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  • Difficulty Spike: After the first two missions, which, while not easy, feature general floor plans that can be used to your advantage, the third mission has one entrance leading to a long hall, ending in a door that opens into a hall leading to a living room and kitchen on the right and a hall with four doors on the left. If you're unlucky with the random generation, the living room can have as many as four suspects, and firing a shot at them will summon the other suspects (a total of nine) to investigate what happened. Superior tactics are a must, as you are walking into a kill zone by design, with no other option. It's not helped by the fact that you haven't unlocked too many tactical options at this point, forcing you to rely on (unreliable) flashbangs and warning shots if you want to arrest everyone.

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