This guide provides tips and strategies to help you complete the task. < 500 Damage Challenge On the Infested City Level.
Included are: Full Walk-Through A description of the level and an overview of the various Weapons and Abilities That may help you complete the challenge.
Warning: Minor spoiler
This is a walkthrough through the Infested City The game’s level. This level is not a story-based one, but there is some. It also features weapons from the game and DLC. Some of these might have lore that isn’t yet revealed.
If this is your first game-through and you don’t mind any spoilers (however mild), then I recommend that the story be completed and then coming back to this guide and challenge at a later date.
Forward
I don’t normally create online presences or guides like these. After completing this challenge for around 2 hours and 50+ restarts, I felt the need not to stop learning so that others can have a better time.
This challenge is extremely difficult. There are a lot ranged enemies, exploding enemy, and environmental hazards at this level. This challenge requires the minimum damage from all the “Minimize DAMAGE” challenges.
This task will almost always fail before you are able to complete it. Do not get discouraged, and don’t be afraid to try again.
This guide will concentrate on strategies and tips to help you complete the challenge for this level. These strategies can also be applied to other levels.
1.0 Difficulty Level
First, do it! Story Difficulty . Do not be a hero. There is no difference between the difficulty of this challenge and the damage done by enemies. You will be frustrated if you try this on a harder difficulty.
Walk-Thru 2.0 Level
Here are some tips to help you navigate this and other similar challenges.
- You can use choke-points to your advantage in combating basic enemies. Avoid corners and choke points when dealing with larger enemies, such as the Shaman and Spitters.
- Pay extra attention where environmental hazards are.
It is very frustrating to try and get out of the way for an Exploder, only to be slapped by Tentacles.
- Pay attention how much damage you get from different enemies. Learn which enemies you should prioritize (killing or avoiding).
According to the story, a typical Warrior will cause 10-ish damage per attack, Amazons about 30-ish, Shaman approximately 100, and Exploders about 250-ish. The damage done by Cherubs and Spiders from their spit/acid attacks is usually around 1 to 2 damage.
2.1 Level Walk Through – First Room
The first room is easy and should not require any tips.
I funneled them all up the ramp and started chipping away with my favorite weapons. Whip or staff ) and power.
2.2 Level Walk Through – Second room
The second major room, which is empty of the zombies, is challenging at first but becomes easier once you get used the it.
- First, bait your enemies at the entrance ( they are those sitting around a campfire) and then take them out in the hallway (or smaller room)
This should not be difficult, as long as you are able to quickly identify the spider(s), and make sure you remove the Onoskelis fireballs as soon as possible.
- Next, rush to the opposite corner of the room ( to find the path that opens once all enemies have been defeated), and kill all Zombies spawning there.
This is important because it appears that these zombies are tied with the Shaman who also spawns them. As long as all minions summoned by the Shaman are alive, the Shaman can become aggressive and try to melee attack you. Or it can hit you with a powerful, ranged “wave” attack. It will run away to summon more minions if you kill all of them.
The Shaman did not actually spawn in Zombies at their back, but it will continue to attack you until those Zombies are defeated.
- Once you have dealt effectively with the back-room Zombies, it should be easy to move on to the rest. Avoid the Exploders & Tentacles. Pick off any Onoskelis remaining. Next, chip away at Shaman. Watch out for its “wave attack” and kill its minions to keep it trying again. Avoid getting tangled up by the Shaman.
Notes:
- Even on “Story”, the Exploders can be deadly. 250-280 Damage will be done to you if you get caught in their explosion ( at any). They should be avoided at all costs.
- The Shaman’s ranged wave attack will move in a straight line starting from where they are facing. It will continue to travel through obstacles and walls. It will immediately start attacking if it sees you. It will not let you run away or hide from you.
- Low hanging objects can cause the ground to explode or catch fire if they are struck ( mainly in the middle of the room). If possible, try to avoid standing beneath them.
- You need to keep track of how much damage has been done in this room. I would not recommend that you go into the fourth room ( the next one after), if you have suffered more than 200 damage.
Third Room: 2.3 Levels Walk-Thru
The third room is another one that is easy to understand. Take them down the stairs and either funnel them to choke-points around your center table.
2.4 Level Walk Through – Fourth Room
Heads up
The fourth room is a real nightmare for this type challenge and can most likely ruin your run.
- Stage 1: Destroy The Nests – You can get through this quickly and efficiently without using the Eggs. Instead, lure Exploders to the Nests. Let them destroy the Nests. might need to assist with kicking or attacking.
If you run out enemies, you can use the eggs to replace them.
Keep in mind that the higher your aim, the higher the kick will fly. Also, if the eggs are pulled, they will float in front you, which should make high-kicking a little easier.
- Stage 2: I don’t know what to tell you about how to kick the Zombies in the fires. Keep in mind that they will be farther if you kick while you aim higher.
The fires require you to hit a certain spot to activate them. This means that there will be times when the enemy hits a fire, or even lands on it. It doesn’t really count. Additionally, the Zombies appear very heavy and are not thrown far when kicked . It will take patience, trial and error, and some practice to get used to this stage.
- Stage 3: This is the worst stage and will almost certainly end your run several times.
There are two different Chort types ( Spitter Chorts, or simply Spitters). These will attack you very close up and take a lot of damage.
They can push you over 500 damage limit in mere seconds.
The key to this stage’s success is to keep them busy with certain abilities ( more armor section), while relentlessly hitting them from the other side with ranged guns. There are a lot of Exploders that will spawn during this fight. You need to be careful not letting them get near you.
Keep to the area with two stone columns , for Spitters. Make sure to have minions and a Decoy to draw their attention.
This is about the best advice that I can offer. However, this part will require a healthy dose of luck and trial-and-error to get through.
2.5 Level Walk-Thru – Final Room
This may seem like a complicated task at first but it’s actually very simple if done correctly.
- Before entering the room, remove the three Onoskelis on the ledge.
- You can then find a place in the middle of the fire traps where you can sit and wait for your enemies ( only basic fighters) to appear.
- Once you have cleared out the room, an exit portal will appear. You can then leave. You should not let the flames touch you as you go.
Notes:
- Sometimes enemies can get stuck in this room. In these cases, you might have to search for them. Be careful not to touch the flames and be aware of those around you who may try to pull a fast one.
- This room has a lower section that you can access, that is occasionally filled by lava.
Do NOT go down there. This will ruin your run. If an enemy becomes trapped down there, the volcano should remove them. Otherwise, you can shoot them from a distance.
3.0 Armor
The Spitters are the greatest challenge in this challenge. I will be focusing on the best ways to deal with them.
3.1 Armor- Agretha
This is the armor I used for this challenge. It is part the ” Gladiator Arena ” DLC, however is not available to everyone.
The key to this armor is the ” Spawn Minion ” Ability. It can spawn a bunch of Skeletons default to fight/distract enemy
You can also charge it up to 2x by holding the power button down for enough time. It will start to summon upon the first charge. Amazon Warriors ; and on the second a Large Chort .
It is quite costly, however, because it requires a lot of work. Costs 6 power costs To use it. You should also remember that it takes a while to charge it and that you have to be careful when using it.
I would recommend that you use the Amazons as often as possible. The Skeletons quickly die, and the Chort’s AI seems corrupted. It rarely attacks and will often wander aimlessly.
Start charging the Minions as soon as the last fire is activated in the Spitter Room. They will then spawn around the Spitters.
I would recommend you to try clearing one of the areas that are covered by Exploders. You can then keep shooting at the Spitters with a ranged weapon while they spawn in Amazons or Skeletons.
This strategy seems to be the best of all the strategies/abilities that I have tried. It is the only one that has actually succeeded. The large number of minions is a great way to keep the enemies busy, and they also deal damage the Spitters, making it easier to kill them.
3.2 Armor and Bone Collector
This would be my next recommendation if you don’t have the DLC, or haven’t unlocked the Agretha armour.
This armor includes the ” Decoy “A ability which Vydija spawns a shade version That attracts enemies.
It can also be charged twice, and each charge seems either to give the decoy additional health or to increase the amount of time it stays active.
This ability draws enemies’ attention very well. Even enemies that are already attacking your will turn and go after the second delay. This ability can also be used to attack enemies. requires 3 power charges As opposed to the Agretha’s 6, and seems faster to charge up.
The strategy for this one is almost identical to Agretha’s: spawn a Decoy as soon as the Spitters land, clear a safezone with Exploders by some cover, keep spawning Decoys, and attack the Spitters ranged weapons.
This one will require more care to ensure that a Decoy is active at all times than Agretha’s. Decoys can be harder to see than Agretha’s bright orange Minions. They also don’t seem last as long.
3.3 Armor- Shamanic Girdle
This option is riskiest.
This armor includes the ” Explosive Decoy “Action, which works in the same way as a regular decoy but spawns a generic Succubus and Amazon shaped. Decoy That’s what you see on the ground After a certain delay, it explodes .
It costs the same as regular decoys, and can be charged exactly the same. The only difference is that charging it up seems increase the damage or blast radius but not the time it’s active.
This armor also comes with a ” Fire Totem “A talent that spawns from a turret which shoots fireballs at enemies.
This turret can also be charged to extend its life.
This setup allows you to inflict significantly more damage on the Spitters than the other two and thus kill them much quicker. However, this comes at the cost your safety. The Explosive Decoy is not durable and you can’t keep the Spitters away if you mix it up with Totems. You won’t be able just to hide behind a wall and you will need to keep moving to avoid their attacks.
This armor also offers another option for dealing the nest earlier in the room. The explosive decoy, which is also an explosive, should be counted as such just like the explosive enemies and eggs.
4.0 Weapons
You will need at minimum one ranged weapon to fight the bosses and at least one weapon that you can use to defeat the hordes weaker enemies.
4.1 Weapons and Staff
The staff is my favorite weapon in the game.
It can attack extremely quickly, has at most a small area of effect, and does high damage with every hit.
It appears that enemies will try to dodge all your attacks (usually in vain), which indicates that they are not actively attacking.
You can also stun any enemy with the special attack, which allows you to keep heavier enemies (Chorts) and lesser Chorts under control.
4.2 Weapons-Whip
This weapon is excellent at taking out large groups of enemies.
Its special attack has a very long range for a melee weapons, has a wide area effect, and can damage shield-bearing foes without you being stunned.
4.3 Weapons with Dual Blades
These weapons are effective and ranged, even though they are not as powerful as melee weapons.
You can repeatedly spam your special attack to send out ranged hits faster than any other weapon.
They aren’t as effective as other ranged weapons in dealing with Shaman and Spitters, but their spammability makes them the best choice.
The ranged attack will also track the enemy you are aiming at (usually after a short delay). It’s not a great feature, but it’s great for taking out Cherubs.
Spear 4.4 Weapons
This is the second best-ranged weapon in this challenge, just behind the dual knives. The spear can be used to good advantage as a melee weapons, since it allows you damage enemies up close and not have to be right in their faces (though hit registration seems unreliable at times).
Its special ranged attack, while slower, does more damage than the dual-bladed blades. It also doesn’t track its enemies.
The reason I don’t recommend this over dual blades is that the slower attack speed makes it easier for an accidental cancel of a ranged attack by letting loose too quickly in all the chaos.
4.5 Weapons: Bow
I use the bow as my main ranged weapon. I find it to be very useful for bosses. It allows you to move and fire quickly and has melee finishers.
For this challenge, however, it doesn’t feel fast enough. It can also be very unreliable in hit registration (especially against smaller enemies), so it wasn’t really useful in these situations.
Bonus
Also, I wanted to mention that to complete this mission you will need to play and use your gear differently than in any other map or challenge.
So I wanted you to know that for a normal running (including other “Min Damage”) challenges, I would concentrate on armors that have “sustained-fire” abilities such as the Flamethrower , Chain Lightning Thrower , Spike Minigun .
Combining these with choke points will allow you to quickly take down large groups of enemies. They allow you to do consistent damage while on the move against bosses.
Best of Luck
I hope this guide is helpful. I tried my best to be as thorough as possible.
If you are looking for a more visual guide, there are videos of the challenge.
I didn’t look for any during my run, and I don’t really feel like looking right now. Maybe I will come back to this and add more links.
If you have any other tips or strategies that I didn’t cover, please let me know in a comment.
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