I've been playing around trying to figure out a way of getting through this quicker and more easily. If anyone is still struggling, please check out this guide. I honestly think this is the easiest strategy to get through this.
First point, to unlock the mode you have to complete the true ending by doing both an A and B campaign.
General TipsHave the Magnum equipped generally. Carrying the shotgun seems to give you slighter bigger hitbox and make you easier to grab. The pistol and machine gun aren't really useful unless you're going for a slow no-damage run.
Try to avoid using sub weapons, it's probably better to take a hit than lose a subweapon. If you've used all your grenades in the right places and you get grabbed as you run for the exit go ahead and use the knife. If an ivy grabs you, use a subweapon or it's a one-hit kill.
Where to make good use of the grenadesAfter experimenting, I've found it's best to use the flashbangs up first. See the guide below for details, but save flash bangs for:-
1. The dark area after the gate but before the licker in
Room 7 - Worker's Storage2. The hoard of zombies in
Room 10 - Parking Garage3. Mr. X and the zombies at the top of the stairs in
Room 14 - The West Central PassageSave the hand grenades for:-
1.
The Waiting Room as described in section
Room 16 - The Library 2 & 3 The G-mutant, ivies and zombies in
Room 18 - East Courtyard See that sections for details, but basically throw the first as far around the corner as you can when you approach the G mutant, then roll the second into the cluster of zombies with the ivy.
Here's the strategy. It went a bit wrong in places in the clip, but that's the beauty of this method - there's room for error. You can make mistakes and still get through it.
Room 1 - Lower WaterwayOnce you've slid to the bottom of the slope run to the LEFT of the first zombie, the girl, then keep running and pass the next one on the LEFT. Then turn sharply right and pass the third zombie on the RIGHT. When you get to the ledge, it IS possible to sneak onto the ledge without using a bullet or getting hit, but it's much easier to stun the last zombie with a shotgun round or magnum round. (See Clip)
Room 2 - Control RoomSkate the stairs if you're going for a good time. Once you get to the door to the dog room, you have two choices. The fastest route is to hug the wall to your right, but there's a high risk of getting tagged by a dog. The safer route is to run diagonally to the right of the door, towards the left side of the room, then turn sharply to the opening where you drop down. This should allow you to get through unscathed. (See Clip at 1:40)
Room 3 - Monitor Room & Treatment Pool RoomJust run past the zombies feeding on your right and head out the door to the
Treatment Pool Room and the bridge. Run towards the girl zombie and give her one shotgun or magnum round to stun her then turn left across the bridge. Same again for the guy zombie on the bridge. Jink and weave left to right to try and avoid the dogs. This is just a matter of practice. You should be able to get through this room using two rounds and losing no health with some practice and good RNG. You'll see this went horribly in my clip, but using this strategy you CAN make mistakes and still put a successful run in. (See Clip at 2:05)
Room 4 - Central HubRun or stair skate down the stairs and at the bottom run straight ahead to avoid the crawler. Just before you get to the fence turn sharp left and head for the tunnel down to the
Bottom Waterway Overpass. As you enter the tunnel keep running and hug the right wall. When you see the female zombie rising just through the doorway, try to run around the right of her and hug the right side of the next bridge. If you're lucky, you'll get through without taking a hit. If you run it right and you're unlucky, you might take one bite. (See Clip at 2:31)
Room 5 - Upper WaterwayOnce across the bridge, run or stair skate up the steps. When you get to the top equip the magnum and drop into the water. As you approach keep to the right. When the distant one to your left rises out of the water and starts groaning - shoot it, then run past the closer one on the right hand side. DON'T shoot the closest one! For some reason this basically doesn't work. You have to shoot the distant one. (See Clip at 2:52)
Room 6 - Lower Waterway OverpassClimb out of the water and run past the rising zombie in the corner. If the next zombie is on the red steps, stun him with a shotgun or magnum round and run past. Otherwise, run straight up the steps and take a wide arc around him to get to the
Worker's Break Room with the elevator. (See Clip at 3:26)
Room 7 - Worker's StorageOnce you're out of the elevator run up the steps. Make sure you have a flashbang equipped. It IS possible to path through the dark area full of zombies (
Underground Stairs 1F)without using anything and without being grabbed. I find the pathing really hard though and rarely succeed. Much safer to open the gate, roll a flashbang in and run past. (See Clip at 3:50)
Room 8 - Machinery Room 2FThere are three ways of dealing with the licker. You can lure it back towards the steps you just came up. You'll find it's tethered and can't turn the corner around the steps. You can then kill it at your leisure, this takes time though and can waste ammo. Option 2 is to use the licker knife strats. For this you have to have the knife equipped then get to the side and behind the licker and start slashing away, trying to keep him stun locked. As long as you can stay behind it's surprisingly easy to kill a single licker this way. The preferred and fastest option is to run up the right side of the corridor towards the licker. If you're lucky he'll raise his left claw and leap towards you, so as you see the claw raise jink to your left and run past him. His leap will often have him fly so far down the corridor he can't catch up. Turn the corner tight, then keep running past the zombies as you head to the car park.(See Clip at 4:07)
Room 9Once you're clear of the licker hug the hug the right wall to run past the rising zombie and get through the door, the licker can't follow. Then keep running past all the rising zombies trying to keep your distance. When you get to the area at 4:57 with the dogs and the zombies, just keep up the pace and run past them before they get up. There is a risk one of the dogs will tag you, so once you've rounded the corner jink and weave a bit and get on the ladder ASAP. (See Clip at 4:32)
Room 10 - Parking GarageOnce you get to the top of the ladder turn 45 degrees to the right and head to the right of the pillar with B1 written on it. Shoot the first zombie with a magnum or shotgun round and sprint between the rest of the zombies who should drift apart if you're lucky. (See Clip at 5:05) A safer tactic that's less reliant on good RNG is to throw a flashbang here. As long as you haven't used one as a sub weapon at this stage, it's well worth investing one here.
Room 11Once you're out of the parking lot, in the
East Central Passage B1 you'll have two dogs approaching from the kennels, a crawling police lady and a licker on the ceiling. The fastest way is to sprint straight ahead for the exit, shooting the licker in mid-air with the magnum to stun it, then rushing for the door. I'll be honest you have to have the reflexes of a cat to pull this off. I've done it, but very rarely. I say try to run past the crawling police woman then blast the licker so it falls and run past before it can pick itself up. Again, this went horribly in the demonstration clip, but it's a great time to use the first aid and if you've been following the guide you should have only used a handful of shotgun and/or magnum rounds and one flashbang. If you have been tagged or bitten a couple of times the First Aid Spray will sort you out. (See Clip at 5:21)
Room 12 - The Break Room HallwayKeep running for the RPD, when you get to the corner at 5:56, Mr.X will be coming. Sprint towards the left corner of the corridor, then as you pass the wall turn sharp right. If it goes well Mr.X will take a swing, but miss allowing you to run through the
Watchman's Room, little office into the RPD. Shoot the guy hanging around just outside the
East Office door and enter the
East Office. You should be able to run to the left of the long row of desks, dodging around the zombies and heading out into the corridor on the other side. Keep running as you enter the corridor and weave around the two zombies groping for you.(See Clip at 5:40)
Room 13 - The Main HallThere are two options here, heading to the left towards the
West Office is faster, but riskier. The safer route is to go right of the main desk as in the clip then run past the zombie as you enter the
West Office In the
West Office have a shotgun or magnum equipped and turn sharp right at the bottom of the little flight of steps and blast the guy in front of you. (See Clip at 6:25)
Room 14 - The West Central PassageYou have two choices in here. There's a licker, so you can either walk really slowly and carefully - forgetting a good time, or you can leg it. The choice is often not given to you as Mr.X CAN be hot on your heels at this stage. In the clip I run for it and take one swipe, which is acceptable. If Mr.X isn't hot on your heels he'll definitely be at
West Stairway 2F with a bunch of zombies. When you climb the stairs, throw a flashbang before you get to the top and run past Mr.X and the zombies into the
Men's Locker Room (See Clip at 6:45)
Room 15 - West Hallway 2FRun through the
Women's Locker Room into the
West Hallway 2F. There'll be two ivy zombies here. Have the shotgun or magnum equipped and blast the bulbs on both of them. You'll hear them squeal if it worked. Then sprint past while they're stunned and enter the
Lounge. There'll be zombies bashing at the door, so try to run towards the right edge of the door. If you get it right the zombies will lunge out, allowing you to slip into the
Library behind them without taking a bite. (See Clip at 7:13)
Room 16 - The LibraryRun through
The Library into
Main Hall 2F. Sprint around towards the
Waiting Room but hug the right balustrade to avoid activating the doggie at the top of the steps. In the
Waiting Room equip a hand grenade and wait for the second knock, then throw the grenade at the door onwards. It should stun or kill the zombies allowing you to sprint past to
East Stairway 2F Here's there's a licker. You can try and bait him, then dodge and run around or walk slowly, but be warned if you take your time here, Mr.X is likely to show up. Head up the stairs and use the shotgun to take the zombie on the stairs knees off. (See Clip at 7:47)
Room 17 - BalconyAt the top of the stairs head out onto the balcony. Run straight ahead, then turn sharp left and try to get behind the G mutant to the ladder without being grabbed. There's a dog up here too, but if you're quick and you get around the G, he won't get you. Once you're down the ladder to
Roof you can either walk slow and avoid activating the Lickers or you can sprint for it. Try not to get grabbed by the crawlers outside the door to
East Hallway 2F Sprint down the hallway until you can get to the door to the
Fire Escape then head out and down to the
East Courtyard.
Room 18 - East Courtyard Run straight past the zombie banging on the fence. As you approach the G mutant throw a hand grenade to stun it - try to aim it a little bit around the corner for maximum affect. Then run into the blast area and throw another grenade towards the
Underpass this should kill or stun any remaining zombies or ivy zombies.
Finale - UnderpassAt this point if everything has gone well you should have one flashbang, a knife and a few shotgun rounds, magnum rounds or both. Run past the last few zombies, taking them down with a quick shot to the knees if they're in your way. If you have a spare flashbang or grenade then chucking it to the bottom of the underpass would be a nice tactic. Word of caution, Mr.X is likely catching up with you at this stage - listen for his footsteps. Run up the steps, turn sharply left and head the gate. Hey presto - 4th Survivor = completed!