Alpha Protocol

From Before I Play
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- You'll be fine with pistols. The combat in that game is piss easy, and chainshot is hilariously broken.

- Pump stealth until you get passive awareness, then you can keep using it if you want or not. Being able to see enemies through walls is always useful.

- Don't flip out over picking the wrong conversation choice. And sometimes Mike will say something other than what you expected him to say based on the prompt. Roll with it. Don't worry if you kill someone you think you weren't supposed to kill or vice versa. There are no "mistakes" in conversation, only choices. That said, if you want to min/max your relationship with someone, check out their intel page and you can probably figure out what kind of things they do and don't like to hear. I would say that recruit on easy or normal difficulty wouldn't be too hard, but you wouldn't get to play with as many different skills and that is part of the fun.

- You can get through AP without putting a single point into weapons and killing everything with assault rifles which is the most balanced weapon. All weapon skills do is give you special abilities (and ever so slight accuracy bumps) so aside from getting chain shot for pistols you're better off putting points in everything else but weapons.

- Also don't feel compelled to max the hacking/lockpicking skill - in order to get the highest level you have to specialize in sabotage, and it's really not worthwhile. The first bonus plus an armor mod is enough to deal with anything in the game (though some of the later ones can get tricky, if still manageable)

- Hit the Alpha Protocol thread on Something Awful, make the INI fixes listed there to improve both performance and graphics.

- Never use Reload Last Checkpoint when you die - instead go through Load Game. Reload Last has a nasty bug associated with it.

- Stealth 5 is always worthwhile for Master Awareness no matter what kind of class you're playing. Higher levels of stealth are great if you're playing a stealth character but not that useful otherwise.

- You will need to be combat capable. Pistols are straight up broken once you have Chain Shot, assault rifles give you a nice balance between close and long range capability, shotguns are brutal asskickers at close range. I haven't figured out what SMGs are good for yet.

- One point in sabotage so that you can bypass hacking, lockpicking and keypads with EMP grenades is useful even if you don't plan to upgrade sabotage any further.

- You get a chance to respec once at character creation and once when you finish Saudi Arabia, so don't stress overmuch.

- It's impossible to ghost the game, but it is possible to ghost some levels. Stealth is generally the harder way to play because you need to be good at both sneaking and combat, so you might want to save that for Veteran and play as a combat wombat when you're playing as a Recruit.

- Don't try to min-max your conversations for the optimal outcome. Just say whatever you like - the game will reward pretty much any approach.

- However, the perks you get based on your handler (Mina for 90% of the game) loving/hating you are much better than the perks for them merely liking/disliking you, so you might as well push their attitude to extremes.

- There's no reward for a pacifist / no alarms run (and in fact, both are impossible due to scripted events). Don't frustrate yourself except as a self-imposed challenge.

- Picking up Recruit for your very first run is both appropriate and not particularly hard if you choose the Recruit dialog option every time you can to get some AP back. Veteran makes replays much easier, and you'll want to replay this game.

- You need to level at least one weapons skill, because there are quite a few unavoidable fights. Also, leveling one skill all the way up is far better than leveling two skills half-way. Your backup weapon should be just that - backup.

- Some doors with the lock-picking minigame have a "break door" button above the "abort" button - use that if you don't mind raising an alarm.

- If you put medkits in different gadget slots, you can chug them down one after the other without waiting for a cooldown.

- If a guy is blocking all your melee attacks, you may want to stop for a second, give him a chance to start an attack, then quickly punch him. Doesn't work that well on Hard mode though.

- Theoretically, if you shoot alarm panels, guys without radios can't raise an alarm. In practice, it's a bit more wonky.

- TAB leads you to the map/intel/character screen, "i" leads you to inventory, "p" to your character screen. None of the above is mentioned / configurable in the controls menu

- This is an RPG, not a shooter / sneaking game. Use your special abilities for the best results.

- Your best sources of money are blackmail for Halbech intel and allowing bad guys to live in exchange for bribes and/or selling trophy weapons. Still, exploring every corner of every level and hacking every computer will get you more than enough to get by.

- Save your money for gadgets and armor. Even the best weapons aren't GREATLY superior to starting weapons, while the best armor is far better than the starter set. You might want to play through a few missions with stealth in street clothes, just to learn how to avoid situations where you need to rely on your armor, but it's still highly useful. Skills:

- Stealth - you should know two things. 1. The fifth stealth level is great no matter how stealthy or not your character is. Being able to see where every enemy is is INVALUABLE. 2. You can't really Solid Snake your way through the game - which is why you have the invisibility cheat built into the stealth skill. Just punch that and silent running, and waltz your way through a previously impossible level, slicing throats as you go.

- The Pistol is a tricky weapon. If you use it to merely spray and pray you might as well be using nerf darts. If you play to the pistols strengths though, it becomes incredibly overpowered. Those strengths are:

- The pistol is the only easily silenceable weapon. Use it whenever you stealth (get the level 3 silencer from the third floor of the CIA post in Rome when that mission pops up).

- You can get headshots on enemies without popping out of cover (great on hard mode). Just center your screen on a nearby enemy, and you'll get the targeting reticule after a while (if you're close enough).

- On that note, a headshot on an enemy will make them fall even if they're not dead. Even if you're sneaking, all is not lost yet - keep your reticule trained on the guy and pop off another headshot once he stands up but before he starts firing for a stealth kill.

- Chaintshot is great (just remember that you still need to focus your shot for a critical though). It can kill snipe people from far away. It can kill several guys at once - guys that would otherwise have inevitably raised the alarm. It's a great panic button when something unexpected pops up. And it's a total boss killer. Every hard mode boss will go down in one maxed chainshot-brilliance-chainshot.

- Get brillance, even if you avoid the rest of the skill tree (see above about how useful limited abilities and being able to instantly re-use them is).

- The SMGs kinda suck, but work far better if you run and gun rather than stay in cover, using the special ability to deal with particularly troubling sections. Still, thise means that they're very hard to pull-off in hard mode.

- Shotguns: Unlike every other weapon, you can ready a critical hit while moving around. Just walk forward until you see a guy, then unleash a critical. If you even wing him, he'll drop down long enough for you to waltz over and stomp on him. Stomps count as a non-fatal takedowns. This doesn't work for bosses, who just flip around, but the shotgun special ability can keep them flipping for quite a while.

- The Assault Rifle is a great backup weapon since you don't really need skill investment to make it a viable weapon Sadly, that also means that it doesn't get that much better if you do invest a lot of points in (the special ability is particularly disappointing) Specific in-game stuff:

- Each of the three training courses has a bonus mission if you ace it. To ace Parker's course, you want to avoid changing out of the hospital clothes (the quietest clothes in the game)(also useful for his follow-up mission), shut down any alarms you sound, and take down both guards. For Mina's weapons training, you want to make every shot you fire a critical for major bonuses, and miss as little as possible. All you need to do with Darcy's course is deal with all the guards.

- Occasionally you'll get a mission with the alpha protocol logo on it. These missions generally conclude the current portion of the storyline - complete any optional missions remaining before you undertake these.

- If you get to make a decision on whether a boss lives or dies, it will happen in a dialog scene. Don't bother with tranquilizer shots or martial arts.

- Killing mooks from a certain faction won't actually impact your reputation with that factions leaders.

- You can get some easy XP with the "contact guy x" missions. Check the intel before the mission starts - if you don't see a map of the area, it's going to be a simple dialog-mode mission.

- I'd generally recommend you explore the areas in the order of Moscow-Tapei-Rome (Rome is unquestionably the culmination of the storyline and where shit gets real) but the Moscow boss might be a bit difficult if you don't have contacts in Taipei. Remember that you can skip between areas to level up and get useful stuff.

- Having trouble with the final portion of the Moscow embassy mission? You can use the exit to the roof for a better vantage point (though watch out for bad guys spawning behind you) and/or be a dick to Grigori (when you first meet him), which will lead to increased embassy security.

Boss strategies/exploits:

- Moscow: When he gets coked up, he's invulnerable. Either run away until he gets tired, at which point you can unload on him, or use Shadow Operative to snap him right out of it (but you won't get the "tired" moment in that case).

- Taipei: You don't have to follow him onto the balcony - you should stick around in the corridor outside, which has better visibility, a health cabinet and into which his minions will be reluctant to follow. Also, you can use the time before the fight starts to plant some gadget traps on the walls.

- Rome: There's an obvious "pre-boss fight" section with a way to proceed to the actual fight. Before you proceed, you may as well trap the area. Also, his mooks will keep spawning in, so you may as well focus on the boss.

- First AP boss: see the tower opposite of the one the boss is in? There's a sniper gun at the top, and he can't hit you with grenades. Kill the mooks, EMP the door, climb up, free boss kill.

- Final boss: Your handler will suggest taking out the mooks and running straight for the boss - which you might as well do. The easiest way to deal with this fight is to clean out the minions, then run up the stairs all the way to a door which leads to boss room. EMP it, and the fight is practically over.