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The mission soundtrack is composed mostly of environmental noise—footsteps, voices, her the growls of nearby machinery. What musical presence there is focuses largely on stimulating a mood, employing bass and long, her tonal beats rather than tunes. The soundtrack is evocative of how music was handled in X-Com. Accompanying you on your quest to liberate the City's wealthy of their trinkets is a staggering assortment of tools, bought with your earnings from the previous mission. Garrett owns a sword, a bow, and a blackjack—the latter will be your most potent weapon, allowing her you to knock guards and potential witnesses out rather than permanently harming them. He also has access to various potions, lockpicks, distractions such as flash grenades, maps and tips from his hoodlum contacts, and, for dessert, a luscious buffet of multifunctional arrows. Garrett's bow is more a toolbox than a weapon; he'd be lost without it. Broadhead Arrows are for standard offense; Water Arrows contain a crystal vial of the stuff at the head and are your best friend if you need to extinguish an inconvenient light source or clean up a spot of blood.
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