Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
Dude, you gots to take the key, make an imprint of it (with putty) and then pour molten plastic in the imprint, then you have a plastic key, then you return the original key to the guard.
the game is like this because if it wasnt it would be like RPG assassins creed.
i meant the other stuff. if you tie someone up and they are never detected, they might as well be dead.
I wish the game at least told you exactly why you get thrown into solitary, I also wish it came with all crafting recipes unlocked in the list (or at the very least, crafting recipes you already read or actually USED before) and that guards weren't able to uncover all your hidden stuff all across the freaking planet just because a guard saw an open vent in one room.
That being said, I'm glad the "tie him up and leave him in a room, then walk out with his key" thing doesn't work (for aforementioned reasons), although it really could be sold better than "you get teleported into solitary now!"
As I already said, it ought to be better presented than teleportation (for example by having the guard call for help and having them gang up on you en masse or something), but that's not the same as enabling the strategy.
couldnt have said it better
you DO know that guards get untied eventually, right?