Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
So if you really want the armor you'll have to raise your chances of doing worse in the event. I'm not quite sure I understood the chances for each outcome, but not having a brilliant insight seems to help it.
Handgun : risk -> deal with argument(both of Hermetic member are remain) -> Handgun
Cross bow : safe -> deal with argument(both of Hermetic member are remain) ->Cross bow modifier. I think risky way can also get Corss bow modifier. if u fialed dealing with arguement
Plate Aromr : safe -> let member leave meeting -> Plate Armor
I think avoid arguement is key point to make Plate Armor. do not solve argument between members, just let one member leave