![]() They key is to practice just how much you need to open the door, as taking an extra second to push the door open too long will kill you.Įvery encounter with Nick & Laird needs to be rehearsed better than a performance of Macbeth that will be attended by a casting director, but this one is especially tough since it's very inconsistent. ![]() Run around the shelves and make sure you remember the door is on the left, slamming outside and up the tower to escape the enemies. The very moment the door because open wide enough to squeeze through, let go and get inside. Hold as soon as you get the prompt to grab onto the door and push it open. Throw the door open as quickly as possible before running down the hill. The moment Blake says "Mines" leave the confessional and start running. In the confessional after the torture scene, the game gets a bit broken on Insane. ![]() This should have given you enough time to jump on the cart and over the fence before she catches up to you. Run through the hole in the fence she created and grab the cart, immediately pushing it up to the gate. Run to the end of the fence, around the building, taking every left you can and avoiding getting caught on barrels or fences. As soon as she attacks the fence, turn around and run. The difference occurs at this point, when she uses her scythe to break a section of fence to your right. The moment she moves out of view, leave and start pushing again. Wait here, close enough to the hole to see her but not close enough to be attacked. Push the cart forward until the game forces you to stop, then quickly turn around and slide under the fence on the left. Her speed means you have to react quickly and put objects between you two, since outrunning her isn't much of an option. The first meaty challenge of the game comes after going through the window and moving the cart to the fence as Marta chases you. Push the shelf out of the way and continue as usual. Once he's out of sight leave the bed and enter the door, closing and locking it behind you. The new enemy will emerge from the door you're supposed to go through, so wait for him to make his way up the stairs. Wait until the enemy walks into the room before leaving your hiding place and going down the stairs, immediately hiding under the bed down here as well. Run to the end of the hall but instead of waiting to the left of the door for the enemy to come through, hide under the bed to the right of the door. After being punched down the stairs run through and under the houses until the ceiling collapses. The yard chase is very similar up until the end, as another enemy is present here. I'd wait for her, make a run for it, and let her kill me after I reach the elevator so I could perfect the movement. This is a very tricky part, so practice this checkpoint numerous times on Nightmare. Make a run too late and she will jump you from behind. Run too early and she'll cut you off, grabbing you with ease. Marta will see you and start coming for you, now you must wait until she's committed to walking up the right side of the fence to come for you and make a run for the elevator. Get down to the square (past where the guy yells about Marta and runs into the house) and wait near the top of the hill. The new enemy will come down the stairs and walk along the right side of the cart, allowing you to slowly come out on the left side and sneak up the stairs to the generator without being spotted.Īfter the generator is on you can avoid the knife wielding woman as usual, but avoiding Marta got a whole lot harder. Sprint up the hill and immediately turn right to avoid the guy leaving the barn, then hold to go prone under the wagon here. So sneak past the woman in the middle of the road and sprint to the right side of the house, peeking around the corner until the guy walks out of the house you're hiding behind and across the road to a basement door. Normally, running past the enemies and up the stairs to the generator will work but that is no longer the case due to the inclusion of a second enemy descending the stairs in the barn. This part is when you're in Temple Gate Square, after moving the bookshelf and looking for the generator to restart the elevator. This prevents you from stumbling around in this confusing room and forcing unnecessary battery usage. This allows you to see the door in front of you and to the right and open it. In your first real journey back to the school (after Val licks your face) you can save a ton of time and battery by running forward before the flash dissipates. Walk ahead until she sees you, then back up until you can juke left and around the shed before running straight for the floor crevice, sliding from a run instead of crawling through the gap. Due to increased enemy speed you can no longer simply run by her. Yes, the very first Marta encounter is tougher right off the bat.
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