gbayles on 2/8/2002 at 13:42
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Originally posted by fluke ...the save Paul trick you were discussing back a bit....what you said about having to leave through the main doors is spot on, BUT....you have to kill all the badguys before you walk through that door.No you don't. Run fast aug and thermoptic camo can get you out the front door of the 'Ton and into the subway without killing anybody - and Paul will live.
King Ronald on 2/8/2002 at 17:05
Ahem.
THE KINGS STRATEGY.
Barricade the front door using strongarm upgrade and a conveniently placed sofa. Talk to Paul - the big sook - and pull out a LAM. The MiB's will attempt to charge the appartment, but the sofa will block them. I presume some UNATCO demolitions expert is called for, cos after a minute the door and sofa are blown apart, and through the smoke and debris (well atmospheric) come charging the bad guys. At this point you've decided discretion is the better part of valour, and lock yourself in the bathroom. After all the shooting stops, walk back into the living room, tool up on all the supplies in the "secret" closet HQ thingy, then charge into the lobby. Paul will follow, and whilst he distracts the 30 or so troopers in the lobby, crouch down and crawl left. You'll round the corner and see a UNATCO sniper, positioned so that he'd blow your head off if you went down the stairs. Deck him with your stealth pistol, nick his sniper ammo, then bung a couple of grenades (gas first, then LAMs) into the lobby. This combined with Paul should reduce the troopers numbers to less than five. Spring clean with your Assault rifle. Really, you shouldn't get shot once, because the remaining troops are pinned down - if they make for the exit, you blast em, if they make for the stairs, Paul gets em. After the dust settles, search corpses, chat to Paul and walk out the front door. Use fastrun aug to leap the wooden fence, climb up the ladder and snipe every trooper in town. That's a lot of spare ammo to get. Use either LAMs or EMP grenades to deal with the mechs, then simply stroll around, gathering supplies, and disembark on the train. Easy. Once off the train, leg it past Anna, and surrender to Gunther.
Daffyd on 2/8/2002 at 17:33
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Originally posted by ICEBreaker I know, that is impossible. It is a trade off. Either you have the courage to kill Navarre and be rewarded with the truth by Lebedev, or you abide by UNATCO orders and keep your curiousity in check. You cannot get both. Though it gets you nothing more than gratification, it is possible to stand b/w anna and lebedev at the end of the conversation. Anna draws her gun first and fires first, and you, while acting as a partially human shield take most of the bullets and exploding pieces of anna. You tend to lose both legs and you still get chewed out by Manderley, but at least you know you acted heroically.
My Wife Has Big Hooters on 3/8/2002 at 12:11
Wow, man...Ronald ain't King for nothing. :thumb: I'm blown away. Or maybe it's just all the wild dope burned last night that wafted in the room.
ferret on 6/8/2002 at 13:46
I always let Paul do all the fighting in the hotel. Unfortunaltely if you save your game he has this horrible habit of disappearing completely...
#1 taffer on 11/8/2002 at 03:36
I doubt you can knock Anna out. on the 747 I used a LAM and a single buckshot bullet to make her run like a little girl, then I trapped her inside a bathroom ( :ebil: ). Activated the combat aug then started whipping her ass with baton , but doesn't matter where I hit her ( :ebil: ) or how many times I hit her, she just won't faint!! even the electric prod isn't much use to put her sleep.
Catman on 12/8/2002 at 03:55
I believe Anna is immune to all nonlethal forms of attack. If you want to leave her alive, the best you can do is wound her enough that she no longer attacks. Once she drops her AR, she's pretty much harmless.
Skilless on 25/10/2002 at 21:01
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Originally posted by ICEBreaker No I have tried that before, and what happens is that the conversation goes no further, because the Lebedev is "waiting" for Anna to get in and say her peice. *** SPOILER AHEAD ***
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Two good ways to get rid of Anna and get her conversation that has her order you to carry out the assassination or return to Manderley:
1. Bring either two explosive barrels from the lower level (where the Ambrosia canister and Aug are) and place them side-by-side just inside of the doorway into Lebedev's room. Speak to Lebedev, return to barrels (Anna is running side to side unable to enter room fully). Speak to her then back into room by the foot of bed and take a shot with your pistol at the barrels. For more "fireworks" and time, you can transport the TNT crates from the boat house/bay to the 747 (through two save/loading areas!), and amazingly, Anna can't/won't jump them.
2. Let Anna come into the room, and if you held on to a PS20, this is the perfect opportunity to use it on her (headshot, please), but be sure to be clear of the impending explosion.
Best way to block MiBs in Paul's apartment:
1. Bring the two medium sized metal crates that are in the alley where you get on the fire escape, and place them inside the door as Ronald mentions with sofa, but set them in about 3 feet from doorway. You can do this before you ever leave for NSF HQ. Then, place a LAM on just the interior side of the boxes (the crates don't fit side-by-side, so one is further in than the other). When you return, talk to Paul and then inch towards the doorway until the door is blown. Now, back into the bathroom and maybe take a couple of pot shots at the MiBs to get them all excited (you want to get all three running into the room) and then take careful aim at the LAM (you placed it about head heigth, right?).......actually, I think that when one blows, the damage is enough to set off the next closest one, which in turn takes out the third (although the LAM is probably enough), but it is funny to see it happen.......BOOM...boom...boom...boom! Domino effect. And, it seems as if the metal crates are too high for the MiBs to attack you, since they are using Assault Rifles held at waist level.....muhahahahaha! It takes a little time, but for the whole hotel, I used;
1 LAM
1 10mm bullet on LAM
26 10mm bullets on lobby (shoot from balcony in front of junkie's apartment) , hallway. and ATM guards.
JC didn't take one point of damage.
If you want to do a little further planning (anal retentive Skilless); bring two of the TNT crates from NSF HQ (don't worry, you have plenty) and run them back to the streets of Hell's Kitchen. Place trashcans across the street in three places;
1. Directly in front of the bar (one TNT crate there too)
2. At the corner where the streets from hotel and bar are
3. Between the Hotel entrance and corner (where the buckshot ammo lays against the wall when you first come to this mission) Put a TNT crate in street here too.
When you exit the 'Ton, you have three guards to dispose of (easy) then peek out and wait for bot to turn away and then use speed aug to run left and under fence to alley with fire escape. Climb fire escape and then sniper TNT barrels when bots get near them, as well as any and all UNATCO guards. You can jump to the roof of the bar from the hotel if you have sufficient Speed aug upgrades (I had 4, but I think you could make it with 3).
All in all, I walked away with more ammo then I came to the "party" with, and not a single UNATCO guard was left alive......muhahahahahaha!