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1. Posses a guard near many others.
2. Shoot one with Teresa (upgraded)
3. This will raise an alarm and many come running.
4. Pinkus will lose control during the alarm and many times run over the bolt.
5. As soon as the bolt has returned to Teresa, shoot the next guard.
Rinse and repeat. Save a lot when bolt is back. Sometimes Pinkus does not get the bolt.
Ideally shoot all guards in reach of Pinkus possessed guard. When the alarm is over, Pinkus can pick up the bolt and you can start another shooting spree.
After completing the main story in the most difficult mode, my Teresa has 1185 kills.
Not only can Pinkus bring ammo, but Gaëlle can pull him into her kanol on free sight from any distance and also shoot him above walls and stuff in case his walking radius limits him to do so. Pinkus will not leave the body on those actions.
Great Guide!
Things I would add:
* Badges unlock when they are shown on screen. You can unleash a memory after getting it. Helpful if you want to kill Mimimi Devs on a pacifist run.
* Enemies affected by the area effect of a Custodes do not break a "don't attack" challenge. Use a lure to make the most of it.
* Most skills still have their effect on guards even if they are interrupted by a Prognosticar. It seems to be a bit random which actions can be interrupted. For instance John's lethal Anchor Up gets interrupted, but the KO version is not. It is helpful to try around as you can take down a Prognosticar and a guard at the same time with just two characters.
* Pinkus does not go into "Guard Mode" when he is about 2/3 of his radius away from the place the alert is raised. He can use the ruckus (his words!) to run back and get a few more kills in or activate mission objectives.
* John can Anchor Down unconcious(!) enemies, giving him a non-ranged disposal option similar to Quentin