

if you need to). Then have one of the workers carry the oven to

the diner. That little "gear" icon means "install upgrade".

Once the oven is in, click on the soup kitchen, and click on

"show requirements before upgrade". As you've already installed

the oven, there should be none. So click upgrade, and call over

some workers. Soon, you're looking at a level 2 business.

TIP: Now that level 1 business has been upgraded to level 2, you

can breed level 2 tenants.

TIP: Only level 2 tenants can move into level 2 businesses,

though the previously level 1 tenant can continue living there.

Change the diner to "pay rent", and you're almost there.

By now, you should have quite a few workers. Go to your HQ, then

"summon" a couple of the workers. You need to convert one to

fixer. Once you get the first one, the objective should be done.

8.4 PART 4

OBJECTIVE: build another soup kitchen and drinking den (making

workers and tenants, respectively). Add some trees as well.

Add soup kitchen and drinking den, and assign them respective

tenants, and set one to make workers, the other to make tenants.

While you're at it, make another fixer so you have two. Set each

fixer to patrol one block of your turf. Turn AUTO-REPAIR on and

let them patrol.

Build some evergreen trees and have the workers plant them in

front of the 3 structures you have. Trees go OUTSIDE the building

but still on the plot of land. Once you got enough trees planted,

you're done.

8.5 PART 5

OBJECTIVE: Start making gangsters, and be ready to take out an

opposing mob family...

Call at least 3 workers to HQ and make a gangster. If you have a

lot left (say 8) make another gangster.

If you move quickly, the enemy building should be still under

construction. Bring over all gangsters and fixers, and attack ONE

enemy unit (the most dangerous first). Repeat, and repeat until

they are all gone. Voila. Objective complete

8.6 PART 6

OBJECTIVE: Destroy all enemy buildings, but do NOT attack the

Barbinos. Build hospital to heal your units, then breed a level 2

tenant.

Wipe out those buildings as requested.

Your tenants should start complaining. Send fixers back to their

patrol routes, and maybe build a subway booth or two to keep them

satisfied.

Do NOT go anywhere NEAR the Barbino's places.

Build a hospital when you can. Your guys are probably wounded and

need some tender loving care after destroying hostile buildings.

Send them to hospital for some R&R. You may need to purchase

another block to build this.

You'll probably receive a "territory marker" (flaming barrel)

when the hospital is done. You should put that first one near the

hospital to mark that area. Remember to make the barrel's areas

"link up" so it's one large contiguous area.

Keep upgrading your businesses and tenants. Upgrade, upgrade...

Start making level 2 tenants and when you get one, you're onto

next set of objectives...

8.7 PART 7

OBJECTIVE: Now it's time to do the Barbinos. Take over one of

their businesses and sell it. Also, bring over a couple wasters

and have them patronize your "money block". Build more

businesses, of course.

You can either do the enemy business first or do the "money

block" first. It doesn't matter.

Do the enemy business basically means perform a "property raid",

see [2.8]. Set one or two gangster and two or three fixers over

and pick out an enemy business not too close to their HQ or the

cops, and no guards nearby. Send in the fixers to convert while

the gangsters stand guard. When converted, sell the property and

retreat.

The money block is a bit difficult to explain. I'll refer you to

the long explanation at [2.9].

Remember to defend your property against hostile property raids

(though they usually send only ONE fixer, whom you can easily

chase off). Remember to do manual repair on a semi-converted

property.

8.8 PART 8

OBJECTIVES: Now we'll take out a few of the Barbinos, but keeping

it quiet. Build a cemetery, get rid of the bodies, then mark the

cemetery with our marker.

If you got a notice to pay taxes, pay it immediately. The

government do NOT negotiate, and the interest can kill you faster

than bullets.

Build a cemetery, probably near the hospital, or anywhere you

have land.

Take your gangsters and 3 workers on this raid. Look for one of

their workers on the edge. Kill him, then have one of your

workers pick up the body and dump it into the cemetery. Repeat

until you get 3 kills. Retreat.

When all 3 bodies are gone, have the workers move the barrels a

bit so the cemetery is fully covered. Mission accomplished.

8.9 PART 9

OBJECTIVES: Collect a couple police beacons and plant them around

our blocks. All businesses should be paying at least 10% police

payoffs. Send $10000 bribe to the rival gang to keep them happy

for a while, and build some group 2 businesses.

There are two ways to use a police beacon: on a property, or on

the pavement.

If you drop a beacon on a property, the police will camp on that

property, thus giving it permanent protection. Of course, this

also means it won't make too much money.

If you drop a beacon on the sidewalk or in the street, the police

will patrol that entire block.

Right now, it doesn't matter. Just pick up those two beacons and

drop them ANYWHERE in your territory.

Now it's time to bribe the rival gang. Go to HQ and create a

bribe bag of $10000 bag. Send a worker to pick it up and have it

delivered to Barbino HQ.

Confirm all businesses are contributing to the bribe at least

10%.

Now you get access to group 2 businesses like Peep Show and

Quack's Office. You'll need to build a brick factory first though

to make them. Build up some spare bricks first.

Remember to keep the businesses making money. You build quite a

few things including those bribes and you may be feeling a bit of

cash crunch. Feel free to turn some of the older buildings to

paying rent (you should have enough workers for now). Locate more

bums/wasters and have them frequent your money block.

Remember to boost the bribe if the police starts to pay more

attention. If the police gets too interested, that business gets

closed for a year and you get no money at all. Paying the bribe

is worth it usually.

Once you got both level 2 businesses built, you're onto the last

set of objectives...

8.10 PART 10

OBJECTIVES: Now take over an enemy pool hall, then build one

yourself... And have some fun with it.

Gather a group of 3 (or more) fixers and 2 (or more) gangsters

and locate the enemy pool hall. Convert it. As it's a pretty big

structure you may be interrupted. Keep the fixers working and let

the gangsters handle the incoming. Remember to retreat if one of

them gets heavily wounded or the police show up.

If wounded, get healed in the hospital, then reassemble the group

and come back to finish the job.

If police, go away until the police lose interest and move away.

Continue job until done.

Now the pool hall is yours, click on it, and you'll see the thugs

can do two things... torch a building, or kidnapping.

Pick a nearby Barbino establishment and tell the thug to torch

it, preferably pretty low-key one far from police patrols. Order

them to retreat before the whole building goes boom.

Now order the thugs to kidnap a tenant from another Barbino

establishment...

Consider selling off ALL your buildings except those needed to

build the final pool hall, as your bank balance carries over to

the next campaign (see [4.10]).

Finally, build your own pool hall anywhere there's space. As soon

as it's built, you win the Hick Town campaign.

9 Cripple's Bend

Congratulations, as a junior mobster you aren't doing too bad.

Joey the Runt and Limp Lenny have teamed together and taken over

this town called Cripple's Bend. Supposedly one of them has some

nice gold...

9.1 PART 1

OBJECTIVES: Build Quack's Office, Peep Show, Soup Kitchen,

Drinking Den. Breed workers, don't attack any one.

What's there to say? Get started building things! Buy a lot or

two and build those businesses! You will need to spread them over

the entire lot, don't waste any space or you may not be able to

buy more land lots! Set them all to make workers, and you should

be done.

9.2 PART 2

OBJECTIVES: Build FOUR Soup Kitchens near RED TEAM businesses,

but use no tenants. Put a few bodies inside... We want them to go

BOOM.

Now that you have enough workers, make a fixer or two, as you

need to fix things now. Keep making workers until you get a

gangster.

Well, do what the objective says... Buy a lot near them, put four

soup kitchens in them. Then snipe around the edges to create a

few bodies with your gangsters and fixers... Dump them in there,

and watch them go boom.

9.3 PART 3

OBJECTIVES: Nice, time to do the BLUE TEAM. Make extra workers

for a suicide mission... Have to attack the defenders at his

funeral parlor... We want the cops to RAID that place... Create

at least one gangster for protection.

You should have already made at least one gangster, so that

part's done.

Build a hospital while you're at it.

Now create 4-5 extra workers, and pick the least experienced

ones. Put them NEAR the BLUE funeral parlor, but don't attack

yet. Put them INSIDE the property, but don't attack yet. Then

pick one, and attack the defender lounging around. If that guy

leaves, attack someone else on the property. One by one, they all

would die horrible deaths, and the cops should be very close by.

Do NOT attack this time... Just get as close to the cop AND the

defenders as possible. As defenders attack and your worker die,

the police will raid the building.

Worker will either attack relentlessly (attack mode), or retreat

if attacked (goto mode). So you must CONSTANTLY order the worker

to goto the funeral parlor, and make sure he doesn't attack.

Soon you can see the "red star" above Lenny's place, then the

cops arrive to haul Lenny off.

9.4 PART 4

OBJECTIVES: make at least 3 gangsters. Take over FOUR of Joey's

businesses (RED TEAM). Dispose of the bodies.

To dispose of the bodies means you need to build a cemetery,

which also means you need a brick factory.

If you haven't built a hospital, you should do so now. You will

need those gangsters in tip-top shape for this job.

Use the time here to expand your business. Build gadget factory

and upgrade those businesses, and start making a "money block".

You will need some workers, but not as much as before. Make

enough fixers so all the blocks are watched. Make enough tenants

so you have enough for these four businesses you'll take over.

Keep your gangsters low by using the two police beacons near the

enemy place or where the enemy fixers often come to visit. Call

in police protection. Cops will watch your place while you go

cause some havoc.

Make gangsters until you have enough, and a couple spare fixers

(3-4 is best). Bring a couple workers as well.

Send the team and pick a target, and take it over. If any one

gets killed, send a worker, pick up the body, and send it to the

cemetery. You don't want ANY police trouble.

After you capture the place, immediately send in your tenant and

let the fixer fix it up. Send the team to hospital to get rested.

Consider working on two separate edges of the place. After you've

taken over the place, move a police beacon there, and attack a

different side of enemy business. Alternate and let the cops

defend the new turf for you.

Repeat until you've taken over FOUR businesses.

9.5 PART 5

OBJECTIVES: Finish off Joey (RED TEAM). Take out his HQ and all

businesses. Capture one of Joey's POOL HALL before you finish off

the HQ.

This objective can be tough. The trick is don't let any of your

gangsters die. If any of them gets seriously weak, off to

hospital they go.

Get a group of 4 fixers together, and take over the pool hall.

You may not be able to convert it in one shot, so just retreat,

heal, and come back and do it. Obviously, no cops around... You

should do this first. If you do this later, you risk the RED TEAM

fall over before you capture the pool hall.

Slowly, work your way around and wipe out the Red businesses one

at a time. Upgrade the gangsters when you can. You'll appreciate

the efficiency. Take over and sell, or wipe out. It's your

choice.

You may see enemy undesirables. Deal with them as outlined in the

specific step above.

After you get rid of the other units and buildings, the HQ should

be pretty open for the picking.

Sell off YOUR buildings now as you need the money for the next

campaign.

Have a bunch of workers ready to haul away any of the bodies.

Use fixers if you need to. Attack with all your gangsters and

fixers, haul away the bodies, and the HQ will be toast.

10 Rangoon Rumpus

Joey's toast, but Lenny have escaped to Rangoon, Burma, with the

gold. We think he's swapped the gold for a huge Ruby... Get it...

10.1 PART 1

OBJECTIVES: Build American Restaurant, and kidnap Lenny.

You start with a couple workers, one fixer, a soup kitchen and

drinking den. That's not much to start with... So you need to

build up quickly. You need workers. Assign your tenants and have

them start making workers.

You have no gangsters yet, but you do have money... So send some

money to city hall and pick up a few police beacons, and use them

for protection.

You need oven to upgrade, so you need a gadget factory and cement

factory. Buy a small plot of land near your HQ and build gadget

factory first, and get the oven done so you can upgrade the soup

kitchen to a diner. Then power the cement factory so you can have

enough cement to upgrade it all the way to American Restaurant.

You'll also need electric light.

Now you need to grab Lenny, and that means you need a Pool Hall.

Build one, then make sure your business is making enough money...

You need two or more gangsters as escorts, and a hospital to

patch them up after this fight.

Once you got two gangsters and the fixer over to the restaurant,

just wait outside and don't attack any one. Wait until you see

Lenny (in his ridiculous green hat) walk into the restaurant.

SAVE THE GAME NOW.

Have your hoodlums from the pool hall come over do the kidnapping

deed. Then have the fixer try to take over a business next to the

restaurant, like the factory. That ought to attract all the enemy

attention, allowing the hoodlums to enter the restaurant. When

your thugs nab Lenny, send your gangsters to attack whoever gets

in the hoodlum's way, and you should be able to get Lenny.

If that didn't work, heal the gangsters and the fixer, and do it

again, or just reload. They have no hospital, while you can build

one.

10.2 PART 2

OBJECTIVES: Build a Brothel to house Carlos, a cousin. You have

TWO YEARS.

Brothel comes from Peep Show. You may need to buy a new plot of

land for this new business. Get it built, but no upgrade yet. You

may be seriously hurting for money now. Convert ALL businesses to

pay rent instead. Borrow money if you have to. Build the two beds

for the Peep Show upgrade to Brothel, then pay for the upgrade.

Once you got the Brothel, go over the HQ and you'll see Carlos's

icon. Send him over to the newly opened Brothel and that should

be done. Wait until the time period is over.

Try not to run out of money.

10.3 PART 3

OBJECTIVES: Build a hotel with good security and communication

and we'll send you two Tommy Gun boys... Make sure Lenny doesn't

have a hotel.

Problem here is MONEY. You are SERIOUSLY hurting for money now,

so don't expand too much... You have no money for it.

Build a Flop House, sell your level 1 businesses if you need to,

borrow if you need to. Then get it upgraded to Hotel. You also

need the following upgrades installed:

* Telephone / telegraph

* Steel door / heavy door

* Safe

* Burglar alarm

Once that's done, your Tommy Gun boys should be waiting at your

HQ.

10.4 PART 4

OBJECTIVES: Carlos was ambushed at the airport. Hit Lenny's

Restaurant, take it over, and get rid of all the bodies.

Got a hospital and cemetery yet? Build them if not. Then keep a

couple workers, and convert the rest to fixers. Upgrade the

gangsters to better weapons if you got the money. Create the

attack group.

Pick one of Lenny's outlying business, and take it over. Then

immediately SELL IT, and use it to pay off the debt. Heal, and

repeat. Keep the fixers and gangsters in separate groups, so the

fixers can keep converting while gangsters can keep fighting.

Pick up the bodies as you generate them. You need a worker or two

working as "runners" to deliver the bodies to the cemetery.

Don't let ANY of your gangsters die. Retreat to hospital if you

need to. Attack only if you are at FULL STRENGTH.

Try to attack the businesses making workers, so the enemy can't

replace his losses of gangsters. Concentrate fire so you take out

the gangsters first, then everybody. Remember to get rid of the

bodies before you re-attack.

Once you've cleaned out all of Lenny's businesses except the

restaurant and the HQ, he's pretty much toast, and you should

have plenty of money (and paid off all your debt). Now, just take

over the restaurant.

10.5 PART 5

OBJECTIVES: Lenny escaped. Find Lenny, hunt him down, and take

him out.

If you've taken out everything else, the only thing left of Lenny

is his HQ. Run around it a couple times and take out the

defenders. He can't have many workers or fixers or gangsters

left.

Now is the time to sell off ALL your buildings, as you need the

money for the next campaign.

Now, keep the fixers to deal with the occasional workers, while

the gangsters take out the HQ. Keep a few fixers and workers

around to get rid of the bodies.

When the HQ goes down, you win!

11 Dead Dog Ditch

While you did great, our deal in Mexico is really going south

(both literally and figuratively). Apparently the Colombian gang

is in town, and our guys are left out in the desert. The only

steel plant is on the other side of the border... So be careful.

NOTE: If you have any debt, they would have been carried over.

You REALLY should have paid them off in that previous campaign...

11.1 PART 1

OBJECTIVES: Get rid of ALL of Colombian businesses on this side

of the border. Make at least two gangsters (keep them at the HQ).

Get the police to arrest EVERY Colombian that cross the border...

You get a bonus for every one that does.

You start with hospital, which is good. However, an enemy priest

may come by and deplete your account. So your first job is to

grab a police beacon and drop it right in front of your HQ to

make sure that priest can only go to jail. That's bonus money you

can always use.

You may think you can just take over those two businesses, but

consider that you have NO level 3 tenants, that's NOT good at

all. Instead, buy a nearby plot and start building Soup Kitchen

and Drinking Den, and start making workers. Soon you would have

extra fixers and at least one gangster around.

Once you get two or three fixers, and you have enough higher

level tenants, you can take over the Colombian businesses. Now go

grab a couple wasters and start making some money with those high-

level businesses.

Do NOT cross over the border yet. Group your gangsters and chase

any other Colombian units across the border, do NOT cross the

border yourself.

11.2 PART 2

OBJECTIVES: Get a priest over to sneak some steel out of the

Colombian's Steel Plant. Then build the prison.

To use a priest, you need a church, but why build one? The

Colombian church is there... Right next to the target. So use it.

Of course, we'll need to take it over...

Start building ghost gunk generators as you'll need them VERY

soon. (Gadget factory, of course.)

Take your gangsters and fixers (at least 3) and cross over... And

convert THEIR church. You may need to retreat a couple times to

the hospital. But eventually, you'll get the church.

Pick up the bodies and dump them into enemy's businesses (except

the Steel Plant itself!)

Continue to build up your businesses. You will need money. Build

EVERYTHING you can (one of each) and upgrade them all. You will

need more and more workers. You can always use more gangsters.

Start building the hotels, night clubs, brothels, and so on.

When you see the ghosts, deploy the ghost gunk generators.

Once you get the church, which is right next to the steel plant,

send the priest over and voila, you got the steel.

Now that you have the steel, build the prison.

11.3 PART 3

OBJECTIVES: Use a ghost to possess one of their gangsters, then

use that gangster to take out two of their fixers. Use the cops

to patrol the border.

You will need to take over a haunted prison to create the ghost,

but obviously, you don't have one... So, you need to take over

the one south of the border.

If there are cops near the haunted prison, you have two

choices... Send NO gangsters, or send in Fifi (but to do that,

you need to BUILD a strip club/whorehouse, which needs some more

steel, so send in the priest again).

Any way, take over the haunted prison any way you can.

If the enemy priest is bothering you again, add burglar alarm,

safe, or whatever that will stop the priest in your HQ. Leave the

beacon in front of the HQ.

Get another police beacon (send another $2000 bribe to the police

station) and plant that at the border crossing. You should have

another beacon that's not in use (the third one is in front of

your HQ). Get that extra beacon to the other crossing. That

should take care of the border (check MISSION screen to be sure).

Once you closed off the border, it's time to do the possession

thing. Save the game now, as time is limited.

Take over one of the Colombian gangsters and try to corner one of

the fixers (right around the HQ?) away from the cops and nail

him. You have more ghosts on stand by in case you only kill one.

Don't worry about the health of this gangster... He doesn't

really work for you after all...

11.4 PART 4

OBJECTIVES: The Colombians are not too happy, and we'll calm them

down with a $50000 bribe. Build plenty of businesses (Brothels,

Night Clubs, Hotels...) to make that much money.

If you haven't built the higher-level businesses by now, you're a

bit late. Usually, you would have already DONE this part. Still,

you have a little time, so you can make it up.

Find all the wasters you can and make your "money block" (or even

two of them). You'll need a LOT of them to make your $50000.

Start increasing the bribes to keep the cops away.

Take over ANY enemy business you can and sell it, which gets you

MORE money. In fact, you need to do this a LOT. DO NOT send in

that last $10000 until you've whittled down the Colombians by

quite a bit.

When you have $20000, make a bribe bag. Get one of the gangsters

(yes, I said gangster) pick up the large bribe bag and deliver

it. Do NOT attack any one. If he was forced to drop the bag, pick

it up and keep going.

Repeat until you've delivered all $50000 to the Colombians.

11.5 PART 5

OBJECTIVES: Guido (cousin) is coming to observe. Make FOUR

gangsters to protect him. SMASH the Colombians.

The problem here is... You have ONLY two years to do this.

If you already have FOUR gangsters (and you SHOULD, if not more),

call them to HQ and that's that. Else, make some! I would

recommend at least 5, if not six gangsters.

Work around the edges and keep taking out the Colombian

businesses.

Give yourself enough time to take out the enemy HQ.

Once you blew up the enemy HQ, that's it...

12 Capital City

Capital City has no less than THREE factions already established

before you came in.

To the west, you have Frankie O'Flaherty.

To the east, you have Harvey Goldsteen.

To the north, you have Tony Padella.

You need to take them ALL out, one at a time.

The plots are smaller, so you need to plan ever better on what

goes where. Leave the BIG blocks for your money blocks and baby

blocks. The small blocks should be reserved for factories,

churches, hospitals, and so on.

12.1 PART 1

OBJECTIVES: Release your gangsters with the priest. Upgrade all

the businesses with electric lights and telephones.

You have only TWO gangsters in jail, so it's NOT a major loss.

Also you don't have any businesses to upgrade... So you need to

build some... And of course, plenty of workers.

You can see that Capital City is NOT a friendly place at all...

There's plenty of Undesirables around, including Bruto... So you

will need a police beacon in front of your HQ ASAP. And stay away

from the Psycho...

Try to locate a block nearby and start your "money block" ASAP.

Pick somewhere else for a church as you WILL need to release

those gangsters soon. Don't forget to send in fixers on patrol

routes do to auto-repair.

Build the church on a SMALL plot so not to waste any land.

Release the gangsters using the priest.

You can see your gangsters are pretty weak from all that time in

prison. Better build a hospital quickly for them.

Build and upgrade your businesses. You need money first. Use the

police to keep Psycho and other gangsters and fixers away. Expand

your business. Keep a couple level 1 businesses to produce

workers. The rest should be cranking out some more tenants and of

course, money.

12.2 PART 2

OBJECTIVES: Kidnap Frankie and make him disappear, then take down

his distillery...

Kidnap is the job for the thugs, so you'll need a Pool Hall. Set

one up as close to the distillery as possible...

Remember to keep the pressure on all the other guys. You don't

want one faction to become suddenly very strong.

When ready, group your force of at least 3 gangsters and 3

fixers. Get the hoodlums over to kidnap Frankie. As soon as

Frankie is out, convert the distillery. When the distillery is

yours, you win this part.

12.3 PART 3

OBJECTIVES: Frankie's boys aren't too pleased, so take over a

Slaughterhouse and send Bruto at three of their businesses. Then

use the police to keep Tony Padella's undesirables away from

you... Make sure you have enough prisons to hold them all...

You should have noticed SEVERAL slaughterhouses nearby you can

take over... Pick one away from protection and take it over, and

Bruto is yours to call. Do NOT let him get caught... You have

only 3 chances, don't blow any of them. Pick a target with NO

cops around. Pick your targets carefully.

Now it's time to build prisons, as there will be quite a few

arrests. You'll need THREE prisons. Find a plot that'll fit three

prisons before you are ready to get the police involved.

Now that the prisons are ready, send over $2000 at a time to get

a beacon. Then have the workers drop one beacon at EACH of the

Undesirable buildings (slaughterhouse, junkyard, whorehouse,

whatever).

NOTE: Drop the beacon ON THE PROPERTY, not right next to it.

Now watch the cops haul them away...

12.4 PART 4

OBJECTIVES: Nice job, but Harvey's gang are expanding to the

east... Capture THREE of his businesses. Cousin Carmine is

coming... When he gets here, make sure he visits all three and

leaves town in one piece. Finally, take out three of Harvey's

gangsters in the cemetery.

This one can be tough if you still haven't built a nice

respectable set of businesses yet. You need to have positive

cashflow and all that. Upgrade your gangsters ASAP, as you need

the better weapons.

You'll need at least three gangsters (more like four) and at

least three fixers (four's better) as your "strike force".

Obviously, don't attack any businesses with cops nearby. Pick

around the edges.

When you take it over, do NOT sell it. You need to operate it

with your tenants. Pick level 1 or level 2 businesses (matching

whatever you took over). Sell your copy of it, and move the

tenant over to that new place you just acquired.

Save the game now, so you don't have to start all over when the

timer starts.

Cousin Carmine should have shown up by now at your HQ. You have

TWO YEARS to show him the sights.

Take over all three businesses, and have him visit EACH ONE. Be

sure to provide gangsters as escorts. Click on him to make sure

he's happy with what he saw, THEN sent him back to the HQ.

Now... It's time to do in those gangsters. Group together your

gangsters and start taking out the opposing gangsters. Kill,

heal. Kill, heal. When you take out three, you're good. No one

said anything about doing them together, so take a break in

between.

12.5 PART 5

OBJECTIVES: Frankie's brother Cecil wants revenge, so play dirty.

Build Pool Hall, Haunted Prison, Strip Joint, and Junk Yard, and

use ALL the undesirable's abilities.

You won't need the Church any more, so you can sell that. You can

also sell any businesses that are not really making money. Keep

enough so you still have a positive cashflow and enough births to

replace any tenants and workers.

Now build those places... and use up all the space, as the enemy

is building too and they WILL build next to you if you let them.

Use all the special abilities... And chip away at the enemy while

you're at it. You REALLY want to shrink them down for the final

part...

12.6 PART 6

OBJECTIVES: Wipe out all opposition.

This one is not that tough if you've been chipping away at all

your opponents throughout the game... Constant property raids.

Raid, sell. Raid, sell.

You can sell most of your properties now, as you don't need the

burden of defending them and maintaining them. Keep a few to keep

producing workers in case you lose some gangsters and fixers.

You may need a couple of Strip Joints to create Fifis. You need

to keep the cops away while you destroy the enemy HQ's.

Once you destroyed all opposition, you've won the game.

13 Misc. Info

13.1 CHEAT CODES [UNTESTED]

Enter one of the following codes and press [Enter] at the team

color selection screen. A sound will confirm correct code entry.

Enter any other codes as needed, then start the game. Press C

during game play to toggle the selected cheat(s).

Effect Code

=================================================================

Faster network game speed364

Always produce workers worker928

All weapons available for gangsters weapons563

Pick any tenants tenants872

Get unlimited bank loans loans458

Buy any land estates216

Build any structure/houses houses462

Structures are built IMMEDIATELY (no build time) build830

All gadgets now available gadgets215

Upgrades are done immediately (no build time) upgrade934

All maps now available maps029

Worker can pick up enemy houses pickup036

--end--

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Submitted by KChang - Published on 01/8/03

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