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- Stanton rules supreme (both the Detroit gang and the Black Hand are gone)
- Stanton made an alliance with Bartholomew, the Black Hand is gone
- Bartholomew takes over Fort Stanton and controls the new Road, Stanton takes over the Black Hand's fortress
- Bartholomew takes over Fort Stanton and controls the new Road, the Keepers are gone
- The Black Hand rules supreme
Who controls the Factory and the Road will have consequences down the proverbial road.
Tip: when you talk to Bartholomew, don't be so eager to do Stanton's bidding (i.e. if you're doing what Stanton tells you, hardly surprising he always wins, eh?). Tell Bart you're just a messenger, see what happens.
Heh. Bartolomew sounds like a Dragon's name. Nice try, but I don't trust deceiving dragons! To the Pit with him, I needs muh epic loots!
You are right. I think it was Einstein who said that expecting different outcomes when always doing the same was foolish^^ - for some reason I'm always using the talking options with the skill-checks... - will reload and go another way.
Edit: I did the Bartholomy ending(s) after your hint.
But I guess I need to kill him to get to the Black Hand ending? Haven't found a way yet to talk to the Black Hand without them losing against the Stanton / Bartholomy alliance.
Also, last I checked, lying to Bartholomew then talking the black hand into killing each other results in keepers in control of the black hand forts, but I assume Detroit betrays the keepers? I'm unclear on the exact state of things this way.
You need to think in terms of mobile cover: gadgets and smoke screens also the black hand fortress siege has plenty of cover both of the classic variety but also of the human shield one: MC and accurate ranged attackers slowly inch up picking off key targets while the rest of allies serve as fire lane obstructions and plugging the holes that melee combatants could otherwise use to approach...
Bartolomew was by far the hardest one tho and as far as i'm concerned only solvable by clever usage of disruption/stasis/flashbang/gas grenades to trim down the enemy's crushing initial numeric superiority...the valid options being either of the following:
1)Disruption+medium gas on Bart&2 stooges as an opener move
2)Stasis on Bart&Machete man+medium flash bang to the sides(trow in the middle and you nail 2 on each side) as an opener
3)Wuss out and run to the far left side of the room making everyone chase in after you into a cloud of poison gass&smoke
Pro tips:
1)Clever usage of second wind&critical thinker means your actual turn can extend indefinitely as long as you continue killing(not easy to pull off but with the proper set up(consumables heavy tho being reliant on gas grenades&flash bangs to ensure easy to hit low hp targets for heavy crits) but is quite manageable
2)Stasis grenade is both offensive and defensive in that you can have a party member close to death toss a stasis grenade on himself and 2-3 enemys simultaneously benching one of yours for 2 or 3 of them
3)Never underestimate the value of smoke screens tossing them on yr crew on open ground OR on enemy's shooters to flush them out from behind cover(they can either stay in the smoke and hit jack $hit or come out and play)
4)Just because you are trying to pull of a melee build doesn't mean you shouldn't load up yr second weapon slot with a shotgun or smg: random reaction stagger/crits/KO's can make your life much easier and don't cost you that much either(you don't actually spend any APs while the guns&ammo are always provided in plenty full amounts by the recently departed...