Which can be exploited to take out the majority of the henchmen, if not the whole room. The noise from the cape stun attack can have the advantage of luring a single enemy to a secluded spot after knocking out an enemy. (Though bear in mind that enemies can still run off to get another gun.) The Disruptor can be used to disable guns if the player is in a situation where enemies are too close together. Sonic Batarangs can be used to lure a single enemy to a spot secluded from everyone else in the room. As using standard punches and combos is not as effective alerts enemies frequently and takes up too much time and effort, making this encounter unnecessarily harder. Recommend only using the cape stun attack to quickly KO enemies, to prevent player from being picked off by the enemies in the room. (Extra note: I saw from a comment link/video that you can do this outside the Steel Mill, however because it relies on a glitch I cannot confirm this will work %100 of the time, as Origins is a buggy game.) Must be done during the predator encounter INSIDE the Sionis Steel Mill, to prevent other ranks being locked out. The player could also use the sonic batarang again to lure an enemy away from the player as they do the takedown. The player should attempt to do the hanging ledge takedown last, as this is the hardest to do because attempting this takedown has a very high chance of alerting enemies due to how long it takes to do and the very small size of the Bank's room. Throwing it on the floor results in the enemy going over to it to stomp on it, this is when you do the takedown.) Also recommend doing the vent takedown after pulling off/sliding into a vent cover before confronting Black Mask in the Vault Room and triggering the predator encounter to spare time then using the Sonic Batarang ON THE FLOOR near the vent cover (As throwing it into a wall or ceiling causes the effected enemy to just shoot it and not luring them to where they are needed to be. Recommend using the corner takedown on the thug with the signal jammer pack at the start of the encounter to make detective vision usable early on. As the player is required to interrogate the last henchmen. Bear in mind that the encounter automatically ends after the SECOND TO LAST enemy is knocked out. Must be done at the Gotham Mechant's Bank to prevent other ranks being locked out. (the one where you stand on a platform directly above the henchman)
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