|
FACILITY STRATEGY:
BEST CHARACTERS
     
The Facility is a tougher level to chose a blending
character for. The main hallways have white tiling, there are gray stone
walls, and there are two blue rooms. In the hallway, the best character
is Baron Samedi,
and the Scientists
are also good. Against the stone walls, it's the Siberian
Special Forces. In the blue rooms,
the best blending character is the St.
Petersburg Guard, or the Helicopter
Pilot.
As you can see, it's tough to pick the best
character, but I've concluded that the Siberian
Special Forces is the best choice.
His best spot is the stone walls, but he's also good in the hallway. He
stands out a bit in the blue rooms, though.
TACTICS
In the Facility, Innings don't last long. Even the best players are frequently
killed. Since the place is small, you can easily cover the starting points.
Go to the first sliding door and open it. If he appears in the "locker
room", you have him. If he appears in the big blue room, you still have
him. Same thing in the hallway. In the blue room with weapons, rush in.
If he has a gun, it won't be a good one. If he appears on the balcony,
shoot up at him. If he appears in the shaft, you should be able to make
it. The only place he is safe is if he appears in the tank room at the
far end of the level.
Close the sliding doors after you go through. This delays opponents.
If you know your opponents will be frustrated, step aside and face the
door. As soon as your opponent opens it, he will be facing straight forward,
and you can hit them from an angle.
Shoot through doors and windows with strong weapons, especially in License
to Kill. If you turn Paintball Mode on, you won't see the cracks.
Watch your back, if playing three or more players. Opponents can quickly
come from behind and take out two players involved in a gun fight.
THE STARTING POINTS
(Mastered By 008 The Biker)
In any level, if you know where all the starting points are, you'll have
a small advantage. But if you know exactly where your opponents will reappear,
you'll have a huge advantage. Each player appears in the same order, so
you can tell where each player should appear next. It works best with
two players, so no one else will disturb the starting spots by being too
close. Here is the order, and once at the bottom, it restarts at the top:
Ventilation shaft, far blue room, gray stone room, side blue room (with
guns), hallway below the bathroom, the balcony, the tank room, and the
locker room.
These starting spots will follow this pattern, as long as no one is too
close to their next starting point when they press start. If someone is
too near, they will skip it and appear in the next starting point. Sometimes,
they'll appear on the balcony overlooking the hallway. This happens after
someone starts in the hallway. When they die, no one can be near the balcony,
so they can appear there.
We played 3 vs. 1, -10 health with pistols against 008. We always had
his starting point surrounded, but not too close to it before he pressed
start. We all ambushed him and shot him dead. That was just a bit of payback.
LICENSE TO KILL
The Facility is my favorite level and License to Kill is my favorite
scenario. We always play License to Kill with pistols, in the Facility,
and sometimes the Archives, or the Basement. Here are some of the best
Facility License to Kill strategies:
The glass Room: Thee glass room straight from the bathroom stairs is
a good spot, but you need a Magnum. With the Magnum you can shoot through
the glass, and kill opponents. When in this room, you can shoot to the
room on the left, through two glass walls. You'll have the advantage,
because your opening is to the right, same as your gun. You can shoot
without exposing your left side.
You can even shoot through the glass, and through the sliding door near
the DD44. One time, in a complete lucky fluke, one of our agents, a certain
006, shot through the glass, the door, through me, and through 008 (who
was playing as Bond). Two kills for Trevelyan. Bet he couldn't do that
again!
Slap is you're unarmed! I'm really good at this, my other agents would
agree. Get behind the person and hold Z keep moving so you can't easily
be hit. Running away does nothing, you'll most likely be shot in the back.
We call this the reign of terror; Works best with 2-3 players. (Harder
with 4) If you get a kill, and are lucky, you can keep ambushing your
opponents before they grab weapons. Grab the DD44 and ammo near the first
sliding door, along with any other ammo you're near, so that opponents
can't pick it up. Race to their starting points If you do this effectively,
you can stage a big comeback, or a huge victory. Eventually though, one
of your foes will get a gun (or slap you) and kill you. Then you can become
a victim again and again. I can usually squeeze five or six kills out
of a reign of terror, but as soon as an opponent appears in the tank room,
it's not as easy.
For the trick above, know your starting points, and where your opponent(s)
should appear next. However, if someone is too close to where the victim
will reappear, they will usually reappear in a different spot, so don't
get too close. One agent, a certain 008 the Biker, knows 95% of the time
where the rest of us will appear. He should know, because he's the one
who dies most often!
Try not to waste time and hesitate, in order to score more kills. I often
jump out fire a few shots an hopefully kill my opponent, then I can keep
moving towards my next potential kill. Unlike certain agents (008), who
will spend half of the game in the ventilation shaft, not wanting to come
out, waiting on the edge to slap anyone who comes up there.
|