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| == General Strategy == | | == General Strategy == |
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− | Booker should always be running whenever possible. | + | *Booker should always be running whenever possible. |
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− | Any time Booker gets an Infusion, it's important to increase his Salts capacity. Because the run requires frequent suicides using the Volley Gun or RPG and because the Easy difficulty mode makes it relatively hard for Booker to die in the traditional sense, Salts are the obvious choice. | + | *Any time Booker gets an Infusion, it's important to increase his Salts capacity. Because the run requires frequent suicides using the Volley Gun or RPG and because the Easy difficulty mode makes it relatively hard for Booker to die in the traditional sense, Salts are the obvious choice. |
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− | Once you are familiar with the route, be aware of your ammo and health needs. There are times where it is crucial for Booker to be low on health or to have enough of the proper gun ammo in order to suicide in a timely fashion. | + | *Once you are familiar with the route, be aware of your ammo and health needs. There are times where it is crucial for Booker to be low on health or to have enough of the proper gun ammo in order to suicide in a timely fashion. |
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− | Jump while reloading when necessary. Elizabeth will often try to throw Booker health when he is low. There are times during the run where you will need Booker to have low health. Jumping while reloading prevents Elizabeth from throwing Booker health at inopportune times. | + | *Jump while reloading when necessary. Elizabeth will often try to throw Booker health when he is low. There are times during the run where you will need Booker to have low health. Jumping while reloading prevents Elizabeth from throwing Booker health at inopportune times. |
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− | Although personal preference comes into play, the RPG and Volley Gun are traditionally the guns you want to have in your possession through most of the run. The Shotgun is often the most utilized weapon early in the run before the RPG and Volley Gun become available. | + | *Although personal preference comes into play, the RPG and Volley Gun are traditionally the guns you want to have in your possession through most of the run. The Shotgun is often the most utilized weapon early in the run before the RPG and Volley Gun become available. |
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− | As a general rule, avoid getting any Vigor the first time it is available. By skipping the first opportunity to pick up a given Vigor, the hand animation will not trigger. Currently, Shock Jockey is the only Vigor in the run with an animation that can't be avoided. | + | *As a general rule, avoid getting any Vigor the first time it is available. By skipping the first opportunity to pick up a given Vigor, the hand animation will not trigger. Currently, Shock Jockey is the only Vigor in the run with an animation that can't be avoided. |
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| == Walkthrough == | | == Walkthrough == |