It seems like you enjoy a challenge or really love the game, pushing the difficulty to the maximum with custom settings. Here are some tips gathered from a few runs and completing it on “Máx.” dificuldade.
Max Difficulty Settings
Então, if you want to make the game super hard, you’d basically make everything good for you very small and everything bad for you very big. This includes things like resources, salva, fusíveis, and how things are arranged in lockers. It’s like making the game want to trick you at every turn.
Agora, there are a couple of things that you might think about. One is how many traps are around. More traps could mean you have more ways to solve problems, especially if you find wire cutters. Mas, on the flip side, every door might have a trap, and you can’t walk down a hallway without jumping over one.
Then there’s the fire and gas stuff. They can’t make the bad guy go away, but they might help you keep him out of a room a little longer. Ou, they could end up trapping you in a place for so long that you can’t survive.
You get to pick if you want more traps or longer-lasting fire and gas. I picked making everything harder.
Advertências
Agora, here are some things to keep in mind. Some tips might work okay in a regular game, but a lot of them are more about dealing with the tough situation this hard mode puts you in. Normalmente, you could just use what the game gives you, mas aqui, you’re kind of on a starvation diet.
We might not see eye to eye on how to play the game. These tips are more like suggestions you can try, especially if you can save your game. If you have a better way to do things or think something I say doesn’t make sense, avise. Maybe we both can figure out something new.
The Resource Game
When it comes to resources, having very few means you won’t find much stuff lying around. You’ll mostly rely on the things that are always in the same spots. Starting with only 3 inventory slots won’t matter much because there’s so little to pick up. Here are some tips to help you out:
- Always search, even if it seems like nothing’s there. The Pantry might surprise you with a piece of meat on a table, even if it seemed empty before. Small lockboxes and latched cabinets sometimes have items, but they’re rare, so don’t forget to check them.
- Broken boxes and barrels might give you items. Blocking a hole with a box could get you a grenade or some meat.
- You only need three fuses, so save them for the right parts as you find them.
- If there’s just one rat munching on a corpse, wait and see if it leaves. You might get a code without using any resources.
- Cloth is precious, so think about what you really need it for. I mostly use it for emergency bandages and sometimes a lucky torch. Using it for molotov cocktails might not be the best idea.
- Until you get the right items, you can’t deal with every problem. If you can ignore a rat corpse or a barred door, you might have to leave it behind.
- Don’t shoot the revolver until you’re through the Roman Tunnels. Only use it if you have no other choice.
- Because you have so few resources, getting hurt is almost never worth it if you can avoid it. Playing the game half-blind, stumbling, and with hungry rats around is tough. If you get hurt in a bad situation and don’t have a bandage or medkit nearby, it might be better to restart.
Combustível
Fuel is super important, mainly for burning rat-infested bodies. The generator is mostly just for missions, so don’t use fuel for light or time. The Stalker shows up pretty quick, even with just a few noises. You only need to fuel the generator three times: for the Arsenal code, the Wire Cutters, and the water pump. Everything else is like a bonus.
Use your fuel at the start to get into every section, especially Maintenance. Even if you don’t have the fuel code, there are three permanent spots with two fuel cans in the Clerk’s office (the first barricaded room with dead rats) and a fuel bottle in the Foreman’s Quarters (up the stairs with the burnt body).
Since cloth is rare, fuel in cans is more useful than in bottles. Try to avoid putting fuel in bottles if you can. Spreading the fuel in three splashes can help start fires.
Lembrar, a fire’s reach is more than the fuel splash shows. Keep this in mind when trying to start fires near rat bodies. Starting fires without a lighter or gun has its own complications, explained in the Trap Tricks section below.
Trap Tricks (and the Bucket Trick)
When the Trap Amount is at its highest, being careless in dark hallways and opening doors randomly can be risky. Mas, having lots of traps can help save the few resources you have.
- Placing an explosive barrel in front of a Stalker hole and waiting for him to break it can cause an explosion if you do it right. It won’t stop the Stalker, but the explosion can set off fuel puddles, kill rats, and break nearby doors. You might even push explosive barrels farther than usual if there’s a hole near something exploding.
- Using the three splashes from a fuel can to lead to a flare or frag grenade trap can help burn a corpse without using any other resource.
- Keep in mind that flare traps alone can keep rats away long enough for you to grab a dog tag, though they can’t burn a body on their own.
- Placing an exploding barrel in the middle of the store room area in the Prison can potentially break down every door at once if you put it in the right spot.
The Bucket Trick
The Bucket Trick has been surprisingly handy, especially in the Central Bunker area where everything lines up well. You’ll need a door flare trap and a wooden bucket for this. If you’re not sure what kind of bucket, there should be one outside the saferoom, near the door to the Medical area.
- Put the bucket at the door trap, right under the flare. Use the fuel puddle to see where it’ll drop.
- Get ready for whatever you usually use a flare for, like dumping fuel on a body.
- Trigger the door trap and watch the flare drop into the bucket.
- Grab the bucket and move before the fire hurts you.
- Take it to whatever you need it for.
Você também pode:
- Put the bucket on a fuel puddle (reliable) or throw the bucket (less risky) to start a fire.
- Scare off rats from multiple bodies or even break through a rat tunnel this way.
- Lembrar, doing any of this might bring the Stalker over.
O perseguidor
The Stalker is like your personal boogeyman in the game, and you’ll spend a lot of time running from him, managing him, and hoping he’d go away. Here are some general tips:
- The Stalker is both more and less perceptive than you might think. He can zero in on sounds from far away, even while he’s already spawned. Opening and closing doors definitely makes noise that he’ll check. He can also see you in the dark from quite a distance, farther than you can see with your flashlight. Por outro lado, he can lose the chase fairly easily if you break line of sight, waste time roaring, and doesn’t perceive much when initially climbing out of a hole. You can circle a shelf for quite a while, even if you’re charging the flashlight the entire time. If you’re spotted, finding a place to loop around him carefully can keep your survival rate pretty high.
- Know the “laços” in the area, how and where you can circle around him without getting trapped. It might be worth burning rat bodies to open up space to run. Closed-off sections near the kitchen in the Soldier’s Quarters or the Changing Room behind the padlocked door in Maintenance are good examples.
- Don’t hesitate to take a break in the saferoom and wait for him to despawn. Mas esteja ciente, the saferoom music doesn’t always mean he’s gone; he might just be sitting around far away.
- You can manage him by switching to a different area section with a level load, but a few things can happen: He despawns immediately in the other area, giving you a break. He might spend some time searching the area you left, or he might chase you into the next area.
- After a certain progress, he’ll dig a hole through the sandbags near the detonator area and can sit right outside the saferoom. Be cautious when returning to the saferoom.
- Gas and fire may not make him retreat on max difficulty, but it can deny entry. This can save you if you plan ahead. Por exemplo, dropping a gas grenade when getting into the Arsenal’s explosive cage.
- He can open doors quietly with the handle, and if he’s nearby and you’re near the area entrance, he can wander almost to the next section. Be careful when running to the area change.
- Section distance from other sections seems to matter for how long you have before the Stalker comes to bother you. If you’re having trouble in the Soldier’s Quarters, consider making progress in Maintenance.
Diversos
Here are some miscellaneous tips:
- Use discretion on a no-save run. If something feels risky, think about putting it off or doing something else.
- Shop around. If you feel stuck or stressed by the Stalker in one area, leave and make progress in another.
- Bricks are not affected by lowered resources, so keep searching until you find them.
- The flare throws a bit lower than you think and might bounce off your cover if you’re unlucky.
- At a certain point with your inventory size, it might be worth always carrying a bandage or medkit with you.
- When they say the grenade damage radius is high, they mean it. You basically have to be moving at a dead run in the opposite direction or get around a corner to avoid getting wounded.
Central Bunker and Officer Quarters
Médico, the Safe House, and Mission Storage
- Don’t forget about the static fuel spawn at the burnt bodies in the Doctor’s Office. It’s easy to run past without thinking about it.
- Consider blocking off the Stalker emergence holes in the Kitchen area with the few boxes you find there. You have plenty of time, so why not?
- While rare, meat may spawn in the Mess Hall/Pantry area.
- The Stalker won’t activate until you specifically go down the hallway into the Officer’s Quarters (marked green on the map). That means you can take your time in Mission Storage or even the hallway to the Arsenal. Search carefully, open the locker for the body in Mission Storage if you’re lucky, block holes, break the lockdown wheel, roll explosive barrels around, etc. Even if there’s a rat body near Mission Storage, consider leaving it alone until you secure enough fuel.
Officer’s Quarters
- If you can’t open the barred metal door to Medical, the vent into Delise’s room is the quietest way to loop around the monster. If you’re being actively chased, esperançosamente, the area around Strategic Operations (the meeting room with the DnD DM’s blocking screen) is clear to run around.
- With maximum Trap Amount, this place will be extremely trap-heavy, almost every optional door may be trapped, and there may be 3 ou 4 trip wires around. Keep an eye out for door flare traps to try the bucket trick on.
- There will usually be at least one explosive barrel around, so see if there’s a way you can use it to burn a body, like blocking the hole outside the Arsenal.
Soldier’s Quarters
- If you can get an explosive barrel blocking the very first Stalker hole here, you can break into the Clerk’s Office (the room with the very first barred door) for free if you’re lucky. You can sort of see through the bars to determine if it’s worth breaking in or not.
- If the Barracks doors to the main hallway aren’t trapped, try to open them up first so you have space to move.
- Breaking into the Security room (with the note on the owner of the key) may not be all that worth it, as you’ll generally want your bricks for other reasons.
- The key can be found under a pillow or helmet, tucked under folded blankets, on the bedframes at the side of the mattresses, in the boxes with the name placards, and possibly even more. Don’t get lazy searching for the key, or you’ll miss it and waste valuable time.
- Search the area systematically to avoid searching the same lockers repeatedly. Don’t forget to check over the lockers and bunks for bricks and supplies.
- If you find a brick, try to get it closer to the Mess Hall hallway, but focus on searching for supplies and the key first.
- Good spatial audio works wonders for knowing which room and hallways the Stalker is in.
- If the Stalker is wandering about the Mess Hall area while you’re in the Barracks, it may be worth lingering without making any noise in hopes that he’ll break through a door without your input.
- If you find the key and it’s safe, consider searching Communications even if you haven’t activated the switches yet.
- Traps are often placed right next to rat bodies, which can help you get a free code.
- Once you commit to making progress down the Mess Hall hallway to the isolated breaker switch, consider doing it piecemeal, breaking down a door and running back down the hallway, coming back when it’s safe to break the padlock, etc.
- If you have excess fuel, burning the body in the corner of the hallway between the Mess Hall and the Break Room is definitely worth it for your survivability.
- The corner in the Kitchen might be the hiding place that saves your life if you’re trapped.
- Don’t forget Henri’s dogtag (the Clement one); you’ll definitely need the two revolver cartridges if you can find the revolver.
- Absolutely make sure the isolated Utility Room breaker is thrown before you leave; you don’t want to have to go back down there if you can help it.
- One unit of fuel is just enough time to sprint from the generator to the barracks radio room, get the code, and sprint back to turn off the generator if you aren’t stopped along the way. It’s worth doing because the tiny bit left counts as an entire unit fuel load when you get another can into it.
- Don’t forget the loot in the vent when you get the wrench; it’s definitely worth coming back down here for a couple of bullets or inventory space. No entanto, the vent in the Mess Hall is completely not worth it.
Manutenção
- Getting to Maintenance and getting the three guaranteed fuels is crucial for the run.
- If the Clerk’s Office door (the map room) is trapped, trigger it on your way out after searching elsewhere.
- Don’t take any risks here before opening up the rat tunnel; leave if the Stalker is in the main hallway.
- There’s at least one easy dogtag in the Foreman’s Quarters with the burnt body, and there’s probably going to be the one in the main hallway that a rat is supposed to accidentally burn with a flare trap.
- The Workshop (the room connected to the rat tunnel) has one good hiding space under the table next to the tunnel entrance, though the Stalker might destroy that anyway.
- If there’s a rat corpse in the Changing Room, consider burning it early before dealing with the rat tunnel.
- If there are two bodies next to each other near the entrance to the rat tunnel, you might be able to get them both in one go with a fuel can and a well-thrown fuel bottle.
- Try not to half-ass the rat tunnel; go in with a solution and see it through, or you might get trapped.
- Go into the tunnel with a brick you toss along the way and focus on breaking the padlock to the door to the changing room before doing anything else. Then later, you can bring it to the Pillbox door so you can break into Munitions Storage.
- Watch for traps before you get into the Chapel, and consider blocking the hole nearest to Fuel Storage.
- The Stalker will only sometimes check into the Chapel when you grab the key. If he doesn’t check, he’ll often be wandering around the Storage Hub area directly in front of you when you try to leave the Chapel.
- Munitions Storage should have 2 ou 3 static grenade spawns, so don’t forget to loot it.
- Don’t hesitate to climb up the Pillbox and wait patiently for the Stalker to go away. He might even break into Munitions Storage for you.
- If the Fuel Storage door is trapped, you’ll have plenty of time to clear out before it goes off. Just make sure not to be between the door and the Stalker.
- If you have to make repeated fuel runs, that makes it all the more important to clear out the routes in both directions out of the Storage Hub.
Prisão
- It’s not ideal to be in the Prison without the wrench, but it can be rewarding if you don’t die. The prison might be the place to search as a last resort if you’re absolutely out of options.
- Without opening the vent, you should leave as soon as you do any noisy action. Break the door or set off a trap and just run without waiting to hear the monster.
- There can be up to three ratless bodies here with dogtags. The one in the cells can be accessible without opening any cells.
- If you can break into Storage, the one reliable place to hide is behind the wheelbarrow of boxes in the corner.
- Once you open the vent, flip open all the cell door switches (except the prisoner if you’re nice) even before you have the generator on.
- It’s completely possible to keep the prisoner alive without too much trouble, even when you can’t fight off the Stalker at all. If the Stalker hasn’t climbed to the area yet, open the cell door, immediately sprint out to the prisoner, crouch under the opening door, grab the wire cutter, and then immediately sprint back to the door controls and close it again. If you’re fast enough, the door will close in the face of the approaching Stalker.
Arsenal and Tunnels
Arsenal
- Don’t forget that there might be a rat body to deal with before you even get to the Arsenal door.
- It’s worth checking the Arsenal area early even if you don’t have the code; you might be able to get a free code off the burnt body outside the locked door.
- Se você tiver sorte, the Stalker will spawn inside the Arsenal and break shelves before you can even get in.
- Right inside the Arsenal door should be some indestructible shelves to the left. That will be your main way of looping around the Stalker if it comes to that.
- Se você puder, be ready to burn bodies before you enter the Arsenal door.
- If you find a gas grenade, consider saving it for the Arsenal. If the Stalker is approaching your position when you get to the explosives cage, it might be the only thing that saves you from being trapped.
- The section with sandbags and barrels can be particularly dangerous, especially if there’s a rat body near a trap. If the Stalker is near, be as patient as you can, keep your ears open for what direction he’s going, and try not to overcommit.
- It’s probably not worth breaking into the supply closest at the end of the Arsenal labyrinth since it basically means you’re now trapped.
- Remain as patient as possible on the slog back. If you can find a good hiding spot, you might even consider just hiding and praying for him to despawn.
Túneis
- Once you enter the active area of the Shotgunner, make sure the door you entered in is all the way open, then hide behind it with your back to the wall, peek, and aim. Keep an ear out for his rhymes and your heartbeat to get a sense of where he is. Remain patient, and don’t move (and try not to shoot the hallucinations). He’ll fire about randomly, but he won’t know where you are. With luck, you can take him out with a clean shot to the head.
- If you only hit him in the body, he’ll retreat, and it might take a long time to convince him to wander back over. Just remain patient and wait for him to come back.
- Don’t forget the inventory slot and the rabbit doll.
- If you can’t find the gun, try to set up the area so you can escape easily. Listen carefully to where he is as you move, and use whatever method you have to break down the door. There should be a brick somewhere here, and the Shotgunner might have blown down the door himself, but you really shouldn’t have come down here unprepared. Pick up the items (you’ll probably have to forgo the doll), and carefully sneak back out. You can actually stack up boxes and barrels to vault over the barricade in the middle of the entrance hall, but doing that while he’s active isn’t fun. Que, or maybe you can get lucky with a grenade.
The Colosseum
Here are some tips for the Colosseum, or whatever it’s called, as ruínas, the Abyss, the Arena, etc.:
- If you get this far, just remain calm and stick to what’s safe and what works; no need to get fancy and screw it up right near the end.
- Like with the Shotgunner, do the same thing every time. Go in with the doll and as many grenades as you can carry. Throw the doll onto a wooden bridge section, then throw the grenade as the Stalker closes in. Throw it before he gets onto the bridge for best results.
- If you miss or mistime, you’ll have to go on a merry chase around the various bridge sections, desperately trying to throw the grenades at just the right time to not die and take him out. Be conservative and stick to running until you’re absolutely sure you have enough time to focus and time the throw.
- Try to plan your attempts and not box yourself in by collapsing the wrong bridges.
- The bridge section that gets rubble dropped on it from the ceiling when you first enter the area is still completely traversable.
- Even if you collapse part of a bridge section, there might be enough left to jump to the other side.
- If you run out of grenades or were forced to spend it all just to get here, you still have a chance of survival. Kite the Stalker around until you get enough space, then get to the exit, push the taller box close to the exit wall for as long as you dare. Fugir, kite some more, push some more, until the big box is close enough, then repeat the process with a smaller box. Jump out and away. If you somehow end up with more molotovs than grenades, consider starting with this plan and boxing the Stalker out with fire while you push boxes.
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