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[Betrayer] 100% & Cinematic Run. Part 3 - Fort St. George. Hard Diff. No Deaths. No Fast Travel.

Tineard

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[Betrayer] 100% & Cinematic Run. Part 3 - Fort St. George. Hard Diff. No Deaths. No Fast Travel.

83 просмотра · 3 года назад
Tineard
1,84 тыс. подписчиков
83 просмотра · 3 года назад
100% includes: All journal entries completed; All destinations, notes, chests, clues, graves, people found; All investigations and skull quests completed; All thieves slain. Exceptions: – This area cannot be 100% completed in this video, because one of the clues (gifts) can be unearthed only with a proper shovel, which I’ll collect 2 areas later, but will actually use after visiting last one. Apart from that thing, area is clear, though. 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. – During this recording I got 2 minifreezes ~1 and ~6 seconds in the darkness. For some reason, this happens consistently, once near 1st totem, and once when I talk to 3 ghosts inside the fort. But at slightly different times. Of course, I trimmed these parts, so it’s not that noticeable. I guess, it was something in the game, because I don’t remember ever having 6 second freezes outside of this map. So, these cuts were made to fix technical difficulties, not to make more segments. That wouldn’t work anyway, more enemies would spawn, for example, skeletons at the eastern part.