Was It Worth It?: Difference between revisions

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* If you choose to make your stand all on your own, the best place for that is the alley leading to the backdoor of the clubhouse, as the walls provide good cover, and the alley is a chokepoint; they will approach you only from one direction. You can take them down from a distance with the Assault/Carbine Rifle, or go close quarters with the Combat Shotgun. There are four waves, with breaks in between, so be sure to pick up the money dropped by the dead henchmen.
* If you choose to make your stand all on your own, the best place for that is the alley leading to the backdoor of the clubhouse, as the walls provide good cover, and the alley is a chokepoint; they will approach you only from one direction. You can take them down from a distance with the Assault/Carbine Rifle, or go close quarters with the Combat Shotgun. There are four waves, with breaks in between, so be sure to pick up the money dropped by the dead henchmen.
* This is one of several missions in the game that are substantially changed if the backup is called in, as Clay and Terry automatically execute a plan.
* This is one of several missions in the game that are substantially changed if the backup is called in, as Clay and Terry automatically execute a plan.
* After the mission ends, a phone call from Stubbs unlocks the final mission of the game. This provides a final opportunity to stock up on armor and ammo from Terry or a gun shop, as well as to engage in activities at the clubhouse, as well as finishing side-missions for 100% completion.
* After the mission ends, a phone call from Stubbs unlocks the final mission of the game. This provides a final opportunity to engage in activities at the clubhouse, as well as finishing side-missions for 100% completion.


==See also==
==See also==
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