Hand to god, this is actually not a hard chapter in this run. I just managed to miss (or accidentally land) shots or incendiaries over and over when they counted. I adopted somewhat slower but much more consistent strategies in the castle gate key room and the run up to the water room. I was a bit lucky and got some mine thrower darts, making the dual crank section a fair bit easier. There were a couple extremely tense moments in the water room. I got grabbed from behind right before Ashley finished lowering the bridge so I had to throw the flash from a really terrible place, and then Ashley wouldn't move! I was certain that was RIP run run there. Also, near the end of the two crank section I couldn't group the zealots together and didn't have time to knock them down, so I had to YOLO it and hope I didn't get smacked or grabbed right after catching Ashley. It was pretty close, but I got through. Overall, the water room strategy is pretty consistent, provided you don't screw it up. It's definitely not 100% but it's by far the most consistent strategy I could find. The rules: -Must have 0% hit ratio for the entire run. This means the only weapons that can be used are grenades, knife, mine thrower, rocket launcher, and the spread of a shotgun. -Saves only allowed at the end of a chapter -No damage -Tactical resets are allowed (to clear an area of enemies), but resetting cannot be used to restart an area if I get hit or accidentally land a shotgun blast