![]() Gaining "red eyes" - a period of stagger immunity right after he has been staggered.Becoming enraged more frequently after becoming passive.With each ritual completed, Sam will gain the following traits: Sacrificing a book will cause Sam to enter rage mode immediately. Entering rage mode has an audio indication - all players will hear Sam scream for a few seconds. ![]() Sam will periodically enter rage mode, with the length of passive mode decreasing with the number of sacrificed books. Like Anna and Molly, he has a rage mode, in which he chases any visible player, and passive mode, in which he wanders around and is not dangerous (unless a player stands near him, in which case he will shoot). One more notable feature of Sam is that he is able to drop down into the bank using the hole in the roof, and is able to chase players who attempt to do the bank drop as a means to escape.Īs with all bosses, Sam is more dangerous, faster, and harder to stagger the further the ritual has advanced. Hit players will see a red hitmarker appear on their screen. During a chase Sam can fire multiple times. Sam often misses, as he is not very skilled in his revolver. Later in the game, Sam does not shoot players dead, but instead shoots at them when chasing, slowing players down significantly. Sam cannot be prevented from shooting using UV light. Early in the game, Sam shoots dead any player that lingers near him for a long time (around 10 seconds). Sam behaves like a standard boss with the only exception being his ranged attack. Make sure the symbol on the book matches the symbol shown at the entrance of the structure. Note: books can only be cursed inside the same structure they are found in. From there, you will be able to hold the interact button to curse the book, turning the pentagram black and giving the book a bright red glow, allowing you to burn it at the altar inside the church. Once done, you will need to unlock the lockbox with the appropriate key and take the book to the pentagram within the same structure. In order to perform a ritual, you will need to bring a matchbox to a lit structure and light the 3 candles on the glowing pentagram inside. After awakening Sam, the keys to the lockboxes will spawn randomly around the map and 4 of the 10 pentagrams will light up, indicated by the respective structures' lights turning on. Each structure, aside from the chuch, will hold a pentagram and a lockbox containing a book. To beat the map, players must complete 10 rituals. The Town is also the only level to feature flying enemies - the Ghosts, which are able to pass through terrain and structures. When enraged, Sam will fire at fleeing players, significantly slowing them down and making them vulnerable to his melee attack and nearby minions. ![]() During early stages of the game if a player stands near Sam for long enough, he will cock his revolver and shortly afterwards fire at the player, downing them instantly. Sam is armed with a revolver and is not afraid to use it. The Town is conceptually similar to The Inn, especially the way the ritual is performed, but a standout feature is Sam's ranged attack. It is also recommended not to use the keys on the lockboxes just yet (see "Strategies"). It is also recommended to collect all keys at this point, as Sam is not too dangerous. This activates Sam, spawns all keys, and makes it possible to begin the ritual. When players get into the church, flashlights will turn off and a gunshot will be heard. Players should then proceed to the church, which is on top of the hill with two walkways leading to it - one from the city well, located in front of the stables, and one just past the gunsmith, in front of which players spawn. ![]() Players are then rewarded with the Church Key. Continuing to the top floor, a ghastly figure will float past a window as flashlights turn off. The players should progress towards the saloon, where a piano plays itself. The players spawn in the entry to Mercy on an abandoned street with buildings and shops on both sides.
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