Chapter 11: Withdrawal
Welcome to "Withdrawal," a chapter that throws you into the heart of a gang war, testing your ability to adapt and utilize your environment. This level introduces more heavily armored enemies and tighter corridors, demanding precise movement and strategic weapon choices. Get ready to clear out a multi-story building teeming with hostiles.
Floor 1: The Ground Floor Gauntlet
You begin in the lobby of a dilapidated building. Immediately to your left, you'll find a Baseball Bat. This is your starting weapon and a decent choice for the initial encounters. Be mindful of the enemies patrolling the main hallway ahead.
- Initial Engagement: Two enemies patrol the main hallway. One will be facing away from you, the other will be walking towards your position. Use the Baseball Bat to quickly dispatch the first, then immediately move to engage the second before he can react.
- Side Room Ambush: To your right, a small office contains a single enemy. He's often facing the window. Open the door, quickly move in, and take him down. You'll find a Pipe in this room, which can be a good alternative to the Baseball Bat if you prefer its slightly faster swing.
- Kitchen Carnage: Further down the main hallway on the left is a kitchen area. Expect two enemies here. One is usually by the counter, the other patrolling near the back door. A well-timed charge with your melee weapon can clear this room efficiently. Look for a Cleaver on the counter – a powerful, single-use throwing weapon.
- Stairwell Ascent: The stairwell to the second floor is at the end of the main hallway. Before ascending, ensure the ground floor is clear. There's often a lone enemy guarding the base of the stairs.
Floor 2: The Office Block
The second floor is a maze of cubicles and offices, often housing enemies with firearms. Prioritize taking out gun-wielding foes quickly to prevent being overwhelmed.
- Stairwell Landing: As you reach the top of the stairs, an enemy is often patrolling the immediate landing. Take him out quickly.
- Cubicle Chaos: The main office area is filled with cubicles. Expect at least three to four enemies here, some armed with Pistols or Shotguns. Use the cubicle walls for cover. Throwing your melee weapon can stun or kill an enemy, allowing you to pick up their firearm. The Shotgun is particularly effective in these close quarters.
- Executive Office: To the far end of the floor, an executive office contains a more heavily armored enemy, often wielding a Machine Gun. This enemy requires more hits with melee weapons or a direct shot from a powerful firearm. Consider luring him out into the open or using a thrown weapon to disarm him.
- Bathroom Break: A small bathroom is usually located near the executive office. It often contains a single, unarmed enemy. A quick melee attack will suffice.
- Stairwell to Floor 3: The stairs to the third floor are typically located on the opposite side of the floor from where you ascended. Clear the entire second floor before proceeding.
Floor 3: The Rooftop Access
The third floor is smaller but often houses some of the toughest enemies, including those with body armor. Your goal here is to clear a path to the rooftop access.
- Upper Landing: Upon reaching the third floor, an enemy is usually waiting at the top of the stairs. Be prepared for an immediate engagement.
- Armored Guard: A key challenge on this floor is an armored enemy, often wielding a Shotgun or Machine Gun. These enemies require multiple hits with melee weapons or headshots with firearms. If you have a Shotgun, a close-range blast can be very effective. Alternatively, throw a weapon to stun, then follow up with melee.
- Small Office: A small office or storage room on this floor may contain one or two additional enemies. They are often less armored but can still pose a threat in tight spaces.
- Rooftop Door: The door leading to the rooftop is usually located at the end of a short corridor, often guarded by the armored enemy mentioned above. Once the path is clear, proceed to the rooftop.
Rooftop: The Final Stand
The rooftop is a relatively open area, but don't let your guard down. There are usually a few enemies here, including a final, heavily armed boss-like figure.
- Initial Rooftop Enemies: As you step onto the rooftop, expect one or two regular enemies patrolling. Use the air conditioning units or other structures for cover.
- The Boss Encounter: The main threat on the rooftop is a heavily armored enemy, often wielding a Machine Gun or a powerful Shotgun. This enemy has a large health pool and deals significant damage.
- Strategy for the Boss:
- Hit and Run: Utilize the cover on the rooftop. Pop out, fire a few shots, and retreat.
- Melee Disarm: If you can get close, a well-timed melee attack can disarm him, allowing you to pick up his weapon. This is risky but highly rewarding.
- Thrown Weapons: If you saved any throwing weapons (like the Cleaver or a Brick), now is the time to use them to stun or damage him.
- Patience is Key: Don't rush. Wait for openings and prioritize staying alive.
Once the rooftop is clear, the chapter concludes. Congratulations on surviving "Withdrawal"!