Wow, after beating this once on survival and nightmare mode, I took on the Akumu challenge - end results attached.
After getting through nightmare mode, I think I had some great prep under my belt for Akumu. Overall, this was challenging but I think with the right focus on upgrades and patience it is very doable. As a matter of fact, I blew through the traditionally hard parts like Chap 6 burning room and Sentinel fight. Quell and chapter 11 gun zombies were also manageable. The places I really tallied up the deaths were the stupid trap-heavy areas like the Chap 13 kitchen (hated this!), or that horrible eyeball/tripwire maze at the end. Chapter 10 got me killed the most. That second Laura fight is basically a "trap" area in that you have to perfectly execute timing and get a little lucky to make it through, and it all happens so fast! Man, I hated this part, she is so damn scary.
Chap 2 - Bottle throw. Learn this and master it here. You can sneak kill many enemies with either direct hits to the head, or by throwing it and sneak killing them from behind. I didn't fire a single bullet in this chapter, and hardly any in chapter 3. Practicing with those bottles saves many headaches later on.
Chap 6 - Get your sprint to level 4, as well as your flash bolts. NOT killing enemies is the key to this one. In the first room, shoot the barrel immediately and light up the first couple of haunted. Next, 3 will come through the windows but don't kill them. Stand in the corner near the flash bolt and fire a flash bolt straight at your feet once they are all in. Then, run near Joseph before they wake back up and shoot one more flash bolt once they charge you in the other corner. By the time they wake up from your second flash bolt, Joseph should have the door unlocked so rush through.
On the second floor, it's a bit more of a free for all but the same theory applies. Run around until there are approx five enemies in the room and fire off your first bolt. I had level 4 bolts so I took the opp to gather supplies in the corner. Fire off another flash bolt once they wake up, repeat until Joseph opens the door, and you should be ok. I used a total of five flash bolts and one pistol bullet in these two rooms - I think I could have gotten by without the 5th flash bolt, but it felt much safer.
On the dog, I dodged his immediate attack and got to the opposite side of the arena. Once he charged, I blasted him with my shotgun to knock him down (don't waste electric or frost bolts on him). Once he was down, I timed 3 explosive bolts so that each time he stood up, one would blow and knock him back down. I actually got this guy on my fourth shot using this strategy - he never got to attack me once after his initial lunge. Like I said, bolts (other than explosive) really let you down here. He does this crazy jump when he wakes from the frost or electricity that makes him hard to target. This guy is relatively weak, so stick to explosives and high DPS weapons to knock him down once and keep him down.
Chap 11 - The trolley ride can rack up a lot of deaths. By this point of the game I had put some excess gel into my pistol aim and this was crucial to getting me through this spot. Wait until enemies are close to the edge and one body shot will knock them into the hole underneath you. I shot 1 explosive bolt into the top left corner where the machine gunner and Molotov guy appear at the end and this blew them away for me. I actually just crouched down and the other gunner on the right couldn't even hit me here. This area can be tricky, but it's all a pattern you can learn and execute - much easier with extra pistol aim in my opinion since you can't get close to these guys.
Chap 14 - Quell can be annoying, but I used a frost bolt and unloaded magnum ammo into his head. He died as soon as he thawed out... It was a good confidence boost going into chapter 15.
Chap 15 - For the gauntlet section, trapping enemies where they spawn is the key here. This will let you torch almost every bad guy with your matches, or just freeze them in one shot. Just drop a electric trap at their feet and burn away. You do have to be conscious of one gunner and another guy who has a crossbow armed with explosive bolts. I sniped these guys from a distance to be safe. The others are a joke here as this level design is totally in your favor.
Double keepers was actually a joke. I placed two explosive bolts in their path (4 total) and then triggered their spawn. I had a level 4 damage magnum with an upgraded fire rate. I put 4 or so rounds in one and he didn't even trigger my first bomb. The other one took only a couple bullets after blowing up my traps. They never even made it out of the blood pool.
Anyways, this was a good challenge. One trophy left until platinum! Good luck to all those who are working on this.
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