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Tropico 4 eGuide
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Contents

  • Essentials
    • Buildings
      • Housing
      • Welfare and Economy
      • Entertainment
      • Government
      • Education and Media
      • Food and Resources
      • Industry
      • Infrastructure
      • Tourism
      • Attractions
      • Luxuary Attractions
      • Landmarks and Beauty
    • Economics
      • The Economy
    • Politics
      • El Presidente
      • Foreign Relations
      • Political Factions
      • People
    • Gameplay
      • Game Modes
      • Achievements
  • Walkthrough
    • Chapters 1-10
      • Rise to Power
      • It's All Mine
      • Into the Spotlight
      • IMPORTant Business
      • Tropico Above All
      • Bickering Factions
      • Crysis
      • Survival
      • No-one Left Behind
      • Independence Day
    • Chapters 11-20
      • Fruity Business
      • The Olympic Heist
      • The Blind Revolution
      • To Bait Fish Withal
      • Best Served Cold
      • Operation Endgame
      • Forgiveness
      • The Clandestine War
      • Perestroika
      • Tropican Utopia

Tropico 4 Guide › Walkthrough › Chapters 11-20

To Bait Fish Withal

Generalissimo Santana has lost the blade he wielded against you, with Marco firmly in your leash, but he’s not finished so easily. He’s found El Presidente, and plans to bring the UN down on top of you.

He also has your twin brother hostage (who you may not actually remember exists) and has threatened some unpleasantness upon him.

Note

Take into account the volcano on this island. Expansion to meet your goals might take you close to it, so have funds ready just in case in erupts.

The chapter opens with a direct challenge from Santana himself: Build a Rollercoaster. This is not cheap, nor is it easily reached early on.

You will need to start up some form of early tourism: a Tourist Dock, a Hotel, and then you have access to the Rollercoaster, but still cannot build it until you actually have a power grid.

It is wise to hold off and build up a strong economy, because once the attraction goes up, you start a chain of events that will severely strain an unprepared island.

Tip

There are two Iron deposits near the starting area, consider those for early expansion. The cash crop best suited for growth close to the starting point is Tobacco, and you probably only need one farm for that.

A Logging Camp, later coupled to a Lumber Mill and Horticulture Station will also do well here.

If you’re willing to spend the money, you can run roads through the near by forest and then demolish them, to clear a path to better cash crop planting ground.

There are also a series of off shore Oil reserves waiting to be exploited, if you have the means.

Santana will repeatedly interrupt you throughout this chapter to make demands of you. Read what he’s asking for, but you’re honestly under no real obligation to help out a traitor, now are you?

Caution

Be aware that rejecting his demands will result in blackmail, sharp losses of reputation with nations and factions, and even causing the minimum wage on your island to be $15 and declaration of all your workers to be criminals!

If you’re skilled at handling the requests of foreign powers, you can make up the lost reputation easily enough. An immigration office can help replace workers lost during your rejection of his demands.

The minimum wage attack is more painful to absorb. You can make up for some of it with increases in rent to citizens, but be careful that you don’t go to wild or they’ll just retreat to the shacks and you’ll still get nothing.

If you take up his requests, you will be expected to build what he demands. Indirectly, you’re helping yourself in a way. Still, you can refuse to assist him and continue on with your island, if your economy is strong enough.

Marco Moreno will leave your side to liberate Puerto Gato from Santana’s oppression. This cannot possibly go wrong in any way whatsoever. Go get ‘em, Flame de la Revolucion!

Optional Tasks will show up throughout this chapter to support him. If you have the money, it can’t hurt to listen to his requests, right?

Completing Marco’s Tasks can help take the edge off of Santana’s blackmail, and like Santana’s, will usually involve you building the structures you need to meet the goals he sets.

Penultimo will say that the brightest minds of the island have come together to try to solve the wave of blackmail you’re facing from Santana.

They want a Childhood museum to be built, to see if this business of you having a twin brother is the truth.

The scientists then request for a Science Academy or a Botanical Garden to further press the issue.

After this, you need to hold on for a year for the research to conclude the obvious: You’re you. There shouldn’t be a twin brother (at least, not one that isn’t a clone your scientists have made in the even of your assassination…).

Penultimo offers a plan to give the CIA $40,000 to help sort things out. You can also raise your reputation with the US to 70 percent.

After this, he’ll ask to have three Radar Dishes up and running, so the US is convinced that your efforts are not merely the flailing of some backwards island nation.

With this final piece in place, Penultimo will finally ask you to declare an alliance with the US.

They will give you a free Army Base to place on the island as you need, protect you from USSR invasion, and will also pay $2000 in rent every year if you follow any further demands they make of you.

With the alliance in place, your last task is to set up a Golden Statue of yourself, and declare victory.

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