Freelancer - General Discussion

This reminds me that I´d really like the Molotov to become available in Freelancer…

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I just used the wicker man Easter egg on Colorado for that, it also works wonders for killing the suspects and the cheese challenge

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So I was testing a few suits yesterday and apparently the White Shadow is still hostile in all Hokkaido in Freelancer :smiley:

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Never again will I play a showdown in New York on the fourth phase of a campaign and with the map alerted. It’s just too damned easy to get spotted, enforcers and lookouts are fucking everywhere.

Anyone who decides to do such a thing, let me give you some advice: no matter what else you bring, bring a lockpick and a keycard/scrambler from your tools. Open the janitor door in the lobby with your lockpick when no one is near it, open the glass doors with your keycard/scrambler avoiding the camera if you can (if you don’t have a perfect shooter objective just shoot the damned thing). Once you’re through the door and downstairs, open the cabinet to the left and get the chloroform, then Goni to the garage, put it into the ventilation system, then turn it on in the security room and knock out everyone in there. Don’t go anywhere! Stay near those controls and turn them off, and wait for as many wandering NPCs and Suspects, along with their assassin guards, to go into that room as possible to revive the passed out guards. Turn the switch on once they’re inside (don’t just leave it on, they’ll pass out in the doorway and be easily seen, increasing the number of people coming and possibly raising an alarm), and keep this up for a while. The chloroform in the ventilation system in New York is your friend on a 9-count suspect showdown that’s also on alert. Take care of business after about 10 minutes when you’ve KOed as many people as possible. Use phones from passed out Suspects to lure more there if you wish, get even more off the board if you can. It helps.

I’ll only ever do New York in a showdown when it’s the first phase of a campaign now, and never when it’s alerted as well, that’s just too much damned risk, had me too much on edge.

Time to take a break from Freelancer for a while, I’m satisfied with my progress for the moment, gotta get back and finish Assassins’ Creed: Rogue.

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47 full of swagger exiting Bangkok.

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I’m going for it bois! & goils

Meanwhile, in Hokkaido…

Invisible bike. :smile: (Yeah, it’s FL Variations, Patient Zero)

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Wow. I don’t think I’ve ever entered that room of hokkaido in the last 3 years. I barely recognize it other than knowing it’s the one gym room for guards.

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No need to bring a lockpick or a scrambler in NY, a banana on Frankie as soon as you start will get you a janitor key and a security keycard everytime. Unless you start in the garage but then you just have to pick up the crowbar to your left to crack open the choloroform box, so it’s even faster.

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Who the hell is Frankie?

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The unique guard, Frank something. When you start at the bank’s door he’s on the left staring at the wall. You just have to put a banana behind him and that’s it :slight_smile:

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Noted. That’s helpful. To revise my advice from earlier, follow @Melusca’s method to get the necessary items, then head below and follow the rest as previously described, when on a phase 4 showdown in an alerted New York.

Well I’m oooon my way. :musical_note:

I’m wanting to use the Wickerman EE… Might want to be careful tho. :grimacing: :crossed_fingers: :pray:

Edit:
:smirk:

Oh yeah!

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But how? Didn’t you do the Portman challenge? That’s the room next to where he gets his bandages off.

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I did the Portman challenge wayyyy back in Hitman 2 when going through all the old maps.

That room only really has use for the in-level toxin, but I’ve never really needed it

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There is also part of an Easter Egg there. KAI’s predecessor.

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To be fair… This is the Patient Zero version of the map. That has to be (for me) one of the most ‘Least Played’ maps outside of the Special Assignment missions.

Not wanting to hijack another topic with this reply… It would’ve went like this…


If it’s a bug tied to the timed challenges… Ooh! :hushed: Wouldn’t that be a shame if they had to remove them? :drooling_face:

The ‘hide and seek’ seems silly, but is probably the most doable of the 3.

Forget the timed disguise objective unless you’re a true masochist… I’m pretty sure it continues to countdown even if you’ve killed all the targets.

Then there’s the timed challenge where you kill the targets. It then mercifully stops.

I tried this for my Dartmoor mission. I had 2 targets so it seemed very doable, but I was ready and willing to use Alt+F4 if I thought it was going to be impossible. I’d at least try.

Turns out it was very doable! I did start above Alexa Carlisle’s office… Just had to climb up to that secret ladder entrance and snipe the 2 targets. AND the timer stopped when they were both killed.


Here’s an idea for the ‘Hide and Seek’ challenge… Or rather, an alternative. It might be good. It might be bad.

I’ve said it before, but it makes me think of 47 being poisoned. Instead of getting into or out of a bin/crate/closet/locker, etc. he could take a shot, but it could only be at certain locations. :roll_eyes:

:bulb: Thinking of the 7DS… What if instead of being on a timer it was movement based? :man_shrugging:

Getting into a bin (etc.) would reset it. Like taking a quick nap. :sweat_smile: Of course, it won’t go down since you can’t move while inside.

The biggest issue I see with it is failing to plan, or not being prepared for the unexpected… And you are left without enough ‘fuel’ to get back to another bin to recharge.

Perhaps you could just simply stand still to let it build back up very slowly. And you’d only insta-fail if you get down to 0 (whatever).


An alternative to the timed disguises… :necktie: :timer_clock: It seems like you can’t change (or, it’s to no avail) if it’s to a disguise you’ve already worn. And that right there limits the amount of time that you can be in a level - period! If you were to go through every Disguise possibly available on a map - you’d eventually run out and have no choice but to exit.

So that’s either the point, or they could make the timer stop for this too after the targets are dead.

Normally you still don’t have (much) time to go for couriers, crates, safes, and weapon vendors.

I’ve got nothing for an alternative. Not saying it should go, but if it did, I don’t see it being missed.

Edit: What about Disguise collector? Instead of being punished for not changing into a new/different disguise - you get a :merces: multiplier for each new disguise you put on. The only way to get the lowest or no payout for it is changing into fewer or no other disguises.

If it were a PO… Maybe meet a disguise threshold or a minimum number of disguises. :thinking:

I know. Taking the ‘Timed’ element out of it removes the stress. :confused:

Maybe once you change into a new one - the disguise you drop is destroyed…? :necktie: :fire:

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Live now with some more Hardcore Mode Speedrunning!

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So here’s a fun little glitch/exploit that lets you get unlimited ducks/coins/anything that can be picked up by an NPC. But most especially ducks (because those are the most fun).

How the exploit works: As of a recent update, when an NPC picks up an item, you can now pick pocket the item from them. But, if you knock them out they still drop the item. Now, IOI realized this so they put a safeguard in place to prevent duping: If you are currently equipping now or ever equip the item in the future (as in, open your radial menu and select the item to make it appear in your hand) then, if there are now more copies of the item in the level then when you started the level, all excess copies outside your inventory vanish, be they on the ground, in an NPC’s pocket, etc. In this way, if you pickpocket a duck from an NPC and then knock them out the extra duck that they drop vanishes instantly if you’re currently holding a duck OR, if you’re not holding a duck, you can collect the extra duck in your inventory but the moment you pull it out you’ll go back down to a single duck. But, if for some reason the level contains extra ducks that you can pick up those won’t disappear when you pull out a duck you brought with you, because the game makes the maximum duck count when you enter the map.

I hope you can see the problem with this.

If you let NPCs pick up ducks, pick their pockets, then put away the duck you can pick up the duck they drop when you KO them and in this way create infinite ducks. You can’t use them though, because as soon as you pull out one of them all the extras in the map despawn. But in freelancer, if you just leave the map you can return to your safehouse with any number of ducks in your inventory.

When you enter a new map, a new maximum duck count is created and you can freely use all of your ducks. And before you ask, yes, all the detonators are linked. One press detonates all the ducks of the type simultaneously (that you’ve tossed out, they won’t explode in your pocket).

Enjoy!

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And this is one of the many reasons why I haven’t started Hardcore mode yet.

I’m miffed for you! :confused:

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