Scene 11, Dead Ahead. I was getting used to hard mode, almost blazing through the levels (Alex & Ash best character). Then I get to the detective's assault on the wharf.
Flipping heck. Took me just over an hour, and I don't know how many tries. The first and last part have melee enemies charging you instantly as you enter, which is silly but not a real problem.
The third part was the worst, I entered with a 3-shot shotgun in an area which is about to get visited by 2 dogs, and there's a heavy enemy (and two gunmen) right next door. I can't punch the dogs, and I have no melee weapon. If I shoot the dogs, the guards rush out and kill me. Three shots isn't enough. Every time I died in that section I had to kick open that door on one guy, but stay in the doorway so the other doesn't see me, kill the heavy with a direct shot, then backpedal around a corner as the other guards investigate. (Certain guards are bizarrely deaf, there's no indication of this. The third guard in the room is like this, though, so he chills - unless I take a step too far, then he murders me). That was a rough section.
The second part wasn't so bad, but it was hilarious. Other sections open with melee enemies on you, this one has you stroll into a large open area with two stationary gunners opening fire instantly. AND there are four melee guys chasing you (there's no friendly fire either). It's not nearly as tough as part three's opening, though, you just run straight out of the killzone and take care of your pursuers, then carefully make your way on.
Here's the fourth part, the final F U:
http://steamcommunity.com/sharedfiles/filedetails/?id=420986438Firing a weapon makes those enemies to the north swarm down. You have to lure the two gunmen out of that middle room, by playing peekaboo as always, except the only usable cover is the door I'm behind. Those alleys? Just a trap or sick joke, they're too thin to hide you. Just have to take cover behind the door, being super careful not to bump it or it'll behave as doors do (randomly). Plus, there are few shotguns to scavenge, which is great because other weapons take a second or two to kill the heavies. The four heavies which travel in pairs, and all four will charge when you shoot.
Somehow survive all that, and then veeeeery carefully clear the rest of the level (which, as always, has dudes with guns who see just as far as you do). The gameplay is definitely the weakest point of this sequel, it's incredibly tedious and slow compared to the original. No flow, more like a puzzle game. Oh, and since it's hard mode, throwing or swapping a gun makes half the ammo disappear. So no conserving ammo by throwing at the last enemy in a room.
But phew, I feel pretty good about beating that. I also like that this chapter is called "Climax" when it's halfway through the game.
Hotline Miami 2: Wrong Number of enemies