
Different interactions on the last segment of the game technically an alternate ending.Also, he’s your partner now for the last stretch of the game. Don’t worry he’s alive, it’s just Cuno’s idea of a sick joke. When you wake up two days later you’re greeted with a familiar punchable face informing that Kim has passed away. Achieving this will merit a more positive response during the debriefing.ĭuring the Mercenary Tribunal, if you fail to warn Kim about de Paule he gets shot and slumps on you as you both pass out. The answer is four if you played your cards right. The Tribunal will always end in bloodshed it’s just a question of how many have to die.If Kim really trusts you this increases your chances. Pass an Authority check to warn Kim about de Paule aiming at him.If successful, Kim will take an impressive shot at Ruud, killing him instantly. The T-500 cuirass could also soak the hit. Passing it will let you dodge out of the way of a bullet meant for you. A Reaction Speed check is the second important hurdle.The Rhetoric and Suggestion red checks help make the first important check easier, a Hand-Eye Coordination check to shoot Kortenaer.As Rhetoric would advise, don’t immediately resort to violence exhaust the other dialogue options to throw them off their game.

Take drugs to raise your skills, especially for Motorics, and equip any piece of T-500 armor on you. Find the two bullets around Martinaise and equip your gun or the Molotov. Drunk and heavily armed, peace won’t cut it for them. The RCM steps in as peace brokers but quickly finds out that the mercenaries want retribution for the death of their commander. After the encounter with Ruby, the mercenaries are found confronting the Hardie Boys in front of the Whirling Rags.

The Mercenary Tribunal is when the story reaches an explosive climax.
