[Betrayer] 100% & Cinematic Run. Part 7 - Forbidden Wilds. Hard Diff. No Deaths. No Fast Travel.
Tineard
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[Betrayer] 100% & Cinematic Run. Part 7 - Forbidden Wilds. Hard Diff. No Deaths. No Fast Travel.
67 просмотров · 3 г. назад
Tineard
1,84 тыс. подписчиков
67 просмотров · 3 г. назад
100% includes:
All journal entries completed;
All destinations, notes, chests, clues, graves, people found;
All investigations and skull quests completed;
All thieves slain.
– I had to slightly lower settings for my way back to the first area - because autosaves do not work properly, when I enter areas from their “exits”, and for some reason, on high graphics, Fort St. George and Fort Henry do not load properly, freezing the game. Well, at least in next part, on my way back, I could use autosave on every area and was able to put on higher settings again.
Exceptions:
– The only incomplete journal entry is “Reminders” (tutorial), that have extra parts added to it if I use fast travel, or, for example, die. Getting those would contradict other conditions of the run - and these are completely useless to scenario.
– There is one destination in the very first area (shore), that only appears on a map if I return there from Fort Henry by walking - it’s called “The Northern Gates”. Not sure why it doesn’t open like every other destination point - when I get close to it for the first time and/or clear all enemies around. Either way, since it’s a “tutorial area” where I never had to return to, I decided, it was not worth wasting time going back and forth, especially, since unlike any other area, Coastal Path does not require “all destinations” to be completed, “all chests” is enough.
Things I didn’t do deliberately:
– I did not check journal for every picked-up clue, note, or during investigations, because, while things there could be worded slightly differently, key points stay the same, and I simply avoided redundancy.
– I did not aim to kill every possible enemy - it would make my paths longer, especially in darkness, but it would not present any unique challenge, nor would give any unique loot. Instead, it would simply make run more repetitive. Not to mention, that some enemies respawn, so it’s impossible to completely clean any area. And most enemies respawn completely when area is re-entered (except destination/totem guardians), or if you die. Overall, this makes “Kill Everyone” target is rather unachievable and pointless here.
– Most likely I missed a few (very few) crates with useless random loot (ammo/explosives). Game doesn’t say if I got them all, and I did not look through every nook and cranny to be sure.
– In this game there are no manual saves. And autosave feature, if reloaded, puts character back to last destination checkpoint. This means, even if I go directly into save files of the game, the only places, where I could reload seamlessly is between the areas. And that’s exactly what I do. Therefore, run is segmented, but each segment is a completely finished area.
– Interestingly, “hard difficulty” here isn’t that hard by itself, what really makes things difficult - is “cinematic” and “no fast travel” conditions, which mean, that I don’t backtrack, unless I have to do it for scenario purposes, and I cannot instantly teleport to any checkpoint, replenish health, then teleport back. Therefore, I often have to kill several packs of enemies without healing. Plus, I must route every map carefully, to not waste time on going through the whole map for a single objective or item.
– About Thief - this ghost appears in same general area, after empty chest is looted. And runs away, few seconds after noticing player. Clearly, I know where he is beforehand and try to hunt him down stealthily. That’s not how things play out on first playthrough, one would have to crawl through most of the map, to not scare him away, without knowing his location. He can be respawned, by ringing the bell. Also, I’m not sure, but it seems, if I kill him stealthily, there is a higher chance of him dropping a golden skull, that gives a couple of hundred coins.