Ship1:Interior B *Deck*
Harpies - Mostly grabbed them, killed a few with normal attacks.Deck Hydra - The only thing to watch out for here is when he smashes his head into the boat, but it's easy enough to just dodge or trick through it.
Ship1:Exterior B - More grab whoring *beams* Ship2:Exterior A -(Box) business as usual, just kicked it up there -(Net) grab whoring *rope* I just jumped past the enemies Ship3:Interior -Get PR - more grab whoring Ship3:Exterior Hydra Twins - I just blocked their attacks and hit away, sometimes they blow you to the other side, nothing really worth noting. I might look up a speed run to see how people do this fight. Hydra King - His only attack is to bite you. I just hit him with the stt combo until he bites, blocking if he should roar, and use PR as he bites down. He gives out tons of orbs so I was able to do this the whole fight.Ship 2:Exterior A *again*
- grabs Athens Lower Docks - These enemies are pretty fun, the main thing I watch out for is the blue flash when they're about to hit you. They also have an unpredictable spinning attack so I try to play it safe around groups.-(Hole in the Wall) same as before.
Upper Docks - I was messing around with various ways to fight these guys in preparation for the harder versions later. They're not as good as in 2, but I'm thinking launching into collisions is the way to go atm.Temple1:Exterior A *Courtyard* - These are mostly just damage sponges without something else to distract you. Warehouse1:Interior Medusa - She might be a challenge if she didn't give so many orbs. Her attacks are fast, but all can be blocked except for the stone gaze. MG trial - Turned them to stone and broke them. Is it actually mandatory to turn them to stone? -(Hall) turned them to stone and broke them since there was an unused magic chest in Medusa's room.
Ballista Chamber:Exterior -(Balcony A) I was able to get a few ring outs here. I need to figure out some ways to do this without having to land a full combination and end with square -(Wall) I grabbed mostly, it kills more than one at a time -(Balcony B) Just one guy nothing to note *push statue down and drop below* Temple1:Exterior B *ballista* - My primary way of dealing with gorgons (Medusas?) is to launch them with st, or if there are more than 1 plume of prometheus, then grab over and over again. - I launched the minotaurs by holding triagle and went up with them, then grabbed until they died. The gorgons i defeated by launching and grabbing - I've been messing around with launches on these guys, but I don't know if it's really worth it yet.
*fire Ballista* -(Rope) I find the rope fighting sections pretty annoying. I am not sure if your square attack damage changes as you upgrade the blades. I just used square attacks and if surrounded hit back and forth, it's the only safe way i know of in the game when pincered on a rope. Ballista Chamber:Interior *again* - I shot them with the ballista. Is this allowed on PAIN+? Bridge:Exterior MG/Pressure Plate Puzzle - Froze the minotaur and moved on. Is there a way to get past this without using magic? Street:Exterior - I ran past the gorgons and minotaurs as i went along to take care of the archers first. Town Square:Exterior - This fight takes a few minutes but isn't very hard since the villagers respawn forever and give health. I tried to practice tricking through their attacks instead of just dodging, but it felt weird. Is there any point in the normal sss combo with the exception of the last hit that you are not able to freely roll out? Building:Interior *give chase and return here with the key* - Broke the shields and grabbed. -(Stairs) not much to say -(Balcony A) grabbed them -(Blocked Room) more of the same, break the shields and throw them into each other. -(Gorgons) launched them into grabs -(Balcony B) more grabbing and throwing enemies into one another. -(Hall) grabs *use key and drop below then navigate ahead*
Burning Courtyard:Exterior -(lower) The wraiths I just grabbed to launch and repeatedly grabbed them from the ground. Once the legionnaires spawned I quick rolled (I don't remember what the vets refer to this as) to the archers and threw them into whatever i could hit. The legionnaires and remaining wraiths were simple enough to finish off. -(upper) I grabbed the wraiths as best I could while playing it safe with the cyclops. It wasn't too long before they were cleared. I grabbed the health to be safe and cleared out the cyclopes. The only thing they do that gives me trouble is their stumble forward and hit you attack since they hardly ever do it. Broken Road:Exterior -Navigate column to balcony -(Diversions) grab whored the wraiths and the archers alike. -Navigate columns Rooftops:Exterior - Killed the minotaurs with launches and the harpies with grabs. There's a really annoying glitch where you can die from grabbing the harpies too close to the side. -Kick bridge down and head back for Zf Rooftops:Interior A *optional Wraiths of Athens fight* - Grabbed and blocked, not much too this fight. *bring the Ballista ahead* Broken Road:Interior *Treasure Room* - Mostly launched into collisions on this one. *get Zf and test it on the coward preventing progress* Rooftops:Interior B - This is the wraiths and legionnaires afterwords? I just grabbed and blocked the wraiths while launching the legionnaires into grabs for collisions. Oracle's Temple:Exterior - The harpies here are more threatening, but still easy enough to deal with by grabbing. The gorgons were also simple enough with launching them and grabbing over and over.
Oracle's Temple:Interior (Combat) -(lower) concentrated mainly on the statues, grabbing the harpies if they got close. -(upper) Navigate -(Halls) These guys had no armor so I grabbed and threw them into each other. Oracle's Temple:Interior (Puzzle) -Save her Sewer:Interior A -(lower) Moved around the corner to avoid the arrows and cleared out the legionnaires, then came back to clear the archers. -(upper) killed the minotaurs with launches and the archers with grabs. Sewer:Interior B -(lower) Navigate -(upper) I turned the cyclopes to stone since i don't have anything better to use my magic on. The minotaurs I took care of with launches, and then i finished off the archers.
Desert of Lost Souls Desert:Exterior A *Desert Siren Sacrifice* Siren 1 ? I watched a video of Shinobier doing this part and I used his strategy of letting them wander and hitting them only with the last hit of stsssst. It took a little bit, but it was safe. Siren 2 ? Same as before, but I had to watch carefully for the minotaur's shockwave since it cant be blocked. Once the siren was dead I used the minotaurs for health. Siren 3 ? Same as 2. Runes:Interior -(Conveyer/Crusher) Tougher than I anticipated, this one took me a few tries. I ended up just using Plume of Prometheus to stun them and kicking as much as I could. I got lucky and got 2 fully charged kicks in a row, which was enough to get me up to the ledge. Desert:Exterior B *Temple Sirens battle* - These sirens are much weaker than the ones in the desert. They are also vulnerable to launches. I kept chipping away at their health with st hoping to get a launch so I could land a full combo without them dodging. They also launch each other sometimes. There were a bunch of them, but their attacks are so weak I was able to take them down without much trouble. Pandora's Temple Pandora's Temple:Exterior *Desert King fight* -Navigate until you begin the fight -These things used to give me a ton of trouble, but I've adjusted to fighting them pretty well. They mainly either charge at you, which is telegraphed well in advance, or swing their bone clubs at you, followed by either more swinging, or smashing down. I tricked through the first swing, and rolled behind them, which seemed to avoid either follow up. This fight took a while so I alternated between keeping them at range when they were together, and getting closer when one was vulnerable. Much like the sirens in the desert I tried to time my stsssst from a distance so the only thing that hit was the last t. I do not go for the qte on these guys because it's too strict on the timing.
Pandora's Temple:Interior *Desert Wraith/Cursed Archers* - I grabbed into OH as much as possible, making sure to block as they come up from the ground. Once the archers came I threw them into the wraiths, then finished off the wraiths with more grabs into OH Chamber of the Crystal Eye:First Visit - Just a few archers. I grabbed them and threw them into one another. The Challenge of Atlas Hole Room:Interior A (lower) - This fight was very fun. The legionnaires had no armor so I grabbed and threw them into each other. When the Gorgons came out I used T (capitol T means holding T to launch correct?) and jumped up with them for the kill, using OH from the ground is just too dangerous here and they die very fast this way. The tricky part is getting the launch in. Rotating Wall Room *Fallen Legionnaires* - A couple of gorgons and a couple of archers, nothing too fancy. I like these blue gorgons since they don't die so quickly. I was able to launch these gorgons with plume of prometheus for the oh kills. Using PoP or OH on these is probably considered bad form, but it worked for me this time. NOTE: These don't have a "O" Hole Room:Interior B (upper) - These legionnaires are different. They have fancier armor and take quite a few more hits to kill. They're still not bad, I was able to launch them with st into OH. These can be dealt with many ways, and that seems the fastest, I'm sure there's a safer way. Underground Battle:Interior
*rope* - These rope battles are not that fun in my opinion. On this one I slowly went right, and when a wave spawned i took out the first left and right ones by alternating s hits, which seems to make you invincible if you do it right, then I led the remaining enemies back to the end of the rope and killed them from the ground. Nothing fancy, but it worked.
Underground Battle:Hades' Shield -This fight is really fun in my opinion. I used the obvious strategy of grabbing the unarmored legionnaires and throwing them into the armored ones. I eventually ran out of unarmored ones and was able to get a quick O prompt on some others with just a few taps, and finished them off by throwing them into one another.
Conveyor Belt Hall:Interior - Some legionnaires at a checkpoint. sst into OH for some collisions took care of it. The Cliffs of Atlas -(Catwalk) Usually I just grab harpies, but these i tried st into OH for collisions and was pleasantly surprised. Gonna have to remember that for later fights. -(Wall) I was able to get the first bunch to jump at me while i was on the edge of the cliff so they fell off. After I got towards the next cliff they were coming from both sides so I got up as high as I could and kept killing them from above as they came at me. I just hit s while holding down over and over. A time consuming and somewhat low brow strategy, but It's been a while so I couldn't come up with anything better on the fly.
Atlas Handle Room - I was afraid I'd get caught up on this part, but It only took a few tries. Setting up the right angles for breaking the shields was pretty tough since the sirens constantly hit you. Once the shields were broken I threw them one at a time at the sirens, killing a few. I used PR on the 2 sirens left killing 1, another spawned, but i killed both using PR with my remaining mana and was able to clear it.
The Chamber of Atlas (handle/statue/breakable door) -(lower) I waited for the minotaurs to get close and threw the archers into them. Once the archers were gone I finished off the minotaurs with st launch into jumping grabs. (upper) The legionnaires are in a tight hall here so st launch into OH took care of them with collisions. The archers i took out with grabs. *navigate back with the skull after getting it* Chamber of the Crystal Eye:Second Visit -(hallway ambush) This was similar to that last fight. I was able to st into OH from the launch until one died and another got an O prompt, I kept throwing and killing them until the fight was over.
Pandora's Temple Hallway:Interior (Cerberus Arena) I was afraid I was going to get stuck here, but I ended up clearing it without too much trouble. On PAIN this part is gonna be pretty rough I think. I used the same tactic I used in my NUR of 2 in it's version of this fight, which is to ignore the breeder already there, and focus on throwing the pups into each other to clear them out with collisions. My first several tries ended up with me having 5 or 6 adults alive when all the pups stopped spawning, but that was too many so I was forced to restart. After some practice I was able to clear out the pups with only 2 adults. I used PR at one point on a group of them i was worred about. I stoned one adult, which almost backfired since it took a lot of magic and i was barely able to break it in time. The other was just block and st until I got the prompt.
-(Desert Kings) I chipped constantly with t3 (I think t1 is plume of promtheus, and I'm not exactly sure what t2 is) as they approached the cerberus arena. Once they got there i still played it safe, mostly still using t3 to chip, but I did get in close occasionally to trick through them and do some more consistent damage. I was completely out of mana when I started the fight so I had no choice but to kill them with physical attacks only.
-(Archers) I'm sure speed runners dont bother to push the block, but I wasn't sure if there was a checkpoint after the cerberus breeders. I pushed the block as far as I could and rolled in for the spinning throw kills. -(Seeds/Archers) I used exclusively grabs in this fight since i was not at full health when i came into it. The Cerberus pups were easy to deal with, and once I took them out I went for the archers with grabs.
Cliff 1:Exterior (Captains) - Fun fight here. I mostly used st launch antics. I need to get more used to fighting these guys.
Cliff 2:Exterior (Minotaur Warriors) - Launched into jumping grab for these guys. I used them to get some health back.
Cage Push:Interior - I used that Shinobier run as a guide for this part and I got through it pretty smoothly. I launched the first guy with T into OH, grabbed when prompted, and repeated. I was able to get the cage up to the second checkpoint. I repeated the process with 2 more and got the cage to the third. This time they kept blocking my launches and there were 4 so I used PR 3 times in a row, which killed 2 and left the other 2 with O prompts. I finished them off and was able to drag the cage up to the top.
*navigate to Grotto with Cerberus Offspring*
Poseidon's Grotto:Interior -I used exclusively grabs here since I had no magic. I aimed for collisions, which were easy to pull off since the room is very small and there are enemies everywhere. I got hit a few times, but they give orbs regularly so it was no issue.
Poseidon's Temple -I cleared out the harpies by climbing the ladder on the right side of the room. The Cerberuses I tried out that launch into jumping grab you were talking about and it works fantastic. It's attacks aren't particularly dangerous by it's self either so I was able to attack pretty freely.
Swim Tube 2:Interior (Arena) - This is the fight against the scythe legionnaires in the room with all the breakable pots right? I found out you can go back and stand partially in the water and get free hits since they wont follow you that far. I used that to get launches into OH for collisions. Not too much worth noting on this one aside from that.
Swim Tube:Interior (Captain Chamber/Muse Key) - I might have this and the last fight switched, forgiveness please. The fight I'm referring to here is in the room with the switch against legionnaires and harpies. This one isn't too bad, I cleared out the harpies first with grabs, and took out the legionnaires with launches after st, or t0 into OH for collisions. This feels dangerous though, on a future PAIN run I'm probably gonna have to launch them into air grabs to make it safe.
Amphitrite's Temple -(lower) Some minotaurs. Launches into air grabs took care of the handily. -(upper) Just a few legionnaires. I was able to knock them all up with t0 get them with OH. Chamber of the Crystal Eye:Third Visit -(Hallway Ambush) Simple fight. I broke their shields with t0 and launched with st into collisions.
Hades' Hall:Interior (Centaur Sacrifice) - This has been the hardest fight so far, and I didn't anticipate it being so. I've been spoiled by normally having level 3 PR by this point. I kept trying st and T launches into air grabs, which worked fine, but I kept getting hit by their shockwave attack and dying before I even got the first circle completed. I checked that aforementioned video run by Shinobier and utilized the tactic he used of jumping in the blood, and hitting them with air t for the launch as you jump out. This worked much better since i was not nearly as vulnerable to those shockwaves. I'll have to polish my skills for a PAIN run though
Hades' Maze:Interior
-(Lower Halls) Not a hard fight on paper, but the camera angle makes it hard since the enemies constantly hit you from around the corner if you don't accommodate for it. My health is fully upgraded, including the upgrade from the sand. The gorgons I was able to get with st into jumping grab. The archers I threw at the other enemies, and the legionnaires I got with st into OH for collisions.
-(Room A).This was the hardest part. I eventually found that if you run back towards the entrance they'll top chasing you and if you slap them a few times you can coax one into the area for an easy launch into kill. It took a few minutes but I did it one at a time this way.
-(Room A Halls) A few legionnaires and archers. Aside from the hitting around the corner issue this was a simple fight of st into OH for collisions.
-(Upper Halls) Just a few archers, threw them into one another.
-(Room B) Some legionnaires. I used PR a few times since they were grouped up and killed them with launches from st, and by throwing them when I got an O prompt. The archers I killed by grabbing and throwing.
-(Hidden Room) A few more legionnaires. They're in a confined area so I was able to get them with st into OH. I feel there is a safer way I could be launching them though.
-(Exit) Same as before, I used t0 to launch instead of st though.