4/27/2021 0 Comments Little Nightmares Game Walkthrough
Nightmare Guide Starting Point Ranger heavily depends on APs so you should try to increase them as often as possible.Abilities Playing on Nightmare increases the cooldown of your powers.CD: 4 Combats. In Combat Afterimage: Immune to all DMG, last 1 turn.CD: 2 Combats. Dexterity: Gains 2 AP, heals 3 HP when you use 1 Action Card.
CD: 3 Combats. Blessings Note: the blessings are randomized each time you play. Lightning Nerves (deals 6 DMG everytime the enemy misses) is the core of the build. In my case, since I want to have some round advantages over the enemies, I went with Spider Poison. At the start of your turn, POISON X2 your enemy) The 1st chapter is really easy, you wont run into any trouble here. Play all movements: increase difficulty 5 times (all 5 of them at once). Close it: nothing happens. At chapter 2, pick the blessing Meteor Darts if its available for you (Deal 1 DMG, 1 AP, on the end of your turn, get meteor darts until your hand is full). Time Elf: pick Guard Statue (Counter 1 enemy card each turn, lasts 3 turns). Preparedness: Hand Size 1, Equipment Slot 1, discard hand at the end of your turn. I dont pick it in the video since Little Red Ranger is at the lowest in her power spike. Try your best to get through the enemies here, they are not that hard at all. The Squirrel Bank (DLC) You can deposit your money here (max 100 gold coins), after you win the game you can withdraw the money you save here for the next playthrough. But lets be honest, playing on Nightmare, you need all the money you can get so this thing is kinda useless. Down below are some of my favorite cards that work well with this build: Action Cards Quicksilver (1 AP): Dodge the 1st DMG you would take next turn. Draw 1 card. Dodge (1 AP): 20 chance of dodging DMG (25 when upgraded), lasts 1 turn. Side Kick (1 AP): Deal 4 DMG, enemy draws 1 less card next turn. Soul Blitz (1 AP): discard 1 card, deals 8 DMG (11 if upgraded) to the enemy. Stumble (1 AP): Each time the enemy plays a card, they discard 1 random hand card. Plot (1 AP): Draws 1 card and get 1 Temporary copy of that card.
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