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Sir, You Are Being Hunted: Hunting, Stealth and Distraction.

Hunting

Looting food items is not always an option in Sir and you may need to resort to hunting. There are two animals to hunt, the rabbit and the pheasant. Both provide a substantial amount of meat when cooked on a campfire, but will take up a large amount of inventory space. Although it doesn't quite count as hunting in the same way as the animals, any robots that you kill will have a slight chance of carrying some raw meat on their person.
Hunting game is as simple as pointing and shooting, although if you're lucky you can catch a rabbit with an axe. Hilariously enough, I've seen pheasants kill themselves by running into trees or buildings, but this is an exceptionally rare event.
Both game and raw meat are not very useful by themselves, but when used on a lit campfire they produce cooked meat which will give you a rather large vitality boost in exchange for taking up miniscule space in your inventory.
Be sure to hightail it out of the area after you light a campfire. The fire will draw hunters in from all over the map to investigate, so cooking must be done quickly. When lighting a fire, you need to use matches on the log pile to activate it. Matches are one use, but a box of matches can be used infinitely

Stealth

Stealth is one of your more usefull abilities. It allows you to avoid most encounters altogether, while enabling you to escape from all but the stickiest of wickets. Above the health and vitality counters lies the visibility meter, which utilizies an eyeball that becomes more or less transparent depending on your surroundings and movement. The less visible the eyeball is, the more stealthy you are. An explody looking icon means that you are either in combat and being actively shot at, or you are holding a lit flashlight at night. In other words, the eyeball shows you have a potential for being seen, while the explody thing means you're either being seen or going to be seen. The rings around the outside also get brighter and larger as you are more visible, and disappear completely when hidden.

Examples of bad and good visibility, respectively.
The main things to consider when trying to hide are objects that provide concealment; grass or bushes, and objects that are static cover; trees, walls, and buildings. Grass can provide excellent cover, but be aware that all hunters will be able to spot you if you are close enough to them. As well, aggro'd hunters will be able to pick you out easier even if your meter is completely blank.
In addition to keeping a low profile, you must be mindful of any sounds you may make. Sprinting will obviously attract more attention, as will walking instead of crouching. However, certain items you will find can make sound as well. For instance, the telebit scanner will make noise that can attract nearby bots. Even bandaging yourself will create enough to entice any gentlebots around you to come and investigate. Flocks of birds are actually some of the worst events that you can trigger in the game. Birds are not very noticeable when they are on the ground or in trees, but when you walk by them they get spooked and fly off, creating a racket and a good visual indicator that you are there. More than that. they LOVE hanging around villages. If you startle some birds, it's a good idea to run.
Sound can be used to your advantage, however. Robots will investigate any thrown items, while noise makers can be used for an extended distraction. Do remember, stealth isn't as effective if they already know you are nearby so if all else fails...FLEE! You can run faster than all but two of the automatons, but even they have trouble getting around walls and hedge rows.

Distraction

Tying in to the stealthy nature of your character you can often find random items that can be used to distract any robots; luring them away, or even drawing them towards you. Coupled with stealth, these two methods make it possible to play through as a pacifist, or even as a completely undected ghost. Patience and careful planning are essential when it comes to luring your foes away.
Distraction items can be broken down into two distinct categories; noisemakers and thrown objects. Noisemakers include toy trains and alarm clocks. Both can be used to distract any guards or patrols, causing them to investigate the source of the noise. Alarm clocks can be set to go off at a certain time, ranging from 5 seconds all the way to a full minute. Toy trains can be placed on the ground to generate sound almost immediately, or the can be placed to move forward causing any robots to form a conga line and chase after it.
Thrown items include rocks and empty bottles. As one would expect, you can direct your distraction at a far away location causing any robots to investigate away from you (hopefully). Rocks only take up a single slot, whereas bottles take two slots and are primarily gained by consuming alcohol. Considering the dual function of alcohol/empty bottles, I recommend them over rocks if your inventory isn't too pressed for space.
A somewhat risky way to draw attention is to light a campfire. This can cause robots outside your visual range to converge on your position. Considering how long a fire will burn for, they can draw in more bots than you may be hoping for. Another ill advised but effective means of distraction is to simply fire a few rounds off from whatever gun you happen to be holding. Remember, the bots have to actually see you to give chase, so if you vacate the area quick enough it can work quite well.
Finally, if you find the hilariously named "rusty trombone", you have yourself an infinite use noise maker! Unfortunately, the hunters will home in directly on your position. This item tends to be more usefull in multiplayer.

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About Giampaolo Rossi.

Fond of computer and video games. Stay informed of the latest news on games for Linux and Android. The future of gaming is in Linux. All you need to know about How to play Windows games on Linux.
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