A number series is a sequence of numbers governed by a specific pattern such as AP, GP etc. In banking and insurance exams, such as IBPS PO, SBI PO, SBI Clerk, IBPS Clerk, RRB Assistant, RRB Scale 1, LIC Assistant, LIC AAO, etc. you'll encounter these series, and your task is to identify missing or incorrect numbers within them. These number series questions with solution are intricately crafted to challenge your pattern recognition skills. 


Smartkeeda offers an extensive array of number series practice sets to assist you in improving your ability to recognize these patterns effortlessly. By practicing these sets, you'll develop the skills needed to swiftly identify patterns, ultimately saving time and optimizing your score in banking and insurance exams.


Hotline Miami 2: Wrong Number is the second and final game in the Hotline Miami series and a direct follow-up to the first game, serving as a sequel, a sidequel and a prequel. This time the narrative is centered around a bigger cast of characters who each have their own point of view regarding the events of the series. Most of the gameplay mechanics are intact and players get to experiment with new weapons, new and more gory finishing moves and a complete story arc that concludes the series.


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Hotline Miami 2: Wrong Number currently costs $14.99. A collector's edition was also released for $60 at iam8bit.com, and includes the game, its soundtrack on three 180 gram vinyl records and digital format, and a "Phone Hom" telephone card with a code to unlock the game. Another collector's edition of the game featured an art book, unique box art and some cassette tapes.

New tweaks and variations to normal gameplay have been added, including Manny Pardo's ability to execute with guns, and Evan's ability to take levels without killing and carry combos by unloading guns. Wrong Number features several new weapons, and largely (but not entirely) removes Hotline Miami's rarely-used throwing-exclusive weapons. Emphasis on firearms is greatly increased by characters like Pardo and the Soldier.

The difficulty has increased dramatically as well, and the game features a Hard Mode for players looking to boost the challenge further, which can only be unlocked when the player beats the game. On Hard, enemies are faster and more reactive, enemy-locking is removed, gun ammo is halved upon player pick up (rounded down if uneven), and the level is inverted, with increased enemies and windows, and fewer doors. Hard Mode also features a greatly increased amount of Thugs as well as Dodgers, a new enemy class in Wrong Number.

Hotline Miami 2 takes place before, during and after the events of the original game. It focuses mostly on the latter, between October 25th and December 28th in the year 1991, around two and a half years after the events of the first game. Jacket is on trial after being unwittingly manipulated into killing off the leadership of the Russian Mafia by a neo-nationalist organization known as 50 Blessings. Jacket's exploits have achieved national infamy and have directly and indirectly impacted the lives of several individuals Wrong Number follows. The 1991 characters (except Manny Pardo) are all visited by Richard. The 1991 sequel setting consists of:

Beginning a new game after completion starts the Table Sequence in which Richard speaks to each of the dead characters in a dirty room; each are replaced by their dead body when done talking. When finished, Richard turns on a film projector showing "Midnight Animal", starting the events of the game over again.

Hotline Miami 2: Wrong Number represents a massive shift in tone from the original game. The colors have shifted from hazy neon pastels to stark dark purples lacking any kind of visual blur to them. Sun Araw's psychedelic music is completely omitted, replaced with tracks such as a melancholy untitled menu song by The Green Kingdom, calm remorseful songs like Modulogeek's Around, and exhausted on-the-job beats like Old Fox Future Gang's Guided Meditation. The characters, in stark contrast to Jacket and Biker, are largely identified by their job titles or actual names instead of their possessions. Dialogue, while unanimously terse and filled with natural awkward silences, is more prevalent and each character uses it slightly differently.

This variety of expanded and diversified characteristics and focus on a wide array of lifestyles creates a sobering effect next to the original game. This parallels the shift in primary setting from 1980's to the much culturally calmer 1990's. Violence in 1991 feels aimless: the Russian mob is gone (similar to how the Cold War was basically over by this point in history), and the Fans often note that the people they target prior to Death Wish are disturbingly similar to themselves ("Kinda like this place, huh?"), even having similar colored and decorated hang outs (Down Under) and a shared interest in exercise and recreational marijuana.

Drugs are touched on much more soberly in Hotline Miami 2, focusing more on the kinds of people who use, transport, and attempt to control them. Alex is a recreational user of marijuana and her technician brother Ash frequently bashes people on the basis of being junkies. Police Detective Pardo (based on a real MDPD officer who declared himself a soldier and murdered six people) is shown cracking down excessively hard on Colombian drug smuggling (Dead Ahead) and this is later revealed to be a function of his own personal self righteous power fantasies. Pardo tries to have a meeting with the Russian mob immediately afterward, implying he did the job to earn their trust, or is perhaps angling to take them down too just as brutally.

Flashback missions to a fully fictional Hawaii warzone perhaps most analogous historically to America's involvement in Nicaragua trace the source of violence acceptability in the other direction: here even Barnes and Daniels, wholly likable people with friendly personalities, also are expected to and do enjoy executing and beating prisoners (Ambush outro).

The over exaggerated Hawaiian jungle -- complete with panthers as a triple origin story for 50 Blessings, the Brandon mask, and the Father's pet panthers -- is heavily used to give context to events in the subsequent settings, but also to draw an analogy between humans and the animal conditions that created them. When the Russian Henchman asks to go home in Execution, he also mentions he wants to go to the jungle. The absorption of humans into animal traits is a theme that's been with Hotline Miami since the first game's tutorial, and the endgame for Hotline Miami 2 naturally builds this to a head where characters become the animals they pretend to be.

Throughout all of this the player's impulse to catalog it manifests in the character of Evan Wright, who is also based on a real Miami writer who writes about real Miami criminals. Due to the focus on lifestyle, however, the writer is entirely defined on his sinking unhealthy amounts of time into retrieving overlooked information. Exposing schemes with his information isn't so much his concern as much as the fact that he could write a popular book with that socially trending information and make money to support his family. The exact gigantic scale of the impending disaster is never made clear to the Writer or the player until the last minute of the game and by then choice to abandon the investigation or quickly publish his narrow view of events has already been made; in fact, even choosing to continue to investigate isn't done so with the urgency required to stop the ending from happening anyway. The emphasis here is on natural personal blind spots. Similar to Biker in the password ending to Hotline Miami people are shown to have limits on what they care about and things like the global and political rarely factor in.

Writer's perspective on other characters is noticeably limited: he has a close friendship with Pardo due to a mutual interest in garnering fame, Manny fears that Evan knows too much (Caught), but it only ever amounts to Evan calling him a douchebag. In the Bar of Broken Heroes, Evan refuses to press Biker for details as it would require giving the extremely unhealthy looking Biker 200 dollars of booze money, and Evan determines this would be wrong.

Flashes to the 1989 setting from the first game detail the lives of Jake and Richter, both of which play up different aspects of the original game's Jacket. Jake is the patriotic pizza eater who hates his job loves his car and can't hold a steady relationship, and Richter is the torn man backed into a corner with everything to lose. These characters allow for much more distilled tones than Jacket and have vastly different soundtracks and feels. Jake is summed up by the fact that one of his songs is named Quixotic: he's a naive idealist whose comical detachment from reality is ultimately his own downfall.

Richter on the other hand is a story of personal growth and maturity as he progressively cools to his extremely dangerous jobs and earns the happiness of himself and his mother. Richter relies on pity and chance to survive his prison whacking (the pipe drop in Release), but his abilities and quick reactions under stress are what really make him win the day. His levels are cramped fast moving frenzies which train in him the jumpiness that got Jacket's girlfriend killed in the original game. This sympathy building emotional conflict is compounded by his dying mother for whom he is the sole caretaker. The spectre of some long gone "loner" father hangs above the large house and Richter himself is unemployed. Inadequacy issues and fatalism hang over all of his scenes, levels like House Call mark a somberly playful transition into the purple shades of the 90's, a depressing transition foreshadowing an ending that he'll be the first to see.

As Richter finally fully trades in his innocence for competence in Release the game transitions to the Son, who also has inadequacy issues surrounding his dead kingpin Father but has few qualms wresting the drug throne back from the Colombians, at least until the ultimate futility of trying to please a dead man dawns on him (Blood Money); however, he continues onward seeing no other path for himself. 152ee80cbc

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