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Examples
General buff drinks are always welcome, but if anything, you wouldn't miss much by skipping animal. You can only get the most out of that if you have a real bullet-hose build and even then you barely get scraps of health from it.
Doors are important though, so be careful if you decide to pick explosive drinks like cliche, or cadaver. Even a grenade build is less risky because you still have more-control over what goes boom. Busting open the wrong door can cause more trouble than it solves. As such, I've never -ever- had a reason to ever get knock knock.
Finally, dividends, fidelity, and technomancers are straight-upgrades too.
I'm not sure if it's steel toe for gun boots, but for some reason, I got both of these with a grenade build and it kept setting off my grenades when I tried to throw them.
Knock Knock
I never pick this powerup because I don't like accidently shooting-open doors. doors allow you to control the flow of enemies
Black Market + Heavy
Black market doesn't work well early game, you need either fast-firing guns or firing speed upgrades to work better. It's even worse with heavy because now enemies can dodge your shots easier.
insurance policy OR Capitalism
These are risk-reward drinks in the clearest form. Insurance policy makes the bartender bill you for an enviromental damage caused. I never pick it because I like keeping my money. Capitalism... maybe if I got either high damage output or full heals.
and that's all I can think of, hope this helps.
I found that HALO is genuinely one of the best survivability perk full stop, as everything but explosives or melee can be absorbed by it, it's essentially a free hit that recharges every few seconds.
While I know about quitting out from boss fights, I've never done that as I figured I wouldn't learn as much trying to brute force a fight rather than just rebuilding or studying the bosses closer.
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First off: turn screenshake down to 10% or lower. Turn up Minimum Enemy Count For Arrows up to 15 (max) and get your controls as efficient as you can for Focus and Kick: ideally you'll want them as close to your LMB/RMB as possible from my experience. Switching to both being on Inside Mouse Buttons was invaluable.
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MOST IMPORTANT: The best advice I can give is to ruthlessly optimize your Focus usage--as soon as you've fired off or done what you need to, toggle it off.
Remember that the AI is aggressive but predictable.
As the above poster so nicely put: doors are both escape routes and perfect ambushes. When you're trying to get W's, keep in mind your available gun pool for whatever the first drink you're taking is. If you find something really nice right off the rip to start building from, alter your Loadout Pool before you go! Ideally you want to pick stuff you're most comfortable with no matter what, so eliminate the possibilities of running into a bad series of dropped guns by rigging it in your favor.
Don't feel obligated to spend all your dosh. You're gonna make it at least 3 more drink selections--plan ahead and really start to think about the Drink Pool like your Loadout.
MONEY MAKES MONEY: The earlier you can get stuff like "Splatters drop more coin," + "50% splatter on kick" or other economic contributors, you can get a good ROI later in the game.
If nothing is that good on your 2nd visit to the Bar, consider saving up for Rerolling Drinks at the 3rd Bar visit (Area 2 start). Teeeeeeehe price scaling gets up there in the last 2 Areas if you don't have "Tab."
Getting by 2 or 3 more rooms without a drink at all just so you can potentially get some of the fundamentally good Drinks ("Apperature," "Animal," "Chezerina," etc). The earlier you focus on fundamental upgrades, in addition to growing your wealth, the sooner you'll be cleaning house and have a build fall into place for that run.
OPTIMIZE YOUR FOCUS USAGE. SERIOUSLY: I have Focus to Inner Mouse Button 2, and Kick to Inner Mouse Button 1 for insanely tight windows of devestation.
Some guns are just not as good once you've got all you can from Capsules--the Browning equivalent, the 6DMG/shot 1400/RPM SMG that is suppressed, the Welrod, Revolver, Sawed Off--the sooner you can replace those with guns you want, then go for it.
REMEMBER: This game is pass-fail. You just need to survive the Room before you're topped off on health again. Act accordingly.
Rolling is faster than running initially, so exploit as much you can.
Kicking in doors has a surprisingly deep/wide hitbox, and you can basically run the kick through and clip enemies with the last few frames of damage.
Try not to attack enemies head on if you can; even the slightest angle going through a door can make a difference from immediately getting lit up to an easy kill.
Don't forget to reload! There's plenty of guns everywhere.
OPTIMIZE. YOUR. FOCUS USE. Seriously, it makes such a huge difference to have the tiniest bit left here and there as you can string together combos you would've dropped otherwise.
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LATE GAME AREAS:
Start to memorize what affix does what--in my opinion, Suppressive is not that big of a deal, nor is Perceptive.. but something like Rapid-Firing on Area 2 can be a step up in challenge.
KEEP MOVING: the enemies will start to get numerous, and if you wanna keep up, you'll need to never stay still unless your build dictates such. Plan on hitting enemies from all the sharpest angles or setting up a perpendicular door to smash through at a critical moment. This doesn't mean to recklessly charge in, rather it means to stay moving and keeping your eyes on the edges of the FOV for flanks, special enemies or potential openings for a good ambush. Reposition as much as you can as the first step to losing a run is getting boxed in.. even if you survive, it may be ultimately a mortal blow.
TARGET PRIORITIZATION: Most enemies specific to their area are the most dangerous, sans the Leaping Lizards of the Bathhouse. The Gas Trooper fellas are incredibly dangerous from boxing you in and should be target number 1 in any breaching situation. Later on, the Turret Gunners and RPG Goons can wreck you if you get careless--always assume the enemy is just out of screen until you can see the arrows at 15 enemies or less. You can monitor their responses to gunfire, doors bursting, etc.
TURRETS: they can be a real pain in the neck, with a fast response time--however they are still vulnerable from even small angles of approach that aren't head-on. Where possible, hit them that way.
ROCKET GOONS: absolute menace in the last Area, but they're also quite dumb and WILL shoot into walls on bad angles or catch barrels if you have Cliche (this was actually really useful during the Kunai/Nade challenge). They have a fast response time before affixes, so keep them in your sights ASAP as they're only around for the last Area.
SUICIDE BOMBERS: shouldn't be a problem, just don't panic and you should be good. They're most deadly when you're being pinned down from a Turret or AOE damage from Gas Troopers.
KUNAI/NADES: while useful at times, the grenades can really come in handy for latter Areas like the Basement or Ballroom. Kunai are completely silent and won't alert enemies if you want to prepare a textbook ambush from another angle and just need to pickoff a single goon to make it so.
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BOSSES:
MOST IMPORTANT: while you should be building up Drinks for Room clearing, you need to also start stacking damage/ammo/firerate increases. All of these are effectively DPS+ from default. You can clear Rooms easily if you start building for the Bosses by the end of Area 2 as they go hand in hand.. but not the other way around. Too much towards non-boss killing capabilities can leave you really exposed if you're having trouble.
The best place to be, like in Souls-games, is right up on and behind the bosses.
DO I NEED TO MENTION OPTIMIZING FOCUS ONE LAST TIME, IT REALLY WAS A HUGE BREAKTHROUGH FOR WINNING RUNS THAT WERE TENUOUS.
There's a push and pull rhythm that just gets faster really, so keep an eye out for their attacks and remember what the wind-ups are. They really don't have that many attacks.
A great way to stay outta harm, a classic of FPS/TPS games, is circle-strafing. Don't ever stop moving barring stutter stepping between the double slashes of Ehiztaria, or the triple fireballs of Deabrua in particular.
MOST IMPORTANT FOR BOSSES: unless you have drinks specifically buffing Focus, save that for when boss attacks are starting--the super brutal triple fireball from Deabrua can become much easier if you slap Focus on as soon as you see the wind-up. Keep that in mind and you'll find yourself surviving alot longer.
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Not sure if any of this helps..
I empathize with you, as I had at least 20-25 hours of gameplay before I cleared the game once. With everything unlocked aside from Challenge Guns/Drinks, and enough experience, every run is winnable: don't give up, get creative and be as ruthless an Otxo you can be at all times. The game really opens up just from beating it once.
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Impossible Mode is a brutal beast of a mode that also changes a lot of things to almost resemble Hotline Miami (and remember if you've played that series, to not play OXTO like HM1/2) in terms of Time To Kill. Guns that were not so good are now essential, and the Drinks often forgotten can become invaluable.
BUT: I haven't cleared Impossible yet, so I can't completely mention specifics for that outside that survivabilty/utility becomes really important compared to DMG increases for Normal. Everything does more damage, including you and bosses--both ways.
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Feel free to reply if I can clarify or answer any specific questions!