Hotline Miami

Hotline Miami

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Jake: A 24-clip Shotgun Guide
By Sly-Scale
A simple guide to have a 24-clip shotgun by using the mask 'Jake'.
   
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The Mask
Jake is a mask obtained by going to the level 'Hot&Heavy' and taking the mask off the fat man in the northwestern part of the building.

When worn, 'Jake' turns all thrown weapons into spinning disks of death metal (and wood), useful for stealth gameplay, for increasing the kill count of a given gun, for killing enemies behind the meatshield of a fat thug, or for wiping out tight groups and lines. Encourages weapon-switching, addressing the issue of emptying a gun's clip. Also affects weapons dropped by enemies that fall into others, eliminating the chances of an enemy in a group not getting gunned down by you. Does not affect dogs or fat thugs at all, merely passing through them like it passes through enemies it kills.

To unlock the mask, beat the first floor of Hot&Heavy and then enter the room at the top left.














You know what to do. Clean house, and collect your prize. (I already picked it up)

The Journey
Now that you're showing your reptilian side to the poor sods you're about to maul, maim and/or shoot (because overkill) it's time to reproduce this exploit.

First, you must go to a map that has what I'd call a "relaxed" enemy. This is a non-fat enemy that's not actively holding a weapon in their hands and is not in 'The Metro' level. Whether they're in the bathroom, they're seated, or they're on the phone, they count. Therefore you cannot do this in maps like Tension, Assault or (funny enough) Hot&Heavy as there are absolutely no such enemies.

Locate a relaxed enemy, and kill him with a thrown weapon (but not with the sharp end of a knife) without him drawing his own weapon. Just rush back behind cover once you throw your weapon at the relaxed enemy so he doesn't spot you and draw a weapon.










If you did it right, he will either drop an empty assault rifle, an empty shotgun, a full assault rifle, or a 24-clip shotgun. Most of the time this won't give you the shotgun you want, just be persistent.
The Reward
Once you finally get the 24-clip shotgun, enjoy not emptying your shotgun in foreseeable time!

Most usable on Deadline, as the first floor has two seated enemies you could throw weapons at, followed by a floor that has limited ammunition... which is perfect because in case you haven't beaten Deadline yet, it's just after Hot&Heavy.























Get on my level, Rami!
20 Comments
sierra Dec 5, 2016 @ 8:28pm 
You can also do the same with any mask. All you need is a brick, throw a brick at a relaxed enemy and they can drop either those four.
Friedensturm Dec 18, 2015 @ 5:20am 
Just perfect
Steve from Yellowstone May 23, 2015 @ 5:34pm 
its not called a "clip", jesus christ. its called a magazine.
PixelConglamorate (she/her) Mar 10, 2015 @ 6:50am 
I may add this in a later update if I can replicate it. Thanks.
Sly-Scale  [author] Mar 9, 2015 @ 10:14pm 
Another thing about AI that when an enemy sees you and has a gun, they build up detection time. There's about half a second that they'll build up before they start firing. So, if they detect you for 0.4 seconds before you walk behind cover, they'll only have 0.1 seconds to go before they shoot.

Curiously, this also applies to their fire rate. If an enemy with a normal shotgun (a fire rate of about 1 shot per second) shoots at you right as they lose sight of you, no matter how much time passes they'll "build up" time before they can shoot you again.

This also does allow for a way of having them shoot while not aiming at you. Enemies rotate their aim to you (instead of instantly locking their aim on you) if they detect you while they're walking. Done right, an enemy will be firing before they're actually aiming at you, buying you extra time.

One last thing about AI that I can think of: unalerted dogs, unlike humans, sometimes instantly aggro to you as you push a door aside.
PixelConglamorate (she/her) Mar 8, 2015 @ 10:06am 
If all goes according to plan, the guide will be published this evening. Thanks again for the massive contributations you made to this guide.
PixelConglamorate (she/her) Feb 16, 2015 @ 6:29pm 
So it's been a while, and I think it may be time to release the guide. I have been hitting a wall for months as for researching it, and at ~26 entities, I think what I have is good for publishing after a few final edits. I'd like to thank you again for the help and support you have offered in the making of it, and to let you know you will be given fair credit for it.
PixelConglamorate (she/her) Dec 30, 2014 @ 7:05am 
Just letting you know I'm back to working on the guide. Was planning on releasing it around the same time as the sequel, but that isn't seeming to work out.
PixelConglamorate (she/her) Nov 15, 2014 @ 8:44pm 
Interesting. I'll have to experiment a bit with the AI.
Sly-Scale  [author] Nov 15, 2014 @ 8:37pm 
Well, I can tell you that trying to bypass the sniper on Crackdown with a human shield won't work; the sniper actually works like a sort of perfectly-accurate gatling gun that stops adjusting aim once it sets its aim on you or the shield. You end up stuck behind the human shield until you let go, or you turn away. Either way, you'll die.

Another "glitch" might be that Richter's silenced Uzi won't be picked up by enemies, nor can you take human shields with it.

Enemy guns are silent; they'll never draw attention from other enemies if you should evade or survive it. Not very intuitive of the enemy, frankly.

Enemies that are knocked down are deaf and blind to events around them until they get up; they'll only go for a weapon if they see/hear you and also see a weapon, and only after they grab the weapon will they pay attention to your gunfire/sight. Their movement pattern also defaults to one of wandering around.