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Prima Games Blog

The Prima Games Blog is the place to read about new video games, get expert strategy, tips, downloads,
free walkthroughs, and insider game info by gamers for gamers.

All posts tagged with ‘tips’
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Bad Company 2 Demo Survival Tips

Are you as addicted to the Battlefield Bad Company 2 demo as I am? I’ve been playing the game for nearly three months now and I still can’t get enough, squeezing in at least one hour of multiplayer every evening. But if you’re having a tough time grasping some of the new (and old) concepts, here are a few quick tips.

Tag Those Targets: You may have noticed the red/orange icons above enemy units. This is the result of your knowledgeable teammates tagging targets through the new Comms system. To tag a target, aim at an enemy unit and press the Comms button; “Q” on the PC, “Back” on the Xbox 360, or “Select” on the PS3. Tagged targets are visible to all teammates both on the HUD and minimap. This is an easy way to communicate with your entire team, plus if a teammate kills a target you tagged, you earn a 20-point Spot Assist bonus. A target remains tagged for approximately five seconds, but you can tag it again as long as you maintain line of sight.

Pass the Ammo: Hey assault guys! Would it kill you to drop an ammo box? The assault kit’s ammo box is the only source of ammo. So when playing as assault, be generous with the bullets. You’re rewarded with a Team Resupply bonus (10 points) every time a teammate retrieves ammo from an ammo box. Engineers and recon players often need more rockets and sniper rounds, so consider dropping a box at their feet to keep them firing. And for you medics, don’t be so stingy with the medkits either.

A Tank is not a Battering Ram: To all those players who drive their tanks headlong into enemy infantry: Stop it now! All it takes is 2-3 rockets to take out a tank, so keep it a safe distance from enemy infantry. Instead, use it as a stand-off weapon, blasting enemies from long range. The machine gun turret on each tank is equipped with a zoom function, making the weapon extremely accurate and deadly at extreme distances. Also, consider playing as an engineer, so you can repair your own ride.

Alt Fire Specialization: This is the only specialization available in the demo, so always equip it before spawning into the game. This perk allows drivers of tanks to fire a coaxial machine gun by holding down the alternate fire button. The UAV even benefits with a deadly machinegun of its own. But the AH-64 Apache gets an even bigger bonus with this feature. The gunner can use the secondary fire button to shoot tracer darts at vehicles while the pilot can launch Hellfire missiles, homing in on the gunner’s traced targets.

Destruction 2.0: In Bad Company 2, structures can completely collapse if they take enough damage. This is a great way to take out M-COM objectives located inside houses. In the demo, objective A at the Construction Site and objective B at the Office Site can be destroyed in this fashion. Simply target the building’s outer walls with explosive munitions until you hear creaking and moaning sounds, indicating an imminent collapse. Collapsing buildings not only destroy M-COM stations but they’ll kill any opponents inside.

For more multiplayer tips and tactics, be sure to check out our guide, releasing next month. Inside we cover every kit, weapon, vehicle, and specialization in detail, complete with stats, tactics, and unlock criteria. The guide also contains labeled maps showing the locations of all bases, objectives, control points, as well as spawn points for all vehicles and stationary weapons. So look for it on store shelves when you buy the game.

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Ready for the 40th Day?

Today marks the release of Army of Two: The 40th Day, featuring Salem and Rios in another fist-bump-worthy adventure. I had a lot of fun with the first game, but this one is a whole new beast with some welcome additions and tons of super-cool new features. And I’m not saying that just because I wrote the guide. I really feel the latest installment is a huge improvement over the original. So what are some of my favorite innovations? I absolutely love the one-button melee attacks. It’s especially satisfying to sneak up behind a distracted enemy and dispatch them with your bare hands…or a bayonet. Grenades are also now assigned a button of their own making it much easier to frag thugs during a heated firefight. But that’s just the beginning.

Perhaps the most exciting feature of the new game is the weapon customization option. Not only can you buy a large assortment of assault rifles, sub machineguns, shotguns, sniper rifles, and light machineguns, but you can tear each weapon apart and apply its parts to different weapons in your arsenal. Want to add that AK-47 stock to your M416? No problem. Or maybe you just want to attach a shotgun beneath the barrel of your semi-automatic grenade launcher? The customization options are absolutely insane allowing for the creation of some truly brutal implements of war. I made sure we paid a great deal attention to this feature in our guide, complete with stats and info on every weapon and weapon part. We even put together a helpful quick reference table in the back of the guide showing all these stats.

Army of Two was one of the first games to take co-op gameplay seriously, taking a ground-up approach in its design. I’m pleased to see that the co-op experience is even more fluid this time around. For example, co-op sniping can be initiated at any time; a great way to eliminate two target simultaneously. Plus you can perform some awesome new co-op actions such as the mock surrender. But the co-op interactions don’t end with the gameplay. Your team’s choices can affect the outcome of the story. Throughout the campaign there are a variety of co-op choices requiring you and your partner to make a tough decision. Are you in it for the money? Or are you more interested in helping your fellow man? Even better, none of these decisions are real cut and dry. But don’t worry; we cover all the co-op choices in the guide, describing the rewards and consequences for each. Also, if you’re a completionist you’ll be happy to know that we also have labeled maps illustrating the locations of all collectibles including weapon parts, radio transmissions, civilians, cash drops, and Maneki Neko cats.

Late in the project we had the chance to play through the different multiplayer game modes with the developers. And I’m pleased to say that we didn’t get totally embarrassed. Still, it helps when you have experts on your team. In all there are four game modes: Control, Co-Op Deathmatch, Extraction, and Warzone. Of all these modes, I had the most fun with Extraction, requiring you and three buddies to hold out against wave after wave of AI-controlled enemies. It’s a very tough mode but the teamwork required to come out on top is very rewarding. The developers even took the time to write some tips for each map pointing out crucial locations and tactics necessary for achieving victory.

After this one, I’m eager to see what’s next for Salem and Rios. I’m happy to see EA is investing in this franchise, complete with a new comic book set to release this month from IDW—we have the first few pages of the debut issue in the back of our guide. These characters are perfect for a comic series and I’m sure it will help maintain interest while we wait for the next video game adventure. I know I’ll be checking it out every month.

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Sean Devlin’s School of Hard Knocks

Read more about The Saboteur Game Guide

If your knuckles haven’t had a bruise since last Sunday and you want to take some liberties with a Nazi officer’s face, you’ve come to the right game. In The Saboteur, you play Sean Devlin, a rough-and-tumble bloke who joins up with the French Resistance to put a hurting on the Nazi regime that has taken up residence in World War II Paris. Sean escalates from boosting cars and brawling in bars to assassination runs and top-secret sabotage missions. It’s always more fun to punch, shoot or blast your way through the Resistance missions than to sit back at HQ and read intel reports, so here are five tips guaranteed to cause maximum mayhem in the streets of Paris.

DYNAMITE DESTRUCTION: Normally you plant your explosives on a prime target, light the fuse and run for your life. You only have a few seconds to escape the blast radius, so you can’t always set up the ideal explosion. However, you can set your dynamite without a fuse and detonate it from long range with a well-placed bullet. It’s precision damage, except just remember that if your bullets can detonate the dynamite so can the enemy’s.

BURN, BABY, BURN: Once you get your hands on a Terror Flammenwerfer, you’ll turn the Nazi’s book-burning flamethrower against them and spark up a few unplanned BBQs. It underscores the meaning of “friendly fire,” so watch it around allies, but you don’t even have to hit enemies directly to kill them. Spray the area and watch as pants, coats and gloves burst into flame and send the bastards screaming to their charcoal graves.

SMASH-UP DERBY: Stolen vehicles help you cruise around the city in style, and you can also transform them into weapons. Besides running over errant Nazi foot soldiers and crashing through roadblocks, you can accelerate to full speed, aim at a target, then jettison out of the vehicle before impact. If you strap some dynamite to your speeding projectile, it’s an even bigger boom! Though you’ll need to earn that ability.

JAWBREAKER: Soften up enemy combatants with a couple of quick punches and follow with a strong punch to the kisser. Even bulky Nazis go down quickly with a flurry of relentless jabs. Throw in a hefty kick once in a while, or really punish an enemy once you unlock the Haymaker perk.

The Saboteur: Prima’s Official Game Guide is now available in print and digital download http://www.primagames.com/guides/display.php?isbn=9780761559566. You’ll get maps of all mission areas as well as an overview map of the entire game world, with labels for tons of hiding spots, pick ups, and more!

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The Party Scene

Dragon Age Collector's EditionI have 300+ hours into Dragon Age: Origins, and I’m still going back for more. Not to replay the quests (I’ve done them all), not to load a new character up with fancy loot (though, admittedly, there are some cool weapons I still want to check out), not to discover a secret location in Ferelden (the unknown frontier has been colonized for me a while back). No, I miss the party scene.

I do miss chugging some ale around camp with the fiery dwarf Oghren, but it’s more about wanting to go back and see all my friends. My companions that journeyed with me from the Grey Warden Joining to the final battle against the Archdemon. Sounds sappy, maybe, but I’ve never played a game before that had this much interaction between you and your pals. We’re all used to the A.I. party member that hacks a monster in the skull to save your neck (most of the time) and slashes through a spellcaster hellbent on turning you into a campfire marshmallow (most of the time); these guys are standard fantasy fare. I was pleasantly surprised, then amazed, at how my Dragon Age buddies came to life.

First up for my party was Alistair. A fellow Grey Warden, the wise-cracking, sensitive-yet-sometimes-surly Alistair became my warrior tank from the moment we sunk our boots into the Korcari Wilds muck. His banter with Morrigan is priceless. The two act like ex-boyfriend and girlfriend with a real axe to grind, and not as prep for our next darkspawn encounter.

Unfortunately, since I mostly played a mage, Morrigan got left home as soon as I hooked up with Wynne at the Circle Tower. Alistair got me again there, when he once asked Wynne to mend his socks because he’s a guy and she’s a motherly grandmother type. Hilarious stuff. There is a lot to love about Wynne and her nurturing wisdom, but probably the coolest thing was when her Vessel of the Spirit ability appears. This ability seals the deal for Wynne as the best healer in the game, but you only get it after a series of events at Party Camp and after a tough boss fight in a random encounter.

As a human male character, I choose to seduce Leliana, our rogue who joined the group at Dane’s Refuge in Lothering. Little did I know that she’s the hardest one to woo: She needs a 100 approval rating to fall in love, unlike companions like Morrigan and Zevran who enjoy their flings. Leliana’s a bard, and when she broke into song—the whole thing: music, lyrics, and all—just for me at Party Camp, I was floored. What other game gives you that much as a “throwaway” moment in camp? Amazing.

There are just too many moments in the lifetime of one character to chronicle. Dog’s fetching antics, grumpy Sten, discovering the gender-bender golem Shale in the downloadable content—moments I’ll remember forever, not because I killed a foe in .2 seconds flat, but because I made a connection with these characters.

Like a good book, I’m excited to get to the end of Dragon Age: Origins, and when I get there, I’m heartbroken that it’s over. Luckily, this story can be retold in many ways, and each time I’ll catch another Alistair joke or a disparaging Oghren comment that seriously makes me pause and think, “Did Bioware just create life with this game when I wasn’t looking?”

 

da-site

 

To access the official Dragon Age strategy site visit www.DragonAgeWalkthrough .com.

 

 

The Prima Collector’s Edition Guide and Prima Official Game Guide to Dragon Age: Origins are available wherever games are sold.

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Battlefield 1943 Tips

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So are you hooked on Battlefield 1943 like I am? Like the other games in the series, this one is seriously addictive and well worth the $15 it costs to download from Xbox Live or the Playstation Network. But by now, even the novice players are getting the hang of it. So if you’re late to the party, here’s a few useful tips to help you survive.

  • My favorite class? The Rifleman. The M1 Garand (available in both the Marine and Japanese kits) is by far the most balanced weapon in the game offering the perfect balance of power, range, and rate of fire. It only holds eight rounds, so be sure to reload after each engagement. For best results, crouch and peer through the iron sight view before squeezing the trigger. Also, let the rifle settle after each shot to combat the effects of recoil.
  • Learn to Defend! Too many players simply race from one control point to the next, never leaving anyone behind to defend captured territory. As a result, the match resembles a game of whack-a-mole, with players wandering all over the map. Remember, your team only needs to hold three out of the five flags to bleed the enemy ticket count. So capture three control points and defend them!
  • Tanks are absolute beasts, if deployed correctly. Don’t drive headlong into a swarm of enemy infantry; you’ll quickly get picked apart by explosive charges and anti-tank rounds. Instead, use tanks as standoff weapons during assaults. Hold back and shell a position, providing support while infantry move in for the capture.
  • A tank’s front armor is the strongest, so keep it facing toward your enemy at all times. Likewise, look for opportunities to flank enemy tanks, targeting the weaker side or rear armor. The rear armor is the weakest, making it the most effective spot to hit a tank with rifle grenades and anti-tank rounds.
  • Flak canons are great for taking out fighters and bombers…just be sure to lead them. But they inflict no damage against tanks. So if you see an enemy tank rolling toward your position, jump out of the flak canon and seek more suitable cover.
  • Air raid bombers can be shot down by fighters and flak canons. So don’t let those enemy bombers reach their target. Shoot them down before they can drop their bombs.
  • Always use the bomb sight view when controlling the bombers during an air raid. Steer the bombers toward the largest concentration of enemy units, as noted by the red icons on the HUD. Enemy held control points make decent targets too, as they’re constantly spawning fresh units. If targeting a control point, hit one near the frontlines, as most players spawn closest to the action.
  • When strafing with a fighter, use the rudder to line-up your target. The rudder is mapped to the left analog stick and controls the plane’s yaw. Applying rudder during tight turns is also effective, sometimes allowing you to out turn a pesky bandit on your tail.
  • Is your plane damaged? No need to land and repair it with a wrench. Simply fly over a friendly airfield or aircraft carrier. If you’re low enough, your plane will be repaired. For best results, cut the throttle and glide over the runway to maximize your flight time, ensuring your plane’s health is completely restored with one pass. However, you’re extremely vulnerable when performing a low speed fly over so make sure the airspace is clear of threats.
  • The Japanese Zero is much more agile and maneuverable than the Marine Corsair so take this into account before charging into a dogfight. The Corsair tends to stall, so stay on the throttle while climbing and keep up your airspeed during tight turns.
  • Use Squads! If you join (or start) a squad, you can spawn on your squad members’ positions. This is useful when launching an assault against a well defended control point. Have on squad member hold back and serve as the spawn point while the rest of the squad attacks. You can have up to four players in a squad.
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Spore: Marketing Your Adventures

sga_06Galactic Adventures has only been out for a few days and there’s already more than 1,000 community-created adventures available for download. So with so many adventures, how do you make yours stand out from the crowd? There are a few simple things you can do to increase the visibility of your adventure in the already crowded Sporepedia. Think of the Adventure Title Interface as the marketing panel; click on the blue “Name Your Adventure” button at the bottom of the screen in the Adventure Creator. Here you can write a description for your adventure, enter keyword search tags, define the genre, and assign detailed view pictures. While all of these fields are important to fill out, the detailed view pictures are critical. These four images appear on your adventure’s title card in the Sporepedia.

So how do you take a good picture? I like action shots so I start up the adventure and advance to an act I want to show an image of, such as a battle scene. While the action plays out, pause the game and enter freecam mode: Press Ctrl+Alt+C to enter freecam mode. This allows you to move the camera anywhere on the planet. And since the game is paused, you can take as much time as you want to frame the shot. When you get the shot you want, press the C key to take a snapshot. Repeat the process at least four times so you have four different shots. Once you have your shots, return to Build Mode and assign the detailed view pictures. Make sure you select your best shot for the first slot, as this is the image that appears on the front of the adventure’s card. The three other images only appear on the card’s expanded view when you click on the blue information bar at the bottom of the card in the Sporepedia. Now that you have four good images, a description, tags, and genre, your adventure should stick out a bit more.

By the way, I uploaded a new adventure a few days ago titled Colonel Grihm’s Last Stand. It’s a defense-based adventure…and it’s really tough. My goal was to make an adventure worth a lot of Spore Points. And it seems to have worked. Currently, completing the adventure earns your captain 75 Spore Points. So feel free to check it out and let me know what you think. I’ll give you a hint…use the grenades!

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Spore: Creating Adventures

sga_02One of the most exciting features of the Galactic Adventures expansion is the new Adventure Creator. This allows you to create your own planetary adventures consisting of a variety of activities and goals. Even more exciting is how easy it is to share these adventures with the Spore community, allowing others to edit and tweak your adventures. But don’t worry, every time an adventure is edited, the original author retains credit within the adventure’s legacy, listing all contributors. So what does it take to create an adventure from scratch? I spent a couple of days at Maxis talking to the producers about their process. After all, why not ask the pros? They break the process down into several logical steps:

Brainstorming: Every great idea has to start somewhere. In this phase the team throws out ideas for adventures, discussing what they want to accomplish. As the adventure evolves, goals are discussed, determining how gameplay will function.

Story: Most adventures tell some sort of story, so developing a narrative is a key element of the pre-production process. This can include a backstory (what happened before the captain arrived) as well as snippets of significant dialogue; when the captain speaks to someone, what will they say?

Production: Once the team has a good idea of what they want to do, they jump into the Adventure Creator and start blocking out the adventure, ensuring they have all the cast members they need. If not, they create them. Thanks to the intuitive design of the Creator, it only takes a few minutes to block out an adventure by creating environments and placing key gameplay objects. After placing all the objects and implementing the goals, the adventure is playable…but it might not be very pretty.

Art Pass: During this stage the team makes several passes through the adventure to ensure everything looks just right. This can include adding visual and sound effects. Maybe you want to add a lightning storm or the sound of wind blowing? Even simple additions such as these can have a dramatic impact on how an adventure looks and plays.

Testing & Tuning: This is the most time-consuming part of the creation process, requiring the team to play an adventure over and over to ensure everything works correctly and looks perfect. It’s a good idea to test an adventure with different captains of varying abilities to ensure it’s not too easy or too difficult for anyone. For example, a captain equipped with a Jump Jet could easily circumvent some obstacles.

So when you’re ready to start making your own adventures, follow the advice from the developers. For more information on the Adventure Creator, check out our guide, releasing next week. It includes a detailed overview of the entire Creator as well as a step-by-step tutorial.

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Wanted: Secret Codes

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Having trouble finding all the secret codes in Wanted: Weapons of Fate? No problem. We’ve got it covered. I had a tough time tracking down all the codes too. Then I realized I could figure them all out by systematically coding every letter of the alphabet into binary then inputting it as a potential code; kind of how the Loom of Fate works, but in reverse. Sure, it may not have been as sporting as hunting down every code in the DVD and comic books, but it worked. Altogether the 13-letter code spells out LOomTargetCDW. I’m not sure what it means, but at least it spells out something. Anyway, you could probably care less about that. So here’s all the codes:

01001100: Health Improvement
When input, this code reduces the amount of damage Wesley/Cross takes when shot.

01001111: Super Weapons
This code boosts the damage of all weapons fired.

01101111: Unlimited Ammo
Always running out of bullets? Try inputting this code.

01101101: Unlimited Adrenaline
With this enhancement activated you never run out of adrenaline, no matter how sloppy you are with your curved bullets.

01010100: Play as Cross
Unlocks Cross as a playable character. Use this code and defeat The Immortal to earn the Between Old Friends achievement/trophy. Make sure you’re playing on The Killer difficulty.

01100001: Play with Special Suit
Allows you to play through any level wearing the Killer’s suit.

01110010: One Shot One Kill
Every bullet you fire is lethal when this gameplay enhancement is active, so there’s no need to go for headshots.

01100111: Headshot Mode
In Headshot Mode you must score a certain amount of headshots in each section before proceeding to the next section of a level.

01100101: Close Combat Mode
Like Headshot Mode, in Close Combat Mode you must kill multiple enemies with melee attacks in order to proceed.

01110100: Cinematic Mode
Activate this in the options menu. Every curved bullet hit is tracked by the camera.

01000011: Play As Wesley
This code is needed to earn the Heart Breaker achievement/trophy when defeating Araña on The Killer difficulty.

01000100: Play As Janice/Use 1001000 in DVD
This one unlocks Janice (Wesley’s ex-boss) as a playable character and provides a second code (1001000) to be input into the DVD.

01010111: Play as Airplane Bodyguard
Unlocks the Bodyguard as a playable character.

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Suikoden Tierkreis Author Tips Part II

More author tips from the Suikoden Tierkreis author, Steve Stratton.

tip-006Tip #6: Exploit the Back Row

Characters you place in your party’s back row are tougher targets compared to those who stand up front. Always fill your back row with as many characters as possible to limit your party’s exposure, equipping backline combatants with staves, bows, and other long-range arms so they can still pitch in during a scrap.

Tip #7: Unleash the Fury

Your party members gain full HP and MP each time they level up, so don’t shy away from unleashing potent Marks of the Stars attacks that help to hasten each fight, particularly when facing fierce foes that give big EXP when felled!

tip-008Tip #8: Unbalance Baddies

Marks of the Stars that inflict the Unbalance status effect are some of the best, because an Unbalanced enemy cannot act for several turns. It’s therefore wise to include at least one character that can Unbalance baddies into each party you make, especially when running up against big, burly brutes!

Tip #9: Carry Curatives

Monsters don’t just like to beat up your party members, they also throw all sorts of nasty status ailments at them, such as Silence and Confusion. Be prepared and always carry a healthy variety of status-curing items. They can be real lifesavers!

Tip #10: Find Fortune with a Friend!

There’s plenty of glory and adventure to be had in the Suikoden: Tierkreis’s epic single-player saga, but some of the coolest loot can only be obtained when you hook up with a buddy, sending a few of your characters across the Infinity and over to their world to take on special Infinity Quests, all of which are fully disclosed in Prima’s exceptional eGuide!

Click here for a free preview of the Suikoden Tierkreis  eGuide!

Click here to purchase the Suikoden Tierkreis eGuide!

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All of the Mafioso action, none of the bloody horse heads

I can think of at least five different ways to take over the gas station down the street. I can cut the telephone lines at the rear, then rush the front counter. If it was a two-man job, I’d send a bruiser through the sliding glass doors, then cut the power so that the proprietor couldn’t escape. Better still, I’d go inside, possibly knock over a few candy bar racks to intimidate the owner, and put the screws to him until he decides to kick up a weekly protection fee to me, Fernando Bueno…Don Fernando Bueno.

While playing The Godfather II, these are the kinds of decisions you’ll have to make. As you grow your empire, you’ll have to take over small businesses, recruit new soldiers, promote crew members, and even knock over a few banks to rake in some extra dough. So before we get to all of the other nuances of becoming a Don, why don’t we start with the very first thing you need to know: How to take over a business.

 

Tip #1

Always case the joint first. Before rushing into a business with your guns blazing, always stroll around the perimeter first and locate all of the exits, the gas main, and the telephone lines. Whether it’s an electronics store or a swanky gin joint, businesses usually have more than one entry point. If you can’t get in through the front door because there’s too much muscle, get your demolitions expert or engineer to create a new entry point for you.

 

Tip #2

Vary your crew members’ specialties. Look, there’s no point in bringing three safecrackers to a business that requires a bruiser to bust down the door, you dig? By bringing a bruiser, an engineer, and a demolitions expert, you’ve pretty much guaranteed you can get into any building you want.

 

Tip #3

A stubborn Don is a dead Don. If the business you’re after is heavily fortified with a rival family’s goons, there’s no point in banging your head against the wall trying to take it over with a weaker crew. Instead, weaken the rival family by blowing up one of its businesses and removing their Crime Ring bonus. If that business was guarded by men wearing bulletproof vests, for example, remove the bulletproof vest bonus to make things easier on you the next time to try to take the joint.

 

Tip #4

Unmake Made Men. Whenever you try to take over a rival business, chances are the rival Don will send some of his tougher Made Men to provide the business under siege a little backup. You can ensure this doesn’t happen by either removing the rival family’s Made Men for good by meeting their kill conditions, or just send them to the hospital for a bit by whacking them some other way (and not meeting their kill condition). Either way, get them out of your hair before things get messy at a small business takeover.

 

Tip #5

Your crew is only as good as their leader. If you rush into a warehouse where all of the rival goons are ready and waiting, you’ll lead your men into a massacre. Instead, use your men like you would a military unit. Orchestrate their movements as they take over the business and cover each others’ backs. Use flanking procedures to take out rival soldiers, take cover behind walls, or even send your crew down one route while you take another to split the enemy’s fire. Fight smart.

 

No matter what method you choose when taking over a new business, always keep in mind that there’s more than one way to skin a cat. If your first attempt doesn’t work perfectly, try an alternate entrance or a different approach.