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Kingpin's assassins (playing 1.13)[message #231996] Sat, 29 August 2009 01:59 Go to next message
uskok
Messages:3
Registered:August 2009
I stole kingpin's money in the mine. After he magically learned about it and emailed me, I decided to accept his offer to pay him back. He mentioned the chalice quest, and I departed.

As I understand it, he was supposed not to send his men after me, but I have had two fights with the assassins. San Mona's dwellers attack me on sight.
Why is that happening?
Re: Kingpin's assassins (playing 1.13)[message #231997] Sat, 29 August 2009 02:27 Go to previous messageGo to next message
Luppolo

 
Messages:156
Registered:July 2009
just kill kingpin and THEN steal his money, you also get a nice weapon and 20000$ (still have to fight san mona ppl though)

i heard that if you kill him while he is in the bar to watch the fight you have to kill just the people there and not all the city, or just try to plant or defuse c4 with a low skill merc near him
Re: Kingpin's assassins (playing 1.13)[message #232018] Sat, 29 August 2009 10:36 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
Or kill all of San Mona's inhabitants as well. Most of the time, people won't notice a murder happening unless it's happening close to them or very loud and such. Someone strolling along the edges of the map is easy prey for your knife'n'punch squad. It takes a bit of time, but I think it's fun. If someone spots you or is just too close so he hears something, go kill him as well. First place your mercs near everyone that's close and kill all of them in sync. Then empty the fighting bar the same way. Kingpin won't know until you're at his house shooting his guards and flushing him out with gas grenades. Arr harr harr!
Then take his money, sell his stuff, move to the next sector and proceed with neutralizing his loyals.

Finish any of San Mona's quests first to make sure you don't kill somebody who's relevant. I cannot think of one, but you might. Oh and I like the idea of a suicide merc, Luppolo. He should carry some more volatile substances.
Re: Kingpin's assassins (playing 1.13)[message #232029] Sat, 29 August 2009 12:30 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
you do not need a suicide merc - and you can't have one (it's impossible to carry arounf fully armed explosives) but you can pay a visit after 0200 hours and mine the boxing-ring with remotely triggered c4 - as soon as tony shows up you draw your personel to safety and 'hastalavista babies'.
Re: Kingpin's assassins (playing 1.13)[message #232075] Sat, 29 August 2009 21:43 Go to previous messageGo to next message
uskok
Messages:3
Registered:August 2009
This doesn't answer my question about why it is happening. I am aware that killing the Kingpin should stop the assassination attempts, but then again, returning his money was supposed to prevent them as well.
Also, I haven't managed to kill him so far, even though I have comparably better equipment now. Razz
I'll try to mine the boxing ring and/or stealth around like you suggest.

But I have more questions now.
What are the consequences for killing civilians? I assume loyalty drop for that city is inevitable, but what about other cities? What about killing civilians at random farms between cities? What about killing with no witnesses?
If there is any consequence, are San Mona civilians different in that sense? How can I tell which ones will become hostile without checking internal factions in an editor?

Do I get a history log update for every named NPC death?
Re: Kingpin's assassins (playing 1.13)[message #232078] Sat, 29 August 2009 21:59 Go to previous messageGo to next message
Watchman

 
Messages:102
Registered:August 2008
Location: Philippines
You don't have to worry about killing civvies when it comes to San Mona just make sure you kill only the soldier types (the guys who look like your mercs/Deidranna's soldiers) and not the true civilian types.
Re: Kingpin's assassins (playing 1.13)[message #232090] Sun, 30 August 2009 04:17 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
I'd just do a savegame first. As far as I noticed, killing Kingpin and his security style so called civilians didn't drop loyalty at all. Most of these people are armed and fitted with armor, even SpectraShield. They turn hostile on you when you try to mess with the Klaus, so I figured I could just kill them all, which is what I usually do. If that massacre did not have any severe consequences, just save again (to a second slot). Go to the next sector, where that bartender and that stupid pimp guard will attack you together with a bunch of Kingpin's loyal dumbshits. Rule them all. Check your loyalty and whether you have killed anybody you need (you should have completed any quests before that) and if the Arulcans are cool wiv dat, just save again on that second slot. As Watchman said, you can usually distinguish between civilists and soldiers. Anybody wearing a dress is unable to fire a gun due to missing animations (as far as I know oO). Children can't shoot you either. Fat people can't, neither do people in wheelchairs. It's easy to spot them.

[color:#999999]Tactic: Your mercs warn you if you're about to kill an innocent guy. Get a good guy like Michael Dawson. He strictly refuses shooting innocent people so if he says no, you just listen to him. I don't, but that's why I don't tell him to shoot people Wink
EDIT: Good Guys don't shoot anybody who's not officially hostile yet. So this doesn't work at all. My bad. MD won't do anything until you punch that civilian, but then suddenly his knife comes in handy.[/color]

By the way, San Mona is never loyal, because you can't control it. If you want to kill other civilians... I don't know why you should. Arulco's savior wouldn't and a bad guy just wouldn't care about loyalty. I'd make sure no militia is around first. Because shooting Pablo in the head doesn't make anybody even look, it's just something that needed to be done. Militia even helps killing him, unfortunately with grenades and autofire, so make sure to kill him fast or stay away from him. Killing Sal on the other hand gets you attacked really quick. So make sure no militia is around. And watch the loyalty. Save. And then decide whether killing that dick is worth the drop. To me it is. Always. 20.000$ of goods shipped to Meduna are one hell of a reason to play catch with his head... rrrh, Sal...

Killing without witnesses... is your top priority Very Happy But it's not that easy. There are groups, but you'll find that out the experimental way. Save first. As I said, people get alarmed by you killing somebody in their direct proximity or line of sight, so even behind a wall (because they hear the blood splashing on the floor and such). Get some mercs around your targets. Find out where these guys are hiding and if there's someone strolling around on the streets. If everything's clear and you have your men in position with the right tools and ammo, order the first kill. Proceed with all the targets. If the game stays in turn-based, either someone has seen you or they're part of a group. You eliminated the first option so voil

[Updated on: Wed, 02 September 2009 10:20] by Moderator

Re: Kingpin's assassins (playing 1.13)[message #232244] Mon, 31 August 2009 21:57 Go to previous message
systemfehler

 
Messages:114
Registered:September 2007
Location: Hanover, Germany
uskok
What are the consequences for killing civilians? I assume loyalty drop for that city is inevitable, but what about other cities? What about killing civilians at random farms between cities? What about killing with no witnesses?


From my experience civilians at random farms can be killed without consequences. Dead civilians in cities do affect loyality in other cities, though. Just save and try it.
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