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YMMV / Streets of Rogue

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  • Anti-Climax Boss: The Mayor, and the final level as a whole.
    • If you take the violent approach, the Mayor in the final level is pretty easy to take down, as he doesn't have any weapons or special ability. He has several Supercops for protection, but you probably already have good weapons or tools to deal with them since it's the final level, especially if you use up your remaining syringes and pills. Once he's down for the count, all you have to do to finish the run is grab his hat, run to the podium in the park, and interact with it.
    • Several items, such as the rage potion, walkie talkie or haterator, can make his escort kill him for you.
    • If the Mayor is close to a wall in a building, a single out of sight timebomb or other explosive can easily instagib him and leave his supercop escorts clueless, allowing you to simply take the hat from his exploded remains.
    • If you won the election, you can just walk up to the visitor center, ask for the election results, and get the results without using a single item or fighting a single foe. You don't even need to bribe the guards at the level entrance since you won't be fighting.
  • Breather Level: The fourth stage, Downtown, is significantly easier than the ones around it. The Park, the level before it, is wide open with nowhere to hide, and full of dangerous cannibals who can ambush you and other tough enemies; Uptown, the level after it, has incredibly strong robot cops and intricate security systems. Downtown, by comparison, is relatively normal - some enemies can call in supercops if you let them, but they don't appear otherwise, and it lacks the intrinsically hostile environments of the Park and Uptown.
  • Demonic Spiders:
    • The existence of Cannibals is why the Park levels are much harder than previous levels. Cannibals are numerous, and frequently use an axe to hit you hard. They are always hostile except when you are the Cannibal, or have the "Cool With Cannibals" trait. Some of the cannibals are also hiding in bushes, and they will ambush careless players.
    • In a non-enemy sense, Steel Doors, at least in places too small to have security computers. Indestructable and nearly impenetrable, can't be hacked open like safes, and the only inconspicuous way to directly bypass them (lockpicks) are both rare and will draw aggro if you're seen using them. If you have a chest, safe, or an objective in a small shop or building behind one of these, odds are the only way you'll be getting to it will involve violence.
    • Vampire NPCs will randomly pick a victim and try to suck their blood. It does heavy damage, can't be escaped from, and while they'll aggro any party members who catch them feeding on you, if you don't have any, you're shit outta luck - and if you're low on health, well, enjoy restarting. In addition if you catch on to the fact that a vampire is trying to drain you and you strike it before it can do so, you'll be considered the aggressor. Cops are the only exception as become guilty upon even attempting hostile actions, and if you're quick enough you can arrest them before they connect or just whip out your pistol and not take the chance.
  • Game-Breaker: A minor one for co-op play in Modern Warfarer, which will cause you to regenerate health, in reference to Call of Duty, up to 20. Normally this wouldn't justify going into any battles on its own; however, in online play you can revive dead teammates with half your health, but you need a minimum of 20 health to do so. In online, having this skill justifies your allies being risky, as one person can hang back and be an endless fount of revival, doubly so if you have one that can deal good damage with their fists, like the gorilla or wrestler, so you don't have to worry about inventory drops.
    • The Kill Ammunizer becomes more effective if you have multiple guns, since it restocks ammo for all the guns in your inventory at once. This means that you can kill a few enemies with one gun to refill the others, then switch to those guns to fill the other guns back up. Combined with the other bonus-on-kill items (The Kill Healthenizer and the Kill Profiter) and a good Guns stat, a player can go on a self-sustaining rampage.
    • The water gun can be useful and versatile on its own, able to convert any drug into 5 "bullets" for a gun. While this has plenty of hilarious and fun uses, there is one drug is that is just outright useful. Cyanide Pill is a drug that gives the effect cyanide, which instantly kills whoever gets afflicted with it, which can be all sorts of fun so long as you don't ingest it yourself, and the game knows this because so far they are one of the most expensive items in the game. Neither are game breakers on their own, despite being very useful if you know what you're doing with either, but together you get 5 free instant kills shots so long as you have good accuracy.
    • Playing the game with "Low Health For All" mutator turns the game into a Rocket-Tag Gameplay, but it's also easier since a single melee knock can kill most NPC and usually you only need two shots from guns to kill an NPC. Combined with the Modern Warfarer perk above, you can essentially regenerate into full health, as most players had 20 health (plus a few more) at max.
    • "Everyone Hates You" mutator makes everyone on the map hostile to you, but lowers their health akin to "Low Health For All" above. The Zombie is already attacked on sight; thus, every enemy is weakened with no real drawback to you.
      • The Zombie offers a slew of these. For example, combine both the above mutators, and your Cast from Hit Points Zombie Phlegm will one-shot everyone, making building an army laughably-easy. Combine this with Modern Warfarer and you'll regenerate the spent health very quickly; luck out and find a Kill Healtherizer and you'll regen 5HP per kill. Combine all this and you've got a run where everyone is invariably hostile to you anyways, your Cast from Hit Points projectile attack kills in one hit and heals you when it does, and if you miss, you'll just regenerate the health back anyway. Very quickly you'll have a throng of followers you can throw at dangerous enemies, and if you lose them (due to the reduced health) it's very easy to replace them.
  • Goddamned Bats:
    • Thieves will steal your items, and they will run away quickly. It's quite annoying, but you will be even more frustrated if you are a character with low speed stat because you can't catch them easily.
    • Drug Dealers only have mediocre strength and a weak weapon, but if you provoked them, they always use some Status Buff drug before attack you. If they have used drugs like a Sugar, Electro Pill, Critter Upper, or invisible syringe, Drug Dealers quickly turn into nasty enemies.
    • Cop Bots in the final areas will scan your inventory whenever you enter their line of sight, and if you have any guns, booze, or drugs, they'll harass you to surrender them. Fail to do so, and they (along with any other cops nearby) turn hostile. Fortunately, if you can break line of sight and hide from them, they'll forget about you, but they make navigating the final areas a fair bit more annoying.
      • They're much worse if you're playing the Hacker, since they'll always attack him on sight. Of course, completing the objective for his Big Quest on each level will summon a horde of them to hunt him down...
    • Mobsters will occasionally approach you as a group and demand you hand over a portion of your money. Like with the Cop Bots, if you don't comply, they all turn hostile. They won't attack if you stay near a cop, but they also won't go away, so the best way to get rid of them is to just pay them off if you can afford it, or else run and hide from them.
  • Good Bad Bugs:
    • The shapeshifter will get the alliance of anybody who they take over, so long as their allies don't see them get taken over, until they leave that body. There is a mutation that causes everybody to start off hostile to you. Together actually makes it that the changeling will be hated by everybody in their base form but able to move freely if they take over a body, requiring the changeling to take over a body if they don't want to be outright assaulted. The daily challenge marked for 5/18/2017 actually took advantage of that, as well as low health, to make what amounted to an enforced stealth run with the changeling.
    • Before it got patched out, you could make a custom character with Crepe Crusher and Blahd Basher, making gangs of said factions hostile, as well as Charismatic, which causes most non-guard NPCs to be friendly by default, and overrides the the first two. Due to the point system on custom characters this also meant you ended up with a spare point, the two gang ones gave you 3 points each while Charismatic only cost 5.
  • That One Boss: The Killer Robot that can appear as a disaster. He spawns far from you and moves very slowly, but he always knows exactly where you are, is nearly invulnerable, and is armed with a Rocket Launcher that can kill you in two-to-three hits (or, if you're using the low health mutator, it's always a One-Hit Kill). Despite his slow speed, his presence means that stealth and subterfuge is out the window, since he'll happily intrude into whatever base or Chain of Deals you're trying to work out. When he shows up, it's best to brute force the main missions and move to the next floor as quickly as possible. It has only one weakness- the Ammo Stealer, which will pocket the ammo for its rockets and prevent it from firing any. Of course, Ammo Stealers are rare, and could be put to better use elsewhere, so the robot is still an effective and scary foe.
  • That One Level: Levels with an 'Ooze' disaster are much maligned. A patch of toxic ooze begins to spread from the level entrance soon after the level is loaded in, it does not stop until the level is completely filled, and prolonged contact with this ooze deals 3 damage per second as long as you're standing in it. This essentially turns the level into a race against the clock to complete all of your objectives before the ooze engulfs the map. While the ooze doesn't spread into bodies of water or indoors, you can still fairly easily get trapped inside a building and put into Unwinnable scenarios if you take too long and don't have enough healing items or an invincibility syringe, as your ability to teleport is disabled in disaster levels. Character classes with Big Quests that take longer than others or who require escorting or manipulating certain NPCs in the level, such as the Thief or the Shapeshifter, can get especially screwed over by Ooze spreads.
    • War Zone disaster levels are also widely hated. They flood the level with dozens upon dozens of cannibals and soldiers, who lay into each other (and in the case of the former, go after you as well, provided you don't have the 'Cool With Cannibals' perk) on sight in huge groups with weapons like submachine guns that you normally don't encounter more often until the later levels, and in the process they often end up cause all sorts of mayhem, breaking structures and aggroing (and most likely killing) any NPCs that get caught in the crossfire left and right. Not only is it very difficult to narrow down a plan for completing normal objectives during all the chaos, it's very easy to accidentally nail one of the normally-neutral soldiers when trying to fight off cannibals and have them start to gun you down as well. If you're a class whose Big Quest relies on protecting escorts or using NPCs, such as the Comedian or the Mobster, you'd better hope you can find them quickly, otherwise you're plumb out of luck.

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