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DoubleGunz
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« Reply #1 on: July 22, 2012, 10:02:57 pm » |
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Namir is the third boss encounter in Human Revolution, and the last boss seen in the Prologue.
The fight takes place in a large rectangular room with several glass panels laid out in a [-] pattern.
Supplies are located throughout the room in drawers in the base of each moving statue.
Namir attacks with a plasma rifle and by throwing varying combinations of frag, gas, EMP, and concussion grenades simultaneously.
Namir can cloak and will frequently jump over the panels in the room.
Namir can be tracked using Mark and Track, Smart Vision, the visual distortion of the cloaking field, or the sound of footsteps.
Immediately prior to this fight Jensen's Augmentations may be scrambled disabling many augmentations based on a previous choice.
Jensen is immune to EMP if he has the EMP upgrade for Rhino Dermal Armor, immune to gas if he has the Implanted Rebreather, and immune to Concussion if he has the Flash Suppressant upgrade for the Retinal Prosthesis.
Namir is vulnerable to headshots as well as EMP, concussion, gas, and frag grenades/mines.
Namir will parry most takedown attempts, even if he is stunned by EMP, resulting in Jensen taking damage. This will almost certainly mean death for the player due to the high follow-up damage of Namir's plasma rifle.
Setting traps using UR-DED or proximity mines works well. You can set the UR-DED without stepping out of the elevator, right before the cut-scene.
Namir can be stun-locked with the stun gun, grenade launcher, and/or grenades with enough ammo
Using the Typhoon Explosive System is effective if you have the extended range, if you are quick Namir can be taken down by two typhoons.
The laser rifle will shoot through the panels in the room.
The panels in the room have vertical slits that weapons can be fired through.
The Target Seeking upgrades for the combat rifle, SMG, and Missle Launcher will seek even when Namir is cloaked.
A hacked turret can be carried to the room where Namir is fought.
The game can be saved during the encounter.
All carriable items in the Ranch, Crates and 2 photocopiers, can be loaded in stages into the elevator and thrown into the room prior to the battle. This will slow down Namir's advances as he comes forward to attack. However, this may take hours to acomplish.
If you have downloaded the Explosive Mission Pack, and have the LGTM Linebacker G-87 equipped, you can kill Namir with 3-5 shots. This all depends on whether you get direct hits, and of course what difficulty you are playing at. Note that on the highest difficulty Namir normally has time to get at least one shot once.
If you got a glitch from the new biochip when fighting Namir, don't panic. Just circling around the edge of the area. Namir will almost always shown up in the wide opened area with jumping, this will make you can easily see him when he is cloaked and of course you have a time to shoot him first. 5 to 8 should be enough if you're using revolver upgraded with explosive round. Don't forget to use meds such as Hypostim and Painkillers to keep your health since you can't see it.
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