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POST 11: THROWING SOMETHING IS A REAL DECISION

· Games / Hotline Miami Series

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POST 11: THROWING SOMETHING IS A REAL DECISION Brick: A first-game lethal throwable that can be recovered and can hit more than one enemy along its path. It gives you a different kind of ranged option from a gun, but you still have to think about where it will end up. Hammer: A reusable lethal thrown weapon in the first game. Wrong Number gives the hammer a different melee role in Midnight Animal, so you should not carry the first game's thrown-kill expectation straight across to it. Ninja star: A lethal first-game projectile that is spent on a successful kill. A miss can leave it available to retrieve. That is a very different resource decision from throwing a bat to knock somebody down and then picking it up again. Scissors: Another lethal first-game throwable that is consumed when used to kill. Good for a committed attack, less forgiving if your entire plan depends on getting the weapon back afterward. Beer can and dart: First-game throwable options that should not be mistaken for dependable instant kills. Their normal thrown role is disruption rather than functioning like a gun. A knockdown only helps if you have something sensible to do with the opening. Glass bottle: Usually a knockdown throw in the original, and fragile enough that you shouldn't assume you'll retrieve it. Jake's throwing perk changes the normal calculation for thrown objects, which is another reason the mask matters. Acid: A special environmental throwable in Wrong Number's Withdrawal. It is lethal, quiet, and fragile, with a slower throw than you might want in a panic. A miss can waste it. This is a level-specific opportunity, not a standard weapon to expect everywhere. And ordinary weapons can be thrown too. Often the point is not the damage; it is interrupting an enemy long enough to move, take another weapon, or change the situation. Just don't confuse that opening with having finished the fight.

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