Gods Will Be Watching Guide - Not easy to get by in a world where the slightest misstep can lead to certain death, where the sacrifice of one can save the life of another. Between psychological drama Point'n click and simulation survival.
Gods Will Be Watching is a unique experience, a separate title to the almost intolerable difficulty. Difficulty as DTG Reviews had to step into the breach to get you out of there! In A Guide to Gods Will Be Watching, you will find a collection of tips and tricks that will help you save your ass in the way of original difficulty. Do not expect to find THE ultimate solution that will allow all the madness. No, our Guide Gods Will Be Watching inform you about the ins and outs of each chapter of the game in the hope that you survive one more day. But beware, the gods will monitor your movements and the slightest misstep will lead you straight to a horrible death!
Table of contents
Chapter 1: Self Justified Sacrifices
Chapter 2: 20 days of empty words
Chapter 3: Everdusk
Chapter 4: Gods Will Be Watching
Chapter 5: The Legend
Chapter 6: The suicide mission to save the world
Chapter 7: Nemesis (Arch Enemy) / Ending
Chapter 5: The Legend
Chapter 6: The suicide mission to save the world
Chapter 7: Nemesis (Arch Enemy) / Ending
Chapter 1: Self Justified Sacrifices
In this first chapter, you should take control of Abraham to manage hostages repel response team and proceed to hacking the server. What a program, especially when we know that the slightest misstep will require you to perform a hostage or violently push the soldiers. We will try to give you some tips that will help you get away without necessarily resorting to brute force.
Note: The green actions do not consume time unit, the red hand actions will advance the adventure.
Available actions
Shaman
- Talk: Action inconsequential, you can learn more about your options.
- Strengthen security: Recharge your firewall and allows you to avoid losing the connection with the server. Essential to accomplishing your mission.
- Load the Turbo Piracy: Allows you to load your software to accelerate piracy base.
- Start the Turbo Piracy: Speeds up piracy after loading. Use only from 70%.
- Hacking camera: Allows you to monitor the hallway or the restroom without traveling. Action inconsequential but indispensable.
Jack
- Talk: Action inconsequential, you can learn more about your situation.
- Attack: Shooting on the assault troops. Pushes your assailants violently but panicked hostages.
- Negotiate: Forces response team to stay in his position for 3 rounds.
Hostages
- Calm down: Action to reassure the hostages. Attention hostages too relaxed may attempt a brilliant action.
- Hurler: Violent action to maintain the hostages in line.
- Hitting more violent than the previous action. Keeps the hostages overconfident at some level of fear.
- Pull: Allows you to run or injure a hostage. To be used as a last resort when all hostages were about to flee. Note that a wounded hostage dies after 9 rounds (at least for the female hostage).
- Heal: To treat a leg injury hostage. A reassures the group.
- Exchange: Action for releasing a hostage in exchange for a concession on the part of the response team. Very useful for reducing the soldiers or hack the server safely.
- Send to the rest room: You can isolate a hostage too frightened but beware, a hostage in restroom resume confidence and will try to escape more quickly than others.
What to watch
- The game ends when the response team reached the front door.
- If you run out of hostages, the response team will attack and the game ends.
- If the security level drops too low, there is a good chance that the server locks up, causing the premature end of the game.
- The hostages panic move frequently and curl up on themselves.
- Confident hostages relax their legs.
- When a hostage talks ("Forgetful"), it will attack the next round.
- The hostage brown jacket is the head of the research team. Reassure will have a positive effect on the whole team, the hit also frighten the whole group.
- A hostage placed in the break room no longer counts as a hostage for the response team. If your last hostage is sent in this piece, the soldiers will attack and kill you.
Advice
- In the early part, hack imperative camera to display images of the corridor, which will monitor the progress of the response team.
- Remember to negotiate all three towers to prevent the soldiers from moving too quickly.
- Continually monitor the hostages and act accordingly. Reassure them when they are too scared and hit them when they trust. Act primarily on the researcher brown jacket to have an impact on the entire group.
- Load the Turbo piracy when you have nothing else to do. Piracy will continue at every turn, albeit in more measured, but good things come to those who wait.
- Do not launch the Turbo Hacking with a success rate of 70%.
- Do not forget to regularly improve safety, especially before launching piracy.
- The use of the rest room is not at all necessary, prefer direct isolation rather than action.
- When the response team is too close, do not hesitate to release a hostage to save time. Select the hostage more frightened or more confident.
- If your three hostages died (and free), repeat the following range of actions to get away: load-hit-negotiate.
Summary: Negotiate continuously while controlling hostages, sometimes violently for more impact. Load piracy is not essential, especially when you have 4 hostages to manage. Also keep in mind that the success of your mission is far from assured, even with these tips, the random component of the game leaving you much leeway!
Chapter 2: 20 days of empty words
In this second part, you will do face two completely crazy bastards who will torture you for days. Faced with such a situation, you will play several tricks to get away, lying where possible, beg for your life and, in the worst case, give them the information they request. The latter solution will save you much torture, but know that after four confessions, you will be summarily executed. We will try to guide you through this torture to counter your opponents while saving the life of your two characters.
Note: Jack will die at some key moments in this chapter unless the game ends (on the wall of death). However, this solution is not possible if you hope to get through the rest of the adventure in the best conditions.
Shares available
Jack / Burden
- Cause: As the name suggests, this action will cause your torturer. This is going to hurt you for a ride but it will save you time and to spend the day faster. Note that only the character that caused the executioners will be punished for his audacity.
- Supplier: Allows you to save time and rest to recover some strength before the following abuse. Note, however, that action does not work every time and, if necessary, your two characters will still be tortured. Note that you should not try to plead with Burden as his appointed executioner does not support it, therefore, it is very likely to make him suffer whatever happens
- Reflect: This action allows you to climb the success rate of your lies. Reflecting your executioner will torture your two men, but you may be able to save time in the next round by swinging a big fat lie.
- Lie: The success rate of this action is totally dependent on the previous action but also information that you obtained from Liam. Logically, the higher the percentage, the more likely you are to succeed in your shot, but it is quite possible to pass a lie with a rate of 10% at your own risk of course.
- Confess: The simplest solution to avoid the torture, however, be aware that once you have provided all the information important to your executioner that you run. After 4 confessions, death is inevitable.
Liam
- Liam will visit you the first time after two days of torture. Thereafter, you will visit every night to bring you the requested item yesterday.
- Sedatives: Allows you to better withstand the pain, however, your recovery overnight will be significantly less effective.
- Care Kit: Allows you to completely heal your wounds overnight. A good choice when you know the next day will be tough.
- Information: This item allows you to retrieve important information that will greatly increase the chances of success of your lies. A preferred choice in many cases.
What to watch
- Your characters sag more in their chairs after each sequence of torture. When positioned almost at right angles, you know it's up to you one chance before you go there.
- Your tormentors will torture you 4-5 times a day, knowing this, be sure to organize your answers.
Advice
Day 1: In this first torture session, try not confess, so prefer thinking and lies. You can also try to beg your tormentors (Jack) to gain some respite. Provocation is also a good way to save time, so try to alternate the challenge with your two characters.
Day 2: Torture intensifies but basically, the operation remains the same. Try to bring your executioners then beg, repeatedly if necessary, until the break. If you feel that your two characters are washed up, resign yourself to admit it, but only once. When Liam will visit you, forget the calming and choose instead the information or care kits, according to state and Jack Burden.
Day 3: Bleeding hearts refrain, the bastards will now tackle your teeth! Although the violence that day is unsustainable, the operation remains the same. Provoke them with your character as shaped, beg and if you can, as lie through his teeth (the last straw!). The evening of the third day, Liam will bring the item you requested yesterday.
Day 4: Today, Alexander and Irving go out torches. Yes, it's scary, but know that it will take two turns before you torture. Knowing this, you will have several times the opportunity to reflect and to lie to save time. The sequence of operations is very similar to previous days: provoke, beg and lie, but be careful not to admit! If you chose the care kits at the previous visit Liam, this time choose the information in anticipation of the terrible day # 6.
Day 5: Watch the real fun begins! Today, one of your characters will be attached to the wall, ready to be quartered. You only have a very tight margin since at second spin mistake, the poor victim will be cut in half. Knowing this, provoke your tormentors with the remaining character and cash as hard! Here, information and falsehood will be of great help. In the worst case, you can give them a little info but beware!
Day 6: This is where it all will play out! Irving gets reported and for the occasion, he brought his favorite gun to a game of Russian Roulette. While overall the principle remains the same as in previous days, you're likely to die each time you press the trigger ... It'll just pray that the 3-4 Irving attempts fail, the Otherwise, back to square one!
Day 7: This day looks like two drops of water at first, so you do have to worry that the punches of Alexander and Irving. A good opportunity to make up the wall and the cause, especially if you asked Kits Liam care at the end of the sixth day.
Day 8: And you're back on the wall of death! As before, you can have only one chance before that one of your characters dies horribly. If you are healed overnight, provoke your tormentors until the end of the day!
Day 9: You are nearing the end of this ordeal, for the occasion, Irving will this time bring an ax. His goal: Cut Jack's arm! Never mind, it will take two good shots before succeeding his dirty work and Jack to another spare arm, so play fine, if possible or lying provoke them. The end of this day also marks the end of your ordeal!
Summary: Alternate between provocation, reflection and lying to the picnic to your tormentors. Does admit that when absolutely necessary and never more than 3 times. During visits Liam, forget the calming and rather prefer care kits and information. Information that you must definitely ask at the end of the 4th day if you want a chance to see the end of the sixth day of this ordeal!
Chapter 3: Everdusk
In this chapter you will be caulked in a laboratory in the company of your team. Your goal: To develop a cure to the virus and clear debris blocking the tunnel. Despite much left to chance, this chapter is relatively "easy" if you are able to organize properly. We'll just give you lots of tips to help you get by saving all your team members.
Note: The green actions do not consume time unit, the red hand actions will advance the adventure.
Available actions
Donald
- Talk: Action inconsequential, allows you to get information about your situation.
- Dig: Action needed for clearing the tunnel. More the character is rested, he will dig more quickly.
- Charge the defibrillator: Loads the defibrillator to counter the effects of the virus when one of your characters is infected. A charge will ask two rounds of preparation.
- Repair BR4N-DON: You can repair the robot 10% per turn.
- Inject: This action allows you to inject the medicine or any other drug to a character.
- Analyze the blood: Allows you to analyze the blood of the character after the injection of the remedy.
- S e rest: The character rests and regains 10% health per turn.
BR4ND-ON
- Talk: Action inconsequential, allows you to get information about your situation.
- Dig: Action needed for clearing the tunnel. More the character is rested, he will dig more quickly.
- Charge the defibrillator: Loads the defibrillator to counter the effects of the virus when one of your characters and infected. A charge will ask two rounds of preparation.
- Connect the electric cables: Has the effect of charging the battery an hour sequence of play pump energy BR4N-DON 10% per turn..
- Request information: Action inconsequential but very useful that you can get information about your entire team (health, body mass ...) and on the progress of excavation.
- Rest: Place the robot at rest but unlike humans, it should be repaired by Donald to regain health.
Sarah / Dr. Zenész
- Talk: Action inconsequential, allows you to get information about your situation.
- Using computer: as the name suggests, this action allows you to work on the computer to develop a cure or other products.
- Ask about: Action inconsequential, provides basic information on your team.
- Inject: This action allows you to inject the medicine or any other drug to a character.
- Analyze the blood: Allows you to analyze the blood of the character after the injection of the remedy.
- Rest: The character rests and regains 10% health per turn.
Burden / Jack / Marvin
- Talk: Action inconsequential, allows you to get information about your situation.
- Dig: Action needed for clearing the tunnel. More the character is rested, he will dig more quickly.
- Inject: This action allows you to inject the medicine or any other drug to a character.
- Rest: The character rests and regains 10% health per turn.
Computer
- Search for a remedy: Action needed to develop a vaccine against the virus. More mortality rate, the higher the rate of development is rapid (from 0% to 100%).
- Produce a sedative: Develops a powerful sedative accelerating the recovery rate during the rest of the characters. Makes the user unavailable for several laps.
- Produce adrenaline: This action allows you to produce useful adrenaline for convulsion during your experiments on the vaccine. If you are afraid that your test subject remains, inject him adrenaline but beware, you can not analyze the patient's blood after having awakened in this way.
- Inventory: Open your inventory and display your stock of medicines.
Clock
- Working for 30 minutes: This action allows you to move to the next sequence.
What to watch
- Always keep an eye on the clock, your choices will be reduced as time goes on and it would be stupid to lose the game just because you do not have enough time to clear the tunnel.
- As for the clock, watch absolutely the charging rate of the battery. If you fall to 0, you can not use the computer to develop the vaccine.
- If one of your characters moves to the middle of the screen shouting "I'm infected", you will need to use the defibrillator to use it again.
- Request regular BR4ND-ON information on your team to more efficient organization.
Advice
- Charge the defibrillator to the max with Donald, it will take 6 turns. Once charged defibrillator, let Donald rest in anticipation of future repairs on the robot.
- Ask BR4ND-On digging until it reaches 1 hour charge at the battery. From there, ask him to recharge by connecting son. When it reaches 10% of maximum health, put it to rest and repair it 100% with Donald. Repeat this throughout the game.
- With Sarah and Doctor, develop a first remedy inherently unstable (20% mortality). In this first test, you will select three random elements and analyze the subject's blood to see if these items are placed. Note that it is impossible for an item to appear twice in the formula.
- Make dig Jack Burden and Marvin the side of the robot, run it up the 50% of their energy before to make them rest up, and then repeat the process.
- Once the remedy developed, inject it to Jack. Its body weight will allow him to quickly evacuate the product and, if things go wrong, you can still see the end of the adventure without him.
- Once you have found the first part of the formula, you'll start over again but with 4 different elements. At this point, you may need to take more risks by choosing a potentially more lethal to guinea pigs.
- During the development of the vaccine, you can use the computer to produce an adrenaline rush, just in case.
- When you are able to identify the right elements and place them correctly in the formula, expand the vaccine with a mortality rate of 100% to save time. The formula is good, your character will not pass from life to death.
- For your convenience in vaccine research, write your formulas on a piece of paper, just to remember the elements used and most importantly, to remind you of their position.
In summary: Use the robot to dig and charge the battery and Donald to fix it and charge the defibrillator to its fullest. The two scientists absolutely must use all their time to the development of the remedy while the other team members will take turns to dig the tunnel (even Marvin). Jack is an all designated guinea pig, the other members of the team are perfectly indispensable (except Marvin course). With good organization, you will get away without too much difficulty, despite the large element of uncertainty in the development of the vaccine.
Chapter 4: Gods Will Be Watching
In this chapter you will be confined to a small camp in the company of your fellow 6. You should monitor the psychological state of each manage stocks of food and medicines, tend the fire, but also repair the radio before the passage of the space shuttle. We will try to guide you better in this phase of survival so that you can get away with saving all your mates.
Note: The green actions do not consume time unit, the red hand actions will advance the adventure.
Shares Available
Donald
- Speaking: Contact your character and get some information.
- Radio Repair: Repairs Radio 5%.
- Kill explicit action.
BR4ND-ON
- Request Information: Allows you to obtain information about the psychological state of your companions.
- Repair radio: Repairs Radio 4%.
- Destroy: Eliminate the robot and allows you to recover ammunition.
Sarah
- Speaking: Contact your character and get some information.
- Prepare speech: Allows you to prepare a speech that you recite during dinner. You busy for half the day but allows you to trace the psychological health of the characters in the selected subject.
- Ask about: Allows you to obtain general information about the condition of your companions
- Kill explicit action.
Dr Zenész
- Speaking: Contact your character and get some information.
- Prepare remedies: Allows you to make remedies to the price of a unit of time. Sometimes you can get more in a single preparation. An essential element in the fight against viral infection.
- Kill explicit action.
Marvin
- Fondling: Caresse dogs, pointless action.
- Hunting: Shipping Marvin hunting. Not as effective as Jack but cheaper resources.
- Kill explicit action.
Jack
- Speaking: Contact your character and get some information.
- Hunting rifle: Jack goes hunting using his gun. Very effective but expensive ammunition action.
- Build spear: Consumes a unit of wood for 1-3 spears used for hunting or defense of the camp.
- Hunting the spear: Hunting rifle but less effective than less expensive resource.
Fire
- Add wood: Put another log on the fire.
- Pull the wood: Light the fire with your gun at the price of a bullet.
- Cooking: Use a unit of wood to prepare hot meals 3-5.
- Go get some wood: Burden share fetch wood and come with 1-5 logs.
Overnight
- The options of night can accomplish the same actions that day at the cost of more intense psychological fatigue for the character in question.
What to watch
- Always keep an eye on the state of the fire and never let it go out.
- Monitor your stock of food to avoid unpleasant surprises.
- Check the psychological state of your mates at least once a day interviewing BR4ND-ON.
Advice
- At the beginning of the first day, light the fire and never let it go out during the following 22 days. So go for regular wood and put a log on the fire when it gets too low. If the fire is out at night, the game is over.
- During the first day, ask your doctor to make at least three remedies to avoid losing an infected partner.
- If one of your companions is contaminated, wait two days to heal, so you will save on precious meat.
- Make regular spears and prefer hunting with this tool rather than the gun, but if you miss terribly from food.
- Have a good supply of spears will save your ammo in case of attack by wild animals.
- You will be attacked by wild animals during the night of 16 th and 8 th day, so be prepared accordingly.
- Do not hesitate to send Jack to hunt during the night, his psychological stability is a real strength for the team.
- When morale is low, put the whole team at rest.
- Do not force yourself to constantly repair the radio, you better put it aside for a while rather than let one of your friends crazy.
- Do not use BR4ND-ON to fix the radio, it is less effective than Donald.
- Dr. Zenész is the weak link in the group, so be fussing with it to avoid cracking.
- Talk regularly with your mates to boost their morale by 1 point.
- Try to cook as often as possible, a hot meal will have a much greater impact on your fellow a piece of cold meat.
- Marvin can go without meat for at least 2 days. As the only character of the team does not have a gauge morale, lack of food will not actually have a negative impact. Similarly, there is no need to feed the dog with cooked meals.
- Still, do not let the dog die because it will have an extremely negative impact on Jack.
- Prepare regular speech when morale is low. The topics on the radio and teamwork will always have a positive impact. Other issues should be mentioned that when a particular event occurred. So talk nocturnal predators after suffering a stroke will have a very positive impact on the team, if not, your speech will totally backfire.
- Repair the radio to 100% will have a major positive impact on the morale of the team. Once you get to this stage, you will find a lot easier.
In summary: Keep the fire burning, whatever happens, and make sure to always have a stock of food therefore enough to feed everyone (except Marvin can skip some meals). Continually monitor the doctor, he is the weakest element of the group and he is more likely to escape into the wild as the other team members. In addition, he is the only one who can make the necessary remedies for infections. Do not try to repair the radio every day, it is better to take care of your most unstable companions. Finally, remember to regularly prepare cooked meals and speeches to keep morale at an acceptable level.
Chapter 5: The Legend
In this chapter a little special, you have to cycle through the desert with a band of soldiers. Between water management and the physical condition of your men, the task will not be easy, especially since you only have 150 hours to reach the extraction point. Here you will find many tips that will help you survive the dangers of the desert minimizing losses within your group.
Shares Available
Sergeant
- Moving: Moving in the direction of your choice.
- Status of the mission: Tells you about the time remaining before the shuttle departure time and the direction to take to reach the extraction point.
- Check the signal: Tells you if you approach the beacon signal.
- Give water to everyone: Give a ration of water to all soldiers dehydrated.
G / Starleech / Nile Romero
- Explorer: Sending scout in the direction you want to locate nearby. Avoids falling on enemy patrols or fortified camps.
- Give water Give a ration of water to this soldier.
- Conduct attack: Lance attack on an enemy position previously identified.
- Abandon: Abandon the soldier in the desert.
Jack / Rasmus / S. Sat / Grayshock
- Give water Give a ration of water to this soldier.
- Conduct attack: Lance attack on an enemy position previously identified.
- Ask about: Get information about the different actions available.
- Abandon: Abandon the soldier in the desert.
Abraham
- Give water Give a ration of water to this soldier.
- Kill Ask Jack to kill the soldier.
Dr. Todd
- Request info: Get information on health status or level of thirst group.
- Give water Give a ration of water to this soldier.
- Conduct attack: Lance attack on an enemy position previously identified.
- Ask about: Get information about the different actions available.
- Abandon: Abandon the soldier in the desert.
Enemy dead
- Digging: Digging enemy corpses in search of ammunition and water.
Shelter
- Sleep: Instructs the team to rest for a specified duration. Also helps prevent sandstorms.
Wet field
- Dig: To dig the ground to get plenty of water for the price of 3 hours of work.
Cactus
- Collect water: Provides water without spending a small amount of time.
Traces of a battle
- Delving: To search through the rubble in search of ammunition. Research last 3 hours.
Camp Captured
- Piller: To search the camp to recover large amounts of ammunition and water. Research had 3am.
- Sleep: Instructs the team to rest for a specified duration. Also helps prevent sandstorms.
What to watch
- Before leaving for the desert, check the status of the mission to find out which direction is the shuttle.
- Regularly check the remaining time before the departure time of the vessel.
- Continually monitor the health and thirst of your men.
Advice
- Before starting your trip, visit the mission log to find out which way to go. If the tag is located in the south-west, constantly move through the southern and western directions.
- Check the condition of the signal to see if you get closer to your goal.
- Never give water to your men that when they will kneel.
- Send a scout systematically in the direction you want to go. An exploration of three boxes is a good solution to fast forward.
- Always try to send a scout in good health to reduce the duration of exploration.
- If Scout does not come back at the end of the allotted time for exploration, wait 1-2 hours before continuing on.
- Opt for Jack systematically when you want to attack a patrol or a camp, it's clear to him the best soldier in the group.
- If you do not have enough ammunition to attack a camp, please use your explosives.
- Systematically Search the enemies camps but do not mind traces of battles if you already have a good stock of ammunition.
- Always Collect water in cactus but dig wetlands that if your water supply is too low.
- A rest period of 3 hours is a good compromise in terms of recovery ratio / time spent.
- If sandstorm, please retrace your steps to reach a shelter that you have previously visited.
- Do not ask Jack to eliminate Sergeant Abraham. This will have a negative too much effect on the morale of the group and some soldiers will not want to follow you. In addition, Abraham committed suicide himself during the mission.
Summary: Make sure the position of the shuttle before you start your trip and constantly keep an eye on the proximity of the tag. Do not give water to your men until they are weaker to save your rations. Do not skimp on the exploration and always choose a scout with a good physical condition. Finally, do not bother about the rubble or wetlands if your stockpiles of ammunition and water are important enough.
Chapter 6: The suicide mission to save the world
In this chapter very intense, you will achieve extract information from members Xenolifer to retrieve the cure to the virus. But then, the group members are willing to die for their beliefs and it will be difficult to crack. Here you will find information that will help you cope better without necessarily having to resort to lethal force.
Shares Available
Sergeant Burden
- Pull Up: Fires a ball in the air to reduce the rate of insubordination your hostages.
- Remember passwords: Allows you to check the order of codes obtained.
Ford / Claire / Frank / Wouter / Shaman
- Persuade: Talk to the selected character. Slightly decreases the rate of insubordination and the will of the speaker.
- Hitting Smite violently selected character. Depending on the character, his will be enhanced or diminished. In any case non-compliance of the group will decline slightly.
- Threatening: Menace character death. Leads to a greater or lesser reduction of the will depending on the character threatened. Leave a living after a death threat character will cause an increase of 20% noncompliance.
- Execute: Executes the selected character summary. Drastically reduced the will and insubordination rate of the whole group. Also reduces oxygen consumption.
- Give freedom: the freedom to offer a character in exchange for a code. No effect if the selected character has no connection with another member of the group or if his will is still too high.
- Release: releases the selected character. Reduces oxygen consumption and the rate of insubordination. Also reduces the willingness of people in connection with the character released.
Eddie
- Hitting: Made slightly decrease the will of the whole group but increases rebelliousness more than 20%.
- Threatening: Made diminish the will of the whole group but increased 30% noncompliance.
- Run: Increases insubordination over 60% but decreases the will of the entire group of 40 to 70%, depending on the character.
- Orphrey freedom: Provides the freedom of a person in exchange for a code. No effect if the selected character has no connection with another member of the group or if his will is still too high.
- Release: Made diminish the will of Frank and Claire 25% and 22% noncompliance.
Medusea
- Pull: Destroy the protective shell of the virus. Increases insubordination 18% but decreases drastically the will of the whole group, except that Ford and Frank.
Computer
- Insert code: Allows you to enter codes to unlock the cure obtained.
What to watch
- Keep an eye on the level of oxygen, when it is too low, release or kill a hostage.
- Also monitor the rate of spread of the virus. When the planet is fully contaminated the mortality rate will skyrocket.
- Pay close attention to the rate of noncompliance, action miscalculated cause revolt hostages
Advice
- Make many tests to know the personality of the hostages and their relationships with each other.
- Wouter is the lowest face of violence. After a series of strokes, threaten him or offer him his freedom for some of the code.
- Ford is deeply empathetic, thus it will be more concerned with the abuse of others rather than himself.
- Frank and Claire, as well as being related to each other will be greatly affected by the state of little Eddie. However, careful not to over do violence if you want to avoid revolt.
- Shaman is the key feature of the group. He is not afraid of physical violence and one persuasion or threat could possibly bend.
- Release Eddie early in the game is a good way to reduce overall will and disobedience of the entire group.
- Wouter is your preferred start of the game because of his fear of violence and low desire partner.
- Do not hesitate to destroy the protective shell of the virus to weaken the entire group, including Wouter. However, it will then make concessions to keep an acceptable level of oxygen.
- Pull in the air is a good way to decrease the rate of insubordination.
Summary: Strive about Wouter early in the game when Eddie and free of insubordination rate will become too high. Then alternate between persuasion and physical violence to convince Ford to give you the code. Do not threaten to leave and live a character which is too high if you want to avoid revolt will. Promise of freedom to a weakened character and then release is a good way to get a code while reducing the loss of oxygen and the rate of insubordination. Finally, do not hesitate to destroy the protective shell of the virus to weaken the will of the whole group.
Chapter 7: Nemesis (Arch Enemy) / Ending
You're finally made the last chapter of Gods Will Be Watching! In this final chapter, you will face Liam in single combat, but beware, it is a formidable opponent who will not make you gifts. Fortunately, you will find a description of each of his shots and the movement against attack adapted to each of them.
Note: The jump back works against all attacks Liam except his shot Blaster (red light).
Perform a low ducking to go under the knife: Straight released blue light on the left arm.
Two bent arms fighting position: Place a hook to push Liam or bass ducking to go under the knife.
Straight down arm, left arm bent: Only jump back can save you face this treacherous attack.
Stretched right arm, left arm bent: Parade or dodge. Liam is likely to chain several kicks before your dodge can be no turning back.
Released right arm, red light on the left arm: Push the attack with a single hook.
Right arm loose, yellow light on the left arm: Answer with a dodge to repel Liam. A simple hook will not impose her injury.
When you finally emerged victorious from this fierce battle, choose your path between Everdusk Xenolifer and then watch the long-awaited end of Gods Will Be Watching!
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