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YMMV / Desperados: Wanted Dead or Alive

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  • Big-Lipped Alligator Moment: The Star Wars Shout-Out mentioned on the main page.
  • That One Level:
    • Level 13, "The Walls of Fortezza", where the gang must break inside the eponymous prison and free Sanchez. The place is garrisoned by an entire company of US Cavalry, who patrols every single spot on the map save the starting point. You'll need all the patience of the world to thin out guards outside the walls, as a single shot is loud enough to alert the fortress and have dozens of soldiers storming outside. Oh, and Kate with her extremely useful seduction skill won't be available: she's holding onto the horses in a place that is unreachable until the end of the mission. You are a bit advantaged by the fact that the mission takes place at night, which reduces considerably the enemies' view cone.
    • The second last level, "Deaths Overture". You're imprisoned in the oubliette of El Diablo's hideout and the mission starts as a No-Gear Level and without Sanchez. You need Mr. Leone and a perfect timing to lure a mook inside the cell so that the door will open, immediately knock him out and retrieve your gear without being noticed. Once you're done, prepare for Demonios crawling out of hideouts when you less expect to throw at you One-Hit Kill knives (as if regular mooks in Desperados weren't enough). At one point, you must cross a thin strip of land to continue, and at the other side stands a mook with a Gatling gun. To take care of him, you need to make the run of your life with Doc to grab sniper ammo placed right at the border of the mook's view conenote . As for the final part of the mission, enjoy your reward, a Trial-and-Error Gameplay: a room where if you step on the wrong tile, you get shot at, and a corridor with flamethrower traps. For the former, you should see how El Diablo walks when he goes away. But it's very easy to miss, and there's no way to remedy in that case. For the latter, there's just no way to know beforehand that only Mia and Sam are fast enough to cross the corridor without getting burned, so that they can press the switch to disable the trap and let the others through.

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