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POST 5 OF 7: THROWS, DISARMS, AND COMBOS

· Games / Hotline Miami

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POST 5 OF 7: THROWS, DISARMS, AND COMBOS Jake, the cobra, makes thrown weapons lethal to ordinary enemies instead of merely knocking them down. That changes an empty gun from something you want to get rid of into another potential kill. Plan the throw and the next pickup together. Throwing away your only weapon with no safe follow-up can still leave you in a bad position. Willem, the monkey, allows the close-range standing execution that takes an enemy's weapon. It's useful for turning a single exposed enemy into your next piece of equipment. The catch is that you have to get into range. Think of an isolated enemy around a corner, not an invitation to run straight at several gunmen. Zack, the frog, extends the combo window. It gives you more breathing room between actions, which is helpful when a route nearly works but the connection between rooms is just a little too slow. It doesn't remove the need to plan where you're going. If the next enemy is on the other side of the floor and you haven't opened a path, the mask can't do that planning for you. For a first clear, choose something that solves the part you're actually failing. For a score attempt, look at whether the problem is time between targets, the opening weapon, or the way you're finishing enemies. Those are different problems, and the same mask doesn't have to be the answer to all of them. Sources: https://t.co/r2NcJj7aov https://t.co/DEqFsbWgWG https://t.co/ruqfhxmTzZ

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