Posted April 14, 2021 by Tarinataikomo
Case Notes #3 : Bringing it all together
Two things you need as a hitman: contracts and targets. Both are now here. Additionally, you can now finish the game. Go get ‘em, tiger.
Here’s how this hitman thing works, kid. Start of the day, you’ll get a contract. Now pick carefully, biting off more than you can chew is deadly in this business. There are two types of contracts: Kill and Sabotage. I think it’s quite obvious what each of these entail, huh?
You can either accept the contract, or decline it. If you decline it, you’ll get another one. Remember, this is just business, so don’t be afraid to decline the ones you don’t wanna do. Don’t worry, they won’t hold a grudge, they know it ain’t personal.
Save your progress and continue later on. Handy, huh? Now there’s only one slot, so once you save, no take backs, alright?
Upgrades, upgrades, upgrades. Makes my, well, our, job a lot easier. Now, you don’t wanna end up looking like a walking scrapheap, so only one module can be equipped at a time. Choose well:
Big, bad and ugly as hell. Watch out for these ones, close encounter with them is a one-way ticket to spare-parts-ville. They’re not invulnerable though, so keep your wits about you and you’ll be fine. You know what they say: the bigger they are...
Bottom of barrel Technorats. Remember what I said about Bruisers? Well, Scrapheads are the opposite. Don’t get cocky though. What Scrapheads lack in the brain (or really every other) department, they make up in overconfidence. They’ll come at you with all they have, no matter how big and scary you are.
You know what the scariest thing in this profession is? A closed door. No telling what’s behind it, a Techonrat with a uzi pointed at you? An annual Bruiser meet-up? Scary stuff.
And now you can feel this stress too! Objects block line of sight, so stay on your toes.