Aliens: Dark Descent
45 Achievements
1000 XP
Epic
This Ain't No Picnic
Finish the game on Nightmare.
90 XP
0.9%
How to unlock the This Ain't No Picnic achievement in Aliens: Dark Descent - Definitive Guide
Not a Guide, since this game is very dynamic. But Tips on my Playthrough.
[Highly recommend playing a regular playthrough before you start a Nightmare run]
1. Only go for Main Objectives, get resources when its necessary. Try to complete missions in a single deployment if possible, so infestation level doesn't rise (furthest I got was Lv3). Try to keep Alien Aggression on Easy or Undetected, if detected weld a door to stop aggression progression.
2. Recon should be your main deployable class, on EVERY mission. Precision Shot generates no noise with the Silencer Upgrade, which lets you take out non-boss units quietly even when spotted, requires Sniper Rifle. Infrared Googles Upgrade lets you highlight enemies, sometimes through closed doors/walls using the flashlight.
3. Medic/SGT should be your next classes. Reasons below.
Class Attributes/Upgrades
Medic: Health points +1 all Marines/Decrease stress when healed/Healing interaction -50%
SGT: +1 command point/command points recharge faster/bravery total +15
4. Tecker and Gunner weren't needed. Teckers drone is useless, and the Smart-Ass [hack encrypted doors] attribute can be obtained by any class. Theres no huge damage difference with the Gunner.
5. Retribution Skill [LB+RB] generates Command Points faster, letting you spam any skill.
Avenger common attribute generates x% more retribution points for Retribution Skill.
SGTs Command Backpack increases Command Points by 1 [stacks] and generates Command Points 10 sec faster [stacks].
Team Spirit common attribute increases Command Points by 1 for every 2 Marines with Team Spirit.
Playthrough
-move fast, kill patrolling Xeno with recon
-rest when stress is Lv2 before leaving deployment to avoid trauma
-motion sensor your path every so on, can be used in the future to lure enemies away
-lure enemies to the APC vehicle with motion sensor or if chased by a boss
-flamethrower a close door to prevent Xeno from coming in, works better if welded
-run on big open areas, walk on close corridors, use RT to slow time when spotted/Recon clean-up
-queens die faster with Grenade/RPG launcher
Common Attributes Needed
-Team Spirit
-Avenger [can Lv up]
Common Attributes for fast deployment
-Unbreakable Will
-Mind of Steel
Common Attributes for damage
-Dead Eye [can Lv up]
-Sharpshooter [can Lv up]
Common Attributes that makes Marine more reliable
-Smart-ass
-Looter [can Lv up]
-Hardened [can Lv up]
-Redemption [only if personality trait cure applies to character]
-fast [can Lv up]
-Bold [can Lv up]
-Tough [can Lv up]
-Resourceful
[Highly recommend playing a regular playthrough before you start a Nightmare run]
1. Only go for Main Objectives, get resources when its necessary. Try to complete missions in a single deployment if possible, so infestation level doesn't rise (furthest I got was Lv3). Try to keep Alien Aggression on Easy or Undetected, if detected weld a door to stop aggression progression.
2. Recon should be your main deployable class, on EVERY mission. Precision Shot generates no noise with the Silencer Upgrade, which lets you take out non-boss units quietly even when spotted, requires Sniper Rifle. Infrared Googles Upgrade lets you highlight enemies, sometimes through closed doors/walls using the flashlight.
3. Medic/SGT should be your next classes. Reasons below.
Class Attributes/Upgrades
Medic: Health points +1 all Marines/Decrease stress when healed/Healing interaction -50%
SGT: +1 command point/command points recharge faster/bravery total +15
4. Tecker and Gunner weren't needed. Teckers drone is useless, and the Smart-Ass [hack encrypted doors] attribute can be obtained by any class. Theres no huge damage difference with the Gunner.
5. Retribution Skill [LB+RB] generates Command Points faster, letting you spam any skill.
Avenger common attribute generates x% more retribution points for Retribution Skill.
SGTs Command Backpack increases Command Points by 1 [stacks] and generates Command Points 10 sec faster [stacks].
Team Spirit common attribute increases Command Points by 1 for every 2 Marines with Team Spirit.
Playthrough
-move fast, kill patrolling Xeno with recon
-rest when stress is Lv2 before leaving deployment to avoid trauma
-motion sensor your path every so on, can be used in the future to lure enemies away
-lure enemies to the APC vehicle with motion sensor or if chased by a boss
-flamethrower a close door to prevent Xeno from coming in, works better if welded
-run on big open areas, walk on close corridors, use RT to slow time when spotted/Recon clean-up
-queens die faster with Grenade/RPG launcher
Common Attributes Needed
-Team Spirit
-Avenger [can Lv up]
Common Attributes for fast deployment
-Unbreakable Will
-Mind of Steel
Common Attributes for damage
-Dead Eye [can Lv up]
-Sharpshooter [can Lv up]
Common Attributes that makes Marine more reliable
-Smart-ass
-Looter [can Lv up]
-Hardened [can Lv up]
-Redemption [only if personality trait cure applies to character]
-fast [can Lv up]
-Bold [can Lv up]
-Tough [can Lv up]
-Resourceful
16 Comments
Thanks for the tips. Another thing is, don't even bother picking fights with aliens or any enemies, you only get XP in this game when you complete missions and kill bosses. You get shit XP for fending off onslaughts so don't even bother. Go stealthy 100% if possible.
By The SCHWARTZ 00 on 25 Jun 2023 19:51
Wish the game explained itself better but yeah stealth is key.
What is the hardest difficulty like?
What is the hardest difficulty like?
By odiedodie on 02 Jul 2023 05:48
As with a lot of difficulty achievements, the game is too ever-changing to give a 1-1 guide on exactly how to play. That being said, some general tips that have been helping me progress are:
1) Practice the stealth approach on a lower difficulty
• Difficulty in Dark Descent controls damage, stress, and health. It does not change objectives, routes, nor how detection or pathing works. If you can manage to do most of a mission stealthily, it is effectively the same experience on nightmare as it is on easy.
2) Become familiar with Marine Classes
• There’s a lot of variety in Dark Descent, but a good chunk of it is objectively worse when going for a best run. The most useful class order I’ve found is Recon > Sergeant > Medic > Gunner > Tecker.
• Recon is your prime asset for stealth, as their Precision Shot one of very few ways to eliminate foes silently. The sniper is always a one hit kill on normal enemies. A must have on every mission.
• The Sergeant helps you refuel Command Points quickly, and the Reprimand ability keeps your squad from becoming overly stressed. This is useful both in short and in the long term, as stress is the hidden killer in this game. Bring one whenever possible, preferably equipped with the flamethrower so that your bravest marine is the one responsible for area denial.
• Medic’s role is obvious. Bonus health, healing, and in some rare cases, can reanimate Marines / Civilians who have fallen into a coma.
• Gunner is useful for defense, and only defense. They’re great in a fight, but you want to avoid every fight you possibly can. Still, they’re worth bringing along and leveling up so they can be ready for the fights that you cannot avoid.
• Tecker is a very odd role that needs further dissecting. It’s made almost completely unnecessary due to the fact that your normal marines can also learn to hack terminal doors via the Smartass Common Perk.
They have two unique traits, one of which is their little drone that can be sent ahead to scout, make noise, weld / unweld a door, or give minor battle assistance during late game. There’s certainly *some* usefulness here, such as luring an enemy to an ambush spot without having to waste a command point on making noise, but it’s so limited that it’s not really worth locking you out of the other classes.
Their second trait is being able to upgrade sentry guns once they hit a certain level. This is an exceptional ability, but it’s so situational that most players will never even use the ability because, by the time you can make use of this trait, you’ve enough supplies and experience that you should be able to deal with the threats with or without the upgraded sentry.
3) Master your special weapons.
• The shotgun is useful during the beginning / midgame, but it falls off quickly.
• The flamer is a must bring weapon, but you only need one. It is technically a silenced weapon, making it ideal to destroy eggs and for area denial to ensure nothing sneaks up on you. Enemies that are not alerted to your presence will not walk through fire, nor be alerted by it.
Additionally, a flamer can be used on a welded doorway, as the damage of the flames leaks through the doorframe and an alien bashing against it will take tick damage and quickly die before they can get the door down.
• Mines are another must bring, and it’s the only weapon I’d suggest having two marines carry. Mines are immensely effective at covering your rear or exploiting a main hallway, and as speed and stealth are the name of the game, it is much quicker to have two marines deploying them rather than just one.
• RPGs are wonderfully helpful against mid-late game bosses like Praetorians and Queens. They have a very small but very strong explosion radius, so make sure to hit your target and aim where they’re going to be instead of where they are right now. You don’t need them, but they’re a huge help.
• The sniper, as already stated, is a complete necessity for your Recon classes. It’s the only silent ranged disposal method until the latest late game. It should be researched and equipped ASAP.
4) Detected and Hunting phases need to be kept to a minimum.
• The longer a hunting phase lasts, the higher the aggregation rate grows and you’ll spawn multiple mini-boss encounters. You can end a hunting phase early by welding your marines in a shelter. Do not just wait them out, actively seek to end them if you can.
5) Learn to set a sentry trap.
• Setting a deployable motion tracker with a sentry guarding it can hold the attention of an entire floor while you scamper around in the background for free. Ideal rooms / corridors are long and narrow, with no way to flank the sentry. The noise of gunfire draws humans and aliens alike to this point. Mines to defend the sentry are a big bonus.
6) Don’t be afraid to abuse the save system.
• This game cheats. It will spawn a drone right on top of you multiple times, immediately ruining your stealth and forcing confrontation. You can use shelters and rests as well as elevator rides to trigger an autosave which you can use as a safety net.
7) Keep at it!
• This achievement will be difficult, but those damn bugs can only push you so hard! Keep patient, master each mission, and you’ll come out clean on the other side of the hive!
1) Practice the stealth approach on a lower difficulty
• Difficulty in Dark Descent controls damage, stress, and health. It does not change objectives, routes, nor how detection or pathing works. If you can manage to do most of a mission stealthily, it is effectively the same experience on nightmare as it is on easy.
2) Become familiar with Marine Classes
• There’s a lot of variety in Dark Descent, but a good chunk of it is objectively worse when going for a best run. The most useful class order I’ve found is Recon > Sergeant > Medic > Gunner > Tecker.
• Recon is your prime asset for stealth, as their Precision Shot one of very few ways to eliminate foes silently. The sniper is always a one hit kill on normal enemies. A must have on every mission.
• The Sergeant helps you refuel Command Points quickly, and the Reprimand ability keeps your squad from becoming overly stressed. This is useful both in short and in the long term, as stress is the hidden killer in this game. Bring one whenever possible, preferably equipped with the flamethrower so that your bravest marine is the one responsible for area denial.
• Medic’s role is obvious. Bonus health, healing, and in some rare cases, can reanimate Marines / Civilians who have fallen into a coma.
• Gunner is useful for defense, and only defense. They’re great in a fight, but you want to avoid every fight you possibly can. Still, they’re worth bringing along and leveling up so they can be ready for the fights that you cannot avoid.
• Tecker is a very odd role that needs further dissecting. It’s made almost completely unnecessary due to the fact that your normal marines can also learn to hack terminal doors via the Smartass Common Perk.
They have two unique traits, one of which is their little drone that can be sent ahead to scout, make noise, weld / unweld a door, or give minor battle assistance during late game. There’s certainly *some* usefulness here, such as luring an enemy to an ambush spot without having to waste a command point on making noise, but it’s so limited that it’s not really worth locking you out of the other classes.
Their second trait is being able to upgrade sentry guns once they hit a certain level. This is an exceptional ability, but it’s so situational that most players will never even use the ability because, by the time you can make use of this trait, you’ve enough supplies and experience that you should be able to deal with the threats with or without the upgraded sentry.
3) Master your special weapons.
• The shotgun is useful during the beginning / midgame, but it falls off quickly.
• The flamer is a must bring weapon, but you only need one. It is technically a silenced weapon, making it ideal to destroy eggs and for area denial to ensure nothing sneaks up on you. Enemies that are not alerted to your presence will not walk through fire, nor be alerted by it.
Additionally, a flamer can be used on a welded doorway, as the damage of the flames leaks through the doorframe and an alien bashing against it will take tick damage and quickly die before they can get the door down.
• Mines are another must bring, and it’s the only weapon I’d suggest having two marines carry. Mines are immensely effective at covering your rear or exploiting a main hallway, and as speed and stealth are the name of the game, it is much quicker to have two marines deploying them rather than just one.
• RPGs are wonderfully helpful against mid-late game bosses like Praetorians and Queens. They have a very small but very strong explosion radius, so make sure to hit your target and aim where they’re going to be instead of where they are right now. You don’t need them, but they’re a huge help.
• The sniper, as already stated, is a complete necessity for your Recon classes. It’s the only silent ranged disposal method until the latest late game. It should be researched and equipped ASAP.
4) Detected and Hunting phases need to be kept to a minimum.
• The longer a hunting phase lasts, the higher the aggregation rate grows and you’ll spawn multiple mini-boss encounters. You can end a hunting phase early by welding your marines in a shelter. Do not just wait them out, actively seek to end them if you can.
5) Learn to set a sentry trap.
• Setting a deployable motion tracker with a sentry guarding it can hold the attention of an entire floor while you scamper around in the background for free. Ideal rooms / corridors are long and narrow, with no way to flank the sentry. The noise of gunfire draws humans and aliens alike to this point. Mines to defend the sentry are a big bonus.
6) Don’t be afraid to abuse the save system.
• This game cheats. It will spawn a drone right on top of you multiple times, immediately ruining your stealth and forcing confrontation. You can use shelters and rests as well as elevator rides to trigger an autosave which you can use as a safety net.
7) Keep at it!
• This achievement will be difficult, but those damn bugs can only push you so hard! Keep patient, master each mission, and you’ll come out clean on the other side of the hive!
4 Comments
@Odiedodie Reprimand works on the entire squad! Once activated, your team is immune from stress damage for 30-seconds, and the skill can be used the moment that 30-second window ends. Very useful if you’re stuck in a Hunted phase without a convenient shelter.
I’d like to also add on, don’t underestimate your Suppressing Fire and Flare skills! Nailing an oncoming horde down to a slower advancement through an established kill zone is exceptionally useful when your back is to the wall. The HP Buff that Nightmare gives to Xenos is pretty intense, so damage consistency is the name of the game rather than thinking you can rely on grenades to blast out quick kills. Explosives are good, but they’re not good enough.
The first Queen encounter during Mission 01 should give you a good idea of how your play style fits to those necessary boss battles! Flamer, suppression, sentry, everything really comes together in that fight and you’ll find that grenades are better used for crowd control and stagger rather than for actual damage.
I’d like to also add on, don’t underestimate your Suppressing Fire and Flare skills! Nailing an oncoming horde down to a slower advancement through an established kill zone is exceptionally useful when your back is to the wall. The HP Buff that Nightmare gives to Xenos is pretty intense, so damage consistency is the name of the game rather than thinking you can rely on grenades to blast out quick kills. Explosives are good, but they’re not good enough.
The first Queen encounter during Mission 01 should give you a good idea of how your play style fits to those necessary boss battles! Flamer, suppression, sentry, everything really comes together in that fight and you’ll find that grenades are better used for crowd control and stagger rather than for actual damage.
By Wht Man on 02 Jul 2023 08:58
Does reprimand work on the whole squad at once or does it need to be targeted at individuals
By odiedodie on 02 Jul 2023 05:50
This is unlockable on NG+ mode which reduces this difficulty to a breeze.
Get resources in the early levels, use these to unlock the high level weapons and unlock upgrades , by mission 4 or 5, you should be fully kitted out and be around lvl 15 with your primary squad of marines.
You still have to play with care and I still spammed the motion tracker near the APC so i managed to stay undetected most of the time but when i got detected my marines rinsed most everything except specials (and even then it just took a special attack or two).
As with the game normally, stress management is key (sergeant's reprimand helps with this) but you can complete levels in one deployment and with 15+ ammo packs.
If you've made it to the end of the game on normal, this should easily be doable on NG+. I finished having lost no marines and on infestation level 3.
Get resources in the early levels, use these to unlock the high level weapons and unlock upgrades , by mission 4 or 5, you should be fully kitted out and be around lvl 15 with your primary squad of marines.
You still have to play with care and I still spammed the motion tracker near the APC so i managed to stay undetected most of the time but when i got detected my marines rinsed most everything except specials (and even then it just took a special attack or two).
As with the game normally, stress management is key (sergeant's reprimand helps with this) but you can complete levels in one deployment and with 15+ ammo packs.
If you've made it to the end of the game on normal, this should easily be doable on NG+. I finished having lost no marines and on infestation level 3.
this is achievement is currently unattainable, because because every time I defeat the queen on Olduvai, it keeps saying, save failed. A common issue is an insignificant storage space, and will not let me continue the mission. So I redid it again and then it did the exact same problem again right after I opened up the door with the power loader this fucking bullshit dude
1/9/2025 TL;DR
Other guides are all great, but I'd like to add more tips and a brief text walkthrough for anyone prefers it. Like they said that you shall attempt this on new game+mode which carries over all marine level progress from the previous playthrough, this seemingly difficult run becomes a breeze once powerful weapons and upgrades are purchased again, while your marines gradually make their ways to level 15. The key is to gather enough materials as fast as possible while forming up proper classes for the squad and buying the right weapons/upgrades in order. The Overloading Plasma Beam Skill of Plasma Rifle is devastating and overkill.
You can also go for
on this Nightmare run if you haven't got them. You can start another new game+playthrough on lower difficulties from the same save for
Mop up any remaining class to hit level 10 after this nightmare difficulty run, since getting all 5 classes to level 10 doesn't need to be done in the same run, as far as your pool of marines have at least one at level 10 of each class, this one pops.
I used 4 same marines, 2 Sergeants, 1 Medic and 1 recon who were already at level 10 from the beginning until the 5th slot open for another medic, with 8 days remaining before the last mission.
In short, the final resources/abilities counts of this formation are:
7 command points, 10 medical supplies, 10 Tools, 5 sentry guns
2x faster command points regeneration
2 extra HP for each marine
2 HP heal, -150 stress, +3 Ammo Clips for each rest
You might wanna exchange the 2nd medic for a 3rd sergeant but I would have one extra HP bar for each marine instead of overflowing of command points.
Prerequisites from the first playthrough if possible: (If not, you need to get below ones as fast as possible on this run)
All 5 marines: Redemption, Mind of Steel, Unbreakable Will
4 out of all 5 : Team Spirit
3 out of all 5 : Resourceful
At least 2 of 5: Smart Ass
1 marine: Fast as high level as possible
And everyone as high level as possible of: Dead Eye, Sharp Shooter, Avenger, Tough, Bold
Weapons/Upgrades Order and Cost of materials
Sniper Rifle+Silencer(100+30)
Plasma Rifle (300)
Radio Backpack+Advanced Radio Backpack (30+30)x2 for 2 sergeants
Combat Drugs for 2 medics (30x2)
Reanimator Kit for 2 medics (30x2)
Wider Clip for all 5 marines
Incinerator Unit (100)
RPG Launcher (200)
Pouches for all 5 marines (30x5)
Submachine Gun (200)
General Strategy and Tips
1. Infinite Rest for ammo clip increase and HP heal
After resting at any shelters load up the newly created save and the rest option becomes available again. Doing this over and over again gives infinite ammo clips as each marine with Resourceful perk generate 1 ammo clip per rest. This seems to be a bug/glitch, might be patched in future updates and you don't really need it until the last main mission as there are enough ammo clips and you don't fight that much.
2. Cover all maps with motion trackers and use extra to divert enemies when necessary:
Doing this will make every enemy visible, as you can stay in stealth at all times or quickly find your way out when detected to avoid pursuing enemies. Combining this while looting crates works well for saving time. Overloading motion tracker will attract tons of xenos, be sure to move out of their paths if you want to use it.
3. Remain stealth (undetected) at all times and use elevators and cut-scenes to stop the advancing alien aggressiveness meter
Patience is a necessity, snipe patrolling enemies in your way, run away if you can't because of narrow/short corridors. Even you accidentally run into xenomorphs in vents, kill it and run away fast and far enough to end the Detected/Hunted state quickly. Using elevators ends the undetected/hunted state immediately, as well as any nearby shelters like other guides say, as far as enemies don't see you welding the door, resting ends the Detected/Hunted state instantly. Do not unlock unnecessary doors as it creates a new passage for enemy patrols and massive onslaughts. Some cut-scenes also can stop the aggressive meter.
4. Avoid all eggs/facehuggers unless it's necessary
They are the top threat of this game in my opinion, as you won't pick up xeno sample except some queens for this run, they are quite lethal in numbers and dealing with them makes noise. But once you unlock the plasma rifle they are kinda no longer a threat but I wouldn't touch any for possible accidents and time loss. When you see alien organic growth behind doors, always walk to see them instead of running so you can walk out of the room without triggering them.
5. Take full advantage of the ARC/APC:
The vehicles can be ordered frequently to move among positions for killing enemies, as it doesn't change the Undetected state to Detected, as well as advancing the alien aggressiveness. And it becomes a super turret/wall during massive onslaughts, especially at the direction where the turret(s) facing. You can lure enemies to it by placing and activating a motion tracker next to it. Always use the redeploy squad command to safely move squad without detection.
6. Rescue any possible Mechanics and Physicians
Each mechanic provides extra materials each day, and each physician reduces a single day of full recovery of a single marine. This is very important for the second half as only 20 days are given for 6 missions. Always escort them immediately to the ARC/APC after picking them up to avoid combats. No additional marine recruits needed for this run since you will be using 5 only but completing certain objectives give extra XP.
7. Know the right timing when massive onslaughts, the crusher happen and when to extract
The exclamation and alien mark on the alien aggressiveness meter show how much time left for them to happen(when both move to the center of the meter), you can manage to save or complete main objectives before/after them, to find a nice spot to deal with both. Some locations during certain objectives can nullify both for no alien spawn points, should you aim for those. This is very useful for creating breaks between normal massive onslaughts and mission objectives like defense and infinite onslaughts. Also The game actually asks you to evacuate any wounded marines for their lives, so it's no shy to come back later with absolutely no alien aggressiveness and no penalty except the 20 days countdown and increasing global alien infestation, but don't worry, you shouldn't deploy a second time for most missions following my walkthrough.
8. Always take sentry guns and some tools before deploy without costing materials
Sentry guns are your best friends at all times, 3 of them provide enough firepower not just for massive onslaughts but also at getting rid of groups of patrolling enemies and many defense phases. Tools are best used for repairing sentry guns and welding doors in my opinion, for saving, recovering HP and relieving stress.
9. Use Retribution for multi-purposes
Retribution is available by 30% of gauge, full gauge gives 2 HP and whereas partial gauge gives 1 HP, it can save any dying marines in urgent situations. And it becomes an option to generate command points faster when necessary.
10. Shoot ranged enemies from close range and side while walking
Suppressive shot makes ranged enemies to take cover so it's better to snipe them from afar or approach them from back or side. Overload Plasma Beam works perfect and doors can also be used as surprise as those enemies run to you once detected. I never took cover because it ends up wasting time and ammo.
11. Check tutorials any time when you feel the need
(codex) then (Assistant) at command deck at ship, or during missions (map) then (codex) then (Assistant) to access the Assistant menu. All info is there, although some are still locked depends on your progress.
12. (Optional, for those who has a gaming PC and have Game Pass Ultimate Subscription) Switch to PC and take advantage of hotkeys on keyboard but this is only available during Game Pass Addiiton Period
Tired of hitting bumpers to switch skills while pulling on Xbox? This game supports customizable hotkeys on PC via options, you can use the controls of classic RTS on PC for a better experience.
My key layout for example:
AWSD camera movement (default), Q/E rotate camera (default), Mouse wheel button zoom in/out (default), R map, F stop (default), Z retribution, X suppressive shot, C precision shot, V motion tracker, 1 sentry gun, 2 grenade launcher (replaced by overload plasma beam once plasma rifle is unlocked), 3 shotgun (replaced by incinerate once flamethrower is unlocked), 4 RPG launcher, Left Ctrl take cover (default), Alt Center squad (need to be pressed again to release locked at center)
Note: Seems this game DOESN'T support Play Anywhere but yet save file sync is available. However this sync/date transfer is only available during the Game Pass addition period. If you consider buying this game, buying it on Xbox limits your access on Xbox, and so do for PC. So choose carefully which platform you wanna play it on or end up in buying it a second time for another platform.
Walkthrough Details
This walkthrough assumes that you have at least completed the game for once, and do know each mission layout and what to expect. Spoiler tags are put in each mission details, if you want to explore and find your own way to finish the nightmare run, DO NOT see any of below:
Mission 1
Mission 2
Mission 3
Mission 4
Mission 5
Mission 6
Mission 7
Mission 8
Mission 9
Mission 10
Mission 11
Mission 12
Congratulations! You have completed the nightmare difficulty! Enjoy your achievement and thanks for reading and checking my guide. If you have any questions or anything you think should be changed or added, feel free to comment below.
Other guides are all great, but I'd like to add more tips and a brief text walkthrough for anyone prefers it. Like they said that you shall attempt this on new game+mode which carries over all marine level progress from the previous playthrough, this seemingly difficult run becomes a breeze once powerful weapons and upgrades are purchased again, while your marines gradually make their ways to level 15. The key is to gather enough materials as fast as possible while forming up proper classes for the squad and buying the right weapons/upgrades in order. The Overloading Plasma Beam Skill of Plasma Rifle is devastating and overkill.
You can also go for
The Flawless Victory achievement in Aliens: Dark Descent worth 317 pointsKeep all of your marines alive during a campaign.
The Perfect Organism achievement in Aliens: Dark Descent worth 200 pointsFinish the game on "No One Can Hear Them Scream" mode.
on this Nightmare run if you haven't got them. You can start another new game+playthrough on lower difficulties from the same save for
The Hardened In The Heat Of Battle achievement in Aliens: Dark Descent worth 114 pointsDuring a campaign, advance each Marine Class to level 10.
Mop up any remaining class to hit level 10 after this nightmare difficulty run, since getting all 5 classes to level 10 doesn't need to be done in the same run, as far as your pool of marines have at least one at level 10 of each class, this one pops.
I used 4 same marines, 2 Sergeants, 1 Medic and 1 recon who were already at level 10 from the beginning until the 5th slot open for another medic, with 8 days remaining before the last mission.
In short, the final resources/abilities counts of this formation are:
7 command points, 10 medical supplies, 10 Tools, 5 sentry guns
2x faster command points regeneration
2 extra HP for each marine
2 HP heal, -150 stress, +3 Ammo Clips for each rest
You might wanna exchange the 2nd medic for a 3rd sergeant but I would have one extra HP bar for each marine instead of overflowing of command points.
Prerequisites from the first playthrough if possible: (If not, you need to get below ones as fast as possible on this run)
All 5 marines: Redemption, Mind of Steel, Unbreakable Will
4 out of all 5 : Team Spirit
3 out of all 5 : Resourceful
At least 2 of 5: Smart Ass
1 marine: Fast as high level as possible
And everyone as high level as possible of: Dead Eye, Sharp Shooter, Avenger, Tough, Bold
Weapons/Upgrades Order and Cost of materials
Sniper Rifle+Silencer(100+30)
Plasma Rifle (300)
Radio Backpack+Advanced Radio Backpack (30+30)x2 for 2 sergeants
Combat Drugs for 2 medics (30x2)
Reanimator Kit for 2 medics (30x2)
Wider Clip for all 5 marines
Incinerator Unit (100)
RPG Launcher (200)
Pouches for all 5 marines (30x5)
Submachine Gun (200)
General Strategy and Tips
1. Infinite Rest for ammo clip increase and HP heal
After resting at any shelters load up the newly created save and the rest option becomes available again. Doing this over and over again gives infinite ammo clips as each marine with Resourceful perk generate 1 ammo clip per rest. This seems to be a bug/glitch, might be patched in future updates and you don't really need it until the last main mission as there are enough ammo clips and you don't fight that much.
2. Cover all maps with motion trackers and use extra to divert enemies when necessary:
Doing this will make every enemy visible, as you can stay in stealth at all times or quickly find your way out when detected to avoid pursuing enemies. Combining this while looting crates works well for saving time. Overloading motion tracker will attract tons of xenos, be sure to move out of their paths if you want to use it.
3. Remain stealth (undetected) at all times and use elevators and cut-scenes to stop the advancing alien aggressiveness meter
Patience is a necessity, snipe patrolling enemies in your way, run away if you can't because of narrow/short corridors. Even you accidentally run into xenomorphs in vents, kill it and run away fast and far enough to end the Detected/Hunted state quickly. Using elevators ends the undetected/hunted state immediately, as well as any nearby shelters like other guides say, as far as enemies don't see you welding the door, resting ends the Detected/Hunted state instantly. Do not unlock unnecessary doors as it creates a new passage for enemy patrols and massive onslaughts. Some cut-scenes also can stop the aggressive meter.
4. Avoid all eggs/facehuggers unless it's necessary
They are the top threat of this game in my opinion, as you won't pick up xeno sample except some queens for this run, they are quite lethal in numbers and dealing with them makes noise. But once you unlock the plasma rifle they are kinda no longer a threat but I wouldn't touch any for possible accidents and time loss. When you see alien organic growth behind doors, always walk to see them instead of running so you can walk out of the room without triggering them.
5. Take full advantage of the ARC/APC:
The vehicles can be ordered frequently to move among positions for killing enemies, as it doesn't change the Undetected state to Detected, as well as advancing the alien aggressiveness. And it becomes a super turret/wall during massive onslaughts, especially at the direction where the turret(s) facing. You can lure enemies to it by placing and activating a motion tracker next to it. Always use the redeploy squad command to safely move squad without detection.
6. Rescue any possible Mechanics and Physicians
Each mechanic provides extra materials each day, and each physician reduces a single day of full recovery of a single marine. This is very important for the second half as only 20 days are given for 6 missions. Always escort them immediately to the ARC/APC after picking them up to avoid combats. No additional marine recruits needed for this run since you will be using 5 only but completing certain objectives give extra XP.
7. Know the right timing when massive onslaughts, the crusher happen and when to extract
The exclamation and alien mark on the alien aggressiveness meter show how much time left for them to happen(when both move to the center of the meter), you can manage to save or complete main objectives before/after them, to find a nice spot to deal with both. Some locations during certain objectives can nullify both for no alien spawn points, should you aim for those. This is very useful for creating breaks between normal massive onslaughts and mission objectives like defense and infinite onslaughts. Also The game actually asks you to evacuate any wounded marines for their lives, so it's no shy to come back later with absolutely no alien aggressiveness and no penalty except the 20 days countdown and increasing global alien infestation, but don't worry, you shouldn't deploy a second time for most missions following my walkthrough.
8. Always take sentry guns and some tools before deploy without costing materials
Sentry guns are your best friends at all times, 3 of them provide enough firepower not just for massive onslaughts but also at getting rid of groups of patrolling enemies and many defense phases. Tools are best used for repairing sentry guns and welding doors in my opinion, for saving, recovering HP and relieving stress.
9. Use Retribution for multi-purposes
Retribution is available by 30% of gauge, full gauge gives 2 HP and whereas partial gauge gives 1 HP, it can save any dying marines in urgent situations. And it becomes an option to generate command points faster when necessary.
10. Shoot ranged enemies from close range and side while walking
Suppressive shot makes ranged enemies to take cover so it's better to snipe them from afar or approach them from back or side. Overload Plasma Beam works perfect and doors can also be used as surprise as those enemies run to you once detected. I never took cover because it ends up wasting time and ammo.
11. Check tutorials any time when you feel the need
(codex) then (Assistant) at command deck at ship, or during missions (map) then (codex) then (Assistant) to access the Assistant menu. All info is there, although some are still locked depends on your progress.
12. (Optional, for those who has a gaming PC and have Game Pass Ultimate Subscription) Switch to PC and take advantage of hotkeys on keyboard but this is only available during Game Pass Addiiton Period
Tired of hitting bumpers to switch skills while pulling on Xbox? This game supports customizable hotkeys on PC via options, you can use the controls of classic RTS on PC for a better experience.
My key layout for example:
AWSD camera movement (default), Q/E rotate camera (default), Mouse wheel button zoom in/out (default), R map, F stop (default), Z retribution, X suppressive shot, C precision shot, V motion tracker, 1 sentry gun, 2 grenade launcher (replaced by overload plasma beam once plasma rifle is unlocked), 3 shotgun (replaced by incinerate once flamethrower is unlocked), 4 RPG launcher, Left Ctrl take cover (default), Alt Center squad (need to be pressed again to release locked at center)
Note: Seems this game DOESN'T support Play Anywhere but yet save file sync is available. However this sync/date transfer is only available during the Game Pass addition period. If you consider buying this game, buying it on Xbox limits your access on Xbox, and so do for PC. So choose carefully which platform you wanna play it on or end up in buying it a second time for another platform.
Walkthrough Details
This walkthrough assumes that you have at least completed the game for once, and do know each mission layout and what to expect. Spoiler tags are put in each mission details, if you want to explore and find your own way to finish the nightmare run, DO NOT see any of below:
Mission 1
Mission 2
Mission 3
Mission 4
Mission 5
Mission 6
Mission 7
Mission 8
Mission 9
Mission 10
Mission 11
Mission 12
Congratulations! You have completed the nightmare difficulty! Enjoy your achievement and thanks for reading and checking my guide. If you have any questions or anything you think should be changed or added, feel free to comment below.
This guide was translated automatically.
With the release of the update with the NG+ mode, if you play two playthroughs, then you can transfer pumped-up Marines from the playthrough on easy difficulty to Nightmare, which will significantly simplify the passage of Nightmare difficulty.
1 Comment
I recommend going through the nightmare on NG+, with fully upgraded marines. Some tips:
- Get all trophies, except achievements for difficulty (datapads, situational trophies, trophies for prosthetics, etc.) on the first playthrough, on easy. Getting any of this on is truly a nightmare.
- Infuse the Marines with the “will of steel” so that after sorties they do not feel tired. On easy, this doesn’t really matter, but on nightmare, the time limit for completing it is 20 days, and you will always need your main, pumped-up team, there simply won’t be time to treat them for a long time and wait.
- I advise you to just rush the main missions. Side effects, additional research, killing queens, rescuing survivors - all this is not useful. Just loot what you come across along the way, that's enough.
- For the last mission, accumulate a maximum of turrets; I recommend bringing at least three to the very last battle.
- Install motion detectors more often. I literally stuck them in almost every room, they are endless, and one action point is restored quickly. The point is not in the radius, but in the fact that by clicking on the detector you can always lure and lead strangers to another part of the map, reset the pursuit, etc. The more detectors = the less you will have to engage in battle with strangers, unless this is provided for in the plot.
- Get all trophies, except achievements for difficulty (datapads, situational trophies, trophies for prosthetics, etc.) on the first playthrough, on easy. Getting any of this on is truly a nightmare.
- Infuse the Marines with the “will of steel” so that after sorties they do not feel tired. On easy, this doesn’t really matter, but on nightmare, the time limit for completing it is 20 days, and you will always need your main, pumped-up team, there simply won’t be time to treat them for a long time and wait.
- I advise you to just rush the main missions. Side effects, additional research, killing queens, rescuing survivors - all this is not useful. Just loot what you come across along the way, that's enough.
- For the last mission, accumulate a maximum of turrets; I recommend bringing at least three to the very last battle.
- Install motion detectors more often. I literally stuck them in almost every room, they are endless, and one action point is restored quickly. The point is not in the radius, but in the fact that by clicking on the detector you can always lure and lead strangers to another part of the map, reset the pursuit, etc. The more detectors = the less you will have to engage in battle with strangers, unless this is provided for in the plot.
By HSmzg on 26 Dec 2023 01:00
This guide was translated automatically.
To confidently complete the game on "Nightmare", you should follow several rules:
1. Each mission must be completed in exactly one go. The Cerberus timer will only start counting down after the mission on Pioneer, but the planet's infection level is much more important. The higher the infection level, the more aliens there are on the level. The more aliens there are on the level, the harder it is to maintain a minimum level of aggression.
2. Do everything possible to avoid raising the level of aggression. Look at the map as often as possible, go around moving points, do not hesitate to overload the motion sensor to clear the way (sensors work on the entire map, i.e. enemies react even outside its radius of action), always have a sniper with a silencer in your team, strew the road behind you with mines and never run into rooms you have not been in before. Remember that the game does not reward for fighting.
3. Keep the aliens away . On a nightmare, even a basic xenomorph is guaranteed to have time to run to your squad. If there is one enemy, start backing away from him to have time to deal more damage (there is no penalty for shooting on the move). If there are two or more enemies: turn on suppressive fire. During the defense phase, block the approaches to your position with a flamethrower so that the aliens go through one point and come under suppressive fire (the flamethrower is also useful for burning eggs).
To summarize:
Your team: a sniper with a silencer, a machine gunner with a suppression perk, a miner and a flamethrower, among which there should be at least one sergeant for an action point boost. You should complete each level in one sortie with maximum avoidance of battles. If the battle does come, keep the xenos under suppression fire. If there is more than one passage to your team, seal the extra paths with a flamethrower.
Thus, if you already have experience playing on another difficulty level (and ideally a pumped-up team from there), "Nightmare" may even be easier than the first playthrough, since the player's experience here is much more important than perks and abilities.
Bonus - Little tricks:
1. If your pockets are full of turrets, and there are more nearby, you can activate one of them and put a turret from the box in its place. This way you can cover one of the passages from patrols for free.
2. You can manually move the mechanic's drone to some remote passage where you don't have a motion sensor and call aliens there. The aliens won't attack the drone (but the bodybuilders will).
3. If you want to perform some universal action with a specific fighter (for example, to place a turret NOT with a machine gunner who fires for suppression), in the tactical pause you can select the desired fighter through
4. On "Nightmare" it is better to use the pause, not the slowdown. The corresponding setting can be made in the game menu, it does not affect the achievement.
5. If you collect all the materials in Dead Hills and add to them the increase in materials for two days (between two forays into Dead Hills and after the second one), then a team with NG+ will be able to go to Berkeley Docks with plasma guns. This is a rare example of a mission in which you don’t have to worry too much about the aggression level, since almost all your opponents will be people.
6. If you don't like the choices when changing the day, you can download and try again.
7. Upgrade your armor through level-ups and xenotech. Number of days in the infirmary = number of hits on the green HP bar. The more armor your character has, the more mistakes you can make.
1. Each mission must be completed in exactly one go. The Cerberus timer will only start counting down after the mission on Pioneer, but the planet's infection level is much more important. The higher the infection level, the more aliens there are on the level. The more aliens there are on the level, the harder it is to maintain a minimum level of aggression.
2. Do everything possible to avoid raising the level of aggression. Look at the map as often as possible, go around moving points, do not hesitate to overload the motion sensor to clear the way (sensors work on the entire map, i.e. enemies react even outside its radius of action), always have a sniper with a silencer in your team, strew the road behind you with mines and never run into rooms you have not been in before. Remember that the game does not reward for fighting.
3. Keep the aliens away . On a nightmare, even a basic xenomorph is guaranteed to have time to run to your squad. If there is one enemy, start backing away from him to have time to deal more damage (there is no penalty for shooting on the move). If there are two or more enemies: turn on suppressive fire. During the defense phase, block the approaches to your position with a flamethrower so that the aliens go through one point and come under suppressive fire (the flamethrower is also useful for burning eggs).
To summarize:
Your team: a sniper with a silencer, a machine gunner with a suppression perk, a miner and a flamethrower, among which there should be at least one sergeant for an action point boost. You should complete each level in one sortie with maximum avoidance of battles. If the battle does come, keep the xenos under suppression fire. If there is more than one passage to your team, seal the extra paths with a flamethrower.
Thus, if you already have experience playing on another difficulty level (and ideally a pumped-up team from there), "Nightmare" may even be easier than the first playthrough, since the player's experience here is much more important than perks and abilities.
Bonus - Little tricks:
1. If your pockets are full of turrets, and there are more nearby, you can activate one of them and put a turret from the box in its place. This way you can cover one of the passages from patrols for free.
2. You can manually move the mechanic's drone to some remote passage where you don't have a motion sensor and call aliens there. The aliens won't attack the drone (but the bodybuilders will).
3. If you want to perform some universal action with a specific fighter (for example, to place a turret NOT with a machine gunner who fires for suppression), in the tactical pause you can select the desired fighter through
4. On "Nightmare" it is better to use the pause, not the slowdown. The corresponding setting can be made in the game menu, it does not affect the achievement.
5. If you collect all the materials in Dead Hills and add to them the increase in materials for two days (between two forays into Dead Hills and after the second one), then a team with NG+ will be able to go to Berkeley Docks with plasma guns. This is a rare example of a mission in which you don’t have to worry too much about the aggression level, since almost all your opponents will be people.
6. If you don't like the choices when changing the day, you can download and try again.
7. Upgrade your armor through level-ups and xenotech. Number of days in the infirmary = number of hits on the green HP bar. The more armor your character has, the more mistakes you can make.
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