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#1 gow_Steve
Member since 2012 • 58 Posts

EDIT: Decided to edit the previous thread title to be more general but it defaulted to the wrong board so just starting fresh.

Don't know if this place is still active (seems to just be GMG occasionally updating things) but I've had some free time and decided to get back to GoW runs, currently working on a GoWII PAIN+. At this point I've spent around 17 hours sucking shit at the endurance run so I thought it would be better to fill out a skeleton so that it can be read by no one.

Rhodes Temple:Antechamber

- OS

Rhodes Temple:Hall

-OS

Colossus 1

-Struggling to recall this fight, I believe used OS on a few guards to thin the numbers, jumped over the shockwave from the fist and went in for as much of an s,t,s,s,s as possible. Not much to this one anyway

Rhodes' Bathhouse

-Nothing to note

Colossus 2

-Stand slightly right of centre to bait his left arm slam, roll through it to the left, spirit. Repeat, move to the other ledge, QTE, repeat, move back to first ledge, QTE

Rhodes Palace:Hallways

-OS

-Go up the elevator and slap the Colossus in the eye

Rhodes Palace:Western Ramparts

-Sprint to the door, OS along the way when needed

Rhodes Palace:Eastern Ramparts

-OS

Colossus 3

Stage 1 – Move through the fissures up to him, move back from the fist swing, jump over the shockwave, s,t,s,s,s, repeat

Stage 2 – Repeat

Stage 3 – Use the fist

Stage 4 – DR.

Inside the Colossus

- OS

(Shaft 1) Break it and navigate ahead

- OS

(Shaft 2) Break it and navigate ahead

- OS

-(Shaft 3) Break it

-(Puzzle)

-(Shaft 4) Break it and escape

Zeus

-Get killed

Hades

- I hate this part, I have to sit and farm orbs at the start to survive but after that just use t and jump out

Pegasus 1

- Lots of R and L dashes, circular movement around the griffins, t

PATTERN: D, L, U

- t the harpies

Mount Etna:Hand Cavern

- Air OS

Mount Etna:Hand Cavern:Walls

-Wall grabs

Mount Etna:Hand Cavern:Hallway A

-OH alt a harpy to take out the rest, O the minotaur

Mount Etna:Mountainside A

-Break the structure, 360 toss the archers, air grabs to O any remaining minotaurs

Mount Etna:Fires of Olympus

-get Prometheus down

Mount Etna:Mountainside B

-Wall Grabs

-Toss the ones on the ground

Mount Etna:Typhon's Cavern

-OH lock the first gorgon, OH alt the harpies for collisions, OH lock remaining gorgons

-OS harpies, preferably air OS for collisions

-Use TB on the distant enemies, toss the others at each other

-Cross the grapples, tosses

Mount Etna:Fires of Olympus

-Shoot down Prometheus

-Tosses for collisions, air grabs for O on any minotaurs that remain

-(rope) grabs

Mount Etna:Mountainside A

-RotT the door

Mount Etna:Hand Cavern:Hallway B

-Tosses

Mount Etna:Hand Cavern:Hallway A

-Tosses

Mount Etna:Hand Cavern:Wall

-Grabs

Mount Etna:Hand Cavern

-Free Pegasus

Pegasus 2

-t on the harpies, handle the griffins the same as before

-(Dark Rider) Dashes, move around him in circles, vertical movement is particularly important here.

PATTERN: L, D, R, U, L

Temple of Lahkesis:Cliff 2

-T to launch for OH, toss on O for more collisions

Temple of Lahkesis:Hanging Garden

-Kick dogs

Temple of Lahkesis:Cerberus Courtyard

-Kick dogs for collisions, O on the Cerberus when available

-(Ceiling) Grabs

-(Platform/Ledge/Chest Garden) Kicks and tosses

Temple of Lahkesis:Siren Sacrifice

-OH lock for O, repeat

Steeds of Time:Saddle 4:Exterior

NOTE: Horse order (behind; left to right) yellow, green, red (Saddle 3), blue (Saddle 4)

Theseus

S1:P1/S1:P2 – s,t, L1

S2 – Use TB, safe spot to avoid his shots

M1 – T to OH for collisions and O, repeat 7 times

Steeds of Time:Saddle 3:Interior:CR Trial

-(CR trial) s,t, OH for collisions, toss when O is available

NOTE: I found this to be one of the more challenging sections due to space constraints

Steeds of Time:Bridle Puzzle

-Do it

Steeds of Time:Saddle 3:Exterior

-s,t, OH the lesser enemies (I forget their names), T to OH the remaining minotaurs

Temple of Lahkesis:Divine Pools

- Grab the harpies

-navigate to the Amulet

-do the puzzle and press on (head through the window)

Temple of Lahkesis:Amulet Chamber

-Escape

Temple of Lahkesis:Courtyard

-This one was tougher than expected without the amulet. OS the wraiths, use OH for collisions where possible, OH alt the harpies. Bow tricking would likely have been helpful here but I neglected to learn it until BK.

Destiny's Atrium

-OS the boars, spirit from distance for the cyclops. I’ve since learned I can use OH alt on the boars, so this could have been handled much better.

Bog of the Forgotten

Barbarian King

S1 – s,t,L1

S2 – OS the summons

S3 – Trick everything, s,t. If you stand still and trick the hammer, he’ll eventually move past you and allow for some extra damage

S4 – s,t,L1, roll back and forward to avoid the spirits.

-OS

Bog of the Forgotten:Path to the Bog

-OS

Bog of the Forgotten:Temple of Euryale

-Get Euryale's Key

-OS to OH the beast lords

-Valor on the skeletons for ringouts/collisions

Ruins of the Forgotten

-Grab the first beast lord off the cyclops, OH for collisions, when the cyclops dies go for the beast lord in the top corner to keep the other one off screen and prevent summons, OS to OH.

Ruins of the Forgotten:Hallway

-I forgot there was enemies in here.

Ruins of the Forgotten:Pit

-OS the harpies, OS to OH the wraiths

Ruins of the Forgotten:Bog Battle

-Destroy the pillars, OS to OH the fiends

Ruins of the Forgotten:Forgotten Chamber

-OS to OH

-Puzzle

River of the Forgotten

-Toss and move

Titan Minotaur 1

-Run in to the right to avoid the opening slams, spirit, charge spirits whilst baiting spins

River of the Forgotten:Euryale's Guantlet

-Pull down the tree

-(Vine) Grabs

-(Gears) Use Amulet and cross.

-(Conveyor) Tosses towards the wall, grapple once it breaks

Ruins of the Forgotten

-Do the puzzle, navigate ahead

Cave of the Forgotten

-Talk to the corpse

-Shatter minotuars, OH lock gorgon

-Proceed with the corpse

Cave of the Forgotten:Coliseum

Cerberus Bastard

Stage 1 – s,t,L1, move away from fireballs and charge spirit

Stage 2 - repeat

Cave of the Forgotten

-OH lock gorgons

Bog of the Forgotten:Temple of Euryale

-Destroy the Gorgon Door

Euryale's Temple:Antechamber

-s,t,OH the legionnaires, 360 toss when available

Euryale's Temple:Underground Chamber

-s,t,OH for collisions, 360 toss, O on hades minotaurs where available

Euryale's Temple:Elevator Puzzle

-OS

Euryale's Temple:Lowland Vista

-OH lock

Euryale's Temple:Temple Hazards

-Navigate through

Euryale's Chamber

Euryale

Stage 1 – s,t,s,s,s, trick the beam and the slam, block everything else.

Stage 2 – spirit as much as possible, trick the beam, jump over the shockwave

Stage 3 – This stage took a very long time to get right, main issue was learning the timing for tricking the slams. Final strategy was to trick the slams, s,t, trick the slams, repeat, worked out better for muscle memory that way rather than s,t,s,s,s.

Euryale's Chamber:EH Trial

-Petrify and crush 5 Sentries

Euryale's Temple:Pillar Puzzle

-(Center Pillar Battle) s,t,s,s,s,s,L1 the first sentry, OS to OH the fiends, aim for collisions on the sentry, finish the last sentry

Euryale's Temple:Stone Crusher

-Kick dogs

Euryale's Temple:Cavern

Titan Minotaur 2

-Handle the same as the first one but with as much OH alt as possible and occasionally needing to dodge a projectile

Catacombs of the Fallen

-Run to the end, spirit

Destiny's Atrium

-Break the door

Island of Creation:Walkway

-360 toss the archers, OH lock the other ones whose name escapes me

Courtyard of Atropos

-Not a fan of this part, had to check Shin’s handling, which I replicated. Move over to the door to channel them in, OS to OH for collisions.

Halls of Atropos (lower)

-(Priests/Minotaur Grunts) OS to OH the priests, T to OH to minotaurs, hopefully collisions

-s,t,OH

-(2 Satyrs) s,t,OH for collisions when they’re up close, valor for knockbacks if you have some space to work with. Not nearly as difficult as one would expect.

Hall of Atropos (upper)

-(Exterior) OS

-(Interior) s,t,OH the smaller enemies for collisions, s,t,L1 to finish off the sentry

-navigate

-(Root 1) s,t,OH

-(Root 2) These two roots were not fun without the amulet. On this one I got a quick air OS on a harpy to hopefully take out another one and get a collision, s,t,OH the smaller enemies and toss when O, OS the harpies.

-(Root 3) Same strategy as before, s,t,OH, OH alt, tosses, whatever you can do to get collisions and also roll continuously.

Bathhouse of Atropos

Perseus

Stage 1 – I was very cautious here, wait for his 8 charge attack and then s,t, wait for O

Stage 2 – This stage is much safer what with visibility. Just block his stab or double slash, s,t. I wasn’t able to figure out air tricking for the flash but that’s not a concern.

Stage 3/4 – Spirit towards the walls, wait for O to show up.

NOTE: I don’t know what the difference between S3/4 is. Any chance of having that elucidated?

Courtyard of Atropos

-Do the puzzle and press on.

Lowlands:Exterior Hallway

-Toss archers

Lowlands:SoD Trial

-More tosses

Lowlands:Bridge

-Get across

Lowlands:Crossing

-Cross it

Lowlands:Caves

-(Fight 1) This fight was an ordeal. OH lock the first siren, aim for collisions, then make sure to time it so that the remaining two can be finished off simultaneously leaving only the hades minotaurs which are best dealt with by spirit whoring from distance.

-(Fight 2) OH lock the first satyr, as soon as the sentries arrive spirit from distance. Both of those waves are much easier written than done.

Great Chasm

Icarus

-Just use s,t, and follow the prompts.

Atlas:Face

-OS

Atlas Innards:Spine Chamber

-OH alt harpies for collisions, OH lock satyrs when they’re all gone

Atlas Innards:Battle Arena

Titan Minotaur 3

Stage 1 – spirit from distance

Stage 2 – dodge rocks

Stage 3 – spirit from distance

Atlas Innards:Puzzle Room

-Navigate ahead

Atlas Innards:Hades Nymph Hive Chamber

-OS, use them to damage each other and the hives

Atlas Innards:Climbing Section

-Grabs

Atlas Innards:Puzzle Room

-Use the Thermal Draft to exit

Atlas:Hanging Platforms

-(Atlas Lift) **** this entirely. The basic idea is simple, land outside the middle circle to delay the spawn of the sword guy whose name I still cannot remember, turn the handle a little, let go, OH sword guy, OH alt the harpies for collisions, roll a lot, pray to your chosen god for forgiveness. It isn’t complicated it’s just a lot going on in a small space and launches and OH requires you to stand still among firebomb harpies so it’s a shitter to pull off, and of course I can’t open chests so it needs to be done near-perfectly.

Atlas' Arm:Wall A

-Drop rocks on them

Atlas' Arm:Rock Puzzle

-Do it

Atlas' Arm:Wall B

-Navigate it

Atlas' Arm:Hand

-Break the Chain, resist Atlas' grip

-(AQ trial) Launch, OH, toss

The Great Chasm

-Navigate ahead

Palace of the Fates:Palace Courtyard A

-(Entrance) OS to OH the beast lords, do everything possible to stop summons, OS to OH fiend

Palace of the Fates:Spiked Floor Chamber

-(Spike Room) Air OS for collisions.

-Get the Crank

Palace of the Fates:Palace Courtyard B

-Puzzle

East Auditorium:Hallway A

-Navigate

East Auditorium:Hallway B

-Kicks and tosses

-Get the block

Auditorium of Lahkesis

-(Wave 1) Step outside the door, dump the tranny back inside, kicks and tosses.

-(Wave 2) Walk out to the trigger, walk back and use the rock to block the translator in, then head back out to the area where W3 takes place and use the camera and the end of their aggro to set up OH collisions. Then make a checkpoint because I do not want to have to do this every time I fail W3.

-(Wave 3) That being said, this was easier than I was expecting, only took about an hour and a half. I’ll outline this step by step. First, get the drop and jump exploit so you can get to the priest quicker, make sure to grab him from the left and OH him so he gets sent slightly to the right, from this point on it’s important to stay to left of the translator so the new spawns move in front of him instead of coming around and surrounding him, immediately after the OH grab the dog furthest to the right and kick it at the priest, then get the other one and do the same, the first priest is now dead. From this point on just kick and toss towards the priests and hope, if you get good positioning and good collisions it’s not all that difficult.

-Crush his Head, get the key, open the door and head through Hallway C and Hallway A to Palace Courtyard B then use the key on the Ram Door.

West Auditorium:Spiked Wall Hallway

-Toss

West Auditorium:Garden of the Gods

-Hear yourself, break wall, navigate ledge leading ahead

West Auditorium:Sacrificial Chamber

-OH lock, lever, repeat

West Auditorium:Blood Tunnel Chamber

-Navigate it.

West Auditorium:Iced Phoenix Puzzle

-Do the puzzle and proceed.

West Auditorium:Nymph Nest Chamber

-OS ground nymphs to destroy hive, climb wall and use t to destroy both the nymphs and the hives

West Auditorium:Pantheon of Atropos

-Didn’t enjoy this. OH alt the spawn, got lucky and had four spawn present when I killed the first breeder so the others didn’t spawn, OH alt any spawns until the breeder is dead, spirit chip the sentries, s,t,L1 when there’s only one left.

West Auditorium:Fate Statue Puzzle

-Do it

Auditorium of Atropos

-Save the Translator then crush him

-Get Warrior Skull, open door

West Auditorium:Thermal Lift Puzzle

-Do it

Palace of the Fates:Courtyard B

-I needed to use two of the cyclopes for hp so keep one behind the other and trick through the slams, spirit as much as possible (usually won’t get the finisher unless they taunt) dodge when you have to and realign. Once my hp was full I found a nice little exploit to get the others to run off the ledge.

The Undeground:Bone Crusher

-(Spiked Ceiling Elevator) Bait the laugh, T into the spikes

The Underground:Lava Chamber A:Hallway A

-(Rope) Grabs

The Underground:Lava Chamber A:Hallway B

-Toss into gorgons as much as possible, when the lesser enemies are depleted OH lock for collisions. Biggest problem here is getting instantly shattered.

The Underground:Lava Chamber A:Hallway C

-Toss everything at each other

The Underground:Lava Chamber B

-Navigate ahead

Phoenix Chamber:Platform A

-Navigate ahead.

Phoenix Chamber:Platform B

-Valor to ring out the skeletons, OH lock the one with the sword

Phoenix Chamber:Boreas Puzzle

-Try and get them killed by the spikes, I can usually only get one so just OH the other one into the spikes for instant kill

Phoenix Chamber:Hallway

-Navigate ahead

Phoenix Chamber:Flame Wall Chamber

-Spacing is very particular in the opening, need to push the statue in only a short distance so as not to trigger the flame wall or the enemy spawn, then kick it right, kick it forward, kick it left, then use the invisible wall at the entrance to set up OH alt on the harpies, OH lock the sword guy if needed, when he’s dealt with kick the statue forward to trigger the next spawn, when it’s clear move the statue forward, pull the lever, kick it forward to trigger the final two, same tactics as before, when everything is clear do the buttons and leave.

Phoenix Chamber:Platform B

- Valor the skeletons for knockbacks on the minotaurs, when they’re gone spirit chip them, O everything when possible.

-Pull the lever

Phoenix Chamber:Circular Stairwell

-Toss

Phoenix Chamber:Exit Chamber

-Pull the lever

Palace of the Fates:Palace Courtyard B

-Use Boreas

Palace of the Fates:Interior A

-Chain

Palace of the Fates:Interior B

-Blow Horn, navigate to door, open it

Palace of the Fates:Upper Palace A:Elevator Puzzle

-OS to OH

Palace of the Fates:Upper Palace B

-Use the levers

Palace of the Fates:Upper Palace B:Palace Window

Last Spartan

-Hit and Block

Palace of the Fates:Palace Courtyard B

Kraken

-I hate this fight more than I’m capable of expressing. Basically because as far as I can tell (after taking 5 hours to beat it) it’s largely random, and full of glitches.

Stage 1 – Safe spot. After a while I figured out to stay next to the tentacle to avoid the stabs and roll away when the tentacle moves, use spirit throughout all this. Phase two is where the randomness comes in. Drop the body on the plate, float up to the head and use s,s,s,t,t,t for maximal damage. As far as not getting hit is concerned, I have no idea how to avoid the stabs, obviously if the right tentacle moves you go left or vice versa, it’s often good to go after an attack, but really if he does the wrong thing at the wrong time there’s nothing you can do.

Knob 1 – Climb up, 7 t’s, O

Stage 2 – Same as S1, slightly easier to control the flying since one tentacle is gone.

Knob 2 – Getting on to this tentacle is annoying as ****, every time I think I’ve figured out how to do it consistently it immediately stops working and I end up wasting half the time jumping around, which means sometimes S2 gets repeated 2-3 times before the knob is done. As far as damage, I think it’s most efficient to use s,s,t.

Stage 3 – Make your way to the middle to the safe spot for the slam, then alternate spirits either side.

-Cross the Bridge

Palace of the Fates:Phoenix Platform

-Tame the beast and ride

Spire:Temple of the Fates:

-Do the puzzle

Temple of the Fates:Throne of Lahkesis

Lahkesis

The combination of this fight and the kraken are enough to put me off the idea of doing GKPAIN+, what an ordeal this was. Took about five hours in total, four of which were on Lahkesis alone (although learning muscle memory for tricking takes time). It’s worth noting I accidentally parried one of her projectiles but she parried it back and I tricked it away, so I felt it was a negligible accident. DQ me if you must but I was four hours in and I decided to continue the attempt and it happened to be the successful one, I can do it again if it’s really necessary.

S1:P1 – Trick through her single projectile and the double spread ones, s,t, but do the s away from her and only hit with the t, this seems to encourage her melee attack, which you can block and repeat. Not much more to it than this, just keep it up for about 10 minutes until she starts diving.

S1:P2 – When the dives start, use them to charge a spirit whilst moving away and then back in, other than that keep up the same tactic from P1.

Stage 2 – Dodge her single projectiles, walk away near a grapple and lure her over, grapple up and whore t, when she drops roll to the far edge to evade the semicircle projectile, then continue, O when available.

Athens:Sword Bridge

Atropos

-Toss and dodge, nothing special here.

Temple of the Fates:Throne of Lahkesis

Sisters of Fate

S1:P1 – I treat this very much the same as Lahkesis S2, trick her attacks until Atropos appears, when Lahkesis floats up to prepare for her beam use the grapples to make your way over to them, jump from one to the other using t as much as possible, when Atropos finishes her attack land on the one directly above her to send her back into the mirror, repeat.

Mirror 1 – Use the amulet, spirit, repeat. Let Lahkesis do the work destroying it.

S1:P2 – Same as before

Mirror 2 – Same as before

Stage 2 – Avoid her pillars that move out, trick her projectiles, s,t,s,s,s, O when possible.

-Crush the Mirror

Inner Sanctum:Hallway A

-Navigate ahead

Inner Sanctum:Circular Chamber

-Navigate ahead

Inner Sanctum:Hallway B

-Break through the wall

Inner Sanctum:Endurance Run

Wave 1 – Easy wave, quick roll until you’re two hallways units from the barrier, roll through the first one and a short way into the second then jump out, run around the legionnaire and set up the right angle on an s,t, to OH him into the sentry, repeat until everything’s dead.

Wave 2 - Toss

Wave 3 – This fucking wave. My preferred opening is to walk in until they spawn, move back to T,OH the siren into the gorgon, then quick roll past he middle barrier, spirit through the barrier, move away, let them cross the barrier, roll past them before the barrier comes back, repeat. Trick through any projectiles and beams as necessary, OH collision if you can, if you can shatter some sirens so much the better. All that said, I still have yet to pass this wave with full hp (best I managed was about 80 and in that run I shattered two sirens)

Wave 4 - OH

Wave 5 – This one’s all about positions, patterns, and patience. I’m going to refer to the three sections formed by the barriers as 1, 2, and 3, in the order we run through them to head down the corridor (meaning we start in 1 and the satyr spawns in 2). Move into 2 to spawn the satyr, move back into 1 and spirit through the barrier, when the barrier drops lure everything into 1 and roll down to the end of 2, plume or spirit (time dependent) and move into 3 as the barrier comes up, lure them in, go to 2, lure them in, return to 3 as the barrier comes up, when it drops go into 1 as the barrier comes up. Repeat that pattern and do your best not to get hit by any stray satyrs (easier said than done).

Wave 6 - Toss

Wave 7 – I have no defined tactics for this wave, I’ve only reached it twice so far, basic plan is just toss, roll, trick and pray. Will update when I’ve passed it, very happy to take suggestions.

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gow_Steve

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#2 gow_Steve
Member since 2012 • 58 Posts

No need to update the ER tactics, they worked fine, just took a few more hours of effort (about 20 in total). The run is now complete so the remaining coverage will follow. CoO/GoS NUR+ is next before moving on to GoWIII PAIN+.

Clotho

Loom Chamber:Floor 1

-Spirit from safe spots next to the stairs, do the platforming.

Loom Chamber:Floor 2

-Same as the first floor, spirit from safety and move the thing.

Loom Chamber:Floor 3

-Climb wall, on t is enough to free the lever, stand on the second floor square from either end, trick through her sweep, s,t, move lever and stand next to it, trick one slam from the other hand and pull the lever, iframes kick in just in time to get the blade up. Repeat the process for the arm, use the amulet and spirit the other one, run over and do the blade minigame.

Loom Chamber:Floor 3:Hallway

-Navigate

Loom Chamber:Floor 4

-Navigate, pull lever and get to threads

Loom Chamber:Floor 3:Strands of Time

-Operate correct strands, get to Mirror and leap through

Summit of Sacrifice

Zeus

Stage 1 – DR everything

Stage 2 – Trick all his physical attacks, s,s after the double ground pound, DR after the triple hit one, double trick the bolts.

Stage 3 – Spirit chip

Stage 4 – Repeat, but fortunately with much reduced hp

Stage 5 – Quick flash of RotT, then back to spirit for O

-Do the CS mini-game

The Loom Chamber

-Puzzle/mirror

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#3 gow_Steve
Member since 2012 • 58 Posts

The CoO NUR+ quickly turned into a PAIN+, partially because the game is easy and partially because I don't much care for it and would like to be done with it in one go. On that note, I'd like to take a minute to comment on this entry as a whole; the forward roll is a joke, hitboxes are awful, no collisions, there are numerous battle designs that I couldn't possibly comment on positively, the whole thing's lacking in many many regards. That said, our own hitbox is also very generous and launches from s,t or air t are very easy to get, and it's nice to have infinite OH in more situations than not, but strangest of all is how it's grown on me as the run has gone on, for all its failings it has a certain charm that only comes from being substandard. Anyway, current coverage is up to Charon 2.

CoO PAIN+

Shores of Attica : Building : Rooftop

-Grabs

Shores of Attica : Building : Storeroom

-More grabs

Basilisk 1

-s,t,s,s,L1, dodge the fire, repeat

Shores of Attica : Beach

-…

City of Attica : Gate A

-Grabs

City of Attica : Gap : Side A

-…

City of Attica : Gap : Side B *Crank*

-Grabs

City of Attica : Siege Towers

-Grabs

City of Attica : Rooftop *Beam*

-Grabs

City of Attica : Treasure Room

Persian King

-He caught my off guard with an Efreet once when he was very near death so to avoid wasting more time I opted to spirit chip, he has very low hp anyway. Grab the grunts as soon as they appear.

-(Efreet Trial) Grabs

City of Attica : Parapet A

-Grabs, kick the ladders, do the ballista

City of Attica : Wine Cellar

-…

City of Attica : Courtyard A

-Spirit chipping and evasion

City of Attica : Path *Archers*

-Close the distance quickly and grab

City of Attica : Parapet B

-Grab the archers first, then the swordsmen, kick ladders, break wall

City of Attica : Bazaar

-…

City of Attica : Courtyard B

-Grab archers first, then everyone else and do the puzzle

City of Attica : Interior

-…

City of Attica : Gate B

Basilisk 2

S1P1 – s,t,s,s,s,L1, jump over the fire and get some air t involved, nothing difficult here.

S1P2 – Evade his fireballs, O the paw

S2P1 - Repeat

S2P2 - Repeat

S3 – Repeat P1 for O

Marathon : Cliffs

-…

Marathon : Building : Interior

-Grabs

Marathon : Streets A

-Grabs

Marathon : Fog A

-…

Marathon : Streets B

-Grab the archers, spirit chip the gorgon

NOTE: On my successful run of this segment I closed the banshee door, got hit, and restarted, and the door remained closed and the siren never spawned. So that was nice.

Marathon : Fog B

-Grabs

Marathon : Rock Barrier

-s,t,L1 (or variations thereof), the main point is to stay up close to avoid the grab because it has a horrendous hitbox and is effectively unavoidable

Temple of Helios : Exterior A

-Grabs

Temple of Helios : Fire Steeds

-Proceed

Temple of Helios : Bridge

-Continue

Temple of Helios : Exterior B

-Grab whore the smaller enemies, plume/spirit the banshee, keeping distance to avoid the scream

Temple of Helios : Courtyard A

-…

Temple of Helios : First Floor

-Use elevator

Temple of Helios : Second Floor

-Just quickly close the distance and alternate grabs

Temple of Helios : Second Floor : Hall A

-OH infinite

Temple of Helios : Courtyard B

-OH infinite, staying in the top right for camera abuse works wonders here.

Temple of Helios : Second Floor : Hall B

-OH infinite

Temple of Helios : Second Floor

-Get through the gate.

Temple of Helios : Interior : Hall A

-…

Temple of Helios : Harpling Room

-Grabs

Temple of Helios : Fire Guard Room

-Plume to knock them down, s,t,OH infinite

NOTE: This is one of many cases where it’s important to remember we get no iframes coming out of O animations, more a hindrance than a help.

Temple of Helios : Interior : Hall B

-…

Temple of Helios : Elevator *descend*

-Ring outs occur seemingly randomly, I can’t quite figure out under what conditions. Plume for knock down, s,t,OH infinite.

-Plume/spirit the shield (does it make a difference to spirit for more damage here or does this attack only effect the shield?), s,t,L1

Temple of Helios : Temple Heart

-Navigate

Temple of Helios : Throne Room

-s,t,OH infinite

Temple of Helios : Stairwell A

-Proceed.

Temple of Helios : Courtyard A

-…

Temple of Helios : Courtyard B

-This was the first significant problem of the run, only because I’m having to go without damage (since there’s no recovery in this entry) and I was unaware that the parry was allowed in PAIN+ conditions. I eventually decided to use the parry and downgrade the PAIN, only to later check Taz’s coverage and see that I was still on track for PAIN+.

-Grab archers, s,t,parry the Morpheus beast, when it dies go straight for the new archer spawn then stay towards the top and wait for the next archer spawn, then continue with the beast as normal.

Temple of Helios : Stairwell B

-Proceed.

Temple of Helios : Euros Puzzle

-Do it.

Temple of Helios : Interior : Hall C

-…

Temple of Helios : Temple Heart

-Go to the portal

Caves of Olympus : Pool A

-Get the Lance

Caves of Olympus : Pool A : Swimtube

-Navigate

Caves of Olympus : Pool A

-Navigate

Caves of Olympus : Minotaur Room

-This sets the scene for most of the game to come, too big enemies in too small spaces. My preferred method here is to bait his charge and then move slightly to the left, plume, move away and slightly to the left, repeat.

Caves of Olympus : Bridge

-Turn crank and cross it

Caves of Olympus : Stream

-Speak with Eos and proceed.

Caves of Olympus : Pool B

-Cross

-Parry to OH infinite

Caves of Olympus : Primordial Fire Chamber

-(Return Trial) Return

-(Light of Dawn Trial) Return

Caves of Olympus : Pool A : Cliff

-Business as usual

Caves of Olympus : Pool A

-Cross and use portal

Temple of Helios : Temple Heart

-Navigate

Temple of Helios : Elevator *ascend*

-Grabs

Temple of Helios : Hall D

-Proceed

Temple of Helios : Notos Puzzle

-Grab the grenadiers, plume the shield and spirit whore from distance

-Do it

Temple of Helios : Temple Heart

-Proceed

Temple of Helios : Hall E

-Move along

Temple of Helios : Zephyros Puzzle

-Do it

Temple of Helios : Exterior B

-Grabs

-This part is a nightmare with the small space and banshee screech range. Tactic here is to grab the archers and hoplites, make some distance between you and the banshees and plume/spirit. Only managed to get out of here with about 50% hp.

Temple of Helios : Bridge

-Cross it again

Temple of Helios : Fire Steeds

-Activate them

Hades : Asphodel : Platform Series

-Proceed

Hades : Asphodel : Cliff Wall A

-Just sit at the bottom and s whore when they get near to you, t is too slow and allows them to get hits in

Hades : Asphodel : Gorgon Landing

-This bit was very strange, when you’re frozen they seem to make no effort to shatter you, so for the first one it’s possible to use s,t,s,s,s,s and parry the tail or roll once to evade enough of the stare, when the second spawn comes you can do exactly the same except expect to get frozen frequently, also use the barrier to bait their stare, roll at it, then roll back once to stop them and use s,t or plume.

Hades : Asphodel : Path

-Move along.

Hades : Asphodel : Courtyard

-Grab/OH infinite the hoplites, spirit/plume the cyclopes. I prefer to move up and down the left side between the two barriers.

Hades : Asphodel : Ruined Building A : Path

-Grabs

Hades : Asphodel : Cliff Wall B

-Cross

Hades : Asphodel : Ruined Building B

-Grabs

Hades : Asphodel : Gates of Hades : Path

-Grab the harpies, plume away the shields, s,t,s,s,s,parry lock the death knights

Hades : Asphodel : Arena : Path

-Move along

Hades : Asphodel : Arena

-As before

Hades : Dock of Charon : Bridge

-Cross

Hades : Dock of Charon

-Ring Bell

Hades : Ferry

Charon 1

-Lose

Jails of Tartarus : Path A

-Recover hp from the prisoners, farm for full hp

Jails of Tartarus : Harpy Chamber

-s,t,OH

Jails of Tartarus : Path B

-Grabs

Jails of Tartarus : Chain Bridge A

-…

Tartarus : Temple of the Gods : Cliff Wall

-Same as previous

Tartarus : Temple of the Gods

-s,t,OH the harpies, usual gorgon handling

-Pull the statue

Tartarus : Pathway

-…

Tartarus : The Crypt : Courtyard

-Grabs archers, usual minotaur handling

Tartarus : The Crypt : Interior : Chamber A

-Grab

Tartarus : The Crypt : Sidle

-Get to and use lever

Tartarus : The Crypt : Chamber B

-Grab

Tartarus : The Crypt : Throne

-Get key and kick throne

Tartarus : The Crypt : Courtyard

-Use key

Tartarus : Temple of Zeus : Bridge

-Cross

Tartarus : Temple of Zeus : Interior

-Standard death knight handling

-(GoZ Trial) Plume away shields then grabs

Tartarus : Temple of Zeus : Bridge

-Return

Tartarus : Pathway *spiked-wall*

-Move along

Tartarus : Temple of the Gods

-Smash Hades statue and proceed onward

Jails of Tartarus : Titans : Hub

-Standard harpies

Jails of Tartarus : Titans : Crank Room A

-s,t,OH harpies, plume away cyclops armor and spirit whore, nothing special here.

Jails of Tartarus : Titans : Hub

-Break shields and grab

Jails of Tartarus : Titans : Crank Room B

-This room is absurd. Why would they design this? It’s not even all that difficult just such a bad idea. It’s best to leave the shields untouched (because the hoplites become much more aggressive without them) and handle the two gorgons exactly as before, whilst doing a bit more evasion to create enough space in the right places. When they’re gone, deal with the hoplites as before.

Jails of Tartarus : Titans : Hub

-Cross chains

Jails of Tartarus : Titans : Hall

-Proceed

Jails of Tartarus : Titans : Wall

-Ascend

Jails of Tartarus : Titans : Crank Room C

-Get the minotaur against you at the back wall (to avoid the arrows), s,t,s, then roll through the headbutt. When he’s dealt with return the arrows and proceed.

Jails of Tartarus : Shackles of Hyperion : Bridge

-Run across

Jails of Tartarus : Shackles of Hyperion : Lever Room A

-Grab archers, then grab hoplites

Jails of Tartarus : Shackles of Hyperion : Lever Room B

-Pull lever

Jails of Tartarus : Shackles of Hyperion : Wall

-I preferred here to get off the wall and spirit whore

Jails of Tartarus : Atlas Broken Shackles : Gear A

-Grab harpies, kick hoplites.

NOTE: Nice to have ringouts for a change.

Jails of Tartarus : Atlas Broken Shackles : Gear B

-Same as before

Jails of Tartarus : Atlas Broken Shackles : Platform A

-Punch it and cross

Hades : Dock of Charon : Path

-Break wall

Hades : Asphodel : Arena

-Already did this twice before. Just do it again.

Hades : Dock of Charon : Bridge

-Cross

Hades : Dock of Charon

-Punch door

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#4 gow_Steve
Member since 2012 • 58 Posts

I take back everything I said, this game is a disaster start to finish, I hate it again. Anyway I'm up to Persephone so it'll be over soon, don't think I'll bother with the extra credit, partially because I can't evidence it, partially because I want the run to be over, will do S1 under PAIN+ conditions and revert to PAIN for S2.

Hades : Ferry

Charon 2

S1 – Parry his first hit, s,s, then parry again until the combo ends, s,t,s,s,s,s. Jump to dodge his balls, air block when required. GoZ the pillar.

S2 – Walk around to the side during his wrath, chip with s,t and jump out of it, business as usual for the melee. GoZ the pillar.

S3 – Get up in his face for the shockwave and spirit away. GoZ the pillar. O.

S4 – Fortunately I made sure to check if the return was required to pass this section and thus did not DQ the run, unfortunately it took a while to figure out and it takes 15 minutes to get to this stage of the fight. The method is simple though, close the distance, single jump and air block the balls, air t, repeat. Becomes quite a nice rhythm when you’re comfortable with it. O when available.

-(CW trial) air t, 3x air grabs, 4/5x OH

Hades : Temple of Persephone : Book Chamber

-…

Hades : Temple of Persephone : Chamber A

-This room is far beyond a joke, why anyone would do this is beyond my understanding. They can throw firebombs from off screen, bounce them off the sphinx and have them land between you and the barrier, absolute trainwreck is what this is. Anyway the idea is to charge a spirit on the stairs where the barrier appears, let it off from the right hand side to hit the sphinx and one grenadier to push him off screen, then use your position and parries to get the sphinx in the right position against the barrier to s,t,s,t whore whilst parrying until O, then repeat, then air t to air grabs and OH the grenadiers. I finally managed the get to the end with ~50 hp, and PAIN+ or not I was not doing it again.

Hades : Temple of Persephone : Gorgon Head Hallway A

-Grab the harplings, air grabs to OH the satyrs

Hades : Temple of Persephone : Chamber B

-s,OH the harpies, plume/spirit the cyclops, s,t, roll away, repeat until O (for the hp). When the two appear, focus on one with the same tactics as before but more carefully. Would be wonderful if we had a roll that was worth anything, unfortunately it’s more of a hindrance in this entry.

Hades : Temple of Persephone : Gorgon Head Hallway B

-Same as before

Hades : Temple of Persephone : Chamber C

-As if I wasn’t angry enough, they decided to add this room as well. First go stand on the spot where the minotaur spawns opposite the barrier for about 2-3 seconds, go down to the other one at the bottom and plume twice while he spawns to break the armour, he should use his slam, roll out, another plume to finish off the armour, at this point he should charge, evade it, s,t,s, roll through the headbutt, repeat for O, do roughly the same thing for the next one, air grabs to OH for the satyrs, same process for the minotaur except with almost twice as much hp. Sounds fairly simple when written down but the roll is inconsistent and a single mistake (or an input that disappears) wastesa lot of time.

Hades : Temple of Persephone : Crank Platform

-Ascend

Hades : Temple of Persephone : Gorgon Queen Chamber

-As usual the gorgons are weird and make no effort to shatter you. Grab the harplings, plume/spirit into T for air s,s,s/air grabs, R1/L1 when needed for the freeze continue until O. Grab the single harpling that spawns for no reason, standard cyclops tactics.

Hades : Temple of Persephone : Save Chamber

-...

Hades : Temple of Persephone : Groves

-Go to Persephone, use the Forsaken Tree and pass through the Divine Gates.

Hades : Elysium Fields

-Grabs, quick roll and s when the blades are back, no need to bother with infinite hoplites

Hades : Elysium : Stairway

-Grab the archers, smash the shields, s,t,OH infinite. When the sphinx appears use standard s,t,s,t, parry strats, and typical death knight strats when he appears.

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#5 gow_Steve
Member since 2012 • 58 Posts

Persephone

S1 – This fight isn’t all that difficult, just doesn’t have much room for error. Parry her charge, parry her punch, s1 fits perfectly between the two hits, when she jumps away to use the rock run around her to the side, s,t,s,s,s, repeat for a very long time.

NOTE: There may be an AI loop here, but I didn’t bother testing it (because I didn’t want to), but I’ll outline the theory here. It seems like if you parry her first punch then block the second, she’ll break your guard, but you’ll take no damage, and she almost always follows it with another punch. I only saw her do it maybe 3 or 4 times consecutively, but it could be a very safe but slow way of doing it should someone want that.

S2 - QTE

S3 – Did not go for the extra credit, just returned the balls, 3x air t when she falls, run from the beam, watch the floor for the pillars. Thankfully the pillars don’t do enough to kill you from the ~50hp we have here, I got hit by two of them and still made it through with hp to spare.

This brings the CoO PAIN+ to a close, fortunately that was a rather easy run except for a few problematic areas. Next is GoS PAIN+ that may be demoted to NUR+ if it annoys me too much (strong possibility, largely depends on how bad the roll is).

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#6 gow_Steve
Member since 2012 • 58 Posts

To follow is my current coverage for the GoS PAIN+, but before that I would like to take a minute to offer an assessment of this entry as a whole. This game is just terrible; no iframes coming out of grabs, checkpoints in idiotic places, too big enemies in too small spaces, the roll is useless; it's like they took every mistake they made in CoO and instead of fixing them they found a way to make every single one far worse. Let me be 100% clear about this:

God of War: Ghost of Sparta is worse than Dark Souls II. By a lot. GoW:GoS is so bad it makes DS2 look like DS1.

I never thought I'd say that but there we are, game sucks. Anyway here are the notes, currently up to Aroania. One final note before I begin, I've been watching Taz' run to remind myself of each section to fill in the skeleton so I'm very aware most of my tactics are subpar, they will likely improve from here on having seen a better handling.

GoS PAIN+

Flagship:Deck 1

-OS/OH

Flagship:Hold

-OS/OH

Flagship:Deck 2

-Grab the spawn, sprit and block the tentacles

Atlantis:Shore

Scylla

S1P1 – Spirit and block

S1P2 – Grab spawn, then back to spirit and block

S1P3 – Spirit and block again, O when you can

Atlantis:Outer Walls:Exterior A

-Zipline

Atlantis:Outer Walls:Exterior B (lower)

-Proceed up

Atlantis:Outer Walls:Exterior B (upper)

-OS/OH

Atlantis:Outer Walls:Exterior C

-I prefer to parry the minotaur and hit him with s,t,s,s,s or as much of it as he’ll allow

-Use the lever and navigate up the walls

Atlantis:Tunnel:Watery Hall

-OS/OH

Atlantis:Waterway A

-(Pressure Plate Puzzle) Close the distance and then OS/OH

-Swing across

Atlantis:Waterway B

-OS/OH

Atlantis:Temple of Thanatos:Death Gate

-Save

Atlantis:Passageway

-...

Atlantis:Elevator

-OS/OH

Atlantis:City:Ox Bow Waterway

-OS/OH

-(Slide) Navigate

Atlantis:City:Arena

-(Cyclops) Stay fairly near him to bait the grab/slam, then move out to avoid it and charge a spirit, repeat

-OS/OH

Atlantis:Shrine:Chamber A

-Kick statue

Atlantis:Shrine:Swim Tube

-Swim

Atlantis:Shrine:Chamber B

-Proceed to the door and open it

Atlantis:Shrine:Exterior

-OS/OH

-Cross the collapsing bridge

Atlantis:Temple of Poseidon:Save

-Use it

Atlantis:Temple of Poseidon:Exterior

-Open the door

Atlantis:Temple of Poseidon:Vision

-Proceed ahead

Atlantis:Temple of Poseidon:Chamber A

Callisto

-Parry, t,s,s, dodge ram, repeat

Atlantis:Temple of Poseidon:Chamber B

-(EoA trial) OS/OH

Atlantis:Temple of Poseidon:Corridor A

-...

Atlantis:Temple of Poseidon:Plaza

-Scylla ambush *do the RBP*

Methana Volcano:Save 1

-...

Methana Volcano:Wall

-...

Methana Volcano:Ceiling

-Destroy the stalactites and proceed

-(Cursed Wretches) Just kinda stand still and mash O, it doesn’t make any sense but for some reason they won’t be able to hit you, took a few tries to get it without damage but whatever it’s done now

Methana Volcano:Platform A

-Swing across

Methana Volcano:Platform B

-Ascend

Methana Volcano:Path A

-Proceed

Methana Volcano:Caldera

-Just run around in a circle until they dive, then turn around and OS them

Methana Volcano:Path B

-Proceed past the 'Fire Door' (their dub) and save

Methana Volcano:Automaton Chamber

-Open the doorway leading to Thera

Methana Volcano:Rocky Bridge:Thera

-Get Bane and leave (quickly)

Methana Volcano:Automaton Chamber (again)

-I’ve always hated automatons. Followed Taz’ coverage here, used ascension with bane, parry the swing, dodge the stomp and the slam. Still not very comfortable fighting them but it’s done.

-Use the gear on the door

Methana Volcano:Drill 1

-Destroy the device with Bane strikes and proceed

Methana Volcano:Path B (again)

-Proceed to and break the Fire Door

Methana Volcano:Path C

-...

Methana Volcano:Slope 1

-...

Methana Volcano:Lever Chamber

-And so it begins; too big enemies in too small spaces. Same minotaur tactic as before, when the second one appears get some distance, grab the harpies as quickly as possible, then reverse grabs and go back to parrying. Not too difficult but still annoying.

-Use the lever

Methana Volcano:Lava Float

-Grabs

-Leap to the wall and ascend

Methana Volcano:Caldera:Save 3

-Save and cross sidle

Methana Volcano:Drill 2

-Destroy with Bane

Methana Volcano:Path D

-Break Fire Door and Sidle through crack in the wall

Methana Volcano:Volcano Core:Sidle

-Scylla Ambush mini-game

Methana Volcano:Volcano Core:Chest Platform

-(Brood) I think I missed this platform.

Methana Volcano:Volcano Core:Platform

-Grapple

Methana Volcano:Volcano Core:Wall 1

-Navigate

Methana Volcano:Volcano Core:Ledge

-Leap to it and "X" to hold on until it breaks *air HC to get ahead*

Methana Volcano:Volcano Core:Slope

-...

Methana Volcano:Volcano Core:Columns

-Cross them and grapple

Methana Volcano:Wall 2

-Navigate ahead

-Yet more navigating

Island of Crete:Save

-...

Island of Crete:Burning Rooftop A

-Cross

Island of Crete:Burning Rooftop B

-Ledge navigating

Island of Crete:Burning Rooftop C

-Grab the humans for some much welcome hp

-Another sidle

Island of Crete:Roofless Building:Interior

- Many options here, my preference is either to grab whore between blocks for safety, or use t to OH into air grabs

-Go up the ladder, leap to the next and climb up

Island of Crete:Rooftop A

-(Rope) Just s whore, no need for anything fancy

Island of Crete:Rooftop B

-As before

Island of Crete:Rooftop C

-Go through the opening

Island of Crete:Burning Building:Interior A

-Get block

Island of Crete:Burning Building:Interior B (lower)

-Push block towards archers

Island of Crete:Burning Building:Interior B (upper)

-(Archers) Grab whore the one on the ground, then T through the floor to take care of the others

Island of Crete:Rooftop D

-Proceed to the rope

Island of Crete:Temple of Athena:Save

-Save

Island of Crete:Temple of Athena

-Rope Climb

Island of Crete:Temple of Athena:Balcony A

-Proceed

Island of Crete:Temple of Athena:Elevator

-Use it

Island of Crete:Temple of Athena:Wall

-Smash and carry on

Island of Crete:Temple of Athena:Balcony B

-Press on to the cave

Island of Crete:Cave Quarry:Hall

-Move along and drop down

Island of Crete:Cave Quarry:Gears

-Kick the dogs, first at the gears then at each other

Island of Crete:Cave Quarry:Elevator

-Going down

Island of Crete:Cave Quarry:Grapple A

-...

Island of Crete:Cave Quarry:Grapple B

-...

Island of Crete:Construction Area:Crane Puzzle

-Solve it and proceed

Island of Crete:Construction Area:Building A:Hall

-Get to the rope, navigate it and leap off

Island of Crete:Construction Area:Building B:Gorgon Chamber

-T to air OS, air t, air OS, repeat. Need to be slightly more careful when there’s two but fortunately I got one to shatter the other entirely by accident

Island of Crete:Construction Area:Building B:Halls

-Move along to the pool

Island of Crete:Pool A:Save

-Navigate and swim dash through obstruction

Island of Crete:Pool B:Path

-Open the gate and continue.

Island of Crete:Gates

-(Hoplite Guards) s,s,t (apply bane to the t), they tend to group together so that’s enough the break all the shields, then continue with usual hoplite tactics

Island of Crete:Gates:Zipline

-Use it

Island of Crete:Heraklion:Path A

-(Ravens) Just grab and block a lot

-Proceed up the ledges

Island of Crete:Heraklion:Beams

-...

Island of Crete:Heraklion:Path B

-Navigate

Island of Crete:Heraklion:Tyrant Chamber

-Four bane bombs to destroy the armour, then standard cyclops handling

-Destroy the Fire Door

Island of Crete:Heraklion:Spiral Staircase

-Ascend, leap over break and shatter debris

Island of Crete:Heraklion:Zipline

-(Archers) Had to resort to plume/s,t whoring due to the lack of iframes coming out of grabs

-Cross

Island of Crete:Heraklion:Path C

-...

Island of Crete:Heraklion:Collapsing Chamber

-Use air grabs to make quick work of the hoplites, then standard minotaur handling, just need to be quick about it

Island of Crete:Heraklion:Save

-Save

Island of Crete:Heraklion:Forum:Path

-...

Island of Crete:Heraklion:Forum:Building

-At the beginning and end of the fight when there’s only one gorgon use the standard approach, when the second one appears along with the harpies grab as many of them as possible and try and get things to shatter each other

-Fire Door and ladder

Island of Crete:Heraklion:Forum:Beams

-...

Island of Crete:Heraklion:Forum:Floor Puzzle

-Do it and drop down

Island of Crete:Heraklion:Streets:Gates

-Use Key

Island of Crete:Heraklion:Streets:Path A

-(Cursed Remains) I just used spirit here, charged it while they were on the floor and let it off right as they stood up

Island of Crete:Heraklion:Streets:Path B:Save

-...

Island of Crete:Heraklion:Streets:Path C:Sidle

-Proceed towards the ladder

Island of Crete:Heraklion:Streets:Path D

-...

Island of Crete:Heraklion:Streets:Keres Wraith Chamber

-I’m very unhappy about this room. They can burrow underground, jump at you, and instantly take 50 hp, all while of screen, and use a magic attack at distance again while out of visible range; the **** is that about? You have to constantly keep the pressure up to stop them burrowing, parry everything possible, S is very useful for hitting both and breaking their guard. Basically just S whore and parry as much as possible until O appears. It’s probably worth noting that because this game is terrible it saved the checkpoint after I got hit by the first wraith the moment the cutscene ended the first time so I was working with 70-80 hp through no fault of my own.

Island of Crete:Heraklion:Streets:Path E

-...

Island of Crete:Heraklion:Streets:Burning Path

-Race along

Island of Crete:Heraklion:Streets:Path F

-...

Island of Crete:Heraklion:Streets:Elevator

-Use it

Island of Crete:Temple of Athena:Save *again*

-...

Island of Crete:Temple of Athena *again*

-Use the key

Island of Crete:Geryon Courtyard

-I think it’s about time I had a little rant about the roll in these PSP entries, more specifically the PS3 ports thereof. The right stick only provides four directional rolling, as it does in the main trilogy, but the stick only functions when pushed towards the cardinal points, however not the cardinal points on the controller, then cardinal points relative to the direction Kratos is facing. This means that if you’re facing forward and push the stick north, you roll forward, if you push it east, you roll right, if you push it north east, you just stand still. This also means that if you’re facing north east and push the stick east, you do nothing, and if you’re moving and turning just expect to die. As a result, I’m left with no option but to use the R1+L1+Left Stick roll, which is fine, but it makes quick rolling far too confusing for the hands and comes with the only slightly lesser issue of having to press three buttons simultaneously, and all too often you end up standing still and blocking with bane, which achieves nothing whatsoever. So, when the Geryon teleports and you have a very specific window to evade, this inconsistency is a serious issue. Further, his hand beam has a hitbox three times the size of the animation, which is to say it takes up the space of the animation, the same distance either side of it, and a short distance in front, which means you have to evade it if you’re anywhere even remotely close to it, but the roll takes so long it leaves you unable to roll if he chooses to teleport immediately after. Finally, to top it all off, he has a close-range attack that he can do immediately at any time with no warning whatsoever if you stay too close for too long. All that means that your best approach is to stay kinda close but not too close and definitely not for too long, sometimes spirit/plume him from distance but make sure to roll immediately after to avoid the beam but also don’t roll if he teleports, and if he teleports during your spirit animation the screen won’t flash so good luck with that, move around him to the left to avoid the hand but make sure to never be in front of him in any way, and just hit him and hope. Having done this, I doubt the Geryon/Harpy fight later will be possible.

Island of Crete:Gates:Path A

-Navigate

Island of Crete:Gates:Path B

-Yet another absolute disaster of a room. Why is the checkpoint before the door? Why have a circle on the floor where the harpies are going to dive if the actual hitbox is going to extend beyond it? Why do the walls and the debris have humongous invisible walls around them? Why do we not have iframes coming out of grabs? Did anyone at ReadyAtDawn play a GoW game before they shat this one out? Would it have killed them to spend five minutes thinking about what made the others successful before putting this embarrassment together? But I digress. The idea here is to grab the harpies, you can usually get three of them as they spawn, hope you get lucky with hoplite attacks not coming straight after grabs (also press L1 after grabs to try and parry them, sometimes works), roll around as necessary, grab the harpies after they dive, then use a bane bomb to destroy the shields and employ standard hoplite tactics. I’m honestly not sure if I wasn’t to continue this run if there’s more of this type of shit to contend with.

Island of Crete:Gates *again*

-Use the key

Mounts of Aroania:Wooden Bridge:Save

-Save

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#7 gow_Steve
Member since 2012 • 58 Posts

I made it up to the harpling/cyclops fight before sunken atlantis but I'm not going to fill in the skeleton because I'm quitting the run. This game is an unmitigated disaster start to finish, it does not have a single redeeming factor.

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#8 gow_Steve
Member since 2012 • 58 Posts

Having abandoned GoS (hopefully forever), I've moved onto GoW3. I'd never finished this one on Chaos before so that was first on the list, completed that earlier today (turned out to be a NUR, was going to be MAX but I just hate CoC too much to ever level blades again, plus it can't hurt to get used to being underpowered). Following that I've begun work on a NUR+, coverage for which will follow (currently at Olympia). I'm anticipating no major stopping points until Skorpius, which will likely be the most difficult part of the run (though I'm dreading the endurance run and HCB fights almost equally).

GoW III NUR+

Mount Olympus

Gaia:Shoulder

-Ram

Gaia:Arm

-Ram/toss

Leviathan 1 - (Standing 1) Spirit, roll, block

(Ceiling) s whore and dodge

(Wall) s whore and dodge

(Standing 2) Spirit, roll, block

Mountainside:Exterior A

-Ram

Mountainside:Exterior B

-Ram

Moutainside:Interior:Tomb of Ares

-A quick s,t to get things started, then chain parry his slam and return until the sentries show up, then ram for O, do it, and continue ramming

Gaia:Chest:Exterior

Leviathan 2

Stage 1 – Spirit, roll, block, O

Stage 2 – Repeat, but with more difficult attacks (specifically his big slam is kind of a shitter to dodge)

Gaia:Chest:Interior

-Ram on the walkway, s whore on the wall

Gaia:Head

Poseidon

Stage 1 – Spirit one side, wait for him to do the slam, roll to the other side, repeat.

Gaia:Hand

Stage 2 – s,t,s,s, block the swing, dodge the punch, jump up on the wall for the trident slam and get some s hits in

Gaia:Head

Stage 3 – Same as the first time, but with his electric thing. The one that travels from front to back seems very inconsistent to avoid.

River Styx

-Swim

Realm of Hades

Hades Path

-Grabs

Palace of Hades:Exterior

(AoS Trial) Ram

(Rope) Good to see the rope sections haven’t improved for this entry. Takes 7 t’s or a grab, so I prefer to move forward until the rope drops, go back and kill the two behind me, then focus on the front two, the method isn’t perfect, but this isn’t a PAIN variant so fortunately chests are available and I can stand to take a hit or two.

Gorgon Serpent Chamber

-Reflect the gorgon stare when possible, ram the sentries, not much more to this one

Peirithous Puzzle

-s,t or s,s,s the Cerberus for O, fireball everything in your wake, then flamethrower Peirithous

Harpy Chamber

-CG, air grabs, OS

Underworld:Cliffside

-Navigate

Three Judges:Lower *Trials of Erebus*

-Spirit

-T to s,s,s, air OS the minotaur, when the sentries appear ram them into him/each other, when you reach O leave him alone and focus on the lesser enemies so as not to summon a second minotaur, then finish everything off

-Reversing the gorgon stare is very useful here, one of these should shatter many harpies, while the gorgon is frozen you can handle the other harpies as before, then reverse again to freeze the minotaur, spirit to shatter, repeat

Three Judges:Upper:Section B

-Using the bramble pots does surprisingly good damage, then finish them off with the bow as they approach, air grabs when in range

Caverns of Hades:Bridge

-Use bramble pots, OS to OH infinite

Caverns of Hades:Bramble Vent Puzzle

-OS to OH infinite

Caverns of Hades:Hades Arms

-Skipped

Palace of Hades:Outer Atrium

-s,t,L1 for O, when the sentries appear with the third talos do some ramming

Caverns of Hades:The Forge

-Lever

Caverns of Hades:Gazebo

-(Dogs) Kick them

Hades Path

(RoS Trial) Rams and tosses

- Would have been best here to burn the archers, but I took my time and returned their arrows because a) I forgot the bow existed and b) archers are kinda dicks to get to in this one

Palace of Hades:Exterior

(Twin Hades Cerberus) Bow chip and evade

Palace of Hades : Door of Hades

-Kick and ram

Palace of Hades:Lower Chamber

-CG, air grabs, OS

Palace of Hades:Mezzanine

-Kick dogs, I prefer to lure a minotaur onto the balcony whilst getting the other one stuck against the wall, then you’re free to deal with them one at a time with a T, s,s,s, air grab chain

Palace of Hades:Upper Chamber

-Grab harpies, ram sentries

Palace of Hades:Lower Chamber *again*

-As before

Palace of Hades:Upper Chamber *again*

-Finish puzzle

Palace of Hades:Throne Room

Hades

S1P1 - (Stand) After a while of doing PAIN+ tactics I remembered I had the bow so that’s the gist of what happened here. Keep distance, no need to dodge first hit, roll either side to dodge second, bow, repeat

S1P2 - (Wall) Bow in between his attacks, either after his claw combo or during his high sweep

S1P3 - (Meat) Spirit

S2P1 - (Stand) As before, though with added attacks. Be sure to evade his cross body thing because it has a confusing are of efffect

S2P2 - (Wall) As before, but now dodging the skulls

S2P3 - (Meat) Spirit again

S3 - (Wall) Block the Cerberus spirits, run away from his chains for a few seconds then charge spirit

S4 - (Tug-of-War) s, block, roll. I prefer to be near the edge and do the O tap to leave him no opportunities to attack (because I’m liable to get to this stage and die which is a big waste of time)

S5 - (CoH) Ram the sentries while you’re waiting, when he appears just use whatever attacks and evade, use the grapple when he’s about to do the breath

Palace of Hades:Soul Summon Trial

-Rams

Cavern of Hades:The Forge

-Pass through

Cavern of Hades:Gazebo

-This part is ridiculous, I can’t even comprehend how this is possible under PAIN conditions. The first two talos are simple enough, just s,t,L1, get them both to O and take them out one after the other, but then the dogs come. Why are there so many dogs? Why do they have an unblockable, undodgeable, unpredictable grab? Why can you get grabbed by one and then have another one grab you out of the grab, and at the same time still get hit by the talos? The only way I got through this was to use RoS as soon as the dogs showed up, and then still had to use AoS after when they started surrounding me. After that is was just a simple lone talos fight.

Hades Path *yet again*

-This time I had bow on the brain and dealt with the archers much quicker

Olympia : Door

-Cast Gaia down

-CG over the edge is the goal, kick the hounds, sometimes plume to control the group, ram if you see an O. I like the take them back to the bridge where you arrive to work in a smaller area (better for collisions, easier ledge to aim for)

Olympia:Cave

-Navigate

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#9 gow_Steve
Member since 2012 • 58 Posts

Made it up to the HCB today. As expected the Skorpius fight was not enjoyable, though fortunately the endurance run was much less of an issue than expected.

Olympia:Building A

-CG over the ledge

-(Centaur) I like to get up close and parry his slam, but he likes to break the combo and hit me with an unexpected swing so I’ll likely need a new tactic for PAIN+

Olympia:Ballista

Chimera

(Snake) Plume lock

(Lion) Plume lock, but dodge the fire

(Goat) s,t,, roll though the fire, dodge the ram, bow from distance

Olympia:Chasm

-Harpy ride

Olympia:Building B:Exterior:Balcony

-CG over the ledge

Olympia:Building B:Interior:Hallway

-Ram

Olympia:Building C:Wall

-Navigate

Olympia:Eos Cave Door

-t staggers the cyclops, plume/spirit chip, then destroy everything, ram/CG if anything remains

Eos Cave:Corridor 1

-Ram

Eos Cave:Corridor 2

-Ram

Eos Cave:Catwalk 1

-Solar flare will stagger and drop the harpies to their death

Eos Cave:Corridor 3

-Ram

Eos Cave:Rope

-Usual rope, t or grab

Eos Cave:Corridor 4A

-Ram

Eos Cave:Corridor 4B

-Ram

Eos Cave:Broken Bridge

-Harpy ride

Eos Cave:Cliffside

-OS to OH infinite, CG if they burrow

Eos Cave:Catwalk 2

-Use the bramble pots, the OH/CG the wraiths off the side

Chain of Balance:Icarus Vent 1

-Do it

Chain of Balance:Scaffolding

-Navigate

Chain of Balance:Icarus Vent 2

-And again

The Caverns:Box 1

-Burn bramble.

The Caverns:Box 2

-Deal with all but one of the sentries, then ram the first minotaur off the edge, valor the other one, burn the archers, repeat. Ram the mongrel, O, burn everything

NOTE: Ideally you’d save two enemies and ram both minotaurs but I always pace it wrong

The Caverns:Box 3

-Listen to Hermes then get up the Chain of Balance

Chamber of the Flame

-Unveil 3 frescos, read them and watch the cutscenes

The Olympian Citadel A

-Proceed to the wall from the walk way, slide down, cross the grapple point and land on the burning, breaking bridge.

-(Bridge)

-Pursue Hermes.

-Ram, toss

-Grab hold the Crane, pull the lever, cross the gap, make your way across another breaking bridge.

-Kick dogs, CG/OS harpies

-Pursue Hermes past the portcullis. Use the catapult to reach Athena's Statue.

Grand Vestibule:Lower

Hermes

-This fight confuses me a bit, sometimes his attacks are blockable, other times they aren’t, they’re too quick to evade or parry, so I don’t really get how it works. That said it’s good enough to charge spirits when he stops moving and then roll around until you have the chance to let off another one.

-(Boot trial)Ram

Grand Vestibule:Upper

-Ram

The Olympian Citadel B

- CG the legionnaires off the ledge, plume lock the enforcers

Upper Chamber of the Flame

-Grab archers

Upper Chamber of the Flame:Hallway A

-Boot launch the sirens for infinite air grabs, deal with the legionnaires however

Upper Chamber of the Flame:Muse Music Box

-Puzzle

Upper Chamber of the Flame:Elevator

-Reverse gorgon stare, shatter everything

Chamber of the Flame

-Move on up

Upper Chamber of the Flame

-Use the crank

Upper Chamber of the Flame:Hallway B

-Grab archers, usual wraith handling

The Forum

Hercules

S1 - Ram

S2 – Continue to ram

S3 – Plume/spirit

S4 - (Cestus) t,t, get out of range so he taunts, repeat

Olympus Sewer:Nemean Roar trial

-(Trial) Ram

-(Phalanx) Break it, if you go from the middle you can get the whole front row at once, ram/rip those without shields, isolate one shield, block a hit, then s,s,s to break it and repeat

Poseidon's Chamber:Main Chamber

-Kick dogs, break shields (CG works well for this), ram/rip when you can (the water also kills them so that’s nice)

Poseidon's Chamber:Hyperion Gates

-(Puzzle) Kick dogs

-(Elevator) Kick more dogs

-(Bronze Talos) Cestus work well for these, usual hitting and blocking until O

Poseidon's Chamber:Halls

-Draw them down the stairs one at a time, break shields, rip

Poseidon's Chamber:Main Chamber *again*

-Shields and talos as before

Upper Gardens:Bridges

-Navigate

Aphrodite's Chamber

-Go through the gate

Cavern of Hades:The Forge *yet again*

-Go to Tartarus

Cavern of Hades : Path to Tartarus

-Kill Lost Souls

-(Centaur) Ram into the centaur, clean up the rest

Gates of Tisiphone

-(2x Chimera) Plume lock the snake stage, use bramble pots for lion/goat, bow or spirit chip when they’re gone

-Do the puzzle

Pit of Tartarus : Path

-Ram is always useful, X toss works for ring outs

Cronos

-Blind him

Cronos:Right Hand

-Ram as they spawn

Cronos:Right Forearm

-Ram into each other, ram into nail, sometimes toss to thing the ranks

Cronos:Right Hip

-Just hit them

Cronos:Navel

-Ram into talos for O, use it and finish off the rest

-Attack Onyx

-Ram as many as possible

Cronos:Left Hand

(Wall) s whore

(Floor) Ram

(Ceiling) s whore

Cronos:Left Arm

-Navigate

Cronos:Left Shoulder

-Ram the first spawn, ram the next into the cyclops for O, attack the shoulder until he notices you

Cronos:Throat

-Navigate then do mini-game escape

Cronos:Navel

-Break it and do mini-game

Cronos:Face

-Break onyx and finish this encounter

Cavern of Hades:The Forge *for the last time*

-Get the whips and end Hephaestus

-(Trial) Ram

Aphrodite's Chamber

-Passing through

Upper Gardens:Bridges

(Nemesis Rage trial) Ram

Daedalus' Workshop

-Pass through

Olympus Garden:Maze

-Usual cestus handling for the talos, legionnaires tend to die by collateral, if not deal with them, then do the same for the next batch

Olympus Garden:Hall

-(Satyrs) OS the first satyr, then use solar flare to stun them to allow L2+X launches for air grabs

Olympus Gardens : Puzzle

-Do it and cross the gap

Hidden Passageway:Hallway

-Grabs

Hidden Passageway:Cave

-Grabs

The Caverns:Box 4

-Plume lock the enforcers, bow chip/sweet spot the berserker, kill as many as possible with the berserker. If more than two remain, bow chip from the safe spot, when two or less are present back to plume locking

The Caverns:Flood Chamber

-Pass on through

The Caverns:Hallway A

-Use Elevator

The Caverns:Hallway B

-Grabs

The Caverns : Dark Path

-Navigate

The Caverns : Dark Pool

- Reverse beam, shatter

The Caverns:Hallway C

-Grabs

The Caverns:Box 5

Skorpius

-I hate this fight so very much. Bosses with adds is never a good idea, we get no iframes coming out of grabs, his swipe has an unacceptable range, all of it is terrible. That said, the spawn are nice for infinite hp (when you don’t get instantly killed after a grab) and being able to jet dash is a godsend.

-Grabs

S1P1 – I have no strict strategy here, I like to remove as many spawn as possible, preferably directly opposite his face so you can’t get bullshat after the grab, then get one side of onyx all to bright red and destroy the other

S1P2 – t,t the face, pray the spawn don’t get you (of course the idea is to target the attacks to deal with them but there’s only so much that can be done)

S2P1 – Continuous grabs for iframes while he’s returning to the top, I like to stay wherever I end up and chain grabs to thin the horde (though this carries a risk with the tail strike he now has), then move over to the already weakened legs and break them

S2P2 – As before

S3 - Icarus Vent to mini-game

-Use the Boreas Icestorm and go up the vent. Use it again. Do the grapple sequence.

The Caverns:Box 6

-Return stare and shatter

The Caverns:Flood Chamber

-Proceed

The Caverns:Hallway D

-Get to the rope and cross it. Then deal with the grapples

The Caverns:Box 7

-Boreas it

The Labyrinth:Box 1

-Standard cestus handling for talos, make sure both are at O before taking them out, then more standard mongrel handling (now using cestus for increased damage), then use the O and flamethrower the talos and as many dogs as possible, kick any dogs that remain

The Labyrinth:Box 2

-Puzzle

The Labyrinth:Box 3

-Puzzle

The Labyrinth:Box 4

-Use the spikes the kill everything on the first floor, then CG the harpy, L2+X launch the sirens for infinite air grabs, CG the harpy

The Labyrinth : Pandora's Cage

-Get her

The Laybrinth:Box 5

-Reverse stare and shatter

The Labyrinth:Box 6

-Puzzle

The Labyrinth:Box 7

-This was not nearly as difficult as I was expecting, L2+X to infinite air grabs for the sirens, make sure they’re all at their second O before you start taking them out so you can finish them quickly, then proceed with standard shield break/ram strats for the sentries, usual CG/OH infinite for the wraiths, there are many ways to deal with the minotaurs, one I found preferable here was the use T lock with the cestus, or T,air s,s, air grab, using s hits in between to help with damage, then just keep going until it’s done.

The Labyrinth:Box Tops

-Get in position for the cutscene

Icarus Vent 3

-Do it

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#10 gow_Steve
Member since 2012 • 58 Posts

Three Judges:Lower

Hades Cerberus Breeder

- Not nearly as difficult as I was expecting, the key is to know when bullshit is about to strike and deny it the opportunity, for instance in the later stages the breeder will often spawn a whelp and then chase you down, meaning when you try and grab the whelp the target will switch to the breeder even though it’s not in range because by the time the grab is active it will be. A similar thing occurs when a satyr is just out of range, because the grab always defaults to the biggest enemy present, Kratos will ignore a whelp next to him to try and grab the out of range satyr, then of course the grab misses, the whelp explodes, and you get hit. This is all to be avoided where possible.

S1 – Easy stage. Start with cestus, get a few hits in while he spawns, then just grab whelps, bow chip, sometimes cestus hits if I feel brave, no need for anything special here.

S2 – For this stage I switch to the whips for the easy launches if the satyr gets to close range, also use L2+X launches during taunts, both of which are in the interest of getting in air grabs. Continue with the breeder as usual, just with a bit more caution, lots of jet dashes if I end up in a corner. The main problem here is accidentally killing the satyr too soon (still don’t really have a solution for that, just get grabs in and hope).

S3 – RoS immediately and focus on the weakened satyr, on the successful attempt he didn’t die so I used all my MP on AoS which managed to take him out, then it’s just S2 but focussing on the satyr, when he’s dead it’s just S1.

Three Judges:Upper:Section A

-Smash

-Used an L2+X launch on the sirens but missed and got some hounds, which was actually very helpful because their air grab is good for collisions, got rid of most of them then grab whored the rest, then back to launch/air grabs on the sirens.

-Smash the shields (I like CG for this), then I just beat them down with the cestus for O and rammed them.

Three Judges:Upper:Section B

-Smash.

-Here I like to lure the satyr over to where the camera closes in at the start of the hallway and use OS in safety, repeat for the other, then deal with the shields as usual.

NOTE: There’s a rather unfortunate checkpoint next to the hyperion gate which seems to be triggerable multiple times, sometimes resulting in a bad checkpoint in you’ve been hit (meaning I was left with a checkpoint out in the open with ~50hp, fortunately we get refills for the vents).

Three Judges:Lower

-Break it

Icarus Vent 4

-Do it

The Labyrinth:Box Tops

-Get going

Chain of Balance

-Keep going

Chamber of the Flame

-Up

Upper Chamber of the Flame

-Turn it

Zeus

S1P1 – The main strategy is to block his first two punches, jump over and use t1 to air grabs (with BoE), then t,s while he’s down, or jump over his charge and do the same. You can also parry his bolts and use the bow for some extra damage.

S1P2 – Same as S1 but without the charge and with the new floor attack (which is easily enough blocked).

Olympus : Pavilion

S2 - Block

Gaia:Chest:Interior *Heart*

S3P1 – Cestus t,t, hope for launch and air grab, repeat until the heart lights up, s,s,s, t,t

S3P2 - I would be very grateful if you could explain this fight to me because I clearly do not understand how it works. Sometimes it goes on for 10 minutes and he does multiple summons (and I invariably die on the second round of multiple summons *though more likely the first*), but on a successful run it takes 1 minute and the only summon you get is the scripted one at the start. Aside from my confusion the idea is the same as P1, use t,t and grab the summon, another t will kill it, continue on the main Zeus until the heart lights up, s,s,s, t,t, repeat until O.

And so the run concludes. Not sure I'm going to go through the PAIN+ (at least for now), the thought of dealing with Skorpius without boot dashes (or just ever again), no reversing gorgon stares, HCB without boot launches...none of these things appeal to me. Next will either be a quick Artemis PAIN (doubt I'll make a record of it but it could be fun), some GoW:A work, or maybe putting an end to the GoS run (unlikely).

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#11  Edited By MrStarkiller
Member since 2008 • 18993 Posts

A run evaluation done on TUGOWU proper? I would say it has been awhile (and it would have been), but I got back to SBK not too long ago (only took 5 years). Relatively speaking, I just got done with one, eh? Lithius is stalled thanks to a button issue (it is circle, so it makes it tough to progress when you can't effectively mash to do mini-games requiring this like some doors). Many others have disappeared for one reason or another. Here you are appearing from the aether. Well, then. Let's see what we've got.

>posting issues

Used to have lots of those here after saving the union from the GS purge. The way they set us up makes us hard to find, breaks all the old links and from time to time makes it a pain to post (this aside from no longer being able to police ourselves *among other things*).

>active

Not currently. I made sure it was clear Nu-GoW wasn't really welcome as part of the in-group, though it is up for 'academic discussion' (shitting on it, learning from it, etc.). I would have done the same with gow3forums had I taken over. At best, quarantining them to their own section (Nu-GoW).

Most recent post by someone other than me that comes to mind would be Raeng (maybe Deeb or somebody dropping in here and there). Prior to that, just me (with the only other talk along the way being Franchise advocating for an idiot named Bick) since SBK's run concluded (we used to have Off-Topic here, but it got moved to GFAQs *I believe around the time I had to fight to pull this place from the shadow realm GS had banished it to which is to say there was no board to post on at all*).

>VH PAIN+ ER woes

Hotel could sympathize. However, I'm guessing you triumphed (without my *direct* aid) where he failed (even with it *as he wasn't a good soldier who could properly take orders and give reports*) only to run off after Zelda or something. I'll be sure to give him his reminder before too long.

>read by no one

Loading Video...

NOTE: Though I wonder about character limitations here. Don't know what they are currently.

---GoWII VH PAIN+ evaluation---

Rhodes Temple:Antechamber

-No need to get fancy, right? Still wish we had been given some control over which OS kill we get (DI had the same problem).

Rhodes Temple:Hall

-Mind you, you can just skip them if you like. We honor those who bother.

Colossus 1

-Already having trouble with memory? Helps to do reports while things are fresh in mind. Collisions would be an option, but that is overkill (and unnecessary). He can do it to himself (amusing, but more work to set-up). Lots of fancy approaches, but I tend to favor baiting his long range attack, quick rolling to the background-right corner (under where he plucks ammo from) as it cannot land there (no timing involved) and getting free hits in. What you denote with just baiting his close range attack and hopping over to punish is fine, too.

Rhodes' Bathhouse

-...

Colossus 2

-I take it the old skeleton skipped notation of the Rhodians just prior to this. They're not perfect, but they get the job done. I'm sure you mean to say you're standing by the torch area that baits his single arm slam. No need to roll it. You can simply build towards t3 while moving away, then turning back to unload after his whiff. You forgot to note how you chose to handle his rage pound (a few options there). I see you opt not to take the fight back to the first spot the moment you finish the QTE (just need to get well clear of his side switch slam).

Rhodes Palace:Hallways

-Just going wild with grabs, but with no priority targets, camera abuse, etc.?

-Go up the elevator and slap the Colossus in the eye

Rhodes Palace:Western Ramparts

-...

Rhodes Palace:Eastern Ramparts

-This is to say you dropped down to take foes out. Just the archers or everyone? I imagine the latter. Presumably the projectile boys first (if not using camera abuse to keep them from interfering with the kids below).

Colossus 3

Stage 1 –Got in for CQC, made him whiff, hopped his follow-up, light punish and repeat, eh? Wasn't confident in your ability to pull off an evade i-frame into his attacks, then? I'm glad you didn't choose to do slow chip from by the sword (much less use the 'stage skip' *hand toss* too soon).

Stage 2 – ...

Stage 3 – While it is the smartest play for runs where you had powerful tools (S1 with upgraded moves and S2 with spells *regarding NUR+*), some argue the hand toss should be forced for S4 here (I overruled this as it is intended by the game *just honored if you go the extra mile*).

NOTE: Quick trivia. We've had people argue things like tricking using things we aren't allowed to deal damage with shouldn't be allowed (among other things), but I reminded them how PAIN+ (for this entry, for instance) is kind enough to NOT punish you for merely parrying (without a counter) once you get the GF (replacing the old parry). That tends to silence them (we were perhaps overly kind *also, how we ruled PAIN conditions might be a bit out of line with its philosophy what with the tagged on requirement to not use resources, but whatever*).

Stage 4 – ...

Inside the Colossus

-...

(Shaft 1) Break it and navigate ahead

-...

(Shaft 2) Break it and navigate ahead

-...

-(Shaft 3) Break it

-(Puzzle) ...

-(Shaft 4) Break it and escape

Zeus

-Get killed

Hades

-You would hate it less if you took advantage of two things. Primarily, just spam grabs. Secondarily, the gap crossing counts as a collision in this entry (and they are mighty in your situation). A tertiary note being that you can somewhat rush to the top, but that takes practice (for the final bit). NGR+ NUR+ here is probably more what you were experiencing. Wish I had those old notes from gow3forums. I'm sure I made them there (along with NBR+ NUR+ of each game). Now the only entry I have coverage for either run on is fucking GoW:A. Of all titles, right?

Pegasus 1

-Working those collisions (and perhaps half collisions from the forward dash). You remember to restart the moment the Dark Griffin Rider cutscene finishes (so you avoid the mandatory death)?

PATTERN: D, L, U

-Think it was safer to just OS spam in this case (our modifier and Power % is too lacking for heavies to carry the day).

Mount Etna:Hand Cavern

-Just lept up and plucked them from the sky, did you? Could save them for later, lure them to their boundary or whatever. Just kept air OS up or did you follow with ground OS to finish (or go for collisions)?

Mount Etna:Hand Cavern:Walls

-One by one using a grab (not noted if side or up *likely the former*)? No collisions? No blocking crossing? You can lure some of these fools to the start, but that's more for NGR+ NUR+ (even then, you can chip if you like).

Mount Etna:Hand Cavern:Hallway A

-How did you set-up the alt.OH and from where? Just rush to their spawn point? Was it t1, air t1, T, t0, t3 or what? Did you fight from in-bounds or work their boundary? You can just slam EM on them as an alternative, but harpies first is what I suggest (even if just air OS). I forget if they allow ring-out by the zipline. Can only retain so much knowledge at a time, you see. That will no doubt be a factor going forward (unless I feel like looking at old coverage of myself *and others*, but that seems needless when you're not stuck *and it isn't that troubling a spot*).

Mount Etna:Mountainside A

-Break it with what? Your attacks? If so, which ones? I prefer to let the Archers do the dirty work for me. With the scaffolding down, no more respawns for the EM. 360 toss tends to be the right call (just good to have X toss in mind for things like the ER when tossing down wind *especially for things close to you*). Air OS for EMs? Did you need HP or something? I was more expecting (if they are alive) OH for ring-out along the rightside cliff.

Mount Etna:Fires of Olympus

-get Prometheus down

Mount Etna:Mountainside B

-Nothing fancy like luring them to the top or rushing by to fight them below (maybe tossing their allies ahead at them as they try to dismount).

-Make any use of the cliffs, collisions, etc.?

Mount Etna:Typhon's Cavern

-This is a fight you can come back to if you want a different camera angle (though I'm fine with how it is from the start). Breaking the wall early lets you work an obvious boundary (not just for taunts, but being outside attack range while funneling them) and have access to the save point (checkpoint exploiting while things are going well). You can try to use Gorgons against harpies with the petrification, but I think that's more trouble than it is worth here (FP Guide says Gorgons get stuck at the vertical height they were aiming at when they start firing, so if you get them aiming up as they 'stare' the rest will go over your head when attacking right up on them). Got a gorgon set-up against a wall for the forced OH lock, did you? Another option is sending them into each other, but that's harder to keep up (not to say it is difficult, just more effort). Using harpies as ammo suits me.

Speaking of the FP guide, I evaluated it when I started my new account (better grab a Snickers for this one): GMG says your guide is sub-par shit

-Fight as you went, worked from the start until depleted, skipped to the end before killing them or what?

-That to say you killed from range, first? I tend to work the exit barrier for cover and a boundary while taking out the punks nearby prior to fretting about the archers.

-...

Mount Etna:Fires of Olympus

-Shoot down Prometheus

-I trust you know how this version of toss functions (and how best to weaponize it), yes? Also, the issue it has against EMs (if they are charging *looping around you during this toss*). Why always air OS to take chunks off the EM? Why not forced OH lock as with the gorgons? Shame we cannot ring-out here (nor send them into the pyre).

-(rope) This or slaps (on or off the rope). Best to keep it simple (maybe reverse should the first boy get his grab in).

Mount Etna:Mountainside A

-RotT the door

Mount Etna:Hand Cavern:Hallway B

-For collisions, ring-out or damage (all the above)?

Mount Etna:Hand Cavern:Hallway A

-Could take this to a boundary or the wall, but it is needless.

Mount Etna:Hand Cavern:Wall

-You leave some foes behind? It doesn't spawn new enemies that I can recall.

Mount Etna:Hand Cavern

-Free Pegasus

Pegasus 2

-Still suggest OS for the harpies. One could argue we shouldn't have access to the forward rush (uses MP *like stamina*), but we went light there (I seem like the only one who notices this conflict). It wouldn't even be necessarily forced by the Rocs (Ravens) thanks to side dashing at the right time letting you skip (this time), but exceptions that require exploits to get around can't be forced for these runs.

-(Dark Rider) Sounds like you were treating him as if he has HP to deplete. Many make the mistake. Just get to the center, make enough room to forward dash (without getting caught on him) and repeat. This isn't about doing damage or even surviving as a timer runs out. Just distance traveled to a trigger ahead. Wish it wasn't just some gimmick, but it is. Would have been nice to have proper fights with Griffins (like the GoW:A realization of the Manticore), Rocs and this rider (to take and keep his weapon early on), but that ain't how it panned out. They did a lot with this one (and had tons to cut *as with riding the Phoenix towards the Spire for a final flight segment*).

PATTERN: L, D, R, U, L

Temple of Lahkesis:Cliff 2

-Wish ring-out were available to us here with the tools we've got. Invisible walls anger me. Still, OH infinite for collisions then tossing at "O" does the trick just fine, true.

Temple of Lahkesis:Hanging Garden

-No need to bother with the boundary or anything fancy.

Temple of Lahkesis:Cerberus Courtyard

-At least the "O" aren't required for this version of the foe (more than I can say for certain other appearances). Wish the loss of heads affected its ability to use some attacks though. Skipping this bit is doable even without movement techniques, but it is a little troublesome (not encouraged, but just a tidbit to note). Can work from behind the block for cheap chip, but that's more a NGR+ NUR+ thing.

-(Ceiling) Better than trying to lure them below for chip (ain't got the damage for that to be advisable).

-(Platform/Ledge/Chest Garden) Go after the archers first? Work cover so you can do dogs first?

Temple of Lahkesis:Siren Sacrifice

-No notation of positioning, eh? I'm sure it is similar to how I handled it (thus you know about camera abuse here *aside from just being sufficiently off the ground for the shriek to miss*).

Steeds of Time:Saddle 4:Exterior

NOTE: Horse order (behind; left to right) yellow, green, red (Saddle 3), blue (Saddle 4)

Theseus

S1:P1/S1:P2 – Just throwing out safe 's,t' and nothing else even if you get him to bounce? No need to go so far as to provoke his grab (and reverse for ~50DMG) here (means more in GKPAIN+). What of his P2 pillars? I always forget which side does what between left and right. One is cardinal directions and the other is radial (aside form the outer 'circle'). Knowing where they appear lets you get up on him during the whole of the attack for free hits. Shame we cannot do anything to stop him from going above, can't get up there with him (without rule breaking) and this run doesn't have tools for hitting him from below (SoD could HJ into air PS or double launch into air PS for half collisions off knockbacks). Dumping him over the cliff is lovely, but doesn't kill him as I recall.

S2 – I learned a lot when helping one chap on YT with this around a year ago. Had a chance to really analyze how his shots work and where pillars appear. As you say, you can work the 'safe spot' to ignore shots between SEM waves. Paced shots can keep him locked when you're ready to open fire with TB.

M1 – A good opener like you note (or s6) does wonders. For this run, the half collision is worth 25. This foe has 90HP. The full collision off air OS is worth 50. Can be worthwhile to set-up though risky, sure (don't want to get caught in the air). Depends on where you are standing. Does it need to be 7 waves? I forget the minimum requirement (get the most MP orbs from just doing the OS kill each time). For reference, this is a quick 'map' I'd made for his S2P1/P2 pillar patterns *better to link to rather than using just the image owed to the description though the format was ruined*: http://photobucket.com/gallery/user/BigVEE/media/bWVkaWFJZDoxNzk3Mjg5MjU=/?ref=1

NOTE: If it isn't obvious, the circles with the same color are of the same pattern. The circles with arrows are the starting points denoting the direction it travels. Studying this, you can see there are some points that will never have pillars hit, zones where you have the most time to react to any given pattern, etc. Helps with planning where to be (though it won't help with blasts coming your way *working the safe spot does that*). Since you're done with this fight, I don't feel much like I need to go over the exact number of shots he uses, which are homing or straight or any of that (though it is amusing he does an animation that tells SEMS to do the coordinated charge that EMs do of their own volition *during this time, he can't use other moves*).

Steeds of Time:Saddle 3:Interior:CR Trial

-(CR trial) I feel like there was a place to stand that helped with this, but I forget where one is to turtle up before starting the business with 's,t' (or whatever) for the OH and such.

Steeds of Time:Bridle Puzzle

-Do it

Steeds of Time:Saddle 3:Exterior

-Didn't lure them to either extreme corner (along the top) for funneling (s6, OH or whatever for collisions)? Just fought in the open? Know what really busts this bout? Using that Horse Key again. Open the door to the CR Trial and abuse it as a boundary while they bunch up for easy/safe set-ups for big collisions.

Temple of Lahkesis:Divine Pools

-Hades Nymphs. What sort of grab? Just snatched them up with ground OS or hopping into air OS? Or maybe some OH antics (alt.OH, even)? Presumably tossed at each other.

-navigate to the Amulet

-do the puzzle and press on (head through the window)

Temple of Lahkesis:Amulet Chamber

-Escape

Temple of Lahkesis:Courtyard

-Lacking AotF is a pity, but we have options. Leaping into air OS to take out Nymphs can help (with them gone, things are far simpler). Safely getting such things in might prove the trick. We have high ground/boundaries to exploit. Worth keeping in mind. More importantly, you can just break the statue head and work the boundary (if not skipping the fight). Makes things a lot easier, you would find. Bow tricking can't help with the Nymph webs and struggles with burrowing from Wraiths.

Destiny's Atrium

-Opted to just get rid of the boars before taking on the Tyrant, eh? That's sensible. It is more for GKPAIN+ that you would try to learn how to properly get them set-up for alt.OH use as ammo. Ranged t3 chip beyond this, was it? Working in close can be troublesome (more so without tricking). The grab comes out quick. You could work the very many boundaries (my video shows this) though your damage options aren't as good as mine. I forget how well the chest exploit I show off translates to other tools (you would be fighting on the other side of the chest once set-up, I believe *rather than leaping into air t1 over and over or whatever*). Worth noting that the toss of boars can happen from off-screen (at least it is a blockable).

Bog of the Forgotten

Barbarian King

S1 – From where? Its ass? The flank? The front? I'm sure I know, but I wish to be certain where you were and how you set it up (after the opening charge). It is more trouble, but slightly better dps is possible with building up to t0 (much less t3 *scoring double hits as that has meaning in GoWII where it can do this, it counts and t1 was nerfed from its GoW1 showing as is*) while moving ahead of BK as you've made him start up his hammer slap (and whiffed). Delicate dance to keep such antics up (much simpler to block and punish while getting in his way so he can't do other things).

S2 – Only NGR+ NUR+ gives reason to stray from this. Another option being to turtle up and reverse, but that takes a lot longer. Actually 'fighting' them can be done, but I forget what the good tactics for that are. Wish he could friendly fire on his boys. This bit is a gimmick anyway (he has infinite HP).

S3 – Got the skill to do that, do you? Even with air tricking, I can have trouble keeping it up. I remember one approach being to trick as you get to the rear and then going to town (repeat). Not having to range chip with the likes of t0 (in his original showing, Shin was using s1 slaps if you can believe it).

S4 – I've seen other approaches, but they need not apply.

-...

Bog of the Forgotten:Path to the Bog

-...

Bog of the Forgotten:Temple of Euryale

-Get Euryale's Key

-Presumably you mean to say OH infinite (not just the one and repeating the cycle). They have a boundary, but it is of little use (for this optional fight). Ring-out. I forget if OH can dunk them into the bog. I know it is an option, just can't remember what all allows it.

-This aside from screwing around by luring them to the door for petrification or even getting cute with knowledge of how their 'crumple' mechanic works (they have 50HP, but if anything *bounce, knockback, launch, etc.* causes this state, they go up/down to 20HP *with bad damage and lacking ways to work around it, this lets you get them near death faster and knowing it lets you avoid looking like a stooge as they keep getting HP back depending on how the fight is playing out*).

Work them taunts for openings, lads. You know the drill. I believe it was this very foe that first made me very aware of the hunt for taunt provocation as a means to make openings on VH in particular (after MistryMan brought up SoD t1 strats in the Spiked Elevator).

Ruins of the Forgotten

-OH infinite with the Berserker in range of your BL abuse, yes? Summon prevention is for the best.

Ruins of the Forgotten:Hallway

-Just some Sentries off the beaten path. Wish we could drop the hidden EXP chest on them for an insta-kill. Not enough death from above in GoW as is (GoW1 had its chance with the giant block on a crane *using it to murder the CDKs would be great*).

Ruins of the Forgotten:Pit

-Tossing 'nades from outside the pit or in it? At the wraiths are the pillar?

Ruins of the Forgotten:Bog Battle

-No ring-out, camera abuse, etc.? I suppose it isn't necessary.

Ruins of the Forgotten:Forgotten Chamber

-...

-Puzzle

River of the Forgotten

-Shame we can't (with this set-up) get foes to the starting shore (so they can't respawn). The far shore is achievable with tosses, but they are able to walk clean off it (if that weren't the case, that tech would go from meh to excellent).

Titan Minotaur 1

-Avoiding the rage pounds? You mean working its flank so they whiff while getting free hits, correct? Baiting spins is nice (or even punishing them with air attacks), but I'd rather rush to the sleep spot to reset the fight (just punishing wake-up rage pounds over and over). I fight dirty:

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River of the Forgotten:Euryale's Guantlet

-Pull down the tree

-(Vine) ...

-(Gears) Use Amulet and cross.

-(Conveyor) I'm reminded how GoW:A failed to have us fight on one that was moving. The one it has is turned off before we fight on it. It left a lot of checkboxes unticked (while checking a bunch that should probably not have been).

Ruins of the Forgotten

-Do the puzzle, navigate ahead

Cave of the Forgotten

-Talk to the corpse

-Don't think the minotaurs can come to life. I forget. I know I like using OH to send the assassin into the crusher though. Shame that doesn't at least partially count towards breaking the gear (maybe having the Minotaur able to break-out, then using it as well would allow the option to spare the talking corpse. At least until bringing him as tribute for skipping the 'boss' ahead (feed it to him, steal Jason's GF while the beast eats, reverse the fireball and leave). A lot of work going into something most would never see, I know. Goes against their ethos.

-Proceed with the corpse

Cave of the Forgotten:Coliseum

Cerberus Bastard

Stage 1 – Charge baiting strats aren't so much for this tool though box rolling to provoke taunts would be alright. Doing as you say is probably best. However, punishment of its fireball use can be more severe (building towards t3 while circling it from point blank to land hits and stay safe *this is the sort of tech used in a few others places in the GoW series like with Hades when up against the wall and doing the blade geyser barrage*).

Stage 2 - Real shame he can't be made to so much as drop the GF before this by hitting him with the fire ball (hard to pull the lever and get him in place as is). More so that it doesn't even do damage (having it do ~50DMG per instance would be the minimum acceptable amount for the effort put in relative to its HP *I'd be more for it being a full 'stage skip' like the Colossus 3 hand toss, so using it in S1 takes you to S2 and landing it in S2 takes to "O" every time*). How nice for us that the paw stomp can't even guard break for pressure and the flamethrower isn't unblockable (would make it a threat). Poor bastard doesn't even have a grab (could have recycled one from Breeders of GoW1).

NOTE: This foe wasn't meant to be a boss, originally. Even had 'Mole Spawn' it might have birthed like a Breeder, but they got cut entirely (opted out of using them to spice up this fight in S2 *even if they couldn't grow-up like Breeder Seeds*)

Cave of the Forgotten

-I recall being able to launch them up and over towards the cave mouth (boundary either way). The boss room is itself a boundary. Tricking and false OS help with handling these foes (having GF's 'return' allowed would make this a breeze, but you know that too well).

Bog of the Forgotten:Temple of Euryale

-Destroy the Gorgon Door

Euryale's Temple:Antechamber

-There's that, but you could also shatter those you can prior to their waking up, then working the boundary (entrance) to be extra cheap.

Euryale's Temple:Underground Chamber

-Shame about the lack of ring-out here. We can shatter a few foes, at least. OH infinite for collisions before 360 toss (probably X toss in close) is sensible. Use the ammo wisely. Were you somehow left alone with a Hades Minotaur, I wonder what your plan would be. If you had learned how to trick and/or false OS provoke its quick overhead string, you would have the tools needed to very easily handle such a foe without having to hope it lets you just chip from range (or fight in close only to run away during the unblockable or whatever).

Euryale's Temple:Elevator Puzzle

-...

Euryale's Temple:Lowland Vista

-Forced OH lock with cued T, is it? You can just dump him down the shaft, but that technically doesn't kill him, granted (should be a kill floor for him down there). Shame we lack the tools to ring him out by the save point in this run.

Euryale's Temple:Temple Hazards

-Navigate through

NOTE: Shame there was no version of this platforming bit with foes that could be led into hazards. I'm reminded how even Euryale here has a mini-temple, but the Furies of GoW:A? Aegeon doesn't count (nor does the Statue of Apollo). Their Citadel should have served this purpose, but they were so focused on the MP they lacked resources to realize it fully (among other problems).

Euryale's Chamber

Euryale

Stage 1 – How sporting of you not to abuse the sweet spot (checking ahead, not even for S3) set-up.

Stage 2 – Don't think the hits when she gets off the pillar count (not sure). I know baiting her blasts, going in for a punish and repeating is a thing.

Stage 3 – Tricking the slams is far harder than just abusing the sweet spot or even working ranged chip. I feel like there was another option, but I can no longer recall it. Might not have been for this run (outside it, there are certainly a few that come to mind).

Euryale's Chamber:EH Trial

-Petrify and crush 5 Sentries

Euryale's Temple:Pillar Puzzle

-(Center Pillar Battle) Sentry? Ah, the Hades Juggernaut. Using Fiends on it for collisions speeds things along. Definitely better to have the Fiends dead (if not working the camera), but without AotF, your dps is lacking for Juggs (becomes a slog).

Euryale's Temple:Stone Crusher

-Rare are the times this isn't the answer in life.

Euryale's Temple:Cavern

Titan Minotaur 2

-Bothering with alt.OH is fine (air OS would be overreaching *should be GKPAIN+ where that would end the fight in a hurry*). Like before, sleep spot abuse is suggested (can even get on the rope before the room, get near the top, leap off at grouped up harpies into air OS infinite and rush the wake-up rage pound over and over), but that doesn't jive well with using the harpies as ammo.

Catacombs of the Fallen

-Could ring-out at the start or use collisions along the way. All the same to me.

Destiny's Atrium

-Break the door

Island of Creation:Walkway

-Captains. You could just ring them out at the cliffs.

Courtyard of Atropos

-Shin's handling? Ruh-roh. Hopefully he wasn't faffing about with low-tier strats (letting his skill prop him up). Not good to learn from such things (much less emulate them in the hopes of finding easy success). Let's see.

Ah, that's fine. I like to work boundaries for relatively safe collisions (even dump them over the rightside *ladder* as a psuedo-kill), but the entrance to the Lower Halls is a-okay for grouping up for collisions.

NOTE: Should I take it you're mostly using video reference of some old run from Shin?

Halls of Atropos (lower)

-(Priests/Minotaur Grunts) Yes, best to kill the priests first (stopping summons) unless you badly want more HP from the Minotaur Grunts (not really worth it here, I'd say). You can work a boundary when taking on foes by the crank. Nice of them to let the on-hit grab of MGs not just **** us up for failing to block (to earn the mini-game *which should be super damaging to them given the visible harm we're doing*).

-I forget if ring-out is an option here. I know we can use harpies against them (or exploit a boundary down the steps *or the entrance*).

-(2 Satyrs) I forget where and when we advise T over t1 for set-ups in this entry. This might be one of them. Provoking taunts helps create openings (though blocking and punishing can work, too). Positioning for collision is important for speeding this up. The OS damage is a bit too weak to interest me (or pure focus on even air OS *or the OH*) unlike with the Olympus Satyrs of GoWIII. Wish the floor spike was an enviro-hazard (air OS them on it for an insta-kill of at least one if not getting a knockback just right so it lands on the thing). 'Champions' are a pretty lacking design for the 'Satyr' name (even before handhelds made their 'faun' alternative *then GoW:A makes them the main mooks*).

Hall of Atropos (upper)

-(Exterior) ...

-(Interior) No talk of working boundaries to make this even easier?

-navigate

-(Root 1) No ring-out?

-(Root 2) Yeah, the last spot was troubling (think I went with air OS to slam them out of the sky, then ground OS rather than trying for air OS infinite *I'd have to check notes*).

-(Root 3) ...

Bathhouse of Atropos

Perseus

Stage 1 – Just taking turns, eh? Can't use rage tanking. Of course, you could just spot his charge (big splash), rush around 3 roll's distance away and begin cooking up t3 to land where he'll stop (increasing the damage per opening). Use of 's,t' punishes is more for when you see other openings. Can be hard to get in on the sling without return (jumping forward air block can help).

Stage 2 – Block and punish does fine, true. You can time the tricking of his flash, but that's hard. Easier would be switching between EH and TB rapidly (gent's way). Air tricking is just holding the draw animation as you fall (constant i-frames until on-landing). Increases the window, but you still need to time when you jump, get decent height and properly hold the pose while falling through the attack. Can't really punish him rushing for flash points, but you can rush to where you see him going and land a free hit as he stops to flash (won't dodge that).

NOTE: S3 is when he begins getting blown around when you strike his shield. For that bit, it is a good idea to just get by a way during 'flash'. It deals no damage and is easily escape well before he can even hit (can block it anyway) while warping him to your location (not the other way around). Thus, you just have him warp near a wall, get clear of his attack and slap him to push him into the wall for the bonus damage (~10) and free shots on his body. His rush from S3 to S4 (unlike the other times he runs like this) won't dodge attacks, so you can land some along the way (not a huge help without magic, mind you). S4 being when he is just pressed against the back wall and spamming flash or slings. Thinking on it, I don't know that I've ever tried letting flash hit while I'm away from the wall (to pull him from it for free hits as he *hypothetically* runs back).

Stage 3/4 – No need to trick his slings (or block early)?

Courtyard of Atropos

-Do the puzzle and press on.

Lowlands:Exterior Hallway

-...

Lowlands:SoD Trial

-...

Lowlands:Bridge

-Get across

Lowlands:Crossing

-Cross it

Lowlands:Caves

-(Fight 1) Spawn order counts for something depending on what you want from the fight (just to get rid of sirens before they get back-up or to keep one around as ammo *as with GKPAIN+*). Should have pulled a feather from GoW1's cap while you could (you can still air OS infinite the sirens). Spawn order can help with not needing to fret about getting both near death before killing them as I recall. 2x Hades Minotaurs even with knowledge of the techniques from before can indeed be a bother, true. Helps to get just one out of the way before trying such things (punishing their charge recovery is okay and even their unblockable start-up, but you have to beware their ability to counter on a whim).

-(Fight 2) Against the barrier, yes. And what of the second? You were chipping away at him with t3, too? No fishing for openings (like its punishable enders) to T to OH at the Juggs? Difficult, but worth getting good at, I'd say (speeds things up a lot). Think you can taunt provoke the Satyr while having the Juggs on you if you just want to slowly/lazily chip them with 's,t' (best to focus damage and thin their numbers versus trying to spread it around, I'd say).

Great Chasm

Icarus

-...

Atlas:Face

-...

Atlas Innards:Spine Chamber

-Only one 'Champ' at a time. If he isn't dead, but is alone, you can do as you say (or even spam ground OS *or air OS*). If you pull the block out, you can work that boundary to make things easier.

Atlas Innards:Battle Arena

Titan Minotaur 3

Stage 1 – Not comfortable in close on this one (mostly about learning the tell for pound and then how to safely get around it without having to 'get out' as I'd done in my video)? It is dubious, but I don't care for them wasting my time (S3 doesn't change anything), so I use my old trick for ending S1 right away.

Stage 2 – You an R1 guy (drop) or X guy (hop to sides or even up)? Shame AI abuse here just causes doubled HP for S3.

Stage 3 – ...

Atlas Innards:Puzzle Room

-Navigate ahead

Atlas Innards:Hades Nymph Hive Chamber

-I suppose we should be glad hives don't infinitely spawn in GoW:A. It was nice of them to have a block to leap from under one here (as a shortcut *able to avoid bothering with all this*).

Atlas Innards:Climbing Section

-...

Atlas Innards:Puzzle Room

-Use the Thermal Draft to exit

Atlas:Hanging Platforms

-(Atlas Lift) It takes a bit of getting used to. That the Harpy pool is inexhaustible until the Caps (Hades Legionnaires) are dead is a little shitty (could have just been a large pool of say 21 in total *so 3 pools of 7*). Worse is the invisible wall preventing the easy ring-out option (if they wanted it to work that way, at least put a damned barrier or something up to let us know there is fuckery afoot).

You can't easily get breathing room enough (for long) to do a forced OH lock (take what you can get). Can be easier to just go for air OS. The bomber antics of Hades Harpies is super annoying (especially their fake-out dives). Just have to get used evading clear, getting in for air OS (collisions if not set-up) into some means to get them ready for alt.OH goodness (regular OH being a bad idea). Infinite ammo strongly encourages use of the pests as weapons on the major grunts. Might even be good to outright kill a harpy or so for a brief moment with less of them around. As before, you can pluck one from the sky that is near 'caps' (slam the birb on its head).

Atlas' Arm:Wall A

-...

Atlas' Arm:Rock Puzzle

-Do it

Atlas' Arm:Wall B

-Navigate it

Atlas' Arm:Hand

-Break the Chain, resist Atlas' grip

-(AQ trial) I should remind that Guardians job to t0 set-up for OH more than t1.

The Great Chasm

-Navigate ahead

Palace of the Fates:Palace Courtyard A

-(Entrance) Good to stop the summons and leave the Fiend for later (else you get multiple pools and respawns you didn't have to deal with). I see no talk of ring-out. Didn't think to take BLs to the bridge where that is an option? My old video shows this well (though you lack my choice tool *ain't too hard to adjust accordingly*):

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Palace of the Fates:Spiked Floor Chamber

-(Spike Room) That to say you did this throughout? I prefer FLIGHT (harder without the right tools when the time comes to spring into action), but FIGHT works too:

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-Get the Crank

Palace of the Fates:Palace Courtyard B

-Puzzle

East Auditorium:Hallway A

-Navigate

East Auditorium:Hallway B

-...

-Get the block

NOTE: A lot could have been done differently with this bit. Early plan was fighting Hercules here, but that got pushed into the next game. Stripping save point access from the 'waves' is rough (perhaps overly so). Having it in the block room would have been reasonable (punish the stupid for not making use of the option). Not having any chests inside the W3 (altar) room is a bit mean. I had plans for how to make this room have a bonus fight, but I forget the details (think I go on about this in one of Mikey's comments sections as I was evaluating him *hard to recall who I say what to*). I still say it would have been great if there was an AoTF jewel (not that it helps with PAIN+) on the Athena statue to break off, carry and drop where we want to use (read: abuse) the amulet. Alternatively, have the block replaced with a statue (like in the West Auditorium) that can block the gate open for us, but we can break off the portion that has the jewel or some such antics that enables access (same end result). I don't advocate hugging the tranny for HP transfer (for rage) like our family, but I do think it should have been an option to pick him up and move him elsewhere. Preferably not near enemy spawn points (at all) with him in a corner well to the side of the action. Also, we should be able to ring-out foes if knocked through the opening 'windows'. Don't like Priests speeding up summons when off-screen or being active off-screen (much less warping in to use 'pillar').

Auditorium of Lahkesis

-(Wave 1) Sounds like normal handling. No abuse (be it v1 or v2).

-(Wave 2) Ah, so you went with v2 here. Good. While v1 had its time (chipping through the door), v2 is just superior (we already have a boundary where W3 takes place). Gives plenty of room to move, full access to our moves and (for SoD boys) even ring-out (just wish the invisible walls weren't stupid high *otherwise this would be a thing to use on the Pandoran Satyrs*). I see you've done your research here (even know of my checkpoint exploit). It's dirty, but this is a fucked up fight. Imagine the horror of ToA if W1 was actually W3 (or worse, there were even more waves before it without checkpoints or chests).

-(Wave 3) I think Tid and Mikey were the runners (might be more) that insisting on doing a long 'series' for this fight (lots of winning showings to analyze for how the fight works in all that chaos). Hard to give clear advice on this (versus tidbits to keep in mind). I'm sure you've done your homework, so I'll spare myself the effort (unless something need be said). That the tactic would be Priests first is hardly surprising (can't leave them to their own devices).

Jump exploit being another finding I'd made to help with getting in (don't want that opening summon). It was originally intended to get the tranny stuck on the high ground nearby (ideally not soft locking us had it worked), but he walks clean off. Camera abuse to control where foes go, eh? Sticking to the left and facing right can be troubling (especially without rage in the event trajectory lines up with tranny for a collision we cannot redirect *just have to avoid letting that happen or even really losing track of hounds near death as you may get the OS kill rather than OS damage, which isn't ideal*). I presume you're facing left despite along that side of the room. Double tap with priest from hound punts. GKPAIN+ is easier here (despite the possibility of one-shotting tranny) thanks to OP collisions and the glorious canine companions being plentiful.

NOTE: Having a proper plan for controlling things during the double spawn (Priests) is where things get rough. Again, I'd recommend (for PAIN+) the gents I'd denoted. Even Findlestick has a good showing or so on that front. This bit is easier to show than tell (though telling while showing doesn't hurt).

-Crush his Head, get the key, open the door and head through Hallway C and Hallway A to Palace Courtyard B then use the key on the Ram Door.

NOTE: Shame it is impossible to skip all this given how triggers work. Speedrunners would have loved it, but my attempt at finding such a thing at least gave us a checkpoint to use.

West Auditorium:Spiked Wall Hallway

-A lot easier than the GoW:A version with flame jets (a bit too many foes for the time given and too greatly limits viable tactics for not getting burned to death as they close up on you *aside from pushblock sending you flying into the hazard, which is a bother*).

West Auditorium:Garden of the Gods

-Hear yourself, break wall, navigate ledge leading ahead

West Auditorium:Sacrificial Chamber

-That's certainly one way. There was a way or two for setting up the widow (without needing "O" state keeping her dizzy). I think one was launch to OH towards top-left corner, pull lever, then either launch or false OS as she tries to shriek. I'd have to refer to notes. The gent has a video for an old version, but my improved take never got a runner to record it that I can recall.

West Auditorium:Blood Tunnel Chamber

-Navigate it.

West Auditorium:Iced Phoenix Puzzle

-Do the puzzle and proceed.

West Auditorium:Nymph Nest Chamber

-...

West Auditorium:Pantheon of Atropos

-I never quite fully 'got' how to keep total Breeder spawns down to just 3 (rather than 4). People had ideas (bunch of Seeds out during a kill), but it wasn't consistent (from what I recall). Easier to understand how to use kill order to only have one fresh Breeder with the 2x FJ spawn. With how alt.OH can glitch, you need to toss them away (and look away) from all foes before attempting else you might get OS instead, which is annoying. False OS antics on Breeders can be helpful, but aren't really worth a ton. Their shrinkage glitch (tied to what should be their taunt) sucks ass.

Probably better to kill the seeds until down to one fresh pup for use (collisions ground OS *maybe into air OS* as it is more reliable than the GoW1 version that constantly tossed them to their feet without doing a thing *already noted issue with OH attempts becoming OS and shrinkage, which can easily shit on your collision goals*). If feeling ballsy, you can try to keep the Breeder around, let it birth and attempt using the seed for collisions on FJs to speed along their death, but that's more for GKPAIN+. I'd sooner recommend just using the little shits to bash their parent to death, then settle for chipping Juggs (be it t0/t3 or baiting one into 1v1 to turtle up and punish with 's,t' *taking turns* or whatever).

West Auditorium:Fate Statue Puzzle

-Do it

Auditorium of Atropos

-Save the Translator then crush him

-Get Warrior Skull, open door

West Auditorium:Thermal Lift Puzzle

-Do it

Palace of the Fates:Courtyard B

-Low on HP? That is a good reason to bother. Otherwise I'd suggest provoking charg- *reads ahead* Ah, good. You figured that out for yourself:

Loading Video...

The Underground:Bone Crusher

-(Spiked Ceiling Elevator) It just works:

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The Underground:Lava Chamber A:Hallway A

-(Rope) ...

The Underground:Lava Chamber A:Hallway B

-Ring-out is limited to just the break in the wall, sadly. Camera abuse and false OS helps with a control a bit (and tricking for Flash). Can still use the gorgon on the others, but the other way around (as you note) is preferable. Just have to set-up toss spacing well when using Sentries (easy with archers).

The Underground:Lava Chamber A:Hallway C

-And at the wall across the way (if you want to remove the spikes *not that it matters*).

The Underground:Lava Chamber B

-Navigate ahead

Phoenix Chamber:Platform A

-Navigate ahead.

Phoenix Chamber:Platform B

-Dumped into lava like some T2 re-enactment, I see. The other way is to do a MK reference from "The Pit" by sending them up and over onto the spikes (still up). Or collide them with each other. Lots of options, really. I prefer lava for skellies and impalement for cap.

Phoenix Chamber:Boreas Puzzle

-Easy to get them both with BH (MotK breaks the walls while the spikes are up and they spawn into death). Harder here. Just need to time it right and rush away (or get away and keep them out with attacks). Just getting one (as you note) is enough, really. Then you can easily send the other up and over (or even bring it to the molten rock pool from before). All this enviro-hazard talk sure does please me. Would be a shame if they were to have tons of them only for messing with us while foes are mostly immune (GoW:A's ToA reference). Real fucking shame that would be.

Phoenix Chamber:Hallway

-Navigate ahead

Phoenix Chamber:Flame Wall Chamber

-When you get the starting set-up right, things become easier. Then you take the fight to the boundary and make this affair a joke. Though these are flame foes, it is a little annoying they don't even get blown around by the flame wave.

Phoenix Chamber:Platform B

-Didn't exploit the savepoint to make a checkpoint? Be it s6 or OH, it is good to use skellies as ammo (more so in GKPAIN+). Though maybe getting them down to just one before starting this process (for jacking up the big boys *don't be too close unless you want a possible counter to hit you*). Not great to be left with 2x Hades Minotaurs (preferably none, but, again, that's more of a GKPAIN+ priority).

-Pull the lever

Phoenix Chamber:Circular Stairwell

-...

Phoenix Chamber:Exit Chamber

-Pull the lever

Palace of the Fates:Palace Courtyard B

-Use Boreas

Palace of the Fates:Interior A

-Chain

Palace of the Fates:Interior B

-Blow Horn, navigate to door, open it

Palace of the Fates:Upper Palace A:Elevator Puzzle

-...

Palace of the Fates:Upper Palace B

-Use the levers

Palace of the Fates:Upper Palace B:Palace Window

Last Spartan

-Could have used just a tiny bit more to him (or less HP if he was going to be so simple).

Palace of the Fates:Palace Courtyard B

Kraken

NOTE: Definitely plenty of glitches, yes. Invisible tentacle in S2 is perhaps my 'favorite' (thankfully, it is very rare).

Stage 1 – Found the sweet spot for melee, did you? More of a semi-sweet spot here, but if working medium range in S2, it is entirely so. On the first attempt, you can grab the body and bring it closer. Otherwise, lead his attacks away before trying to move the body, I'd say (else you get hit or blow far away with the corpse *bit of a piss off*). Since we can't use magic, can't use the other sweet spot and blast him with wind to skip using the body at any point (making S1 and S2 pretty easy *no need to go after the tentacle sore or glide when going for the head sore*).

When needing to glide, even tricking can only do so much if you don't bait him to attack such that you're given a safe opening to move in (favoring the side he's not attacking on with your approach into air light spam or whatever). Have to be quick. Even then, your dps can be found lacking, making you do the previous part to continue this chip. The good news? He doesn't regenerate head sore HP for being too slow. Bad news? Pretty sure he gets ALL of his tentacle sore HP back (rather than say 20% of it *speeding this up*). Worse still? If you botch the knob part (after doing enough on the head sore), the HP on his face resets (effectively resetting you to the start of that 'stage'). That was a bad call on their part.

Again, reset to maybe 20% of the full HP. I forget his actual HP total, but I think it was ~100 on the head sore each time (probably a little less given what we can do with TB shots and have change to spare). Failure leading to having to redo a tentacle (say 50HP) at 10HP, move the corpse, glide and deal a mere 20DMG to the head to try again (for that Stage) is much more reasonable.

NOTE: Skorpius was an ass in this same manner (and then some).

Knob 1 – ...

Stage 2 – Same as S1, slightly easier to control the flying since one tentacle is gone.

Knob 2 – It is indeed a bit troublesome to mount (though it shouldn't be that troubling for you). Sucks that you can't get super cheeky with the timer (have it reset upon mounting the tentacle, so you need only land enough hits shy of breaking the knob, get on, get to it, slap it off and grab *lesser runs enjoy this freedom*).

Stage 3 – Foreground center, yes. If you don't know how many hits it can take, alternating is for the best.

-Cross the Bridge

Palace of the Fates:Phoenix Platform

-Tame the beast and ride

NOTE: Wish it had been the realization of the Upper Pandora's Guardian (harpy boss) of GoW1. Beat it into submission before using the thing for a quick lift.

Spire:Temple of the Fates:

-Do the puzzle

Temple of the Fates:Throne of Lahkesis

Lahkesis

NOTE: GKPAIN+ Kraken isn't so bad. Just breaking Knob 2 (it is impossible with our dps, so you have to use RotT). Lahkesis has just tons of HP, so that's a little annoying (not particularly hard). Not having a way to lock her in the air state sort of sucks, too. Fights lacking enviro-hazards or collisions to exploit can be a real bother with our pitiful damage. Your trespass will be forgiven (even if it had hit her, I'd take pity *no DQ*). I've seen plenty of guys mess up here and there. You wouldn't be the first getting some slack cut.

S1:P1 – I don't remember fighting her in this manner. CQC was tough. Think it was more to the tune of baiting her to attack with her melee string as I dialed up t3 to slap her with.

S1:P2 – I feel like a good portion of the dive animation is invincible.

Stage 2 – Such a pity none of our air options can hit her without knocking her out of air state. Sub-weapons ruin her anus.

Athens:Sword Bridge

Atropos

-Helps to know the spacing for making the tosses count (that's about all there is to know other than the AotF doing jack, spells from range being worthless, stupid invisible walls preventing some ring-out/collision, etc.).

Temple of the Fates:Throne of Lahkesis

Sisters of Fate

S1:P1 – For lack of some tools, we can't keep Lahkesis in air state meaningfully. What a pity. Still, not so bad as is.

Mirror 1 – Lahkesis does good by us here.

S1:P2 – ...

Mirror 2 – ...

Stage 2 – Amusingly, her pillars ignore i-frames (a rare case). Just being on one of the grapples makes you safe against them if you're too lazy to learn where to stand otherwise.

-Crush the Mirror

Inner Sanctum:Hallway A

-Navigate ahead

Inner Sanctum:Circular Chamber

-Navigate ahead

Inner Sanctum:Hallway B

-Break through the wall

Inner Sanctum:Endurance Run

Wave 1 –Hear that Hotel? Easy wave, easy life. *laughs in vet* I like to go right in on the FJs myself (get air OS or air OH set-up for infinite on their position then X toss). Tons of ammo. Making good use of it will limit the amount of chip you have to do. But you know all this (didn't have to resort to working from behind barriers with t0/t3).

Wave 2 - ...

Wave 3 – Not a walk in the park with GF taken away, eh? Even NBR+ NUR+ had a taste of this. Tougher to use gorgons on the sirens like this. I had some silly approach with false OS to provoke blasts, then lead the homing attacks at a siren (that I would then attempt to shatter). Trying to bait out Stare to use like this was dangerous. Still want sirens gone first. With just queens, it was all about getting them away from each other enough to either force OH lock in a corner (or against the barrier for a moment) or go for collision set-up. Getting them petrified wasn't in the cards. Prior to the point of just fretting about these sneks, one might also consider barrier use to isolate a siren (though you can catch them among others for air OS infinite *tougher to use as ammo against the others*). Chipping through the barrier? Only if there is nothing else to be done (circumstantial).

NOTE: GKPAIN+ is often easier then the regular PAIN+ for those in the know, but Zeus? With BH? S1? Dohohoho. Now there's a good time. Still, it's nothing at all compared to ToA W1 (which itself might still fall shy of the Clones *hard to say without beating them*). Pity someone like Taz can't be recruited to properly test it out. He's had a small taste and no more (of that hated entry).

Wave 4 - ...

Wave 5 –Trying to get too greedy can get you jacked up, true. Barrier abuse tends to be the safest call. If you'r more comfortable, you can try for ground OS on an isolated Satyr, but it is better to go for something like air OS. I only advise OH uphill thanks to downhill use sometimes freezing them in the air (soft locking you *restart the fight*). Shame as that would be a big help. Learning Satyrs well enough to punish with s6 where you can for half collisions helps. These are foes I have people practice 1v1 in the Arena, then 2v1, learn the other foe (Hades Minotaur) in the same way, then combine them and figure out how to engage them that way (knowing the ER will be a very different arena). Some just refuse to use that resource (fucking wish I had it for GoW:A like many other things that are missing *a damned guide with the stats, values, etc. I have to test for would have been appreciated...don't even need tactics from them since they would all be worthless anyway*). I never recommend trying to fight all of them in one zone, but I do think there are times you can fight with more than one in there with you (even a mix). Just troubling with the Hades Minotaurs. If 1v1 with the bigg'n, you will probably want to have your false OS strats at the ready (get some decent damage in before fleeing). Hell, false OS control can help even with others around from time to time (almost no value to it in GoW:A).

Wave 6 - ...

Wave 7 – No plan? If being extra safe, your plan would be to NOT be stuck in the same 'zone' as any Brutes other than the open one with chests. Working the long hall can help make the Sentry toss more viable (got to have range if not a straight shot with a wall right behind the target *keeping the agent touching it during flight*). Barrier abuse is still a factor (just don't advise t0/t3 stuff here). You have SO many things you can toss. While Cursed Legionnaires are not 'general' types, you can still easily enough get them into air OS (riskier) or OH infinities to use as Brutes close in (annihilating them) before using the "O" for more damage dealing. But really, you may as well use up the Sentries first (unlikely to bottom out) as they are plentiful and 'general' (don't need to be dizzy or wandering). What 'plan' did you come up with?

>CoO/GoS NUR+

Why not PAIN+? Or is this a warm-up before circling back? I believe you noted (recently) some intent to suffer with me (GoW:A). That right? The many things I've learned will perhaps prove of some small use (though you've got a ton of runs after NUR+ and PAIN+ to sift through for things learned that would have helped with those). Had I learned all this back then, I could have taught people interested in recording things, too. What a pity.

Clotho

Loom Chamber:Floor 1

-You can insta-down her arm (means more for GKPAIN+) using a launcher when it is resting (between attacks). I think even bounced work on downed arm (to reset recovery clock). Can't really avoid getting grabbed by the other hand (forced damage) if I remember right.

Loom Chamber:Floor 2

-More insta-downing is suggested. I wouldn't hold it against you to skip this section.

Loom Chamber:Floor 3

-Weakening her from the wall before dropping down is something I've done before. Too bad spreading the damage between arms wasn't as effective as I'd hoped.

Loom Chamber:Floor 3:Hallway

-Navigate

Loom Chamber:Floor 4

-Navigate, pull lever and get to threads

Loom Chamber:Floor 3:Strands of Time

-Operate correct strands, get to Mirror and leap through

Summit of Sacrifice

Zeus

Stage 1 – Flaunting it, were you? Did you DR with some purpose (regarding widows and the boss)?

Stage 2 – How good of you to let him fight at all (rather than ranged DR lock).

Stage 3 – ...

Stage 4 – ...

Stage 5 – ...

-Do the CS mini-game

The Loom Chamber

-Puzzle/mirror

NOTE: I can't say for sure when I'll get to CoO, GoS and GoWIII. No later than next Thursday. CoO in particular should be a quick one to go over (lot of filler, simple fights, etc.).

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gow_Steve

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#12 gow_Steve
Member since 2012 • 58 Posts

NOTE: So much for keeping it brief.

(Evaluation) 5 years isn’t that long, about as long as I’ve been absent. I’m sure SBK will mysteriously appear as I have.

(From the aether) I wouldn’t appear any other way.

(ER) Sounds to me like Hotel needs to get his shit together and get on with it.

(Nobody) The obscurity of your references never fails to astound me.

(Colossus 1) Unfortunately it wasn’t until ER that I entertained the notion of doing a write-up, though fortunately there are few later areas that fall prey to memory issues (and we certainly won’t have this issue in the future).

(Eastern ramparts) Precisely that, straight in for the archers and then clean up the rest.

(Colossus 3) As it happened I did attempt to iframe the attacks and couldn’t make it happen, a simple enough fight not to complicate it anyway.

(Tricking) PAIN+ without tricking. I don’t even want to think about it…

(Hades) That’s actually a fairly accurate representation of what I do before I realise I can’t do it, the real issue is when I get across the jump and head up they respawn beneath me in ways I can’t deal with. Still, I have a method that works so no need to worry.

(Hand cavern) Just let it happen, air OS is the plan, if collisions happen then good, if I reach the ground and can use OS to finish then that will also happen, I don’t feel much need to play so precisely with so few enemies to speak of.

(Walls) Look how much detail my notes lack. Disgraceful. First drop to the bottom and side grab, then grab up as they spawn, then block the gap, then when you reach the ceiling on the other side wait for them to come up and grab them as they do.

(Hallway) Yes just rush, T (ideally get the EM as well), then just stayed within their boundary to finish them off.

(Scaffolding) s,t,s,s,s, blocking when needed. Had I realised it was possible to let the archers do it I would have opted for that, simply didn’t consider it. Same goes for the ring-out option.

(Mountainside B) Afraid not.

(Tosses) I’m aware of the difficulties of close range 360 tosses, just not wise enough to think when they would best be avoided (although I did use some X tosses during the lesser waves of the ER *a bit late*).

(EM air OS) Having used 3x air grabs on GoW minotaurs has left me with a rather nasty habit.

(Wall again) When filling out the skeleton I was skipping through Taz’s run to remind exactly what happens in each section, so either I left some behind or he did. Inconsequential regardless.

(Pegasus 2) It’s worth noting until I checked others coverage I wasn’t aware you could use OH on Pegasus (yet another example of my foolishness making things more difficult than needed).

(MP usage) It’s perhaps worth mentioning I did notice this issue, but as it’s provided as default with Pegasus and near-forced by the Rocs and Dark Rider I felt it was okay (not to mention that everyone else uses it).

(Dark Rider) You’re slightly incorrect here in that I was aware he didn’t have HP, however I was under the impression he was timed, so yes still a mistake.

(Platform/ledge/chest garden) Dealt with the dogs first using the camera to keep the archers at bay, then hop over and deal with the archers in a row, then archers first in the garden.

(Siren sacrifice) Precisely that, I like to take the one on the right so that as I use T it moves her further from the other one and pushes her off screen.

(Theseus) S1- Another case of lacking detail. Yes in the event he bounces just continue the s,t,s,s,s,s as far as possible, P2 pillars I just move out and charge a spirit.

S2- I honestly hadn’t noticed a difference, just aware to wait in the spot for 6 from one hand and 7 from the other (or was it 5/6? No matter).

M1- I do believe it’s 7. Does that mean it will be 14 in GKPAIN+? The map is most useful, I’ll have to put that to use to find some safe spots.

(Saddle 3 exterior) Opening the door again for an AI boundary. The smartest ideas are always the simplest.

(Divine pools) Ground OS where possible, when needed air OS to get them low enough for ground OS.

(Destiny’s atrium) I had a small amount of trouble with this fight, so I’ll have to check your videos on the matter, especially should GK come about (not that unlikely).

(BK) S1- Front is preferred, slightly to one side is also acceptable

S3- *Skill* I do now. I treated this as the place to learn bow trick timings – time well spent given how prominent it is in the rest of the run.

*Shin’s slaps* I certainly can believe it, I emulated it on my vanilla VH so as not to have to learn tricking, if you can believe that.

(Ruins of the forgotten) Precisely that.

(Pit) Inside, aiming at the wraiths but the pillar gets taken out regardless.

(Bog battle) No such luck, didn’t struggle enough to consider finding other tactics.

(Titan Minotaur 1) *Rage pounds* That is correct.

*Sleep spot* That certainly would have saved some time.

(Cerberus bastard) Have to say I would have been more than happy to see some spawns in this fight, collisions would have made this much shorter and more fun.

(Underground chamber) Safe to say faced with a single Hades Minotaur I would have faced it up close and run away from the unblockable.

(Euryale) S1- I did experiment with the sweet spot (at first I found it by accident and then checked others’ coverage to see if it was known, intending to reproduce it) but I found it to be a lot of work setting it up for comparatively little gain, easier to just take her on up close.

S3- I found with the slams it was too risky to even attempt getting her in the sweet spot, when it came to it I actually quite enjoyed sustaining rhythmic tricking, only takes a minute or so to get O. Perhaps the sweet spot will come into play with GK.

(Centre pillar) *Sentry/Juggernaut* I appreciate your lenience with my continued misnomers throughout the coverage.

(Courtyard of Atropos) *Shin* Not quite, I come up with my own strategies until something becomes an issue, at which point I check both Taz and Shin’s videos, should that still not help I check your written coverage, and in the rare event that was no good I checked the written coverage of others (only occurred in the GoWIII NUR+ where you only covered PAIN+). It’s fair to assume this is my standard means of seeking aid in all cases prior to our recent communication.

(Hall of Atropos interior) Hadn’t considered it.

(Perseus) S1- Yes, I’ve always had trouble with this phase so best to play it safe.

S3- Wall slaps are a nice idea, that will certainly help GK.

S4- I can’t recall now but I would most likely have rolled away from slings, no need to risk a DQ from accidentally parrying.

(Lowlands fight 2) As I recall, I chipped away at the satyrs with the juggernauts until they were both gone, then OS the satyrs to finish off.

(Titan minotaur 3) S1- I’m afraid not, I’ve always found this fight rather easy when just slowly chipping away so never bothered to develop any more advanced tactics.

S2- I’m X, jumping to the side. I do hope there’s no shame in that.

(Atlas lift) Thank you for that, I’ll keep that in mind for the future. Is this one of the fights that’s easier with GK?

(Palace of the Fates entrance) I was aware of the ring-outs, but I found it just as easy to deal with them where they spawned due to OH iframes.

(Spike room) It’s true to say I employed the FIGHT option but that’s only because I forgot FLIGHT existed, would have much preferred that (as indeed I did under NUR+ conditions).

(Tranny) W1- *No abuse* No need.

W2- *v2* Have to thank Shin for that, I wasn’t even aware v1 was possible here, I tried it first but couldn’t find a way to get hits through the barrier. Better this way anyway.

W3- Without creating the checkpoint this would be an ordeal (as it is it only qualifies as a hassle). My tactics here were really born of analysing Findlestick’s showing of openings (a godsend) and correlating it with others’ showings to see what constitutes a successful run and then implementing this in my own practice. Regarding the direction, you’re correct, I prefer to stand on the left but closer to the tranny than the door and face right. It takes a certain amount of luck not to get an unfortunate to kick or a spawn at a bad time resulting in the tranny getting swamped, but there really isn’t all that much to it.

(Pantheon of Atropos) It seems to me that it’s likely a combination of seeds present during kill which have been spawned by a particular breeder taking the place of the new breeder and thus resulting in it not spawning. When I got the successful run I only had two breeders spawn (which is to say no additional ones after the first two), and I had 5 seeds present at the time the first breeder died, then used alt OH on the rest to finish the other breeder and that was the end of it.

(Phoenix chamber platform B) I did try but every time I went out into the room the fight started so I just went with it.

(Kraken) – Invisible tentacle sounds wonderful, glad I didn’t have to contend with that.

S1- *HP resets* Oh I’m very aware of this. Very. VERY. Aware.

*Skorpius* I can honestly say nothing has affected me so much as seeing his onyx regenerate, when I saw that I just didn’t know what to do. What did I do to deserve that?

Knob 2- It shouldn’t have been, but it definitely was. The issue really was that our damage output is low, meaning if you miss two jumps you’ve wasted enough time that you can no longer break it. Good to know this is a necessary violation in GK.

(Lahkesis) *DQ* Very gracious of you.

(Atropos) *Invisible walls* How ridiculous.

(ER) W1- *Making use of ammo* I did find some pleasure in judging my success on this wave by how many legionnaires I had left after the FJs. My record was 3.

W3- I don’t like the idea of separating a siren because I ALWAYS get caught by their projectile by starting ascension at the wrong moment, the wave’s relatively safe when they’re all grouped up on the other side of the barrier *not to mention their tendency to shatter each other* (that said I don’t mind if a gorgon *or even two* get isolated on my side).

W5- *Satyrs* As it happens I am familiar enough with the satyrs to punish with s6, just not familiar enough with s6 to space it correctly (missed every single one until I just gave up).

W7- I never really did come up with a plan, I only attempted this wave 3/4 times before completing it (it’s quite easy). The idea was precisely what I said, move a lot when the cyclopes come near you, tosses for collisions, never attempt to trick because you WILL miss it and you WILL die and it WILL be infuriating.

(CoO/GoS NUR+) My initial plan was to do lesser runs in the handheld entries because I like them much less, but upon realising how easy CoO was I decided to go straight for PAIN+ and never think about it again. I had the same idea for GoS but as you know that didn’t go quite as well. The initial NUR+ plan is still in place for GoW:A, I certainly don’t enjoy that enough to brave a PAIN variant – I’d sooner take on the clones.

(Zeus) S1- I actually had some trouble with this phase, fortunately there’s a checkpoint here.

S2- *DR lock* I did try that out a bit when he made some distance, just didn’t occur very often, nor did it on my successful run. Must be said I’ve grown quite fond of tricking.

(Others) As usual, no urgency.

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#13  Edited By MrStarkiller
Member since 2008 • 18993 Posts

>turned into PAIN+

I've heard this story before. Let's see how that goes.

NOTE: Pity, as you could have experienced GoZ carry, but whatever. Same for GoS, really (with AoS).

>easy

I sure hope these words aren't made to be eaten later (it is mostly easy):

Loading Video...

>forward roll

It looks odd, but functions well enough (as with the altered input). The i-frames seem quite intact (unlike GoW:A). What seems to be the problem?

>hit boxes

Or did you mean hurt boxes? Or both? Or maybe you mean enemy hit boxes (shit box, phantom range, "shockwaves", etc.).

>no collisions

My evaluation topic covers my feelings on this and much more.

>bad fight designs

I'm sure you'll highlight them for me as we go. One fun one for NBR+ NUR+ is Charon, actually.

>infinite OH back with a vengeance

And air OS infinite, too. Too bad the game leans on them while they sometimes take too long to kill themselves. Know what would help? More damage. Besides that? More variety (having air t1 help keep up the lock is good, as with needing cueing or walls and such). But that's irrelevant. Ring-outs. Ring-outs and enviro-hazards doing work would be a big deal (like in that one spot in Tartarus where they don't put 100ft fucking invisible Trojan's bests up to cockblock us from a quick kill). Petrification, collisions, etc., too. And friendly fire. But enough of this.

>grown on you

Has it now?

>charm of the sub-standard

GoW:A will test you as much as I've tested it.

---CoO VH PAIN+ Evaluation---

Shores of Attica : Building : Rooftop

-Can mostly skip this, but it is easier to just do as you say.

Shores of Attica : Building : Storeroom

-More grabs

Basilisk 1

-Blocking the melee, I presume. I used movement canceling for 's,t' in the old coverage. I wonder if 's,s,s' wouldn't be better 'dps' for this entry.

Let's check the values. *checks* I knew "s3" was stronger, but I wasn't sure where t1 and t0 stood for sure. It is 4 for s3 (rather than the usual tying with s1 *2*) and apparently air s3 (normally same as the others as I recall). GoWII had nerfed t1 to be two hits for the same as a single t0. That remains the case here, but apparently Plume was nerfed in that it couldn't double hit. Operating within a small punishment window, 's,t' (Normal at lvl1) would be 2,3/3 (8). It would take slightly longer for 's,s,t', which is '2,2,6' (10). With that extra time, you could continue t1 into T or s2 to make-up the difference (which chains further *even into t0 if one so wishes*). Just going for 's,s,s' would be 2,2,4 (8). Pretty on-par in terms of time with 's,t', too. Just lacks the bounce hit property or vertical reach (in exchange or simplicity with forward reach). I feel like there was an entry where s4 and s5 weren't just two hits of s1 each. *checks* GoW1. The s3 wasn't a stand-out, but s4 and s5 weren't merely 2/2 each, but 3/3 each. Valor was stronger (10 rather than 8) aside from T (8 rather than 2). Apparently air s3 was double the other hits in one blow even then (different attack animation, however). I had a study on the different blades within the last year, but I no longer recall where that was exactly. Pity I didn't back it up at TUGOWU (as I plan to do with the Artemis What-if and the GoW:A coverage I've been doing).

NOTE: Ultimately, the point of all this is to highlight how 's,s,s' can compete with 's,t' (in CoO). Being able to chain into s4 and s5 right after it (rather than to s2) gives it access to a 2/2, which makes a string like 's,s,s,s' worth 2,2,4,2/2 (12) in the same time frame as 's,t,s'. I'm not a master on dps talk, however. I just feel it has a case to be made when not depending on the bounce hit property.

Shores of Attica : Beach

-…

City of Attica : Gate A

-Grabs

City of Attica : Gap : Side A

-…

City of Attica : Gap : Side B *Crank*

-Just grabbing with no plan beyond it? On the combat front (how you kill foes), I appreciate no more need be done, but there is a gimmick to this bit with how to progress.

City of Attica : Siege Towers

-...

City of Attica : Rooftop *Beam*

-A waste to only have the one beam (and still bother making the mechanic).

City of Attica : Treasure Room

Persian King

-What was the plan prior to eating an Efreet? Apparently not ranged chip. Perhaps you were fighting in close with 's,t' as I had? Or maybe using a grab on soldiers to calm the king before doing so (like Wulf)?

-(Efreet Trial) ...

City of Attica : Parapet A

-Grabs, kick the ladders, do the ballista

City of Attica : Wine Cellar

-…

City of Attica : Courtyard A

-Good to have this in the back pocket, but I more feel it is appropriate for when the Cyclops isn't yet alone and can't easily be made so (like with more than one at a time). Helps that they can't close the gap quickly. When 1v1, it is good to learn how to face them in CQC. I forget if rear strats was a big thing for this entry. I know you could evade around their attacks and later (like in this run) I began to evade into them using i-frames.

City of Attica : Path *Archers*

-...

City of Attica : Parapet B

-...

City of Attica : Bazaar

-…

City of Attica : Courtyard B

-...

City of Attica : Interior

-…

City of Attica : Gate B

Basilisk 2

NOTE: I disagree with CoO (and GoS) having only two encounters for the opening bosses as proper fights. One shy of how it ought to be.

S1P1 – I presume you fought from the center. Not surprised you opted out of evading through it (I myself prefer hopping the flame).

S1P2 – ...

S2P1 - Could have afforded to have it change itself up a bit more.

S2P2 - ....

S3 – Don't think HP is a factor here. Just landing hits enough to force it back. I forget.

Marathon : Cliffs

-…

Marathon : Building : Interior

-Which ones do you prefer for this general foe?

Marathon : Streets A

-...

Marathon : Fog A

-…

Marathon : Streets B

-Banshee job to paced 's,t,s,t' apparently. Not so much the 'gorgon lock' for handheld entries (which is risky as even the PS3 version retains the possibility of crashing when doing it, sadly *fantastic lock that got me to try doing the same in GoW1 for Medusa*). As for checkpoints, yeah. There is a lot of that in handheld entries (skipping fights, even).

Marathon : Fog B

-...

Marathon : Rock Barrier

-Yes, the grab is tricky to deal with. Learning his cues can help, too (as with the GoS Piraeus Lion).

Temple of Helios : Exterior A

-...

Temple of Helios : Fire Steeds

-Proceed

Temple of Helios : Bridge

-Continue

Temple of Helios : Exterior B

-I forget if you can jump the shriek. I don't think this one works that way (had to i-frame it).

Temple of Helios : Courtyard A

-…

Temple of Helios : First Floor

-Use elevator

Temple of Helios : Second Floor

-The 'grenades' behave oddly. Wish their fire pool had friendly fire. Would be neat (for us).

Temple of Helios : Second Floor : Hall A

-Did you do the OS kill when you could?

Temple of Helios : Courtyard B

-...

Temple of Helios : Second Floor : Hall B

-...

Temple of Helios : Second Floor

-Get through the gate.

Temple of Helios : Interior : Hall A

-…

Temple of Helios : Harpling Room

-...

Temple of Helios : Fire Guard Room

-I was more for leaping over their attack or strafing it before landing a set-up for OH infinite (later the parry handles their attempt at offense). As you say, there are dangers with grabs not recovering at the same time i-frames end (GoW:A is worse about this) and some foes will start-up new moves during this time (making it a gamble to just go for the grab).

Temple of Helios : Interior : Hall B

-…

Temple of Helios : Elevator *descend*

-My coverage suggests you can ring-out them out reliably, but only as they spawn in (for whatever reason). Air OS infinite was something I did for those I couldn't ring-out (the descending platform made it easy to keep that up).

-I think it actually does make a difference with the damage going through the shield to their HP (rather than merely breaking that which denies damage dealing). I just didn't bother.

Temple of Helios : Temple Heart

-Navigate

Temple of Helios : Throne Room

-...

Temple of Helios : Stairwell A

-Proceed.

Temple of Helios : Courtyard A

-…

Temple of Helios : Courtyard B

-Yeah, it was a generous thing that we allow the altered parry (just not counters). A hold over from GoWII's rulings that doesn't jive with the philosophy that came from and now defines 'PAIN'.

Temple of Helios : Stairwell B

-Proceed.

Temple of Helios : Euros Puzzle

-Do it.

Temple of Helios : Interior : Hall C

-…

Temple of Helios : Temple Heart

-Go to the portal

Caves of Olympus : Pool A

-Get the Lance

Caves of Olympus : Pool A : Swimtube

-Navigate

Caves of Olympus : Pool A

-Navigate

Caves of Olympus : Minotaur Room

-I was mostly annoyed with the "O" being often off-screen. I didn't fancy messing with their charge in this entry (80DMG if you mess up and no reversal unlike GoS). I was more for CQC (evade tricking their headbutt).

Caves of Olympus : Bridge

-Turn crank and cross it

Caves of Olympus : Stream

-Speak with Eos and proceed.

Caves of Olympus : Pool B

-Cross

-...

Caves of Olympus : Primordial Fire Chamber

-(Return Trial) ...

-(Light of Dawn Trial) ...

Caves of Olympus : Pool A : Cliff

-...

Caves of Olympus : Pool A

-Cross and use portal

Temple of Helios : Temple Heart

-Navigate

Temple of Helios : Elevator *ascend*

-...

Temple of Helios : Hall D

-Proceed

Temple of Helios : Notos Puzzle

-Not going to parry for control of the Hyperion Guard?

-Do it

Temple of Helios : Temple Heart

-Proceed

Temple of Helios : Hall E

-Move along

Temple of Helios : Zephyros Puzzle

-Do it

Temple of Helios : Exterior B

-...

-My notes speak of how we cannot (R),T in this entry aside from parrying being used to help control things (otherwise the normal tactics for a given foe *same priority for kills as you*).

Temple of Helios : Bridge

-Cross it again

Temple of Helios : Fire Steeds

-Activate them

Hades : Asphodel : Platform Series

-Proceed

Hades : Asphodel : Cliff Wall A

-My notes say heavy when far and light from medium (if close, you just have to hope they want to grab, so you can reverse it).

Hades : Asphodel : Gorgon Landing

-They're a bit like that in GoW:A (and we have more than 1HP as a statue for once *aside from times where you can shake-out when caught in the air*). I was able to do my usual, but alternatively work the barrier as you denote (adding to that would be evasion into quick t1 to quick T to OH or air OS). Such a shame the PS3 version didn't stabilize the game as using the forced OH lock was the perfect tool for trashing them (we're robbed of that even now).

Hades : Asphodel : Path

-Move along.

Hades : Asphodel : Courtyard

-I prefer ignoring Hoplites in favor of the Cyclops. This is done more easily by fighting from high ground (up by hidden EXP chests). Chip with t0/t3 from there. The t0 into OH stuff being for when a Hoplite gets too close.

Hades : Asphodel : Ruined Building A : Path

-Grabbed the gorgon, too? It was here that I went with 's,t,T' between OH.

Hades : Asphodel : Cliff Wall B

-Cross

Hades : Asphodel : Ruined Building B

-...

Hades : Asphodel : Gates of Hades : Path

-I had a fancier alternative approach with luring the Death Knights away, but that isolating Harplings like that was more for NGR+ NUR+ handling (though you could use it *with grabs* here, too). For PAIN+, I did the same as you denote.

Hades : Asphodel : Arena : Path

-Move along

Hades : Asphodel : Arena

-Really dislike hazards not harming foes.

Hades : Dock of Charon : Bridge

-Cross

Hades : Dock of Charon

-Ring Bell

Hades : Ferry

Charon 1

-Lose

Jails of Tartarus : Path A

-...

Jails of Tartarus : Harpy Chamber

-The old way, eh? For CoO, it was more about s1 to OS (tag to hold them still and immediately cancel to the grab upon impact *surprising range feels likes you're doing some secret move or something*). My notes mention how their dive is trash, so you can just jump it (future versions of bomber) or walk to where they start it from (sort of like handling Castor's dive).

Jails of Tartarus : Path B

-You can ring them out here. If they are knocked to the chain, they disintegrate and die.

Jails of Tartarus : Chain Bridge A

-…

Tartarus : Temple of the Gods : Cliff Wall

-...

Tartarus : Temple of the Gods

-...

-Pull the statue

Tartarus : Pathway

-…

Tartarus : The Crypt : Courtyard

-My notes advise pacing grabs only for the purpose of giving new spawns time to appear (using grabs to pacify the minotaur as you get rid of the archers). This aside from times the minotaur will charge for sure (upon spawning, upon reaching "O" or upon armor break).

Tartarus : The Crypt : Interior : Chamber A

-...

Tartarus : The Crypt : Sidle

-Get to and use lever

Tartarus : The Crypt : Chamber B

-...

Tartarus : The Crypt : Throne

-Get key and kick throne

Tartarus : The Crypt : Courtyard

-Use key

Tartarus : Temple of Zeus : Bridge

-Cross

Tartarus : Temple of Zeus : Interior

-...

-(GoZ Trial) ...

Tartarus : Temple of Zeus : Bridge

-Return

Tartarus : Pathway *spiked-wall*

-Move along

Tartarus : Temple of the Gods

-Smash Hades statue and proceed onward

Jails of Tartarus : Titans : Hub

-Standard harpies

Jails of Tartarus : Titans : Crank Room A

-Harpies first is to be expected (again, delaying between grabs will control the fight). For the Cyclops, the close range move is different. Notes say you could evade CCW around it through the attack (or leap strafe it). Easier to do as you say. With armor removed, you can lure the Cyclops to the foreground to some EXP chest. Stand on it and use some means to scrap it safely (I went with 's,t' where I would turn around to land t1, each time).

Jails of Tartarus : Titans : Hub

-...

Jails of Tartarus : Titans : Crank Room B

-As you say, it can be troublesome to go after Hoplites first (on account of stare spam *which goes through grab i-frames at least from the source of wall traps later if not also this enemy*). Better to take advantage of their slowness with the shields intact (gorgons first).

Jails of Tartarus : Titans : Hub

-Cross chains

Jails of Tartarus : Titans : Hall

-...

Jails of Tartarus : Titans : Wall

-Ascend

Jails of Tartarus : Titans : Crank Room C

-Amusingly, you can checkpoint exploit to skip archers.

Jails of Tartarus : Shackles of Hyperion : Bridge

-Run across

Jails of Tartarus : Shackles of Hyperion : Lever Room A

-...

Jails of Tartarus : Shackles of Hyperion : Lever Room B

-Pull lever

Jails of Tartarus : Shackles of Hyperion : Wall

-...

Jails of Tartarus : Atlas Broken Shackles : Gear A

-After smashing the shield, we can OS for ring-out, yes. This location being another you can checkpoint exploit, but who would want to with this rare chance to uses a favorite mechanic for quick kills?

Jails of Tartarus : Atlas Broken Shackles : Gear B

-...

Jails of Tartarus : Atlas Broken Shackles : Platform A

-Punch it and cross

Hades : Dock of Charon : Path

-Break wall

Hades : Asphodel : Arena

-What were they thinking with the same fight three times? Even twice without some change is unsightly.

Hades : Dock of Charon : Bridge

-Cross

Hades : Dock of Charon

-Punch door

>had your fill

>no bonus credit

A pity.

Hades : Ferry

Charon 2

S1 – More for 's,t' punish after the parry, myself. Notes speak of having a wall to your back so he doesn't push you away (aside from parry into turtling up).

S2 – The usual is timed evasion, but I preferred strafing his shot, seeing it whiff, punishing with 's,t' then jump canceling as the second hit of t1 landed into strafing some more. Basically as you note, which is an approach that hasn't been recorded yet.

S3 – So odd how the shockwaves work (deceptive at range *like Zeus S1 in GoWII*, but doing nothing close-in). Would think they were a keep-out tool, but instead they're more of a keep-in thing (but his offense in-close here is trash, so you would expect he had something to compliment the set-up (rather than asking for a face-fucking). Anyway, t0/t3 apparently open him up with long stuns (combo away).

S4 – Ah, good. So somebody else actually followed the rules. Another thing that hasn't been recorded yet (like the gorgon lock *that risks game crash*).

-(CW trial) Notes list using the parry between them for a stun, then 's,t' or T into OH.

Hades : Temple of Persephone : Book Chamber

-…

Hades : Temple of Persephone : Chamber A

-I don't remember much issue with getting the Sphinx against the entrance barrier (both times) for parry into punish lockdown with the lads off-screen twiddling their thumbs. What you note for the goats is the easier way (if you can manage it, 's,t' to OH is also possible). Though I go from air t1 to air OS into OH infinite from there.

Hades : Temple of Persephone : Gorgon Head Hallway A

-Having the traps only work on us sucks. I suppose destroying them isn't the same as a foe, so maybe using GoZ wouldn't be a DQ (take out the first to open up a big space). Meh. Just don't be in the way of the beam (even when grabbing foes). My notes remind of the alternative handling for the fauns aside from pacing grabs to make foes docile for a few seconds.

Hades : Temple of Persephone : Chamber B

-Luring the 2x Cyclops apart for CQC handling works pretty well.

Hades : Temple of Persephone : Gorgon Head Hallway B

-They had a bad habit of repeat fights. Should have been different foes (to make-up for being in the same location). Or different traps. Something. Why not some foes not used in awhile? Banshee comes to mind. I wonder how teaming them with a Death Knight might go.

Hades : Temple of Persephone : Chamber C

-Notes say you don't want them off-screen (charges). Best to bust the armor (minding the charge to come), then isolate while getting backed into a wall for CQC handling (evading through headbutts and punishing). I had no issue with the evade (until GoW:A decided we needed less i-frames among other things). Was annoying to fight in the open with them ramming through each other (thus the wall strats to prevent this behavior).

Hades : Temple of Persephone : Crank Platform

-Ascend

Hades : Temple of Persephone : Gorgon Queen Chamber

-Such a shame the lock crashes the game. It would be perfect here. Their grab is pretty pathetic. If it had activation damage it would be more troublesome (and quite a lot more if they did something upon seeing a statue). Their choice to have a random foe is beyond me. With just queens, notes say to parry into the usual punish setting up OH (and just keep going for that as much as they'll let you). The grab has no notation about being parryable (unlike in Ascension), but you can leap or evade it. Still a bother (especially with how they 'fly' at you).

Hades : Temple of Persephone : Save Chamber

-...

Hades : Temple of Persephone : Groves

-Go to Persephone, use the Forsaken Tree and pass through the Divine Gates.

Hades : Elysium Fields

-...

Hades : Elysium : Stairway

-Not a very good final gauntlet, is it? Figured there would be more encounters as we went up the stairs. Sort of disappoint like the end of Hades in GoW1 (after Hades Bridge A, I figured all these platforms would have fights on them, but nothing).

Persephone

S1 – ...

S2 - QTE

S3 – Wish more could reach her on the pillar. Wish we could knock her down or take pillars out (knowing this entry, it would be forced as a GoZ thing and not letting t0/t3 do the same *even if needing extra hits to do it*). Something to get better damage in. Forcing us to lose a bunch of HP is a dick move. Being a queen, you wonder where her subjects are. Could have spiced this up by having her summon rubbish (and becoming less aggressive with them out) that are worth some HP (and MP). Also, friendly fire (let her nuke her own for our benefit). Oh, well.

NOTE: Would have liked for the light beam of Helios Shield to be a move we could do. Also, not to force it at the end here, but they wanted to get cute for their QTE. Whatever.

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#14  Edited By MrStarkiller
Member since 2008 • 18993 Posts

>mysteriously appear

He's not absent elsewhere (just here). I usually speak to him at YT (only sometimes at GFAQs).

>get his life together

I keep telling him that (on account of his politics, too *hohoho*).

>didn't consider write-up right away

Good to be quick about it. Even better if able to write down what you've tried, the results, what you want to try, etc. until you're done (and maybe what could have been tried after the fact). Theorycraft. I often don't settle for the first victory (want to see if I had other ways to do it and better).

>rage pound Colossus 2

Still want to go over this. I'll lead off, then. Normally (in vanilla), people just use PR. You can do a few things as alternatives. Side switch is one (but then he can use his SSS). Or you could switch back right away to avoid this. Don't think evade i-frames will work out (and we don't have TB or EH for free tricking). I know you can get to the back corner of either side to outrange the direct touch, then hop the shockwave. The last option is perhaps the most daring with standing dead center of his attack (threading the needle) and doing a hop over the shockwave (making him whiff by being between the arms). I was trying to found out which one you went with.

>don't want to think about it

Ain't too bad. Just have to adjust a few things. Tid and a few others (lots of people have problems with 'tricking' for one reason or another, but not so much when evades do it).

>Hades Wall

Shouldn't be a problem to grab and move along. Perhaps should you revisit the entry, I'll pull up some video examples.

>bit late

Better late than never (that's a more important spot to remember it on account of how bad downwind 360 toss is *doesn't even kill your ammo, though that can work to your advantage in some cases*). What of the Sentry toss? I'll just cover it now. The slams have their own unique damage and the first half of the animation isn't much different. The full collision doesn't register on hit until the second half of the animation, thus we recommend being a good distance away (if not having their back flush against a wall and at an angle where the agent will stay in contact with the target *able to get more than one full collision this way*).

>nasty habit

Just have to adapt when the game changes up our toys.

>Forward Dash

Your conclusion is correct. Were we stricter in the day, it would have been ruled out for PAIN/PAIN+ outside where absolutely forced. Would have taken away parrying the moment you get GF, too (which would suck).

>camera abuse rather than cover

I see.

>S1P2 pillars

A pity you weren't familiar with the option to be in on him as your t3 build-up could have been all while slapping him (rather than baking it from a distance).

>does that mean 14 in GKPAIN+

It would if we had only 100 units to start with, but NG+ of GoWII forces MAX extensions, so you have 200MP at the start (gives you a head start helping to make-up for the atrocious MP recovery *balances out for the most part*). Had you any desire to experience this correction (restart if at half life *simulate death* and be sure to use half your MP going into the fight, so fire 25 shots (4MP each, so using 100 of the 200). Doubtful you want to put yourself in the position of doing even more SEM waves though (one other factor is how Enemy Power % won't scale their grabs *this ain't GoS where that shit happens...or the false grab of Skorpius*). Sucks he can't friendly fire his boys even with the pillars (can launch them, but deals no damage). Would be a great boon. Not sure why his projectile (even the homing version) is unblockable (even guard break would be pushing it).

>useful map

It isn't as necessary, but I should have made one for S1P2, too. Should probably have gotten hands-on with my map and did the testing myself, too. Waiting until I was long done with runwork before making the map is questionable logic.

>check my videos

Won't be showing you GKPAIN+ handling for getting the coveted alt.OH out of boars, sadly. I'm sure another has done as much, though. It means a lot for that run, so people don't tend to do the same as PAIN+ (just longer).

>if you can believe that

I don't want to believe it.

>happy to have seeds

So long as they work like the ones we know. If they suddenly turn into ****-off versions that are the same, except not 'general', that would be rougher. Rougher still if they have the weird knockback not counting for collisions from handheld entries (later GoW:A does this) that occurs in place of real knockback, bounce and launch (preventing OH and air OS). That would be shit. Also, HP orbs from OS kill is desirable (like GoW1).

>Euryale sweet spot

Wasn't hard for me to set-up (just get her by the pillars and go around the corner). No point in it for S1, but S3's rage pound gives some incentive to just use the likes of t0 to chip her. It is better for other weapons (like SoD *PS*).

>only covered PAIN+

That tends to be the case here in the topic I made for 'coverage'. Didn't opt to have all my runs in the thread (just the 'top run'). I had more at gow3forums (a lot more). I still have them in my documents, however. These are kept at alt.TUGOWU (v3, I think).

>help with GK

Especially given the damage is good compared to our own as it doesn't adjust with Power %. 10DMG is a lot compared to our pathetic options (s1 being 0.75 per hit in this case *even 13 hits falls short of just one wall impact from pushing him into them*).

>accidental DQ

His start-up is slow. You could also just turtle up. Or air block. These things aside from tricking.

>afraid not

Might want to consider this for GKPAIN+ (save yourself some time *as we never disallowed this dirty exploit*):

Loading Video...

>easier with GK

Being that (if at full life) you're taking the same damage (just across a bigger bar *and less relatively in the case of grabs on us*) and collisions are stronger, I'd say it is objectively easier (not like they're dropping orbs for recovery *that are trash with GK*) in this case. We aren't being made to chip with our Normals, so the low damage isn't much of a factor. On lesser GK runs, it is super easy thanks to having AQ (which is super potent for control):

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>Findle reference

Ah, good. He was among those I put in my playlist for others to consider (depending on what run they are doing). Still need to add the various 'series' showings from some of the guys doing a bunch of wins over the fight.

>Seed from a killed Breeder still around

That may be. I'd have to test it.

>Skorpius hate

Still not enough of that in the community. Casuals live in blissful ignorance. Imagine my fury watching a dev diary where they specifically name this fight as one they 'tested to perfection':

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NOTE: Skorpius "Monster Truck" Jackson hits all the wrong notes. All of them.

>record was 3

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>s6 whiffs

Amusing. I forget how their fake-out works. Think it punishes knockbacks and bounces, but not launches.

>sooner take on the clones

You say that now.

NOTE: As you would suspect (and I did given I've seen them walk off ledges like when AKheon dropped the family into the pit *for 40% Enemy Power % and below, this isn't enough to insta-kill them, so that's nice for casual runs*), my testing failed. I wanted to see if you could pull a stunt like moving the cluster of doppelgangers to the platform Agony later orbits from (prior to it breaking away). Did it, but they just walk off to their death and respawn as per normal. Had it worked, this would have an obvious path to victory (don't get them all on it at first, ideally). Just leap to them, OS kill and leap back to OS kill all the rest of the spawn pool (mind you, there are some oddities like a double spawn off one kill or so). Leap back and repeat until you're done. Would have been elegant, but they wouldn't play along (rest of the game has enemies that aren't able to just walk off their platform, but they can and do). What a pity. But then, with such a simple solution, it wouldn't even be bonus credit to begin with.

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#15  Edited By MrStarkiller
Member since 2008 • 18993 Posts

>just terrible

It has its issues, true. My evaluations cover this in decent detail. Might be worth glancing over. Still need to finish up my work with GoW:A, so I can go ahead with trashing that entry in that very thread (long time coming).

NOTE: Early on, I took the presence of collisions as a great sign. While it is nice to have something, they don't even hit off knockback (much less deal so much as 1DMG). The rest are all static 3 (all the same and not scaling). The devs saw my initial praise and seemed surprised enough that it came up in a conference speech (like they didn't know why I liked the idea of making foes fly into each other for another damage source not dependent on Power %).

>only started checking others upon arrival at Aroania

Noted. A bit odd you didn't think to check Taz and others for videos (aside from my own write-ups). But then, maybe you didn't know where to find my stuff (what with gow3forums down *thanks 'kratos'*).

---GoS VH PAIN+ Evaluation---

Flagship:Deck 1

-Weird that their OS goes right into what is an OH. I'd glanced at coverage earlier. Where is talk of the tackle (HC)?

Flagship:Hold

-...

Flagship:Deck 2

-I'm more for HC (360 toss on this foe). I do a lot of t1 with movement cancels. Not sure why this entry opted to give BoA the BoE version of Bravery (then GoW:A repeats this, but for BoC).

Atlantis:Shore

Scylla

S1P1 – You can lock her with t1.

S1P2 – Cheesy, but you can also get to the upper platform along the right and attack the wall to hurt her where she can do nothing back to us. This same sort of oversight occurs with the monster form of Thanatos (foreground is where the hurtbox doubles there).

S1P3 – ...

NOTE: I don't particularly like this design. I put up with their lame Basilisk (not much of a petrifying rooster monster, was it) only for them to re-use it as a sea monster here. Then fucking GoW:A was going to copy/paste it as Charbydis, only to run out of time and recycle it as a transformation for Alecto (imagine my delight). In myth, this was a maiden Poseidon got too fond of. Some godly antics see that her bath goes wrong (with her lower half becoming monstrous *her legs are tentacles and her pubic hairs are fucking wolves*).

Atlantis:Outer Walls:Exterior A

-Zipline

Atlantis:Outer Walls:Exterior B (lower)

-Proceed up

Atlantis:Outer Walls:Exterior B (upper)

-Needless, but fun to know you can break the wall and send them beyond it for an insta-kill.

Atlantis:Outer Walls:Exterior C

-I prefer to face him well away from the lever and keep distance to bait his charge. Reverse it until enough damage is dealt for the back-up dancers to appear. Go to the lever with them and the mini-game will grab you (no damage) while killing them (sadly, it does nothing to the Minotaur *just as it is sad we cannot reverse the charge to just toss it over the cliff or even the busted open wall...or feed it to the boss for laughs*).

-Use the lever and navigate up the walls

Atlantis:Tunnel:Watery Hall

-...

Atlantis:Waterway A

-(Pressure Plate Puzzle) I liked that GoWIII had quick push, quick turn and 'ramming' on blocks and such, but later entries failed to retain all this (GoW:A had it all save for the ramming).

-Swing across

Atlantis:Waterway B

-...

Atlantis:Temple of Thanatos:Death Gate

-Save

Atlantis:Passageway

-...

Atlantis:Elevator

-Just look how often fights are just mash out a grab. This in combination with the downtime between fights makes a lot of the coverage samey in these handheld outings. They really blew it by not letting the environment spice things up (take away invisible walls, let hazards harm enemies). X-Men:O:W had floor and wall spikes (no ceiling spikes, sadly). You would think GoW would eventually have them for a CS grab kill on trash aside from using tosses, knockback, etc. to impale foes on the wall (some LoK/SR shit). Just feels satisfying. If foes are going to job so hard to grabs, may as well make them option select types (not just for HC) and let us insta-kill to be done with them until some tougher version with an extra move and armor requires dizzy (typical of the GoW system).

Atlantis:City:Ox Bow Waterway

-...

-(Slide) Navigate

Atlantis:City:Arena

-(Cyclops) Posted the quote on this before. Don't recall ass strats readily. Might have addressed this during my Artemis What-if.

-...

Atlantis:Shrine:Chamber A

-Kick statue

Atlantis:Shrine:Swim Tube

-Swim

Atlantis:Shrine:Chamber B

-Proceed to the door and open it

Atlantis:Shrine:Exterior

-...

-Cross the collapsing bridge

Atlantis:Temple of Poseidon:Save

-Use it

Atlantis:Temple of Poseidon:Exterior

-Open the door

Atlantis:Temple of Poseidon:Vision

-Proceed ahead

Atlantis:Temple of Poseidon:Chamber A

Callisto

-I went with more movement canceled t1 spam. Weird how her grab is random with what it'll do during the fight (either 0DMG toss at the wall or CS mini-game that deals a lot of activation damage). Should probably have been slightly more to this sub-boss.

Atlantis:Temple of Poseidon:Chamber B

-(EoA trial) ...

Atlantis:Temple of Poseidon:Corridor A

-...

Atlantis:Temple of Poseidon:Plaza

-Scylla ambush *do the RBP*

Methana Volcano:Save 1

-...

Methana Volcano:Wall

-...

Methana Volcano:Ceiling

-Destroy the stalactites and proceed

-(Cursed Wretches) Both the grab and the attempt itself have i-frames. I later learned (NGR+ NUR+) that the heavy attack on the ceiling functions this way, too.

Methana Volcano:Platform A

-Swing across

Methana Volcano:Platform B

-Ascend

Methana Volcano:Path A

-Proceed

Methana Volcano:Caldera

-That and OS as they spawn-in.

Methana Volcano:Path B

-Proceed past the 'Fire Door' (their dub) and save

Methana Volcano:Automaton Chamber

-Open the doorway leading to Thera

Methana Volcano:Rocky Bridge:Thera

-Get Bane and leave (quickly)

Methana Volcano:Automaton Chamber (again)

-My way was T*, pursue over its attack, then more T*. This while only holding R just before impact (conserving meter). I use s1 slaps to provoke the stomp, then neutral hop over it (one of those sorts of attacks) before another T* (into another s1 slap and loop). This use of s1 is sort of like how we used false OS in the past.

-Use the gear on the door

Methana Volcano:Drill 1

-Destroy the device with Bane strikes and proceed

Methana Volcano:Path B (again)

-Proceed to and break the Fire Door

Methana Volcano:Path C

-...

Methana Volcano:Slope 1

-...

Methana Volcano:Lever Chamber

-You would have had an easier time if you stuck to reversals (and got both minotaurs near death before using OS kill).

-Use the lever

Methana Volcano:Lava Float

-Of your grab options, I prefer HC (360 toss, baby). Shame about the collision damage and invisible walls. This is why we can't have nice things.

-Leap to the wall and ascend

Methana Volcano:Caldera:Save 3

-Save and cross sidle

Methana Volcano:Drill 2

-Destroy with Bane

Methana Volcano:Path D

-Break Fire Door and Sidle through crack in the wall

Methana Volcano:Volcano Core:Sidle

-Scylla Ambush mini-game

Methana Volcano:Volcano Core:Chest Platform

-(Brood) They're down below. Don't worry about it.

Methana Volcano:Volcano Core:Platform

-...

Methana Volcano:Volcano Core:Wall 1

-Navigate

Methana Volcano:Volcano Core:Ledge

-Leap to it and "X" to hold on until it breaks *air HC to get ahead*

Methana Volcano:Volcano Core:Slope

-...

Methana Volcano:Volcano Core:Columns

-Cross them and grapple

Methana Volcano:Wall 2

-Navigate ahead

-Yet more navigating

Island of Crete:Save

-...

Island of Crete:Burning Rooftop A

-Cross

Island of Crete:Burning Rooftop B

-Ledge navigating

Island of Crete:Burning Rooftop C

-...

-Another sidle

Island of Crete:Roofless Building:Interior

-My main caution here is using ground OS. If you do two in a row (quick succession, I believe) and the OS kill mini-game will not show the prompt, so you have a 1/4th chance to guessing right (which is shit).

-Go up the ladder, leap to the next and climb up

Island of Crete:Rooftop A

-(Rope) More for grabs myself. I was amused by the heavy hitting behind us (hardly matters).

Island of Crete:Rooftop B

-No need to get fancy, I suppose (shame about the ring-out).

Island of Crete:Rooftop C

-Go through the opening

Island of Crete:Burning Building:Interior A

-Get block

Island of Crete:Burning Building:Interior B (lower)

-Push block towards archers

NOTE: Odd we cannot kick objects in this one.

Island of Crete:Burning Building:Interior B (upper)

-(Archers) Could just go uptop, but it is easier to just air OS off the T from below.

Island of Crete:Rooftop D

-Proceed to the rope

Island of Crete:Temple of Athena:Save

-Save

Island of Crete:Temple of Athena

-Rope Climb

Island of Crete:Temple of Athena:Balcony A

-Proceed

Island of Crete:Temple of Athena:Elevator

-Use it

Island of Crete:Temple of Athena:Wall

-Smash and carry on

Island of Crete:Temple of Athena:Balcony B

-Press on to the cave

Island of Crete:Cave Quarry:Hall

-Move along and drop down

Island of Crete:Cave Quarry:Gears

-This fight was a run exception in NGR+ NUR+ as knockback and leading them into attacking at the gears coul never get them into them and you MUST break the gears using their bodies, so...

Island of Crete:Cave Quarry:Elevator

-Going down

Island of Crete:Cave Quarry:Grapple A

-...

Island of Crete:Cave Quarry:Grapple B

-...

Island of Crete:Construction Area:Crane Puzzle

-Solve it and proceed

Island of Crete:Construction Area:Building A:Hall

-Get to the rope, navigate it and leap off

Island of Crete:Construction Area:Building B:Gorgon Chamber

-I'm more for the forced OH lock (OH into quick T). No crash this time. If another gorgon is around, let her petrify (and shatter) her friend with Stare. They are your friends in this run. They fight for freedom. Now that you know, it won't be an accident down the line, I'm sure. My notes say their grab reversal allows cue of quick T, too. Also, t0/t3 interrupt will bounce them while interrupting (unlike CoO).

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Island of Crete:Construction Area:Building B:Halls

-Move along to the pool

Island of Crete:Pool A:Save

-Navigate and swim dash through obstruction

Island of Crete:Pool B:Path

-Open the gate and continue.

Island of Crete:Gates

-(Hoplite Guards) ...

Island of Crete:Gates:Zipline

-Use it

Island of Crete:Heraklion:Path A

-(Ravens) ...

-Proceed up the ledges

Island of Crete:Heraklion:Beams

-...

Island of Crete:Heraklion:Path B

-Navigate

Island of Crete:Heraklion:Tyrant Chamber

-This 'Tyrant' has a different range move (blockable punches) and the grab is stronger (with the scaling, it will insta-kill you at full life no matter how quick you do the mini-game). Still, CQC handling is the same. Just don't get got. Simple.

-Destroy the Fire Door

Island of Crete:Heraklion:Spiral Staircase

-Ascend, leap over break and shatter debris

Island of Crete:Heraklion:Zipline

-(Archers) I went with tackles, pounds and tossing at the others.

-Cross

Island of Crete:Heraklion:Path C

-...

Island of Crete:Heraklion:Collapsing Chamber

-...

Island of Crete:Heraklion:Save

-Save

Island of Crete:Heraklion:Forum:Path

-...

Island of Crete:Heraklion:Forum:Building

-Amusing how petrified harpies during their bomber will shatter upon impact.

-Fire Door and ladder

Island of Crete:Heraklion:Forum:Beams

-...

Island of Crete:Heraklion:Forum:Floor Puzzle

-Do it and drop down

Island of Crete:Heraklion:Streets:Gates

-Use Key

Island of Crete:Heraklion:Streets:Path A

-(Cursed Remains) Should just use HC for the insta-kill.

Island of Crete:Heraklion:Streets:Path B:Save

-...

Island of Crete:Heraklion:Streets:Path C:Sidle

-Proceed towards the ladder

Island of Crete:Heraklion:Streets:Path D

-...

Island of Crete:Heraklion:Streets:Keres Wraith Chamber

-Best enemies in the game coming through. I'd suggested spicing up the Athenian Wraiths of the past by disabling their 'general grab' condition, but having it be that you could grab them during certain moments (when they block or get parried, for instance). Would have been nice if you could catch them during their 'Morph Uppercut' (floor spike) for a damaging grab or confirm their block stance, then do the same. Might have been OP to just HC counter as they come out of burrow into their grab, but **** 'em. This foe is an asshole. Their floor spike 'succs' (pulls into a stun state), hits slightly off the ground, can start from any height if you're against some walls (so it will defeat jumping), does a ton of damage (while setting up more), can be done off-screen, etc. Just wonderful design. We can parry the burrow, but that's dangerous (then, so it leaping it). HC can catch their "O". If you fail to get it, they burrow and regain a little HP. NGR+ NUR+ sucks here just a bit. Don't think I fancied NBR+ NUR+ too much, either. Hard to recall. Have to let the others attack before fretting about the one you're targeting (so you know they won't suddenly push your shit in). I don't remember using S. I went with light hits. NEVER use moves with strong hit properties (knockback, bounce or launch) as this causes burrow (which becomes an issue in a later fight with a Tyrant friendly fire doing no damage, but knocking them around). Prevention of burrow is the best defense.

Island of Crete:Heraklion:Streets:Path E

-...

Island of Crete:Heraklion:Streets:Burning Path

-Race along

Island of Crete:Heraklion:Streets:Path F

-...

Island of Crete:Heraklion:Streets:Elevator

-Use it

Island of Crete:Temple of Athena:Save *again*

-...

Island of Crete:Temple of Athena *again*

-Use the key

Island of Crete:Geryon Courtyard

-I just can't recall the same problem with (R) or the original input. Then again, I'm fine with how DaS1 rolling was (before DaS2 improved it *only to mess up the i-frames*). I don't think you see his handbeam with ass strats. His 'barrier' was enough to force me to mid-range, I think. I didn't build up towards t3, so the missing visual cue (combined with off-screen) never came up. Study Taz for the fight you highlight. If you learn it well, you can do it as he does. I, however, had opted for keeping a harpy alive so it wouldn't be 2x Geryon (that presents its own challenge, mind you). Anyway, this fight was mid-range t1 with movement cancels spanking his posterior. When he staggers, he turns around on a dime, so be ready for his palm. Otherwise, you're just watching for his teleports.

Island of Crete:Gates:Path A

-Navigate

Island of Crete:Gates:Path B

-The checkpoint is inexcusable (GoW:A found it super interesting and inspirational). Just run around and use various grabs (like air OS *quick and safe*) to take out the pests before usual shieldboi handling. While certain things that should work don't work well (as you note), there are often ways to avoid this suffering. When there isn't, you'll know it (in my angry coverage).

Island of Crete:Gates *again*

-Use the key

Mounts of Aroania:Wooden Bridge:Save

-Save

>pre-boat bout

MOAR coverage NAO.

NOTE: You'll manage. It'll be easier since you're not alone now. Aside from Taz, you have my notes, my advice and whatever videos I see fit to show you as references on what you can do to make things easier.

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#16 gow_Steve
Member since 2012 • 58 Posts

(Eating words) Not here, it isn’t until GoS that I got a good taste of word.

(Hit boxes) Yes enemy hit boxes, outrageous in both handheld entries.

(Ring-outs) Would have been wonderful.

(GoW:A) Has no charm whatsoever.

(Values) Duly noted, still wouldn’t mind having a look through these for all entries if they’re readily available.

(Crank) That was the case yes, what’s the gimmick here?

(Persian King) Both, in close using s,t then calming him down by grabbing soldiers, which worked fine until said Efreet was eaten and plans changed.

(Marathon building interior) Just chained ground OS.

(Helios second floor hall A) No I did not, I started out just using ground OS but the rotation was too quick and unexpected, so I just went with OH.

(Notos puzzle) Hadn’t considered the possibility until I saw Taz do it in Asphodel.

(Elysium stairway) After the gauntlet of climbing the tower I was more than happy to have such an easy fight here.

NOTE: Fortunately there wasn’t much to say on that one. Good. Saves us all time.

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#17  Edited By gow_Steve
Member since 2012 • 58 Posts

(Absence) Seems like everyone’s absent here, couldn’t hurt to have a classic GoW resurgence.

(Politics) Let’s not, these posts are long enough as it is. At least wait until the run work is done.

(Quick write-ups) As I’ve learned. At least we won’t face this issue again.

(Rage pound Colossus 2) Ah, apologies. In this instance I switched and then immediately switched back.

(Tosses) In the case of sentries I just used square tosses, I like the possibility of multiple collisions.

(No GF) Good heavens, glad I never had to suffer the early rules.

(PAIN+ Theseus) Noted.

(Euryale sweet spots) Perhaps this will be of use if I decide to do SoD PAIN+.

(Titan minotaur 3) That will be useful, thank you.

(Skorpius) *Perfect* Ha.

(Clones) And now that I’ve done ToA even under lesser conditions I think that’s a fair comment.

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#18 gow_Steve
Member since 2012 • 58 Posts

(Issues) Collisions also filled me with early hope. Unfortunately, that didn’t last long.

(Checking others) I find it more enjoyable to go through on my own terms until I encounter an issue. That also explains the lack of HC, I forgot it existed until I checked Taz.

(Scylla) Noted, will certainly keep that in mind if I ever reach Thanatos.

(Callisto) Yes it is strange, seem like her final one is unavoidable though so I prefer to avoid them all until she gets me regardless and the fight ends.

(Island of Crete roofless building) Thank you for explaining why the prompt sometimes doesn’t appear, that was bothering me.

(Gorgons) Noted.

(Keres wraiths) *Being terrible* Yes, they are terrible. Restricting it to light hits does work to avoid their burrow though, really their only saving grace.

(Geryon courtyard) I loved the four-directional roll in DS1, but the stick could be placed at any point and the roll would accommodate, plus we had control of the camera and lock on with the enemies. My issue here is that the camera is static and the stick sometimes has dead zones relative to our position relative to the static camera. Perhaps I’ll try and provide video evidence.

(MOAR COVERAGE) On its way, I’m going to have something to eat, finish writing up GoS, then finish GoW:A. Will likely try and continue GoS after (unless you have a better suggestion).

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#19 gow_Steve
Member since 2012 • 58 Posts

Mounts of Aroania:Wretch Ambush

-OS

Mounts of Aroania:Wall

-I ended up getting to the other side as quickly as possible and hitting them from the ground until they stopped coming, but then I got hit and there was no checkpoint so I just skipped it the second time.

Mounts of Aroania:Statue

-Push it

Mounts of Aroania:Sidle

-Navigate and leap ahead

Mounts of Aroania:Clearing

-I’d rather not talk about this fight, the pain is still too fresh. The plan is to toss the spiders, for collisions and just to clear them out, then deal with the cyclops as usual. Doing that without getting grabbed, punched, or shot from off screen, or caught with bullshit grab iframes, is a much taller order.

-Ascend wall

Mounts of Aroania:Cave:Path

-Break obstacle and proceed through

Mounts of Aroania:Construction Area

-Shatter the scaffolding

-(Harpy Widows) Air OS

-Use wheel and take the elevator. Get on the stone cube and reach the wall.

-(Wall) Navigate

Mounts of Aroania:Chasm of Solace:Rope:Side A:Save

-Save then cross

Mounts of Aroania:Chasm of Solace:Rope:Side B

-...

Mounts of Aroania:Chasm of Solace:Mountainside

-Archers first, HC and pound because I needed HP, then air OS the harpies

Mounts of Aroania:Pass:Cave A:Path

-Navigate and grapple

Mounts of Aroania:Pass:Broken Bridge

-Ascend and progress

Mounts of Aroania:Pass:Cave B:Dredge

-I’m not fond of these enemies. Evade his first charge (weird timing but easy enough), then spirit, dodging his slam when necessary, infinite OH the spawn when they appear, then ignore his first O, and guess when you’ve done enough damage for the next O to finish him.

Mounts of Aroania:Pass:Cave B:Damaged Bridge

-(Box Push) Run straight to the archers, HC (filled my HP here), then push the box.

-Ascend and use the zipline

Mounts of Aroania:Pass:Wall

-Navigate

Mounts of Aroania:Pass:Wall:Automaton Chamber

-Exactly the same as the first, although I found this one much easier.

-Head to the Gear Room

Mounts of Aroania:Pass:Wall:Gear Room

-Use it and navigate ahead

Mounts of Aroania:Pass:Water Hole:Save

-Save

Mounts of Aroania:Pass:Water Tube

-...

Mounts of Aroania:Pass:Path A

-...

Mounts of Aroania:Pass:Hatchery

-OS to OH the small dredges, air OS harpies

Mounts of Aroania:Pass:Path B:Save

-Use it and proceed

Mounts of Aroania:Pass:Stone Bridge

Erinys

S1P1 - (Wing 1) I quite enjoyed this fight. t,s, parry, repeat. Takes about 200 hits for each phase.

S1P2 - (Wing 2) Repeat.

S2 - (Raven) QTE, Bane rape

S3P1 - Slide, Leap, QTE

S3P2 - Run, Slide, Leap, QTE

S4 - (Freefall) Avoid the thing, drop down, O, bane, repeat.

S5 - (Wounded) Move towards her, block, move in for O

Mounts of Aroania:Pass:Clearing

-(SoE trial) HC everything, pound the archers and toss the hoplites

Mounts of Aroania:Path to Sparta:Save

-Save

Sparta:Gates:Exterior

-Navigate

Sparta:Gates:Interior

-...

Sparta:Brothel

-Moving right along

Sparta:Market

-Passing through

Sparta:Home:Vision

-(Kid Deimos) Just hit him and block

Sparta:Jailhouse:Save

-Save, drop down and proceed to the lever

Sparta:Jails:Satyr Chamber

-Air OS

-Lever

Sparta:Jails:Dissenter Cell

-Proceed along to the ladder then the lever

Sparta:Jails:Minotaur Brute Chamber

-Toss the spiders. Standard handling for the minotaur, t,s,s,s, parry, reverse any charges.

Sparta:Jails:Piraeus Lion Chamber

-Another enjoyable boss. Basically just s whore and parry, the only exceptions are when he does the big double slam grab (roll to the side), or when he does his roar (jump). The real difficulty here is learning his tells but it’s not such a tall order.

Sparta:Jails:Corridors

-(Dissenter) ...

Sparta:Jails:Storage

-(Pressure Plate) Put him to use

Mounts of Laconia:Path A

-(Lower) OS

-Ascend wall

-(Upper) Save

Mounts of Laconia:Path B

-Navigate

Mounts of Laconia:Rope A

-I prefer to start using t from distance, s if they get close

Mounts of Laconia:Rope B

-Navigate

Mounts of Laconia:Mountainside:Sidle

-Navigate

Mounts of Laconia:Interior:Wooden Arena

-Satyrs first, OS to OH infinite, hope for collisions, then T, air OS, air t, lock the gorgon

Mounts of Laconia:Interior:Path

-Navigate

Mounts of Laconia:Mountainside:Wall

-If you go over to the chests on the right they have a strange Ai boundary, easy enough to take them on from the ground.

Mounts of Laconia:Hoplites

-Typical HC antics

-Zipline

Mounts of Laconia:Rope C

-Cross and ascend wall

Mounts of Laconia:Path to Temple:Save

-Save

Temple of Ares:Exterior

-Proceed

Temple of Ares:Interior

-Proceed

Temple of Ares:Vision

-(Kid Kratos) Do it.

-Return to Exterior

Temple of Ares:Exterior:Side Path

-Get AoS

Temple of Ares:Exterior:AoS Trial

-For the archers on the left T to air OS, for the ones on the right air t to air OS, then typical hoplite handling on the ground. Harder than it sounds with poor grab iframes.

Path of Reckoning

-Save

Mounts of Aroania:Return:Bridge A

-(Archers) Block your way towards them, HC toss

Mounts of Aroania:Return:Cave:Path

-Navigate

Mounts of Aroania:Return:Elevator A

-Use it

Mounts of Aroania:Return:Bridge B

-Air OS harpies, AoS archers

Mounts of Aroania:Return:Bridge C

-Shatter it and ascend

Mounts of Aroania:Return:Elevator B

-...

Mounts of Aroania:Return:Dredge

-Why is this enemy on this tiny bridge? Horrendous. Tactics are the same as before, just need to pray that the spawn fly off in a useful direction, if they end up on the other side of him there’s not a great deal you can do about getting to them.

Mounts of Aroania:Return:Sidle

-...

Mounts of Aroania:Return:Bridge D

-Rush them, HC

Mounts of Aroania:Path to Shrine

-Do it.

Shrine of Boreas

-(HoB trial) Make sure to shatter the statues before you pick it up, then air OS infinite

Shrine of Boreas:Exit Path

-Navigate

Canyons of Sorrow:Save

-Save

Canyons of Sorrow:Wraiths

-Love wraiths. Just stand with your back to the barrier, s slaps, block and parry O. Makes it sound easy when you write it down.

Canyons of Sorrow:Slide A

-...

Canyons of Sorrow:Slide B

-...

Canyons of Sorrow:Scaffolding

-Air t to OS for the archers, usual satyr handling.

Canyons of Sorrow:Path of the Lost:Path A

-...

Canyons of Sorrow:Path of the Lost:Path B

-...

Canyons of Sorrow:Path of the Lost:Path C

-(lower) Air OS

-(upper A) Fire Door, rotating switch, sidle and cross bridge

-(upper B) Toss

Canyons of Sorrow:River of Lament:Path A

-Various navigation

Canyons of Sorrow:River of Lament:Path B:Save

-Save

Canyons of Sorrow:Gate:Exterior

-(Archers) Attempt to return their arrows, after a while they’re either all dead or so far back they can’t hit you, so just continue

Canyons of Sorrow:Gate:Interior

-Break shields, HC

Canyons of Sorrow:River of Lament:Path C

-...

Canyons of Sorrow:River of Lament:Path D

-Grabs

-Zipline and rope climb

Canyons of Sorrow:River of Lament:Path E

-More navigation

Canyons of Sorrow:River of Lament:King Midas

-Go pick him up, drop him when the dogs appear, kick them, grab him if he tries to run away

Canyons of Sorrow:River of Lament:Save

-…

Canyons of Sorrow:Exit Path

-...

Mounts of Aroania:Final:Path A

-Standard hoplites

Mounts of Aroania:Final:Path B

-Archers first, then usual hoplite handling. Managed to get a hoplite stuck up where the archers were so that was fun.

Mounts of Aroania:Final:Building:Interior:Beams

-Wait for a shot, block it, jump across as quick as possible, grabs

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#20 gow_Steve
Member since 2012 • 58 Posts

Port of Atlantis:Elevator

-Sever link

-OS the harplings, then s,t,s,s,s,s,t (or as much as possible) from the back of the cyclops, always moving around them and trying to stay behind both. Also just have to hope that their slams stun each other at opportune moments, and that the roll behaves, and that they don’t time their attacks in a way you can’t avoid. Ended up taking one stray punch here but that’s like 30 HP so it's fine.

-Use it

Port of Atlantis:Pier

-Grabs (especially the humans for HP)

The Vortex

-First grab the humans for HP, then the atlantis soldier guys whose name I don’t know (OS to 4x OH), then air OS the harpies. After the cutscene move up to the top left corner for the sweet spot and block, air OS if a harpy gets too close.

Sunken Atlantis:Save

-Use it

Sunken Atlantis:Water Tube A

-...

Sunken Atlantis:Water Tube B

-...

Sunken Atlantis:Path A

-HP is back at full (thanks to all the humans).

Sunken Atlantis:Wall

-...

Sunken Atlantis:Path B

-...

Sunken Atlantis:Chamber

-Love Geryons. Start behind him and slightly below (towards the camera) to encourage him to go up into the left alcove, use a spirit then s,t,s,s,s, dodge the teleport and go to the right alcove, 2x OS the knife thrower, then the left one, then standard Geryon, wait for the screen to flash, roll, s,t,s,s, stay behind him but not too close

Sunken Atlantis:Path C

-OS to OH

-Ascend the wall

Sunken Atlantis:Path D:Save

-Save

Sunken Atlantis:Water Tube C

-...

Sunken Atlantis:Water Tube D

-...

Sunken Atlantis:Elevator

-OS to OH, then return the blades at the top.

Sunken Atlantis:Nexus:Hub

-Proceed

Sunken Atlantis:Nexus:Path A

-...

Sunken Atlantis:Nexus:Path B:Save

-Save

Sunken Atlantis:Nexus:Balcony A

-OS to OH

-Take out wall and navigate

Sunken Atlantis:Nexus:Balcony B

-OS to OH, then get the gorgons to shatter each other, T lock the last one

-Proceed

Sunken Atlantis:Nexus:Balcony C:Save

-Save

Sunken Atlantis:Nexus:Path C

-Press on

Sunken Atlantis:Nexus:Chamber

-This fight is yet another bad idea. Automaton in this room? Fine. A few adds with it? Whatever. But why are there 1000 of them? Why do they have projectiles that can come from off screen and be blocked/parried, paired with an automaton that has exclusively unblockables, including a charge that can also come from off screen? Not okay.

-As far as strategy, I like to go to the spawn point at the top, 2x OS to exhaust it, should be 2 enemies remaining aside from the automaton, grab them, then standard automaton handling.

Sunken Atlantis:Nexus:Path D

-...

Sunken Atlantis:Nexus:Reactor 1

-Activate it

-Backtrack

Sunken Atlantis:Nexus:Chamber *again*

-Make the gorgons shatter everything, then lock the last one. Very satisfying fight.

-More backtracking

Sunken Atlantis:Nexus:Ceiling

-(Wretches) Was testing out some things you said here, just spammed t to check the iframes (which worked perfectly)

-(Lanaeus) Kill him

-Cross to the Automaton and shatter it. Continue ahead.

Sunken Atlantis:Nexus:Path E

-...

Sunken Atlantis:Nexus:Reactor 2

-OS to OH the ones you can reach, then return the blades of those you can’t.

NOTE: After a few returns they were so far away they stopped attacking so I just used AoS.

-Activate it

Sunken Atlantis:Nexus:Water Tube Traps

-Navigate

Sunken Atlantis:Nexus:Path F

-OS to OH the first two, then rush the others for 2x OS

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#21 MrStarkiller
Member since 2008 • 18993 Posts

>no charm

Preciously little, yes. SWFU's glitches were generally endearing (thus the affectionate "The Glitch Unleashed" jests from myself, AKheon, etc.).

>readily available

Not in a neatly presented way for all entries. I should probably see about making a topic only for that (I so often have to try and hunt down better presented version of the stuff from the old documents *just wasting so much time by not having put in the work in the past*). I've done so very many different presentations for the values (as with the somewhat recent Artemis talk, the various 'Blades' comparisons, etc.).

>the gimmick

Infinite foes trying to prevent you from opening the crank letting you leave the area.

>resurgence

Not much chance of that. The most I'd seen was vanilla runners with Nu-GoW's release aside from the South Americans being encourage by some big name casual to go further beyond (Mikey introduced me to a few in need of evaluation, but the language barrier proves a problem).

>let's not

Wasn't really an invitation. He just wasn't willing to see the corrupting forces that helped to bring us low (beyond the corporate side of things).

>Sentry toss

I was more trying to see if you understood how it worked (with respect to getting the desired full collision). I went on to explain how it works during the evaluation.

>ToA W1 PAIN+ vs Clones H w/o proper strats/upgrades

A tough one to pick between. It would really be best to get Taz's appraisal here.

>blind until forced into light

That tends to be how people feel, yes. My pride makes me want to do similar things (make my own findings, first). Though I'm able to tuck that away here and there (doing heavy research before going in).

>unavoidable grab

Always tosses you away, chains into the wall grab and lacks activation damage (unlike the version if caught while avoidable).

NOTE: I'll continue the GoS evaluation where I left off (in the same post).

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#22 gow_Steve
Member since 2012 • 58 Posts

(SWFU) I don't recall that being glitch-ridden, though it's been a number of years since I've been through it. Although I am looking to find other possibilities for runs outside of GoW, would you consider SWFU to be fertile ground in that regard?

(Values) Not to worry then, I'll have to abate my curiosity until such time as that occurs.

(Crank) Ah okay then that is what I thought it was. Then to specify, I deal with the two archers that are already present, touch the crank to initiate the spawn, grab the next two, finish the crank and dash though the gate.

(Resurgence) Of course, this is why it's such a shame that Nu-GoW sucks the balls.

(Degeneracy) As with so many others, they'll learn eventually though.

(Toss) In that case yes I was, generally before but quite explicitly after reading your evaluation.

(ToA/Clones) Shame we can't convince him to tackle PAIN+ ToA. Although I don't know what the Chilean economy is like at the moment, perhaps he could be coerced with some Runescape gold?

(Pride) You're clearly stronger than I *or at least more willing to invest time to learn*.

(Grab) Yes that's the one.

(GoS) Until then.

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#23  Edited By MrStarkiller
Member since 2008 • 18993 Posts

>don't recall it being glitch ridden

AKheon would be amused. He, Findlestick and I (mostly) did extensive work with that title. The Glitch FAQ would begin to clue you in.

>fertile ground

Yes. Be warned. There is suffering in your future if you take on some of the higher run variants as with No Force Run+ (melee focus disallowing even non-meter costing Force abilities) even before NUR+. Kazdan Paratus will f*** your s*** up. It won't be fair. You won't enjoy it. With how the fight is, you either pray for RNGesus to allow the lock (provided you figure that out) or you find the other solution for control and minor damage along the way (chip city). Lots of neat tricks in that one. I'm still very proud and very fond of "Corpse Vortex" among some of the other findings.

>until such time

If you can stomach less ideal presentation, alt.TUGOWU (v3) would have the old documents. Hell, there should be a lot of that info around this place somewhere.

>what it is like

Not as bad as Communist states, but it is ripe for another strong man to take the reigns and restore order from the degenerate democracy gone wild (without the right capacity of the people and controls in place, such a system will become hyper-corrupt at record pace even without vast riches *rather than slow and steady*). Brazil is already there (someone stabbed the likely next strong man *if he lives, he's sure to take them into a military dictatorship, which is sort of just something they've done on a schedule before restoring democracy when they can afford the luxury again*).

>tackle ToA

I'm sure he could do it now. It would still be a bother, but it should be well within his ability.

>invest time to learn

Spent a year studying up before even touching Dead Space (then jumped to VH for No-Gun NUR+ as the first run *no excuse for me to waste time on lesser settings*).

>Until then

Until GS gets its act together, yes. At least, with 'edits'.

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#24  Edited By MrStarkiller
Member since 2008 • 18993 Posts

Mounts of Aroania:Wretch Ambush

-Still not HC?

Mounts of Aroania:Wall

-Not relevant to a wall fight, but return isn't disallowed in this entry (just frowned upon *as per tradition*). It works on their spit (and knocks them down) which can be done from off-screen. My notes say I just opted to heavy spam (i-frames and damage chip).

Mounts of Aroania:Statue

-Push it

Mounts of Aroania:Sidle

-Navigate and leap ahead

Mounts of Aroania:Clearing

-Slightly trash checkpoint, big body obscuring view of little shits, off-screen crap, no friendly fire, etc. I presume you're using HC now (for the 'toss'). Having a strategy helps, but sometimes executing it is the problem.

-Ascend wall

Mounts of Aroania:Cave:Path

-Break obstacle and proceed through

Mounts of Aroania:Construction Area

-Shatter the scaffolding

-(Harpy Widows) Pity about unreliable HC on them and their freezing not being possible to turn against them or even others.

-Use wheel and take the elevator. Get on the stone cube and reach the wall.

-(Wall) Navigate

Mounts of Aroania:Chasm of Solace:Rope:Side A:Save

-Save then cross

Mounts of Aroania:Chasm of Solace:Rope:Side B

-...

Mounts of Aroania:Chasm of Solace:Mountainside

-...

Mounts of Aroania:Pass:Cave A:Path

-Navigate and grapple

Mounts of Aroania:Pass:Broken Bridge

-Ascend and progress

Mounts of Aroania:Pass:Cave B:Dredge

-I don't know about this t3 talk, but I was all about getting in close and staying there (evade tricking his attacks until a spawn appears *then using OS to OH infinite on it right by the soon to be childless parent*). The OS damage (mid-grab) and OS kill being the same and the confusion caused...not much of a fan, myself. Shame we can't set-up something like a Kamikaze from its children freezing (and shattering it).

Mounts of Aroania:Pass:Cave B:Damaged Bridge

-(Box Push) ...

-Ascend and use the zipline

Mounts of Aroania:Pass:Wall

-Navigate

Mounts of Aroania:Pass:Wall:Automaton Chamber

-...

-Head to the Gear Room

Mounts of Aroania:Pass:Wall:Gear Room

-Use it and navigate ahead

Mounts of Aroania:Pass:Water Hole:Save

-Save

Mounts of Aroania:Pass:Water Tube

-...

Mounts of Aroania:Pass:Path A

-...

Mounts of Aroania:Pass:Hatchery

-...

Mounts of Aroania:Pass:Path B:Save

-Use it and proceed

Mounts of Aroania:Pass:Stone Bridge

Erinys

S1P1 - (Wing 1) I dislike how many 'bosses' are one stage types. Glorified sub-bosses. With the appropriate tactics, she has one move (and it glitches, so you have to let up at some point or it goes on forever).

S1P2 - (Wing 2) ...

S2 - (Raven) QTE, Bane rape

S3P1 - Slide, Leap, QTE

S3P2 - Run, Slide, Leap, QTE

S4 - (Freefall) ...

S5 - (Wounded) I just jumped over her shot.

Mounts of Aroania:Pass:Clearing

-(SoE trial) ...

Mounts of Aroania:Path to Sparta:Save

-Save

Sparta:Gates:Exterior

-Navigate

Sparta:Gates:Interior

-...

Sparta:Brothel

-Moving right along

Sparta:Market

-Passing through

Sparta:Home:Vision

-(Kid Deimos) ...

Sparta:Jailhouse:Save

-Save, drop down and proceed to the lever

Sparta:Jails:Satyr Chamber

-A fine selection. I might also mention there are places (like where they start) that act as boundaries.

-Lever

Sparta:Jails:Dissenter Cell

-Proceed along to the ladder then the lever

Sparta:Jails:Minotaur Brute Chamber

-I stick to reversals. Odd that hammer boi here lacks an unblockable shockwave (GoW1) or something to make it stand out. All the work of making this new variant and it has no worthwhile distinction.

Sparta:Jails:Piraeus Lion Chamber

-Another one stage 'boss'. As you say, upon learning the cues, it isn't much. Of course, having a good solution for the move you know is coming helps, too (as with just hopping over the stunning roar). Definitely shouldn't be something seen only the once (nor forcing an OS finish versus having a damage kill).

Sparta:Jails:Corridors

-(Dissenter) ...

Sparta:Jails:Storage

-(Pressure Plate) Put him to use

Mounts of Laconia:Path A

-(Lower) ...

-Ascend wall

-(Upper) Save

Mounts of Laconia:Path B

-Navigate

Mounts of Laconia:Rope A

-...

Mounts of Laconia:Rope B

-Navigate

Mounts of Laconia:Mountainside:Sidle

-Navigate

Mounts of Laconia:Interior:Wooden Arena

-I take the faun fodderizing to the 'entrance' (better view of the arena). Used to be that camera abuse was on our side, but have to recognize when the advantage is given to the opposition.

Mounts of Laconia:Interior:Path

-Navigate

Mounts of Laconia:Mountainside:Wall

-Noted.

Mounts of Laconia:Hoplites

-...

-Zipline

Mounts of Laconia:Rope C

-Cross and ascend wall

Mounts of Laconia:Path to Temple:Save

-Save

Temple of Ares:Exterior

-Proceed

Temple of Ares:Interior

-Proceed

Temple of Ares:Vision

-(Kid Kratos) Do it.

-Return to Exterior

Temple of Ares:Exterior:Side Path

-Get AoS

Temple of Ares:Exterior:AoS Trial

-I applaud their giving archers an unblockable trick shot (no arrow rain variation). GoW:A didn't even have them (instead, slingers *with some re-working, they would be a decent alternative*). In a way, it was the handhelds that give us a projectile users who tried to get away from us to some extent (keeping distance). Still haven't had one with a 'shield' set-up from range (cross-bow types). No 'heavy projectiles' (trampling, cover piercing, knockback, impale to walls, etc.) as with a greatbow. Last time we had scattershot was the original GoW. Still haven't had a variation that wasn't a general grab type. I suppose the GoW:A slingers had versions like that (when it didn't glitch out). Surprising we didn't have poison (even for arrows) until Nu-GoW (and it never let the player use the status).

It is among the things I'd be discussing in evaluations, but I don't feel like Fire should have been so dominant. Electric badly needed to be tops with stun (and it would make sense *can't make it slow like Nu-GoW/Nioh given we have Ice for that and more*), but just got nothing (save 'hit count' *with basically nothing to do with that for lack of Prometheus Inferno type moves to feed off it*). Fire could have had its own status for DoT (burning *with propagation and some flailing on lesser foes like in GoWIII*). Did Ice need to be a (bad) petrification? Not really. Could have been like Odette (Bayo) just holding foes in ice (usable as platforms, blocks, open to direct damage to HP, special toss option, etc.). The Nu-GoW system of having collisions while in ice (caused by knocking them around *as with into walls*) do a big damage bonus suits me. That along with the shards from them shattering doing some build-up of the status and a bit of damage to those near the destruction. They can take another swing at a gorgon head (if not as a WW, then as a cooldown ability *Nu-Item*) for the real thing. The systems are already distinct (as my testing showed). Just didn't make sense for gorgons (reptiles) to be super resistant to cold. Since fucking when, right?

NOTE: Was called into work, so I had to pick up from here upon finishing up with that (thus the delay).

Path of Reckoning

-Save

Mounts of Aroania:Return:Bridge A

-(Archers) ...

Mounts of Aroania:Return:Cave:Path

-Navigate

Mounts of Aroania:Return:Elevator A

-Use it

Mounts of Aroania:Return:Bridge B

-...

Mounts of Aroania:Return:Bridge C

-Shatter it and ascend

Mounts of Aroania:Return:Elevator B

-...

Mounts of Aroania:Return:Dredge

-To mock you. Also, in the hope you only think to evade around it (not into it). If we could fall, it would be a dangerous change (even with grasping the ledge at the last moment). If IT could fall, it would become neat for the possibility to baiting it into insta-death.

Mounts of Aroania:Return:Sidle

-...

Mounts of Aroania:Return:Bridge D

-...

Mounts of Aroania:Path to Shrine

-Do it.

Shrine of Boreas

-(HoB trial) ...

Shrine of Boreas:Exit Path

-Navigate

Canyons of Sorrow:Save

-Save

Canyons of Sorrow:Wraiths

-...

Canyons of Sorrow:Slide A

-...

Canyons of Sorrow:Slide B

-...

Canyons of Sorrow:Scaffolding

-I don't remember being able to reach the upper platform archers this time around (for air OS). Murdered the grounded one, got the faun under them (so they couldn't interfere) and then use air lights to chip them.

Canyons of Sorrow:Path of the Lost:Path A

-...

Canyons of Sorrow:Path of the Lost:Path B

-...

Canyons of Sorrow:Path of the Lost:Path C

-(lower) ...

-(upper A) Fire Door, rotating switch, sidle and cross bridge

-(upper B) ...

Canyons of Sorrow:River of Lament:Path A

-Various navigation

Canyons of Sorrow:River of Lament:Path B:Save

-Save

Canyons of Sorrow:Gate:Exterior

-(Archers) ...

Canyons of Sorrow:Gate:Interior

-...

Canyons of Sorrow:River of Lament:Path C

-...

Canyons of Sorrow:River of Lament:Path D

-...

-Zipline and rope climb

Canyons of Sorrow:River of Lament:Path E

-More navigation

Canyons of Sorrow:River of Lament:King Midas

-For what it is worth, kicking a dog out of the cave insta-kills them.

Canyons of Sorrow:River of Lament:Save

-…

Canyons of Sorrow:Exit Path

-...

Mounts of Aroania:Final:Path A

-Apparently we can break a wall here and toss foes beyond it for insta-death.

Mounts of Aroania:Final:Path B

-...

Mounts of Aroania:Final:Building:Interior:Beams

-Air blocking can help while making the approach (crossing as done in Rhodes).

Port of Atlantis:Elevator

-Sever link

-This rolling issue sure is making things hard on you.

-Use it

Port of Atlantis:Pier

-Grabs (especially the humans for HP)

The Vortex

-Triton Lord (not sufficiently different from the others in my book). To note it, one doesn't want to be at the sweet spot before the cutscene (locks you in place and makes you eat a hit). Just a fun fact. Having ring-out here would have been nice (like with the GoW:A rehash of this bit).

Sunken Atlantis:Save

-Use it

Sunken Atlantis:Water Tube A

-...

Sunken Atlantis:Water Tube B

-...

Sunken Atlantis:Path A

-DaS1 taught me Humanity is the best way to heal up.

Sunken Atlantis:Wall

-...

Sunken Atlantis:Path B

-...

Sunken Atlantis:Chamber

-Not much like the being of myth (missing his pet, too *unless the ball is meant to be the dog*). Bit of a weird design for him. Handheld entries tend to be even further removed from myth (like they didn't care for Greek or something).

Sunken Atlantis:Path C

-...

-Ascend the wall

Sunken Atlantis:Path D:Save

-Save

Sunken Atlantis:Water Tube C

-...

Sunken Atlantis:Water Tube D

-...

Sunken Atlantis:Elevator

-...

Sunken Atlantis:Nexus:Hub

-Proceed

Sunken Atlantis:Nexus:Path A

-...

Sunken Atlantis:Nexus:Path B:Save

-Save

Sunken Atlantis:Nexus:Balcony A

-OS to OH

-Take out wall and navigate

Sunken Atlantis:Nexus:Balcony B

-...

-Proceed

Sunken Atlantis:Nexus:Balcony C:Save

-Save

Sunken Atlantis:Nexus:Path C

-Press on

Sunken Atlantis:Nexus:Chamber

-At least there aren't infinite respawns until Metatron here is dead, eh? Or they could have powered this thing up with a 'rage state' where it becomes invincible for a few seconds to waste more of your time (GoW:A Talos). Had this been made by McDonald, I'm sure this foe would rip-off Titanite Demons with a leaping grab attack.

Sunken Atlantis:Nexus:Path D

-...

Sunken Atlantis:Nexus:Reactor 1

-Activate it

-Backtrack

Sunken Atlantis:Nexus:Chamber *again*

-Petrification damage is a little busted, but that's alright. Just so long as certain foes aren't blocking when they are about to be petrified (for some reason, this fails to finish the job).

-More backtracking

Sunken Atlantis:Nexus:Ceiling

-(Wretches) One has to see it to believe it. I suppose they knew they did a bad thing and needed to repent.

-(Lanaeus) Kill him

-Cross to the Automaton and shatter it. Continue ahead.

Sunken Atlantis:Nexus:Path E

-...

Sunken Atlantis:Nexus:Reactor 2

-How troublesome, they are.

-Activate it

Sunken Atlantis:Nexus:Water Tube Traps

-Navigate

Sunken Atlantis:Nexus:Path F

-...

NOTE: Typical GS. Some weird coding issue forbid me from editting the other message no matter what I did, so I was forced to just make a new post. Anyway, GoWIII evaluation next (while waiting for GoS to continue).

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#25 gow_Steve
Member since 2012 • 58 Posts

(Glitch FAQ) Will make sure to check that out before I attempt any runs.

(SWFU) Noted, I remember Paratus being kind of a shitter under normal circumstances so I’m sure it will be most enjoyable. Where would you say is a wise place to start (after Vanilla H/VH)?

(Brazil) Yes most unfortunate to hear of Bolsonaro, at the least they can all be thankful to have avoided Maduro.

(Dead Space) That’s another good area for runs, the idea of a No-Gun is baffling to me at this point. Was that more of a melee focus or a pacifist?

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#26  Edited By gow_Steve
Member since 2012 • 58 Posts

(Wretch Ambush) I’d figured it out by this point but didn’t see a need for this encounter, used it for the wretch/cyclops affair shortly after.

(Clearing) Not the worst checkpoint, although I might be so bold as to say it’s the second worst.

(Dredge) https://www.youtube.com/watch?v=awACbqrtTOg&index=3&list=PL9E8257C5D0166479&t=7m31s

(Erinys) I’ve quite enjoyed the GoS bosses (except Thanatos), puts me in very familiar DS1 SL1 territory, just hit once and roll (or in this case hit twice and parry).

(Minotaur Brute) It was odd that they were effectively identical to the previous incarnations, felt especially out of place in the Domain of Death.

(Piraeus Lion) I can agree with that, would very much have liked to see more than one, although I’m not sure where it would have gone (perhaps we could have had two at once to replace that dreadful Geryon fight?)

(Archers)*No shields* And I’m glad we haven’t, easy collisions from archers is one of the few courtesies we’re extended in these runs.

(GoW:A Elements) The sense I get from that is basically just everything that isn’t fire is not as good as fire and therefore one would do well to use fire. Although I wasn’t aware Nu-GoW had such interesting collision mechanics, seems as though they did at least one thing somewhat successfully.

(Mockery) Well there certainly is that, yes. How sweet it would have been to be offered a simple ring-out.

(Nexus Chamber)*Infinite spawns* I’d rather not even entertain that possibility (or that of a rage-state for that matter).

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#27 gow_Steve
Member since 2012 • 58 Posts

Sunken Atlantis:Nexus:Hub *again*

-(Geryon/Harpy) It’s done, not a great deal to be said about it. Air OS three harpies, use t1 from mid-range behind the Geryon, you can get a minimum of 3, maximum of 8 if you’re greedy, takes 20 for each stagger (60 for “O”), move away from the harpy if it gets too involved, try and get the Geryon to knock it away, hit it with a quick t1 if it gets annoying (although try not to kill it like I did because that doesn’t help anyone). Then repeat, finish off the harpy (satisfying), then deal with the last one.

-Perhaps worth noting (though I doubt this will be of interest to anyone *not even myself*), the evasion issues I was having were due to dead zones on (R) *as shown*, but also L+R+(L) not functioning. The reason for this is that if (L) is not completely locked out the roll will not register; that would be fine except you can be reduced from a run to a walk without ever moving the stick, it seems to happen randomly as you come out of a jump (perhaps when one changes direction during a jump, couldn’t replicate it though, did just seem random) and also when standing on the water in the middle of the arena (which is weird but it seemed as though the water was slowing my momentum, making me walk, and therefore cancelling my rolls, which is ridiculous). The solution to this was to know when a teleport was coming, make sure I was standing on the outer ring of the arena, stop moving, then move (R) and (L) firmly in the same direction. Which is all seriously dumb but when being cautious enough wasn’t that difficult.

NOTE: I finished this fight with 45HP, not ideal but it’s over so

Loading Video...

Sunken Atlantis:Nexus:Observation Deck:Bridge

-Use the Eye

-Cross it and ascend the wall

Sunken Atlantis:Death Gate

-Proceed

Domain of Death:Save

-Save

-Destroy lanterns and grapple across

Domain of Death:Clearing

-Think I mentioned this before but the infinite range unblockable slide thing the satyrs have pisses me off in a big way. Who thought that was a good idea? Experimented with HC a bit here but couldn’t get it going, ended up opting for 5x OS while avoiding the minotaur, then grab reverses (takes ~20 to get to “O”, which seems like too many but whatever that’s what it is).

Domain of Death:Wall

-Navigate

Domain of Death:Death Root Path A

-Burn and proceed

Domain of Death:Raven Path

-Air OS

Domain of Death:Death Root Path B

-And again

-Burn then take out the first large root. Go inside and take out the other and grapple across.

Domain of Death:Path

-...

Domain of Death:Path B

-...

Domain of Death:Block Puzzle

-(Wraiths/Ravens) They just love dropping a shitload of adds on otherwise simple fights, don’t they? Nice of them to limit the wraiths to 2 though *although kinda shitty of them to give us 5*. Just air OS the ravens, then slap the wraiths for “O”.

-Use the block and ascend

Domain of Death:Path C:Save

-Save

Domain of Death:Hall of Damnation:Path

-(Rabid Hounds) Simple enough, kicks, air t to air grabs, t to OH, all valid options.

Domain of Death:Hall of Damnation:Temple Gate:Exterior

-Group them first two Tyrants together, four bane bombs to shatter the armour. I’m not that great with the Tyrant moveset so I just went for t0/t3, get both to “O”, finish the off, air/ground OS the hoplites, then do the other Tyrant.

Domain of Death:Temple of Thanatos:Save

-Save

Domain of Death:Temple of Thanatos:Block Hall

-...

Domain of Death:Temple of Thanatos:Rope A

-Grabs

-Cross and leap

Domain of Death:Temple of Thanatos:Rope B

-Press on

Domain of Death:Temple of Thanatos:Death Trap:Save

-Save then press on

Domain of Death:Temple of Thanatos:Death Trap:Gear Room

-I’m ashamed of the amount of time it took me to realise the enemies were infinite. When I finally did, I used OS to clear the out, bane spirit a gear at the front, head to the back and do the same, then clear out a few more and repeat.

Domain of Death:Temple of Thanatos:Death Trap *deactivated*

-Push ahead

Domain of Death:Temple of Thanatos:Path A

-Navigate

Domain of Death:Temple of Thanatos:Chamber

-(Tyrant/Wraiths) https://www.youtube.com/watch?v=HC1T9fIKeHU&t=20m37s (except I used 3x air T, other than that just replicated it to the letter, wasn’t all that difficult to implement in the end *would have been a nightmare to figure out though*)

Domain of Death:Temple of Thanatos:Path B

-OS

Domain of Death:Temple of Thanatos:Rotating Bridge:Fire Puzzle

-Do it

Domain of Death:Temple of Thanatos:Path C:Save

-Onward to the Save Point

Domain of Death:Temple of Thanatos:Death Root Prison

Deimos

-Free him

-HC

Suicide Bluffs:Wall

-Navigate and save Deimos

Suicide Bluffs:Save

-Save

Suicide Bluffs

Thanatos

S1P1 – s,t,s,s,s parry, do the grabs when required, repeat

S1P2 – Stand at the back to avoid the arm sweep, return the projectile, bane the arm

S2P1 – And here’s where the fight gets ridiculous with the shockwave thing. Jump over it, but you have to jump very early and if you aren’t at full double jump height you’ll get hit out of the sky, then go back to S1P1 in between. Except after a certain point the parry doesn’t stun him, so I resorted to parrying and rolling away, t0 from distance, let Deimos get a bit more involved.

S2P2 – As before.

S3 - (Bane Rape) Kaioken beatdown for "O". Use it.

NOTE: I used the back wall hurtbox because it was easier and I wanted the fight to be over and there was no one there to stop me.

Loading Video...

Finally, we have to thank any and all conceivable deities that this run is over. Not sure what's next, suppose most reasonable would either be GoW:A NUR+ or taking a brief break from GoW (perhaps SWFU, although I've been entertaining the possibility of seeing if there are interesting runs in Bioshock or Prince of Persia (probably WW), although it might not be wise to break from GoW while I'm in good form. We'll see).

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MrStarkiller

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#28 MrStarkiller
Member since 2008 • 18993 Posts

>Glitch FAQ

It isn't a mandatory read. I advise you do so after your first vanilla run (think you need one to unlock VH, but I forget). Have some notion of what is what (get everything, sample it all, etc.). Then maybe dabble in vanilla VH with some of these things in mind (perhaps try some of it, watch videos, etc.). I don't recall if I have vanilla coverage. I should still have my challenge run coverage somewhere (hopefully not just on boards that got deleted). Think I have documents, even. Those would help for your real struggles to come. Mind you, I'm so rusty that I could do little to decipher my own meaning from some of it for a few tough bits, so good luck. Myself and SBK were the main runners and neither of us did videos. The only ones I recall were for SWFU2 from the Gent.

>vanilla Paratus

Jobs like crazy to some of our options (electric being the stand-out).

>wise place to start

The usual. Ease in with VH NUR+ before themed runs (Force ONLY being a lot easier than No Force Run, obviously *this being a strange Character Action with regenerating MP that dominates over the melee option by and large*). Pacifist run has its share of rough patches to be sure.

>unfortunate stabbing

They are fighting against the inevitable. A strong man will come and take the reigns, bring order (at a price) and after a decade or two, they can muck about with democracy again (before it becomes too corrupt and the cycle repeats as people *ideally* slowly get their act together if only by way miscegenation *probably not happening anytime soon without a shortcut like that* with the right people *as is a cultural thing there, but a bit shallow and religious in how it is seen*).

>good area

I'll warn you now. DS1's Flamethrower is so ridiculously bad, that you would have an easier time using unupgraded alternatives to the DLC MAX version of it. One-Gun (that people always chat up) is a joke (easier than vanilla runs) so long as you use the default. Change it to something else if you want spice (and suffering from time to time). If you make it a Flamethrower, you're screwed (need to have something else for forced bits like the final boss).

>No-Gun Run is baffling

Would have been too easy for me if I'd allowed myself upgrading (and was more liberal with my items *not like I was super strict, but I was stingy as with the RDR version of this run as a Desperado since that's harder to play the game as and easier to reach from the start*). I'd studied the game for a year prior, so I should damn well be ready to jump right in. Guns don't do much for me, so I wanted to go against the grain (for the sake of survival/horror).

>melee focus or pacifist

A lot of this type of game can just be skipped, but not everything (some bits just won't let you proceed without some things dying be it you doing the killing or something else). Melee has its time and place (certainly a good option here and there as with Brutes *though you might not expect it*). Kinesis, I'd say, was my focus. Though VERY weak in DS1 generally (depends on the objects *it was myself who created the 'class' system for these projectiles to know which would do babby chip, which did chip with delimb, which did small chip with no delimb while knocking back/staggering, which blew things to pieces, etc.*), these were your 'infinite' ammo options often readily available (regrettable that limbs of Necros were often very poor weapons *DS2 made the new class of impale types you could even upgrade, but were already super strong at base though it could have stood to allow a slicing case like Slasher Blades if only as an alt.fire when trying to take limbs off*).

Kinesis use dominated my run (which I got to I think ch.10 before losing the save and having to start over *and now most of the coverage for the whole thing is gone save for chat about what I'd done here and there in comments on YT, at GFAQs, etc.*). Melee had plenty of moments where it got to shine, however (as it is generally stronger than Kinesis *obviously not so much dominate for hit properties much less matching against explosives*). Stasis complimented both. Didn't like using it liberally (or using items to refill it), but Stasis stations where all over the place and could frequently be backtracked to (for abuse). Running away strats and other dirty tricks helped, too (of course). Boundary abuse, save abuse, etc. made their presence known. Using foes against each other where possible is good (or even themselves as with sending the Brute into tripod mode, TK'ing the explosive and sending it back *didn't learn until after the run that Spitter globs could be caught and sent back even in DS1*). The environment was a big consideration for where to fight from, hazards to beware (or use), boundaries and so on. Gravity wells were a big threat for myself and the enemy. If my puny melee (or Kinesis) could be used to so much as stagger them back into it (if not having their own attacks propel them in), then that was the way to go. Really important to make good use of what little you have going for you in that run (made it more fun for me *as with RDR where Dead Eye with guns would be a joke, so I simply cut guns from the equation*).

>Dredge

You can clearly see the horns should block its ability to get us in the mouth. Also, why make an OS damage the same as the OS kill (and have it look like we failed and took damage)?

>except Thanatos

What seems to be the issue? Forced co-op with an AI (you can only control the spear toss for *which can hit us for big damage*)?

>Domain of Death

Erebus should have had more underworld beings. Why wait until GoW:A for Empusa, for instance?

>where

Random placement. Not much thought needed about how sensible it is versus how neat the fight scenario is (arena, possible hazards and maybe back-up). Toss it in as part of the usual 'end game enemy gauntlet'. Of course, with how many of the lesser foes work, you would just find yourself using some grab to kill them safely (and maybe chip the lion) until it was left alone. Using things this isn't so easily done on could get messy even before obviously foul picks (wraith).

>2x Lion

That's an idea. Though watching the steps of either as cues for when an unblockable is coming could be tough, it should be fair. We would have AoS by then (among other tools). The second Dredge appearance was so dull (narrow arena). If it had ring-out, the lone appearance would be excusable. Otherwise, it needed a 2x encounter, too.

>replace the Geryon bit

With some re-tooling for fairness (the start-up and conditions for barrier, the hit box on palm *perhaps start-up, too*, fixing warp *always has the flash, slight audio cue/rumble prior to attack, slight delay before it drops the ball *more time to react, etc.*, stagger no longer auto-correcting it to face us, etc.) it might not be so bad. Maybe make it so that the harpy grab doesn't last forever if you don't do the mini-game (just enough to do say 25DMG *still a lot, but better than failure if caught*). Wouldn't have to rip it in half (forcing a restart for that approach). Also, have it respect the damn camera (Geryon at least has some tell *usually* for the warp from off-screen).

>use fire

Just don't bother upgrading it. Upgrade soul for rage dumping (only to lvl3). The rest just don't make a strong enough case for themselves. BoC is the focus (followed by OSoO) though you don't necessarily need lvl5 (pretty sure you have the air held T at lvl4 *you would be slightly weaker without the final upgrade and do less stun, but it might not matter to you enough for the other ~50K EXP it asks...but then what else are you spending it on?*).

NOTE: As I don't wish to play games with GS regarding their coding errors, I'll probably have to do the rest of the GoS evaluation in a new post (again). I should be able to do that before the week is done (then start-up GoWIII evaluation). Probably won't get back to my own stuff until Monday.

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gow_Steve

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#29 gow_Steve
Member since 2012 • 58 Posts

(SWFU) Would still be good to see a few things, maybe understand the options a bit better. I did make a brief effort (had to delete my save for some reason so could only do H, probably for the best though), but upon reaching Paratus I decided to finish the main GoW runs rather than spending a lot of time figuring out how this works, so we can leave that until after GoWIII/GoW:A PAIN+ are done.

(Bring order) We can only hope that happens as expediently and peacefully as possible, the tipping point is certainly on the way. Assuming you’re still in the US, you’re lucky enough to have begun the reformation process, we’re still busy negotiating with the oligarchical EU against the will of the people *and it’s going great. Just great*.

(Dead Space) Good to know the Flamethrower is useless. I believe I did the One-Gun for the trophy some years ago, might have been difficult if they hadn’t given us the best gun to do it with. Although I do like the No-Gun idea. Another one to hang onto for a different time.

(Melee)*Brutes* I can’t even comprehend how such a thing might be possible.

(Kinesis) Of course, I forgot that Kinesis existed, that certainly would make things a lot more manageable (stasis as well). Although it’s clear from your comments here that I’ve forgotten just about everything about the game, so perhaps it would be worth getting to know it better when the time comes.

(Dredge) Oh don’t even get me started on the OS damage/OS kill thing. Idiocy.

(Thanatos) Didn’t like his shockwave in S2, really didn’t like that it had a hitbox that came off the ground, didn’t like Deimos getting in the way, didn’t like that after a while parries stop affecting him, didn’t like that when he comes back in big form the front half of the arena becomes an instant hitbox. Wasn’t terrible I just found it to be more annoying than difficult (didn’t even know Deimos could hit us *since I didn’t use him until forced*, that sounds infuriating).

(Domain of Death) The handheld entries are riddled with lazy decisions like these.

(Lion placement) That is true, we didn’t even really have a gauntlet in this one (although we did have the Geryons and then the Cyclops/Wraiths, would take any number of lions over those.

(2x Dredge) I don’t even want to think about that.

(Re-tooling for fairness) Sounds like you just mean completely redesign Geryons, which would also be just fine with me.

(Fire) I’ve been using fire exclusively so far, except for CP glitch. Doesn’t seem much reason to use anything else except maybe electric s4 for stun, haven’t needed it yet though. Anyway, GoW:A NUR+ coverage to follow.

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#30 gow_Steve
Member since 2012 • 58 Posts

GoW:A NUR+

Prison of the Damned

Aegean:Mouth:Interior

-Do it.

Aegean:Entrance:Hall

-OS

Aegean:Entrance:Path

-…

Aegean:Entrance:Damaged Bridge

-Drop down and OS

Aegean:Arm:Interior:Hall A

-Navigate

Aegean:Arm:Interior:Cell Block

- Grapple tosses are an option, as is locking them with grapple, t. Depends what gets the best collisions.

Aegean:Arm:Interior:Hall B

-Navigate

Aegean:Arm:Exterior:Path A

-Navigate

Aegean:Arm:Exterior:Path B

-Tosses

-OS

Infected Hand 1

S1P1 – Stay close in this stage, s,t,s,s,s, t3 when rage is available, block everything

S1P2 – Move to the back for this part, I like to stay on the right side to bait a slam, dodge left, get a few hits in and move back to the right

S2P1 – I like to use the left indent because the tilt of the ground means you can’t jump to the middle as easily from the right one. So just drop down there to avoid all attacks, jump up to the middle section, air t, drop back down

S2P2 – Exactly the same as the first, just need to make sure not to stay down for too long to avoid his stab (not a concern though)

NOTE: You can roll straight over the gap, so that’s fun.

-Slide

Aegean:Sewers

-Navigate

Aegean:Abdomen:Exterior

-Pull lever

-Tosses

-Pull Chain

Aegean:Abdomen:Interior

-Walk

-Tosses

-Tosses

-Yet more tosses

-Grapple

Aegean:The Guardhouse

-Pull lever, return and pull chain

-t,s, roll away from his stamp, repeat, use the halo and kill the things

-Pull chain, grapple and QTE wall

Aegean:Arm:Exterior

Infected Hand 2

S1 – Stick around the centre to start with, slightly to the left, as soon as he starts going for his sweep go to the far right corner to avoid it, get hits in, he’ll then probably use his side slam/centre stab combo, which is easily enough avoided by rolling to the opposite side, mostly repeat that. If he does the double hand barrier things, stay on one side and hit the hand then dodge to the other side, then continue.

S2 – Mostly the same as before, but OS the bugs (good for both collisons and iframes).

S3 – OS is the main deal here, should the bugs run out you can go back to the previous method but he seems to spawn excessively (just fine with me).

Aegean:Ribs:Interior:Hall

-Pull lever

Aegean:Ribs:Interior:Elevator

-Kick the hounds

-Interact with lift

-Kick some more hounds

-Interact with clamps and lift

-Grapple

-Navigate

Aegean:Brothel

-...

Aegean:Head Platform:Exterior

-Tosses

Infected Head

-I really don’t get how this fight works (never have), my only method is to attack the purple thing at the back right, then when it moves forward move forward with it, then it moves back, after these three rounds it usually shatters and the fight ends. Sometimes it’s a good idea to hit the enemies for space, tossing them at each other works well for that, as does t0. Fortunately the tactics I use here are acceptable under PAIN+ so no need to worry about it all that much. But in summation, dumb fight, too many enemies, ridiculous camera, not a fan of it at all.

Infected Hand 3

-Every attack this one has is blockable so just block and hit it, spirit when the meter is full.

-Do the mini-game.

Kirra:Path

-Navigate

Kirra:Market

-I find this to be one of the more difficult fights in the game (likely because it’s two annoying enemies before we’ve been given anything to cope). I didn’t pick up to club and the sword is shit, so no WWs for me. Also, their stamp has an inexcusable range, it’s more than one roll’s distance so your options are to get some roll iframes or jump over it (which is the better of the two). As far as strategy, go towards the first one and get a few hits in (I like s,s,s, or s,t,s,s, s4 leaves you open and is terrible), then when the hounds spawn kick them around until they’re gone, then when it’s just the juggs my preference is to avoid the charge (hopefully until they rest without attacking) and then hit them, and then repeat. Sometimes you can get one of them stuck over by the barrier so that’s nice if it happens.

Kirra:Path A

-Fire Parasites

-Navigate

Kirra:Fire Trial

-Use Fire Dump

-As usual, tosses or r1,t lock. I found an interesting thing here that is likely useless, but I’ll mention it anyway; if you rage dump into a satyr and grapple him, when the explosion goes off you’ll go into battering ram instantly. I doubt that can be used to any great effect but knowing you you’ll find something.

-Use Magic

-Infinite MP is to be exploited.

Kirra:Path B

-…

Kirra:Satyr Arena

-Fortunately, I read your coverage of this section. I had the spear from before, so I discarded it towards the slingers (once it killed them, then the second time it only went to red halo so I just hopped up and finished them), then lured the big satyr over, T to OH to get him up on the platform with me, then just s,t,s,s block. When he’s gone, drop down and deal with the others by usual means (which is to say just slap them, rage dump when you can, toss/t lock when their armour is gone.

Kirra:Path C

-OS

-Navigate

Kirra:Waterwheel Puzzle

-Their slings can’t go through objects, so you can just go up to them and slap them one by one, don’t have much HP.

-Puzzle

Kirra:Path D

-Navigate

-Sidle

-…

Kirra:Streets

-OS

Kirra:Roller Puzzle

-Do it and return to the pillar

Kirra:Gate

-Standard gorgon handling, bait the swipe/slam, t,s, repeat, rage dump when you can, continue through her gold halo until you get the red one.

Cistern:Hall A

-Navigate

Cistern:Arena

-OS

Cistern:Hall B

-…

-Slide and Navigate

Passage to Delphi:Ice Trial

-My appreciation of the r1,t lock grows. Very much enjoy it.

Passage to Delphi:Path

-Navigate

Passage to Delphi:Python A

-Ride

Tower of Delphi:Shaft:Exterior

-Navigate

Tower of Delphi:Shaft:Interior

-Navigate

Tower of Delphi:Neck

-OS

Tower of Delphi:Head

Chimera

I fucking hate this fight. It’s like they took the GoWIII Chimera and found ways of making it all worse. Snake phase has a charge that you can block? Let’s make it unblockable. It doesn’t have an instant attack after it unexpectedly blocks? Well add one then! The lion swipe is entirely reasonable? Let’s give it obscene range. The goat phase has fire we can roll through? Well then obviously make it ice and have it stay around for a few seconds. The goat phase can also catch you right at the end of the charge hitbox and, should that happen, will basically do a second full charge, like it reactivates the animation or something. Proper shitty is what it is.

(Snake) I had seen your coverage regarding air o, which I did in the original NUR, but I didn’t find it quite as useful this time for whatever reason, so I basically just went for flanking his charge, s,s, repeat.

(Lion) Same again, except with different dodges and you now have time for s,s,s

(Goat) If it ain’t broke…

The only benefit is that this is a perfectly serviceable PAIN+ tactic (although I did use my single charge of useless magic on the goat phase just to make it end quicker).

-Chain

Delphi:Python B:Interior A

-Slide

-Shield shield shield, good times ahead. After acquiring one, toss everything into the holes.

Delphi:Python B:Exterior A

-Swing and navigate

Delphi:Python B:Interior B:Electric Trial

-Love me some grapple/t lock.

Delphi:Python B:Exterior B

-Slide, grapple, navigate, grapple, QTE

Delphi:Python B:Interior C

-Slide, jump and grapple

Delphi:Python B:Exterior C

-There’s no invisible wall where the snake dips down, so go throw everything off it.

-Grapple, navigate and QTE

Delphi:Python C:Exterior A

-No walls here at all.

-Slide, jump, grapple, navigate and swing

Temple of Delphi:Exterior A

-Slide

-OS, quick shot of magic because the space is bad here

-Grapple

Delphi:Python C:Exterior B

-Start ride

-I like to stay at the front and use t0 to keep them busy, could just as well stand and block.

-Grapple

Delphi:Python C:Exterior C

-As before

-Grapple, navigate and grapple

Delphi:Python C:Interior

-Slide, jump and slide

Delphi:Python C:Exterior D

-And once more

-Grapple and navigate

Delphi:Python C:Exterior E

-Just block here, bad camera

-Grapple, swing, slide and jump

-Grapple

Tower of Delphi:Shaft:Exterior

-Navigate

Towerof Delphi:Shaft:Interior

-Navigate

Tower of Delphi:Neck

-Navigate

Tower of Delphi:Head

Manticore

S1 – Not a fan of this fight either. I found the best method was to go for air t when possible, s,s when he’s on the ground, rage dump if possible, repeat. Safety is my main concern here.

S2 – As before without the air attacks, OS spawn, use magic to speed things along.

-Pull

Temple of Delphi:Bridge

-Cross

Temple of Delphi:Front Gate

-Open

Temple of Delphi:Cerberus Mongrel Arena

-Simple enough, s,t,L1 until he warps, dodge it, repeat, kick all the hounds, use the first gold halo to remove the spawn, then back to more s,t,L1, ignore further halos. And rage drump, I might forget to say that later, but I don’t tend to use anything beyond s3 so just assume I’m doing it (and trying to time them for iframes).

Temple of Delphi:Mist Gate

-Navigate

Temple of Delphi:Hall

-Navigate

Temple of Delphi:Upper Halls:Eastside Hall

-Take the shield (timing’s tough here but I got away with it), then r1/t lock the smaller enemy before dealing with the bigger one as usual.

Temple of Delphi:Upper Halls:Eastside Hall:Room A

-…

Temple of Delphi:Upper Halls:Eastside Hall:Room B

-…

Temple of Delphi:Upper Halls:Westside Hall

-Block the overhead and the bolts, roll the screech, s,s,s, halos are nice.

Temple of Delphi:Upper Halls:Westside Hall:Room A

-…

Temple of Delphi:Upper Halls:Westside Hall:Room B

-Mist

Temple of Delphi:Lower Halls

-Navigate

Temple of Delphi:Lower Halls:Soul Trial

-Usual trial handling

Temple of Delphi:Lower Halls:Catacombs Chamber

-s,t,s,s or t,s,s while blocking, fairly easy to keep them separated. Only problem here is the instant unblockable when they go into the rage state. Also off screen works out nice here if you need to be cautious.

Temple of Delphi:Upper Halls:Catacombs Chamber

-Navigate and pull lever

Temple of Delphi:Lower Halls:Catacombs Hall A

-Navigate and cross

Temple of DelphI:Lower Halls:Catacombs Hall B

-OS

Temple of Delphi:Lower Halls:Hourglass Puzzle:Chamber

-OS to OH out of the burrow, not much room for anything else with the summons.

-Navigate

Temple of Delphi:Upper Halls:Hourglass Puzzle:Chamber

-Navigate

Temple of Delphi:Lower Halls:Catacombs Chamber

-Take away the shield, R1/t lock the satyr, OS the harpies

Temple of Delphi:Upper Halls:Catacombs Chamber

-Navigate

Temple of Delphi:Lower Halls:Hourglass Puzzle:Chamber

-Do puzzle

Temple of Delphi:Oracle's Chamber:Bridge

-Navigate

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#31 MrStarkiller
Member since 2008 • 18993 Posts

Sunken Atlantis:Nexus:Hub *again*

-(Geryon/Harpy) If it helps, you covered the fight better than I did (barely giving it mention). Might have been good to mention the stagger 180, but I suppose it was more written for me (who already knows what you're going through) than everyone. This (possibly PS3 specific) problem you denote with evasion was certainly a bother (you did well to suss out rough patches and acting accordingly). The HP you denote having left seems about right for limping by this bit.

Sunken Atlantis:Nexus:Observation Deck:Bridge

-Use the Eye

-Cross it and ascend the wall

Sunken Atlantis:Death Gate

-Proceed

Domain of Death:Save

-Save

-Destroy lanterns and grapple across

Domain of Death:Clearing

-Can't you grab intercept their slide? I forget. I know you can hop it. What of parry? At any rate, you can just trigger the spawn of the minotaur, keep away from the barrier while reversing charges (until it dies) and then get on with the usual grab spam to take out these glorified fauns. As you say, the number of reversals needed is a bit excessive. I feel like they could afford to make using the reversal slightly harder while bumping its damage up. Maybe require air block or parry (else you get guard broken, then hit) to get the chance to reverse via the RBP (maybe change that to a rotation type as those are harder for people anyway). With the former change alone, taking it from 20 down to 10 would be fine. With the latter as well, it wouldn't be unreasonable to make it as few as 5 for an outright kill (or just 4, then some slaps for "O"). They need to remember their roots (air OS infinite that only needed 3 even for a Minotaur Tormentor *reasonable given the little bit of work it took to get that one into the air*).

Domain of Death:Wall

-Navigate

Domain of Death:Death Root Path A

-Burn and proceed

Domain of Death:Raven Path

-...

Domain of Death:Death Root Path B

-And again

-Burn then take out the first large root. Go inside and take out the other and grapple across.

Domain of Death:Path

-...

Domain of Death:Path B

-...

Domain of Death:Block Puzzle

-(Wraiths/Ravens) To note it, my notes say I was still recovering HP lost from the Geryon/Harpy bout even by this point. I forgot to cover this bit, too.

-Use the block and ascend

Domain of Death:Path C:Save

-Save

Domain of Death:Hall of Damnation:Path

-(Rabid Hounds) ...

Domain of Death:Hall of Damnation:Temple Gate:Exterior

-Sure would be nice if big boys could friendly fire these chumps (perhaps even vice versa to the extent of the armor breaking).

Domain of Death:Temple of Thanatos:Save

-Save

Domain of Death:Temple of Thanatos:Block Hall

-...

Domain of Death:Temple of Thanatos:Rope A

-...

-Cross and leap

Domain of Death:Temple of Thanatos:Rope B

-Press on

Domain of Death:Temple of Thanatos:Death Trap:Save

-Save then press on

Domain of Death:Temple of Thanatos:Death Trap:Gear Room

-It happens. Now was a good time to learn. Apparently I lured them away, rushed back for flare slaps and repeated until the gears busted (then HC everyone).

Domain of Death:Temple of Thanatos:Death Trap *deactivated*

-Push ahead

Domain of Death:Temple of Thanatos:Path A

-Navigate

Domain of Death:Temple of Thanatos:Chamber

-(Tyrant/Wraiths) Figuring out the approach is what really takes time, yes. I modified Shin's approach with air lights (away from the target *still hits just him*) while denoting what to look out for from either as you go about this approach. 'Centrism' isn't a problem, but extreme right/left wraiths can attack (just something to be aware of as with the Morph Uppercut spawning at your feet no matter the vertical height off the ground should you be flush against the barrier *for whatever reason*).

Domain of Death:Temple of Thanatos:Path B

-...

Domain of Death:Temple of Thanatos:Rotating Bridge:Fire Puzzle

-Do it

Domain of Death:Temple of Thanatos:Path C:Save

-Onward to the Save Point

Domain of Death:Temple of Thanatos:Death Root Prison

Deimos

-Free him

-Guy could have used some defense against this, eh? Just jobs like crazy. Again, one stage. Not very GoW.

Suicide Bluffs:Wall

-Navigate and save Deimos

Suicide Bluffs:Save

-Save

Suicide Bluffs

Thanatos

S1P1 – It isn't respectable, but you can just let Deimos hits do the job (calling on him to spear toss). Just have to be careful not to let the spear hit you (50DMG). Surprising they didn't have a NG+ option to have Deimos with you the whole game nor just let us play as actual Deimos (with that moveset) if they were going to go to the trouble of making a mock-up of Zeus (also not allowed to be used in the main game *why*). The ranged move is the only thing to evade here (parry does the job). Bit of a pity you can't interrupt (or avoid) his grab attempts, but they insist they must land for a transition (and they can either be on us or Deimos). A bit forced.

S1P2 – I was shameless with exploiting the hurt box blunder (if you've seen my Ally coverage during the Soul Run, you know I joke about her weird hurtbox *that souls can hit to skip hit at any point during S3 and skip S4 while chewing through on to and beyond S5*, which I compare with this and Scylla).

S2P1 – Yes, hop has to be done with care (if not just evading). The RNG stuns from a parry are such that if I see he isn't staggered, I just get way.

S2P2 – I caution against letting Deimos be between you and the boss (can throw off returns).

S3 - (Bane Rape) Kaioken beatdown for "O". Use it.

>GoW:A NUR+

Which is apparently progressing nicely (noted as being at Castor already). Pity I won't get to see the before and after (between NUR and NUR+) as the basic version wasn't denoted.

>SWFU

When the time comes to start this, you'll have a lot to do. Should probably finish your plate with GoW, first.

>Bioshock

Aside from something boring like 'No Death', I'd only be looking to avoid 'magic' or guns (or both *melee only*). I think there is room for NUR, but I don't know how interesting it would really be to execute.

>PoP

NER is on the table. Don't recall upgrades to the self in that series. PAIN/PAIN+ would be another story (disallowing progression based hand-outs and secondaries *WW pick-up weapons*).

>might not be wise

I'd advise at least getting PAIN+ out of the way. You can come back to dabble in NGR+ or NBR+ with each or whatever other non-official run (or even GK) after your break. You'll have your notes to help get you caught up to speed.

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#32 MrStarkiller
Member since 2008 • 18993 Posts

NOTE: Forgot to mention Infamous as a title I worked with (and I2). Good/Bad runs of Bolt-ONLY and Melee-ONLY. Then there is Vanquish, but that's even more unrelated to 'HnS' (already noted Dead Space, so whatever).

(SWFU) This is myself going over thoughts between the original and sequel (quickly becomes OT with myself and SBK discussing whatever): https://gamefaqs.gamespot.com/boards/933155-star-wars-the-force-unleashed/64199602

Here we discuss the challenge runs (goes OT at times, but still worth going through): https://gamefaqs.gamespot.com/boards/933155-star-wars-the-force-unleashed/62195058

NOTE: Not sure if any of my coverage is available online right now. Might be lost to time other than my talking about what I did with people (as with SBK). Likely something that was on gow3forums. *checks* Old posts suggest it might actually have been lost prior to that (vet board and alt.TUGOWU). Thanks ProBoards (they cost me my I1, I2, RDR, DS and DS2 coverage).

>Paratus

I'm a bit blank on tidbits, but I know the solution for NFR+ NUR+ (never forgot that *when you hear it, you won't forget either*). With him, anyway (the summons don't job to the same approach, obviously).

>Brexit

They won't let you leave (peacefully). Their puppets are still in power (working against your will).

>useless

And it really shouldn't be. This game took cues from RE4, sure. However, it is also Alien, Event Horizon and The Thing (1982). Most of these things job to fire. Necromorphs don't care (even though it should be the perfect counter). Can't delimb, bad for stuns, bad damage (and still inefficient), etc. DLC MAX Flamethrower is only just good enough for a non-DLC MIN, I felt. That terrible (thus my saying I'm better off in No-Gun NUR+ than One-Gun Flamethrower *that's sad*).

>like the idea

Shame I'll be limited on how much I can help. Can't just give you my coverage (little still exists), but I talked a lot about my findings with various people (whom I can also direct you to). I'd only be able to try my best with giving you an idea of the things I'd done (and was going to do in the case of DS2).

>can't comprehend

They're jobbers. An obvious approach being to stomp a leg until it breaks off (how to get behind them other than stasis is something I've forgotten). The other would be to face them, bait the punch, back away just enough to make it whiff, land a stomp on their fist (too early and you get hit) and break the arm off. Either way, I think it goes into tripod mode where you can then TK the class 4 back to it. Like I said, I'm rusty. There are videos of melee handling for some foes (including this one). It was a topic of interest I'd discussed with some people.

>forgot TK

It isn't a primary (unlike in HL2). It is very clearly secondary (sometimes feeling tertiary as with points in DS1), but when you've got to pick between it and melee in forced fights without some obvious alternative (hazard, friendly fire, running away, etc.), you'll come to appreciate it.

>forgotten a lot

You and me both. Here is just one topic where I do a little talking about the game (denoting my condition going into the Super Brute encounter): https://gamefaqs.gamespot.com/boards/943338-dead-space/57634087

Some TK talk: https://gamefaqs.gamespot.com/boards/943339-dead-space/58815224

A bit of tactics/tidbits (and trolling): https://gamefaqs.gamespot.com/boards/975302-dead-space-2/58386511

>hit box off the ground

I complain about this with Siren Sibyl and a few others.

>randomly shrugging off parries

The best.

>re-design GeryonNot that extreme. I'm still allowing them to have their tools, just adjusting them (rather than making it more like the mythological figure *with his two-headed dog*).>reason to use other thingsOnce you get rage, you might feel differently (my coverage goes over the pros/cons). Even without it, Soul t0 de-shields (big boon for it). It will mostly be about Fire though. Were this vanilla, you would do well to focus on Soul (lvl3).
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#33 gow_Steve
Member since 2012 • 58 Posts

(Covered better than you) I imagine I also gave myself cause to by struggling more than you.

(Written for you) I would be personally shocked if anyone else ever reads it.

(Did well) If I didn’t know better I’d say that almost sounded like a compliment.

(Grab intercept slide) I never even considered it, I found it easier to just jump over them, but you can certainly intercept most (if not all) of their other attacks so I wouldn’t be at all surprised.

(Keep away from the barrier) Is that to say the satyrs don’t spawn until you get close to the barrier? I hadn’t noticed.

(Excessive reverses) Oh how I miss the days of 3x air grabs. It was a simpler time, it was a better time.

(Wraiths/ravens) My HP was full by now because I died to the minotaur twice and this entry is a bit too liberal with death refills, but it was back at 40 by the end of it.

(Thanatos)*S1P1* I was aware of that, but I felt it violated the spirit of the run, if not the actual rules, so just decided not to use his spears until forced (nothing can be done to stop him getting a few regular hits in).

*S1P2* I hadn’t seen that bit of the Ally coverage, perhaps I’ll have to exploit that when I come back to a MAX run after the challenges are done.

(GoW:A NUR+) I’m now at the broken gear room in Delos (going to get back to it soon so will likely make a good deal more progress before the night is through).

(SWFU) Noted, I can already see there’ll be a lot to learn here.

(Bioshock) Yes it’s difficult to think of many restrictions to enforce, although I’m mostly trying to find a reason to play it again after so many years moreso than a real challenge, so perhaps a simpler run will do. Besides, I already did VH no death for the trophy many years ago, so perhaps VH Wrench-only would be the way to go.

(PoP) I did briefly attempt a H, NER, no time powers, no sub-weapons, no heal, but then I realised you need to heal to save and they don’t give you automatic refills, so back to the drawing board on that one.

(Infamous) I don’t actually own that, but good to know if I ever run out of options.

(SWFU notes) Will have a proper read of these when the time comes, already read through the challenge categories, they certainly sound interesting enough to do when the time comes.

(Paratus NFR+ NUR+) Care to enlighten me?

(Brexit) Unfortunately so, although they just rejected our ridiculous vassal state deal, and Hungary (likely Bulgaria and Italy as well) are growing restless to say the least, so perhaps freedom isn’t too far away.

(Flamethrower) It really is baffling they underpowered it so, although I suppose it would have been too much to have that on top of the limb cutting gimmick.

(Lack of help) Not to worry, still plenty of time before I ever get onto those runs.

(Brutes) That makes more sense using stasis to remove limbs, although if there are videos I’ll certainly look them up should the time come for such runs (more than enough to focus on for now).

(Other elements) Souls t0 allowing instant de-shield is very interesting (assuming that applies at base level), certainly something to remember for SoA.

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#34  Edited By gow_Steve
Member since 2012 • 58 Posts

Castor and Pollux

-Hated this fight at release, hate it even more now. They really just threw together as much shit as they could think of.

-Toss rock

S1 – Destroy the pillars, toss the rocks. After that I prefer to keep at range, evade his floor shot thing, and if he’s close enough when he does it flank him and get in a t or s,s, depending on how close he is.

S2 – Keep far, far away from the AoU circles, when he does the slam move either towards or away from him (doesn’t really matter) and shield plume (CP helps as well). Rage dump when safe is also nice for speeding this along, as long as you don’t get hit coming out *because shitty iframes*. Any other attacks are to be avoided.

S3 – No checkpoint here. Wonderful. Start by destroying the pillars, I like to go round in a circle from right to left (including the ones he doesn’t teleport to) so maximum rocks are available once he hits the floor. I really enjoy that he can instantly drop the section you’re standing on so your roll hits the adjacent piece of floor. Really do like that.

S4 – Toss the rocks, then continue as before, except now he has his repeated teleport slash attack which is just wonderful.

S5 – This is where problems really begin. When he does the four shots, either block the first two and roll through the next, or roll right, then left, then forward (or vice versa), when next to him punish with t,s (or similar). For his ridiculous bullet hell shot, you have many options; if you’re directly in front of him you can block one and then roll through another end up in front of him, or just block everything, or block one and roll to the side. The issue is that it’s difficult to time a roll correctly when you’re at a strange angle and don’t have a good camera, so it’s often safest to just block. Ideally you want him to do his melee (why does the first hit do so much damage with such little startup? Bad design), when he does that block the first two hits, if he does the slam roll in pretty much any direction, or if he does the blockable one just block it. I see that you note punishing this with shield plume, but I was struggling to get that so just went with t (maybe s,t/t,s, in the event there was time).

S6 – Who needs checkpoints anyway? Break the pillars, toss the rocks, then just continue as before, but with much more fear knowing you can die in a second and will have to redo S5. Also he can do his shots if he’s only a tiny bit off screen, and he can sometimes block and do an instant slam, which is always fun.

Passage to Delphi:Bridge

-Stomp and get AoU

-Puzzle and navigation

Passage to Delphi:Path

-Navigation

Passage to Delphi:AoU Trial

-This one actually caused me some problems, too many enemies, too much armour, too small arena. Start by grappling the shield away, then shield plume from the door you entered (keeping everyone off screen), keep that up until they decide to come swarm you (which they do often). If you have anyone that can be grappled then use the R1/t lock for colisions, battering ram is nice when it’s available. When the next shield wielder appears try and isolate him for a safe disarm and then continue. Came out of this with about 30HP, fortunately the next wo fights were easy.

Cistern:Hall B

-AoU the Sybil immediately, drag the two satyrs over and shield plume them until they’re either dead or gold halo, in which case battering ram them into the Sybil and then the wall. Repeat for the next ones. When they’re all dealt with, AoU/shield plume the Sybil to death, can get her in a pseudo-lock if you time it right.

Cistern:Arena

-Kick the dogs, it’s nice to get collisions on the satyr but the main goal is just to get rid of them, then use standard t,s,L1,rage dump to finish off the satyr.

Cistern:Hall A

-Navigation

Kirra:Gate

-OS all the bugs first, then just standard handling for cyclops, t,s, keep some distance, rage dump when you can, whatever works really. Would have been better to lock him with rage t0 but I forgot that was possible until right now.

NOTE: I got hit in his first phase, then died in his second, and was spawned back into his second phase with half HP, so that’s something to be aware of for PAIN+ (although he gives us ~50HP from death so that’s nice).

-AoU bridge

Kirra:Path D

-Navigation

Kirra:Waterwheel Puzzle

-Do it

Kirra:Grotto:Swim Tube A

-Navigation

Kirra:Grotto:Gate

-You have enough time to shield plume in between their attacks so just CP them to death. They’re very cooperative a far as separating themselves from one another so you hardly need to do anything to take on one at a time.

-Puzzle

Kirra:Grotto:Swim Tube B

-Navigation

Kirra:Harbor

-Navigation

Prison of the Damned *return*

Aegean:Mouth:Interior

-Just block and hit the mongrel (usually t,s, but it doesn’t have to be strict), toss/slam the satyrs, use flamethrower after first gold halo, repeat. I see in your coverage you mention a possible ring out, care to share the details?

-AoU

Aegean:Entrance:Hall

-Navigation

Aegean:Empusa Balcony

-Shield plume to build meter, then rage dump for stun, build half the meter then grapple, then build the other half of the meter, rage dump for stun, repeat.

-Navigate

Aegean:Rooftop

-R1/t

Aegean:Entrance:Path

-R1/t

-AoU and Navigate

Aegean:Arm:Interior:Hall A

-Navigate

Aegean:Arm:Martyr's Chamber

-Do puzzle

Aegean:Arm:Scribe Jail Hall

-Navigate

Aegean:Arm:Interior:Cell Block

-I like this fight in a strange way, it’s almost like ToA W1 Lite. Start by AoU/shield pluming the Sybil, when the other show up slam/toss them, when they’re gone go back to dealing with the lone Sybil. Bait the gorgon’s melee, block, t,s, repeat, usual handling for the adds, when they’re gone get back to it.

-Drag block and climb out

Aegean:Arm:Interior:Hall B

-Navigate

Aegean:Arm:Exterior:Path A

-Do QTE

Island of Delos

Delos:Landing

-What is this thing they have about putting checkpoints before long cutscenes? It’s ridiculous. My basic idea here was to fill the meter with s,s,s and abusing off screen AI boundaries, then lock them with rage t0. I have a great disdain for the sword satyrs, their attacks are obscenely quick, they all have armour so there’s no quick way to deal with them (that I know of), and you can’t throw them off the pier. And all this immediately after they stole my shield. Unacceptable.

-Interact, AoU, Navigate, AoU and lever

Delos:Path A

-Don’t much care for this encounter either, but at least we can get ring-outs in certain spots. Idea is the same as before though, get to the block at the back, charge the meter, rage t0, grabs when possible.

-Interact for QTE

Delos:Path B

-Another checkpoint before a QTE and a cutscene. Unbelievable. As far as tactics are concerned, just usual Talos handling (which is to say fill the meter and rage t0 lock because they took my shield), only difference is that their rage state is now unblockable to when that happens make some distance and focus on the other one.

-Navigate

Delos:Foot of Apollo:Scaffolding

-This was actually remarkably easy. You can keep the jugg at bay by keeping it off screen, so move towards it, s,s,s, roll back, move in, s,s,s, roll back. Repeat that until the meter’s full and (there’s a pattern developing here) rage t0 lock. When he loses his weapon he’ll break out of the lock, but if you get him off screen it’s very easy to re-establish.

Delos:Foot of Apollo:Exterior:Path A

-Navigate (and reclaim the shield that was so callously torn from me)

Delos:Foot of Apollo:Interior:Path

-Navigate

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#35 gow_Steve
Member since 2012 • 58 Posts

Now at the Flame conveyor. It's comforting to know that once I pass this horrendous encounter I have SoA, EoA, and ToA to look forward to.

NOTE: You may recognise a lot of these strategies, probably would have been easier to just C+P your notes in place of my own for the most part.

NOTE2: This has also largely been a NMR, for no reason other than that all I have available under these conditions is a single charge of FoA, which is sometimes nice for extra damage and iframes, but in most situations is entirely useless. OSoO is where it's at (and AoU where ring-outs are available)

Delos:Foot of Apollo:Broken Gears Puzzle Room

-Move the Empusa to the left corner, then handle exactly as before, OS the manticore spawn after

-Puzzle and Navigate

Delos:Foot of Apollo:Interior:Hive

-OS

-Navigate

Delos:Foot of Apollo:Exterior:Path B

-Navigate

Delos:Foot of Apollo:Amazon Scaffolding

-OS the harpies. There’s no good way of handling the Amazon (as there are later), so just block, dodge, get hits in when you can, and reverse the grabs, 2x air t when the harpy takes her up.

-Destroy scaffold and navigate

Delos:Foot of Apollo:Gondola Lift

-Tosses, strange that we have ring-outs here, but they can’t be caused by collisions

-Navigate

Delos:Head of Apollo:Sibyl Chamber

-Double Sibyls, how could this possibly go wrong? The basic strategy is AoU on the first one, do whatever you can to get rage up, dump to get gold halo, use it, that will stun the other one, and from there you can alternate grabs until they’re gone. Easier said than done though.

Delos:Head of Apollo:Gear Path

-Navigate

Delos:Head of Apollo:Hive

-OS

-Zipline

Delos:Leg of Apollo:Exterior:Arena

-Keep distance and reverse centaur grabs, when they’re dead use AoU on the amazon and grapple her for a ring-out

-Yank and Navigate

Delos:Leg of Apollo:Interior:Flame Lift

-Navigate

Delos:Leg of Apollo:Exterior:Scaffolding

-Navigate

Delos:Statue of Apollo:Interior:Path

-Navigate

Delos:Statue of Apollo:Interior:Hive

-OS, then use a ridiculous amount of air t’s on the hive because it has way too much HP

-Navigate

Delos:Gauntlet of Apollo

Megaera

S1 – Shield plume

S2 – Shield plume

S3 – I attempted your shield plume tactics here but it wasn’t working, so I ended up just blocking and using s/t slaps

S4P1 – Your strategies served me well here though, shield plume and air t during summons

S4P2 - Again

S4P3 – 2x rage dump

-QTE

Tisiphone

S1 – Shield plume here frightens me because I can’t stop myself from using CP which obscures the view if she goes for the shotgun, also it’s the second o that stuns her which always worries me because it looks like she has hyper armour until she doesn’t and by then it’s too late. That said it’s not too hard, block all of her blockables, dodge the shotgun and the meteors, shield plume when possible, otherwise just s/t slaps (I like t1 because it gives instant knockback).

S2 – Roll around, AoU, s slaps

Furies 1

S1 – Shield plume, keep distance, jump the shockwave

S2 – Avoid Maggy, air slap Tissy when you can. Takes a while but it’s simple enough.

Delos:Forearm of Apollo:Oathstone Puzzle Trial

-Do it

Delos:Forearm of Apollo:Oathstone Combat Trial

-Use OSoO when possible, r1/t lock otherwise

-Navigate

Delos:Forearm of Apollo:Interior:Path

-Navigate/Puzzle

Delos:Leg of Apollo:Exterior:Arena *again*

-Kick the dogs, ring-out the Amazon, standard mongrel handling

-Puzzle/Navigate

Delos:Leg of Apollo:Interior:Flame Lift *again*

-This bit it so fucking stupid. The hitboxes on the flames are obscene, the camera angles are a disaster, and the idea that this made it past QA is just astounding. Strategy is to use OSoO, shield plume (especially effective with CP and rage), sometimes tosses or r1/t. The Talos is the problem, OSoO will take him to rage in one use, the problem is the his sky drop has an outrageous hitbox, the target on the floor sometimes disappears, and there’s not space to roll, so you have to be at the front or back and roll in a straight line to the exact opposite side, at the exact right time so that neither the bullshit fire hitbox or the bullshit drop hitbox get you (again, easier said than done).

Delos:Ribs of Apollo:Scaffolding A

-Navigate

Delos:Arm of Apollo

-Navigate

Delos:Ribs of Apollo:Scaffolding B

-OSoO first (for the free deshield), then shield plume, OSoO when it recharges, nice easy fight after the disaster I just dealt with.

Delos:Ribs of Apollo:Interior

-Navigate

Delos:Ribs of Apollo:Furnace:Lower

-Shield plume right as the cyclops climbs up (you want to keep him in the alcove he spawns in), then hope you get a stomp and evade it, get a few more hits for rage and lock him down with plume bombs. Ring-outs deal with the manticore spawn nicely (what are these called?)

-Interact and Navigate

Delos:Ribs of Apollo:Furnace:Upper

-Open and Navigate

Delos:Ribs of Apollo:Furnace:Lower *again*

-Do it

-OSoO and the camera are big helps here, I started by going to the bottom left corner, OSoO, then move to the right, get everything off screen and charge a shield plume, release it at them, repeat (and always OSoO when you can).

-Interact and Navigate

Delos:Ribs of Apollo:Furnace:Upper *again*

-Ring-outs

-Navigate

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#36 MrStarkiller
Member since 2008 • 18993 Posts

>abandoned GoS

>hopefully forever

Well, you certainly could do that (now). What with the PAIN+ being bested now. Of course, NGR+ and NBR+ are some things to look into. I forget if the arena allows you to set-up certain otherwise impossible fight scenarios (multiple Dredges, multiple Piraeus lion, etc.). I used to make custom challenges for entries with this tool (aside from 'special condition' bouts like GKPAIN+ w/ BH or *more recently* Tissy/Ally with Tissy focus in S4). Something of a pity we didn't get to go over NUR+ use of AoS (aside from vanilla domination with it *revenge on Harpy/Geryon by way of air OS spam on harpies until all gone, catch both Geryon with HoB and air SC insta-shatter them to leave a lone Geryon to slaughter*). Perhaps you'll want to go back to it someday. Amusingly, this easy strat is among those I don't think ever got recorded.

>hadn't done GoWIII vanilla VH before

Shame I didn't get to tell you some tidbits only available to the MAX experience, but oh well. Perhaps you'll (like with Artemis) feel some desire to do a focused run (if only for MAX'd Nemesis Whips *to experience what tirades have to offer aside from its decent array of specials*).

>turned into NUR

>accidental CoC again

Steve, pls. That should mostly just be a concern for GoW1 upgrading (even then, use of lights after blocking ought to be a rarity in entries with this problem).

>concerns

As we've discussed. Like with the GoW:A coverage I've peaked at, I take it this run is free-balling (not really checking write-ups and videos beyond when meeting resistance), so I should expect tactics fitting the bill of one working in a vacuum (almost 'blind') with close to minimal time put in.

---GoWIII VH NUR+ Evaluation---

NOTE: A bit lower of a run than I've gotten used to speaking on with you like this. PAIN+, when? BoA PAIN+? BoA PAIN+ w/ Chalice? Just kidding (about that silly gimmick).

Mount Olympus

Gaia:Shoulder

-Battering Ram is going to get a lot of mileage in this one. Upon getting BoE (replacing BoA), I imagine some Combat Grapple (CG) use, too. Though perhaps not spamming it (not that I'd recommend getting too crazy with it *as the gent had done*). BR gets a lot of love for being a mobile invincible state we can end whenever into another invincible move (tossing). Multiple full collisions (five, I believe) in the full duration of the charge (rushing into a wall causing an insta-kill you can extend with more circle inputs *just gives hit count when it should probably lose invincibility during that bit in exchange for both collisions on those nearby and EXP milking*). I will go on to note this move is the assured cause for collisions being nerfed (not given scaling with Enemy Power %). Having something like 50/50/50/50/50 (before the toss for another 50) on a target? But then, why not just make this move not scale and leave the rest alone? They too badly want to have the new stuff lord over the old (shooting themselves *the system* in the foot).

My evaluation of the entry goes over this (and I think also my recommendations). Shame, too. Wall collisions are only 1DMG (very modest). Scaling them on VH up to 5 per instance combined with the pathetic 2DMG from Apollo's bow shots would make a volley off a wall bounce (locking) 5/2/5/2/5/2/5/2/5/2/5/2/5/2/5/2/5/2/5/2 for 70DMG (ignoring whatever launcher used to get them there for a light bonus). Not too bad for a rapidly regenerating resource (IP) that applies even to NUR. This instead of what we have instead (30DMG potential). Object collisions like rapid pushing a block or whatever are 1 per instance, too (bumping to 5 is hardly OP though it can multi-hit to a small extent *not like you can make them ride the object much less smash them between it and the wall for a big damage bonus of perhaps 50 in addition to stunning them for free hits for up to 5 seconds*). The classic scaling on some costume (or a cheat) would be delicious (as with one or the other for buffed grab damage *though Satyrs hardly need it having finally gotten things right with them*). Where was the petrification build-up on-hit cheat? So many oversights. Grand shame (as with creating Agent ONLY and even Agent/Target half collision cases for an entry where this mechanic isn't allowed to scale for its full potential *would be just awesome with Fear Kratos*). But enough of this (for now).

Gaia:Arm

-...

Leviathan 1 - (Standing 1) I presume you used the fast path to t3 (given BoA are as they were at the start of GoWII *1.0 modifier with lvl5 moves*). What's all this about blocking? This is a bout where you just want to pick a side, switch when it uses breath, quick roll to close the gap and 's,t,t,t'.

(Ceiling) If you stand in the exact right spot (tricky), you can just attack freely. If slightly off center (either side), you can attack a bit, switch to the other side (minimal movement) and repeat. Really, it is fine to just go wild with lights and properly rapid move to the other side (not like we get a block or evade *rapid movement has no i-frames and they didn't share the same feelings as GoS on the i-frame lending here*).

(Wall) Light spam? Here I thought you might use 's,s,t' (you can do that in GoWIII along walls). They finally expanded our wall combat strings a bit, but they forget to have decent fighter scenarios like GoW1 had. What a blunder. This bit just being another side-switching affair.

(Standing 2) Where are you fighting from (what distance)? I presume you're letting it attack, reacting and punishing. When you do PAIN+, consider denoting how you handled each attack (or which you bait out). The idea can mostly be the same as before (pick a side and stay close, change sides and close gap when forced away, punish and repeat). You had the option to use DR for i-frames (and damage). This being your last chance with magic, it is better to enjoy it while you can (as with Items *the bow dominating NUR+ oftentimes*).

Mountainside:Exterior A

-Not going to denote going after Archers first, getting positioned under their trajectory along the wall or anything? Throwaway fight, but knowing your precise plan of action is good.

Mountainside:Exterior B

-...

Moutainside:Interior:Tomb of Ares

-The Centaur is harder to reverse here than in GoW:A, but I'd say the reward is stronger in this outing. I forget the other ways to do it, but upon getting the bow you can spam shots right after a reversal with a high chance to skip the needed damage for "O" (goes right to the wander state *a wonderful glitch*). Such a shame you cannot just toss this fool at the foreground for ring-out (quite unlike his rally bois). I don't really see good value in CQC against this foe outside maybe NGR+ NUR+ simply for not being allowed to reverse charges (this move being good for knockback on others in GoWIII). If not using counters, you would wait for the Sentries and use them (as you do) with BR. Mind you, this fight is optional (just have to be quick with the lever pull and escape).

Gaia:Chest:Exterior

Leviathan 2

Stage 1 – Again, from where (and for what attacks)? I had a few approaches. I'll go into more detail with my tactics by the time we get to PAIN+ (or you could read ahead).

Stage 2 – Crash (when baited out) can be a good opening. Think you need to be two evades away from his starting position (then hop over the shockwave *risky to go for i-frame exploitation off an evade*). But then, you still have DR (same for when he crawls *should you not shake him off somehow, you can trump his breath with a spell cast*).

NOTE: Would be a Hell of a thing to have on-demand 'parry' animation (some input to just access the 'reverse' for i-frames).

Gaia:Chest:Interior

-Shame the kick doesn't cause a collision hit (much less the charged kick scaling it). I'd want the base to be at least 1 for kick, 2.5 for half charged and 5 for fully charged (so VH would be 5, 12.5 and 25 respectively). How often do we get to kick things at enemies, anyway? Rare. Kicking oil pots at foes for the collision over and over would be great (aside from using Inferno to set them off). Could even afford to double the noted (so it competes better with the easier rapid push case). The wall toss holding a foe in an option select (with only a toss away option) is cute. I'd prefer being able to slam them against the wall for collisions (and orbs) aside from this toss away. Make the former half collisions (maybe even unsafe like in GoW1) and the toss away safe (with a full collision). Would have been amusing to have a fully functioning Cyclops climbing in one of these bits only to back jump off the wall, CG a harpy queen, mounted ride around the Cyclops blocking the gap, leap off (killing the harpy) at the wall, OS some Sentries to slam on the cyclops for repeated slams (up to 5 before tossing them away *spent*), quick hop away (avoiding reprisal) and grab another to toss at it (for big boy collision damage) whilst it tries to close the gap in vein (staggering to "O", we rapidly close in and do a wall finish with the eye stab before jumping back to the wall *not unlike the pre-gameplay demonstration of old that even had us doing wall running in combat with leaps into CG on a charging Centaur on Gaia's back*).

Gaia:Head

Poseidon

Stage 1 – Aside from standing off-center to bait an attack on one side, moving slightly away and building up t3 to punish with (over and over), you can get to to the foreground-left where his claws can't hit (and gliding at the foreground negates even his PR). As before, my old notes get pretty detailed (worth reading).

Gaia:Hand

Stage 2 – You don't have to dodge his punch (blockable). While you can work the wall for his charged stab, you can also build t3 from the ground and space it right (landing without trading). The old me grew weary of CQC. Instead, I would stand in a small 'cove' of sorts along the foreground (bottom-left). From there, he can only really use triple stab or the 'full one'. If the latter, get low on the wall, use 't,t,t' (3x), dismount (as he is preparing to withdraw) and 's,t,t,t' with the aim to land t3 safely as a punish (before getting back to position). If the former, the safe punish is getting by the wall, waiting for him to pull his weapon out from the second stab (as he makes to do the third/final) and evade under so he'll attack wide (leaving him wide open). I recall it being possible to get in as he makes for the second stab, but I forget if that required using DR or something.

Gaia:Head

Stage 3 – Easiest to avoid the front-to-back PR pattern with the glide trick. Without gliding, you would evade at the attack as the middle one ends.

River Styx

-Swim

Realm of Hades

Hades Path

-Now is as good a time as any to mention a thought I'd had about GF. I've discussed some stuff about this in the past, but I felt the Fleece could stands to have upgrades. The lvl1 would be as it is now (they could even still have the counters learned for it be from upgrading the Blades for all I care). While I do enjoy the i-frame parry and i-frame counters (lvl2 for small AoE knockback and lvl4 for small AoE launch), I still fancy having the option of the non-invincible parry into enders (s6 or t0). This aside, the damage from the Ram and Rise could afford to scale up. If not 2.0 with lvl2 GF, I'd perfer the lvl1 and lvl2 be based on the damage you blocked, then returning it to the sender. Having lvl1 be only 50% of the incoming attack (Ram or Rise) would be fine (people using these are more doing it for safe damage with hit properties, anyway). On Easy, a pathetic 1DMG attack would be returned as 0.5. A mighty 5DMG hit (maybe something like a Zeus ender *I forget which attacks hit especially hard and can be parried*) would be worth 2.5. With GF lvl2, 100% of the attack would be returned. Taking this to VH, you get the first attack boosted to 10DMG (hitting not just the attacker, but all those near) and the latter hypothetical would go all the way up to 50DMG (irregardless of our Power % *this having to do with theirs as it was with collisions*).

Now, on the front of petrification, this would be a nerf to us, but I think it would be fair and fine. Really, we should return their move as it is, but whatever. Hell, the Stare should be struggled with (as with Euryale) before reversing. However much Stare we were taking in as we got to the source for the reverse (distance and point in the animation would factor) would then consider the level of GF (half worth or full). Half of a Gorgon Serpent Stare spread among a crowd would still be enough to insta-freeze pests (harpies) while slowing Minotaurs (another dose finishing the job). The lvl2 would be the full effect, obviously (still not quite a GR, so it would take more than one of these to get a gorgon with its own weapon). Gorgon Flash returns would face a similar situation. The OS kill would be where the free GR occurs (though I still would have preferred that be a psuedo-WW working off its own MP bar *destroyed when used up* with inputs like MG/EH). Oh, well.

As for returns of projectiles, an invincible generic like what we have now could be done again (scaling like the other counters) aside from an option to input it such that the projectile is returned as it was in terms of properties (not an invincible option). Might need to be a lvl2 thing (as this is 1:1). Not sure how I could justify one or the other scaling with our Power % (while the other is Enemy Power %) here. If having to pick one for being from our damage, I'd go with the non-invincible one (as with instant ender counter *GoW1 style*).

NOTE: I remember now that GS used to have bad coding problems if you used the word "style".

Palace of Hades:Exterior

(AoS Trial) Not going to just spam magic while you can?

(Rope) Rope combat didn't improve, true. Inferior foes and scenarios, too. Pity. No ropes running alongside each other (GoS had this, I believe), no places to drop along the way for cheek strats, no option to drop, CG to pull up and around a foe (grabbing the rope and pressing on), can't drop (or jump) into air OS at their legs to pull them off into a slam (bad idea without floor to land on or CG to save yourself with), etc. My notes say that we have i-frames after reversing their grab, while going for a grab (much less being in one) and even attacking. Don't remember all that (outside GoS).

Gorgon Serpent Chamber

-May as well enjoy the return while you've got the option. You can juggle, grab reverse, BR into her, etc. for PAIN+. I've mentioned before 'partial petrification' for this entry. If you or a foe has build-up put on them while in the air, touching the ground becomes fatal (shatter even when not a statue). We can beat this with i-frame moves or just gliding (which works even when a full statue, amusingly). Owed to having a poor petrification spell option (mostly counting on returns), returns are king. When taken from you, you need to exploit this bug to make-up for weak build-up (relative to enemy RES) and somewhat high statue HP (relative to our output in NUR and higher *not so much from the point of view of NW and Cestus*). While the ground L1+t for NW is trash (not quite the Piercing Shards that I wanted) generally, the move is among those that point blank use on a Cyclops will glitch them off their feet. Just too bad you don't have fight scenarios in the main game with a gorgon around to help like this (stare or flash as we get the Cyclops up so it shatters in an instant).

Peirithous Puzzle

-For a 'fair' fight, air block or evade under the first fireball prior to 't,s,t'. Block and t1 punish other moves. When playing dirty, you would lure it (the charge is good for this) beyond the first archer platform (preferably by the second) where it exceeds its AI boundary, then wants to reset (begin unloading on its rear for free).

Harpy Chamber

-I take it this was done in the open. The entrance (and even exit, I believe) is a boundary. While you have the bow, you can chip them (or use Inferno when the group up).

Underworld:Cliffside

-Navigate

Three Judges:Lower *Trials of Erebus*

-I feel it wastes time/effort to bother much, so I let the Hades Hands turn Civilians into Lost Souls as I turtle up. When they're done, OS for everyone.

-I'd only allow multiple minotaurs for the sake of HP regain, but it shouldn't be necessary to go that far. I tend to target the Lost Souls with the BR of Sentries until they're done (then BR Sentries at the minotaur). The damage from the grabs of the minotaur proved lacking (and the dps potential made it worse). CG spam is preferable.

-Yes, for NUR+ this is the way. In PAIN+, it isn't very practical to go for partial petrification (perfectly doable) on the harpies as a big group (or just letting her try to fully petrify them). Easier to work the boundary (keeping the gorgon behaved as you bait the harpies in *if the bomb, just hop over it into ground OS for the insta-kill*). With a minotaur around, you would want to consider setting up partial petrification (though you could just spam CG some more while working the boundary). Alternatively, just bait and reverse the gorgon's grab until it dies, then 1v1 a minotaur (until you get another gorgon for doing this). I like having the gorgon at wander state, using it to get rid of the other foes and then taking it out (catching the incoming wave of harpies). In the scenario with harpies and a minotaur, I'd be working the boundary and running around to go for OS kills on them, I suppose. Flash isn't quite strong enough to petrify the minotaur in one go, I think (otherwise you would just line it up, then go for enough damage to break it).

Three Judges:Upper:Section B

-I forget how much the explosion is worth. Some attacks can set it off aside from our Inferno. Those moves can land on the space where the pot used to be (for something like ~3s a phantom pot exists and will be set off for real by those same moves). This is more something exploited later against 2x Chimera. In PAIN+, you won't be able to set these off. It would be for ramming (knockback). Not really worth much. Better to lure them near a cliff and ring-out. Notes suggest CG for ring-out has to be done with care (the air version can probably place you over the pit). Also, the charge lasts about the distance of three rolls (like Perseus S1).

Caverns of Hades:Bridge

-I don't think the explosions from pots can hit us even if they set them off. I forget. I know we can ring-out here, too. Like GoWII fiends, grab and air kills avoid the suicide explosion.

Caverns of Hades:Bramble Vent Puzzle

-Can ring-out here, too.

Caverns of Hades:Hades Arms

-...

Palace of Hades:Outer Atrium

-An alternative being to bait their charge and lead them beyond their boundary (either extreme of this area) where they will then just try to reset into their zone (only attacking via the stagger swing upon doing enough damage while resetting). I used 't,s,s,s,s,t' to punish a Talos pulled from back-up.

Caverns of Hades:The Forge

-Lever

Caverns of Hades:Gazebo

-(Dogs) ...

Hades Path

(RoS Trial) RoS is such garbage, but I'm sure went over the various rages plenty. Having this instead of BoO wasn't much to my liking.

-Couldn't just close the gap and hug 'em?

Palace of Hades:Exterior

(Twin Hades Cerberus) Sounds like true blue NUR+ talk. My PAIN+ refers to older coverage. I'm sure there is more to it than what I'm remembering, but I recall mostly working the boundary to punish taunts with t3 (going in for "O" when it came up). Could probably hang with one ahead of the other, block and punish (lightly), but whatever. Not a huge fan of this bout. Forcing us to go through grabs as 'gates' to the next chunk of HP wasn't desirable or punks (HCB getting to be a special snowflake was already pushing it *taking a major grunt to mini-boss territory aside from the insane HP total it had to go along with petrification immunity for no good reason*). If need be, I can check other fights come PAIN+.

Palace of Hades : Door of Hades

-...

Palace of Hades:Lower Chamber

-Luring them to the start allows exploiting of their boundary.

Palace of Hades:Mezzanine

-Something like four approaches come to mind (gate, balcony, exit and 'open'). In PAIN+, I used 'gate' (dogs) then 'balcony' (minotaurs). The former is getting to the balcony and getting against the gate to the right so dogs come straight at it/you (OS through it). With them gone, lure a minotaur around the gate to the balcony and going for ring-out (CG, launch to CG, juggles, etc.). I forget the particulars of when CG will knockback on the ground versus making them slide away.

Palace of Hades:Upper Chamber

-BR of Sentries into harpies suited me (before OS on harpies). I'll remind that alt.OH still exists for harpies in GoWIII, but it isn't a huge boon with the collision nerf (just a decent tool for damage, i-frames and knockback while insta-killing the agent).

Palace of Hades:Lower Chamber *again*

-As before

Palace of Hades:Upper Chamber *again*

-Finish puzzle

Palace of Hades:Throne Room

Hades

S1P1 - (Stand) PAIN+ strats, you say? Of course, were this vanilla you could use parry into ram to stagger him out of this (means more for S2P1 when he gets ideas about a combo to unblockable ender). NUR+ has a lot of keepaway and bow chip. Can just block/parry his melee and get clear of the stomp (which can include moving away, building for s6 and landing it for a stagger). Light attacks are recommended (nothing fancy) while keeping to his left flank (he stomps with the right) for relative safety (notes say to circle CCW).

S1P2 - (Wall) Bow doing work, as expected. For PAIN+, you might consider learning to work his flanks for these wall bits.

S1P3 - (Meat) ...

S2P1 - (Stand) Something of a pity his grab hurts on activation, gives no orbs on reversal nor even does damage to him (and we don't even learn the move like we were meant to). His stomp becomes faster with a bigger hit box, which is nice (for him). The ender you speak of is (for PAIN+) handled by just evading under his legs (to his rear). Might not be able to work the flank effectively during this bit (unlike the first time around). Might have to stick to a frontal assault (other than getting to his posterior to avoid the cross-swipe). Shame we can't do a heavy Valor (could have been 't,t,s') for bigger damage, no option to chain into OH and having it be unblockable (to make-up for the horrid start-up to get to it).

S2P2 - (Wall) You can return the skulls.

S2P3 - (Meat) Makes me jealous using the special move after this (then the next bit has the 'geysers'...and his cast animation is an unblockable attack *though the option to cast during any attack is cute, too*).

S3 - (Wall) Would probably be a bit much, but with the things being tangible, hitting the SS Mongrels for "O", mounting them and using them against Hades (even for a much more brief amount of time) would be swell. Regarding the dialing up for t3, you can do this while moving alongside Hades (much as I'd noted with Cerberus Bastard in your GoWII fight). Maybe start from the left (his right), dial-up while moving right while close enough for the hits to land (as his geyser keeps whiffing) and turn during t3 to land the big damage (though it can't double hit *not in a way that actually doubles damage, anyway*). Like SS, geyser start-up/cast is unblockable, so be wary of this.

S4 - (Tug-of-War) While you can try to play like they intend, just getting a slap in, then evading aside (toward the pit) and pulling out is simplest.

NOTE: Not allowed for these runs, but there is a break-out where you can fight like normal (which includes the option to just pepper him with arrows, then grab to go into S5).

S5 - (CoH) Shame the light ender can't hook him during breath (at least) for an OH (slamming his face for damage and an opening to punish as he roars or something). Would be a neat extra.

Palace of Hades:Soul Summon Trial

-Sucks we cannot just dunk them into the drink, but whatever. At least they don't have cloth armor or something preventing general grabs (or even proper air OS and OH *instead going into CG*).

Cavern of Hades:The Forge

-Pass through

Cavern of Hades:Gazebo

-I recall an approach where you can get Talos stuck on the crank, but that's not worth setting up. Bow spam while running away might have been a good option (certainly for the Talos). Can't recall having a boundary to exploit. Obviously, you don't want to get dogpiled (pretty OP in this entry *nerfed to Hell in GoW:A where it can be blocked and has huge and obvious start-up*). Being NUR+, getting caught by this means it is time to flare up RoS to break-out instantly (then turn it back off). You want to do the grabbing, but not necessarily near a Talos (quick roll or whatever to get away). Don't want false OS from grabbing through the doggo into a stoner (or to have Stones McGee's priority turn your grab towards him). Just something you have to contend with being a reality of this entry, sadly.

RoS use isn't too advisable beyond helping you escape a blunder. AoS casts can be worthwhile towards the end of just getting rid of puppers (getting in the thick of them and giving them a taste). An advantage of CoH's SS being that you can cast while running around, but just tossing out the three you have (though they can be more efficient) isn't that advisable. CoH itself has better damage and the lingering of its Plume (Curse) has some appeal. PAIN+ apparently was cool with gliding (we start with it in this entry), so jumping into an evade along the boundary helps to make foes behave (better than standing by it) as you go about the process of using OS to get rid of the dogs (prior to the final Talos). The start should be obvious with boundary abuse and t3 chip on them *aside from maybe the lever method*). But you're in NUR+, so you can abuse the bow (maybe from the boundary *think it fires even faster from the air*).

Hades Path *yet again*

-...

Olympia : Door

-Cast Gaia down

-Inferno when they group up at the chokepoint is good for a laugh. Getting Guardians to "O" for BR is pretty nice, too. I forget what the deal with them and air OS is. I remember their OH being the type where you used s1 upon slamming them to go into another OH (think CoO started that). CG is a good tool for ring-out, true. Using t0 at the chokepoint for chip is nice, as well. My PAIN+ speaks of luring them to the start for t0 (bouncing them) into s6 (group knockback for ring-out). Another option was luring the whole first mob to the start, killing one (however), rushing away to meet the respawn and dogs, kill the latter until gone, then begin working on the Guardians (easier without hound helpers).

Olympia:Cave

-Navigate

Olympia:Building A

-Bah. Notes say to check BoA PAIN+ (which is only visible in my documents as things are right now). I suppose I could make a topic on GFAQs just dropping my old coverage. Might help (given gow3forums is gone). Aside from ring-out with s6, CG, floating, etc., I think the other option would be Helios accidentally helping (don't count on it). The ramp at the top-left is a boundary. You have the bow, so you can easily group them and use Inferno aside from chip. Can lure one beyond the boundary and begin using a lock (like OH to s1 and repeat).

-(Centaur) Just reverse the piss out of him. Pity you didn't know about peppering with arrows after a reverse as it would insta-"O" him (which is delicious). At least you'll have the boundary option for PAIN+ (get him to charge beyond it and it is 1v1 with a nearly completely passive prey). Also, the ring-out trick (GoW:A repeats this sort of nonsense with making us do weird shit just to achieve a ring-out on foes with moves that should clearly work without special set-up). The first way I'd found to ring the centaur out was to get to the gap at the top-center, bait his charge and hop on a ledge (reverse for ring-out *think you need to leap and glide back or you'll die, too*). The second was to have him charge from the bottom-right of the screen up and to the left towards where you should be (standing along the ledge's gap in the railing as far left as can be). It is a tight fit sort of set-up, but if you get good at it, that's the fastest option (boundary is just simpler/easier to figure out and move on with).

Olympia:Ballista

Chimera

(Snake) ...

(Lion) Bow keep away is an option for NUR+. For PAIN+, I was more about baiting his fireball, cooking up t3 and having it land as he finished the third fireball. Both t0 and t3 interrupt roar and charge. If you just get far away, he will always charge (intercept with t0 for free damage).

(Goat) My PAIN+ method baits firewall, leaps it while closing the gap to punish his taunt (t,s,s,s,s,t). The t1 interrupts the taunt, forces his side-hop (always to one side *think it was clockwise, but could be the other way...you'll figure it out fast*) and you're baking towards landing t3 (made to land as he goes from the hop to where he stops). If he goes for Firewall, you'll have to leap it and repeat the process. If he went for ram, t3 will interrupt it and force another side-hop before he flips the coin (bake towards t3 with 's,s,s,s,s,t' this time). It means more later, but if he hops off-screen, he keeps hopping until back on-screen. If he starts up a move like flamewall, he'll push himself off-screen (when at the edge *this can be exploited though a bit annoying to master when the 2x fight happens at the Gates of Tisiphone*).

Olympia:Chasm

-...

Olympia:Building B:Exterior:Balcony

-In PAIN+, I had a bit more set-up for this (luring the group to the top-right, getting clear on the way to bottom-right and using t0 to catch them *setting up CG*).

Olympia:Building B:Interior:Hallway

-Didn't use a pot ram into Inferno to set it off? You can lure them to the balcony for ring-out, but with BR to use, why not just go wild, right? Of course, you could also set the group on fire before this.

Olympia:Building C:Wall

-Navigate

Olympia:Eos Cave Door

-Sadly, making it hit the phalanx will not break it (lame). Have to mount for that. Even with NG+ Glitch for Cestus, there is no getting around it. No glitches defy this scripted bit. I like to work the boundary to keep the Berserker taunting. You can pepper with arrows as you like. I went with t3 chip. It gets closer with each taunt (at "O", it will charge no matter what). As you say, it is possible not all the mooks will die from your mounted assault. Not hard to finish the job. Priority should be the Legionnaires for death (Guardians are readily grabbed, so they can be saved for last *and used as ammo*).

Eos Cave:Corridor 1

-...

Eos Cave:Corridor 2

-...

Eos Cave:Catwalk 1

-Among its best moments to shine, I'd say. Landing a rapid double 'flash' for knockback is cute. Same to building up 'light' on foes (even the environment in the case of Flare). I had a lot of ideas for how to improve this (aside from fleshing out the 'darkness' zones *missing the wraith variant "Shade"*). One more recent idea was having a 'blind' status where suddenly any attack from the blinded foe can friendly fire anyone (sort of attacking wildly, but landing a hit will make it attack towards the source of the damage *if not 'hearing' our attacks*). It would have been just amazing for the box with a bunch of one-eyed Willy's (have the lot of them blinded and going crazy on each other). That aside from longer stun windows (possibly opening up big boys like these for an OS damage like our OH *hooking their face and slamming it to the ground for damage, but lacking i-frames like GoW1 Brutes*).

NOTE: Not sure how viable it would be, but if the Zeus Clones of S3P2 could be blinded, having them beat up the real one would be great (same for the punks that back Jerkules or even the spawns helping Skorpius). Turn adds against the boss (probaby not vice versa beyond what is already the case though I don't exactly see why not).

Eos Cave:Corridor 3

-...

Eos Cave:Rope

-...

Eos Cave:Corridor 4A

-...

Eos Cave:Corridor 4B

-...

Eos Cave:Broken Bridge

-Harpy ride

Eos Cave:Cliffside

-For PAIN+, I recommend OS, then getting away so they'll burrow. Get your back to the the cliff along the left. CG to slam them behind you (works for ring-out here).

Eos Cave:Catwalk 2

-Can't really avoid using a DQ option with archers here and they have to die before the barrier drops (lame). For PAIN+, you could go after them right away (just don't land damage you shouldsn't on a wraith), but feel better about your work if you are able to blow them off until after the wraiths are gone. Think the idea was to bring the fight to the rightside barrier to limit arrow shots at us before the same handling as the previous bit (just tossing off the bridge). Another option being as you denote.

Chain of Balance:Icarus Vent 1

-...

Chain of Balance:Scaffolding

-Navigate

Chain of Balance:Icarus Vent 2

-...

The Caverns:Box 1

-Burn bramble.

The Caverns:Box 2

-I just wait things out. Be that by evading around or hopping to a corner where they can't reach me (and just standing around). Then comes the BR (X toss when they aren't chopping for more reliably knockback with aim of ring-out). With the Mongrel, it is wise to let foes bunch up, then flamethrower.

The Caverns:Box 3

-Listen to Hermes then get up the Chain of Balance

Chamber of the Flame

-Unveil 3 frescos, read them and watch the cutscenes

The Olympian Citadel A

-Proceed to the wall from the walk way, slide down, cross the grapple point and land on the burning, breaking bridge.

-(Bridge) ...

-Pursue Hermes.

-...

-Grab hold the Crane, pull the lever, cross the gap, make your way across another breaking bridge.

-Fun having mortals around to pull aggro.

-Pursue Hermes past the portcullis. Use the catapult to reach Athena's Statue.

Grand Vestibule:Lower

Hermes

-There is no good way I know to tell if he'll slap in blockable or unblockable fashion. His tell for the reversable kick is a bit fast for me to react to (even tough with Select). His healthy flip off the wall isn't especially punishable (the slip is alright for damage). The idea is to get way (stop his aggro) and chip from MAX range pretty much as you note. If perfect, he won't even aggro.

-(Boot trial) ...

Grand Vestibule:Upper

-...

The Olympian Citadel B

-Ah, perhaps I misremembered. Maybe it was another variant that you could use a light hit between OH to continue the lock (or perhaps it really was just a handheld thing). Notes speak of the usual forced OH lock (cued quick T after an OH). What you note is quite right, though. We can CG for ring-out (their aggro is pretty focused on civilians). Obviously BR to toss works (along with juggling/floating). Enforcer lockdown is as you say (t0 spam). When it falls, I went with extreme left/right so only they could follow me (leaving behind Enforcers). This aside from landing CG for ring-out some more. With Enforcers alone, you can lock both at once the same as before. The rails at the bottom are boundaries, too (for t3 chip).

Upper Chamber of the Flame

-...

Upper Chamber of the Flame:Hallway A

-You can also lure them beyond the boundary (entrance) for isolation (then T to air OS infinite). If you should need to unveil Sirens, the spirit of the challenge (can't get around them doing this reasonably) is to get them isolated before using a flash to unveil them (don't want to hit others with it during PAIN+).

Upper Chamber of the Flame:Muse Music Box

-Puzzle

Upper Chamber of the Flame:Elevator

-Only a tiny bit more challenging in PAIN+. Thinking on it, it is a little arbitrary for us to forbid return in the case of petrification given it doesn't actually deal damage. Meh. Notes suggest friendly fire on statues was gone as of this entry, as it happens. Terrible. They continue this in GoW:A, but manage to find and fix partial petrification (just having that would have broken ToA W1 PAIN+ by itself). The solution isn't baiting for Flash to petrify them (and trying to crush the guardian). I recall having a means (relating to wall bounce) to get around shields without breaking them (not forced), but the solution isn't that, either. Not the one I advise. Recall one of my laments about Hooded Gorgon design. If they were like the Gorgon Serpent in this regard, they would job in ToA W1 PAIN+, making it relatively easy, too. That bastard Papy did about all the could to stack the odds against those playing with 'tutorial Kratos'.

Chamber of the Flame

-Move on up

Upper Chamber of the Flame

-Use the crank

Upper Chamber of the Flame:Hallway B

-Grab archers, usual wraith handling

The Forum

Hercules

S1 - ...

S2 – Important to try ramming when he is attacking (so he doesn't keep blocking the damage). Wish we could knock him into the spikes outside the OS damage (as he can us). It is a little dull with only these Sentries. Why didn't he get more archers and perhaps some Legionnaire toward the end? Once we have Cestus, there is no reason not to include Guardians/Sentinels (though he could be made to friendly fire them).

S3 – That (from range) or magic, rage and bow shots (just bursting through it with resources to speed along boring chip while you can).

S4 - (Cestus) Nothing more to say here? Nothing on his one-handed cues? Making use of his two-handed hug? Perhaps more will be said in PAIN+.

Olympus Sewer:Nemean Roar trial

-(Trial) ...

-(Phalanx) For PAIN+, you might consider modifying this approach by taking them to the boundary (making it easier, I'd say).

Poseidon's Chamber:Main Chamber

-CGs are a nice trick (though risky in PAIN+). Power of Oxi-Clean helps (the drink in the foreground).

Poseidon's Chamber:Hyperion Gates

-(Puzzle) ...

-(Elevator) Kratos dressed as Michael for bits like this would be perfect cosplay what with all the dog murdering "The Shape" does. Mikey likes it. He really likes it.

-(Bronze Talos) Guide talks about having to heat them up for damage to be dealt as a neat sounding gimmick, but I'm pretty sure it is full of crap (regarding the process of getting their large HP depleted). Maybe it works towards a stagger (and possibly that has bonus damage). I know that ally attacks don't hurt them, but they do heat them up. Anyway, I abuse their boundary (by the EXP chests). Sadly, can't make them run toward the ledges with spikes (and just hop, air evade, glide, etc. such that they go over, but you land safely). Would be a nice time saver. These boys could have used something more than just a bunch of HP, I'd say. This would be another foe I'd fancy blinding (having the two slap each other silly).

Poseidon's Chamber:Halls

-...

Poseidon's Chamber:Main Chamber *again*

-You can bait the Talos charge at the water hole (and have it fall in for insta-death despite clearly only getting its toes wet).

Upper Gardens:Bridges

-Navigate

Aphrodite's Chamber

-Go through the gate

Cavern of Hades:The Forge *yet again*

-Go to Tartarus

Cavern of Hades : Path to Tartarus

-...

-(Centaur) You could go to the high ground and get cute with bow chip or even Flares (would mean a lot more with 'blinding'). A bit slow as a method. Ultimately, it is as you say (can even set the crowd on fire *too bad it doesn't spread to the Centaur to cook him*).

Gates of Tisiphone

-(2x Chimera) I forget some of what I once knew for this. I know the entrance is an AI boundary, we can use off-screen to keep one Chimera off our backs (Lion for sure and maybe others), off-screen can make Goat want to keep backing away (firewall spam attempts), pots can be set of by some of their attacks (more specifics in my notes) multiple times, it is wise to move pots into more favorable positions away from each other (more likely to get some use out of them), etc. You have the bow, so you can chip pretty easily from far away (until one Chimera is no longer bothering you). *checks* I suppose my more advanced coverage was in a different run than PAIN+. I know I've listed all the different attacks that set the pots off before.

-Do the puzzle

Pit of Tartarus : Path

-I despise this stand-in for actual Cursed Remains. Just a skin swap with more HP (why does dry bones here bleed).

NOTE: Being that Pandora's Temple is on his back, you would think some of the foes tied to the place could spawn-in here to really spice things up. Centaur Archer, Minotaur Tormentor, Legionnaire Captain, Pandoran Satyr, Temple Siren, Temple Wraiths, Cerberus Breeder, Cyclops Desert King, etc. But I suppose having all these is asking a ton, so why not narrow it down to those that fit the location (Tartarus). You could argue a cyclops, but the primordials are the ones down here (not the children of Poseidon). Cerberus Breeder fits, but the other variations wore out the welcome. Wraiths are a little meh without the adjustments I spoke of in the past (spicing them up with that and making it Asphodel Wraiths instead *much less Shades* would really make them worth our time). Pandoran Satyr would be legit (remind the casuals what's up). Same even to Minotaur Tormentors (unless you know how to get them into the air). Mind you, CoH landing the light ender at point blank should grab them even grounded and slam them for OH (which would only take 6 to kill them as I recall *despite having 600HP*). Centaur Archers would be the most welcome return (changed to have their original appearance that couldn't be realized well on PS2 *Mongrel got this treatment as Breeder was supposed to look like the GoWIII pooch we mount*).

The dropped model:

The concept art:

NOTE: Could have really pulled off the look this time around. Wouldn't even have to change the movset from the GoW1 appearance, really. Have this team with the other Centaur for giggles. Maybe downgrade the shockwave to a guard breaking move (the follow-up waves would hit *just not for as much*). Air block into ground block would handle most of it. A parry would trash the whole thing (just barely *even without a counter*). Would be super delicious if GF parry treated it like a projectile, but sent it back as it was (their own shockwave jacking them and their pals up). Classic OH (no i-frames) with redirect (wake-up hyper armor preventing lock). Maybe force at least air t1 after air OS to maintain the infinite (but make it do slightly more damage so less air grabs are needed overall).

This is an alternative face they considered:

Even the version they went with (realized on PS3) would look quite a lot better:

NOTE: But enough reminiscing (though I have more such art). For now. Even Upper Pandora's Guardian (Harpy Boss) would have been a nice surprise to spice this bit up before the 'boss level' nonsense.

Cronos

-Blind him

Cronos:Right Hand

-...

Cronos:Right Forearm

-Ram also handles breath. I forget if it works on the forearm hit (think so). If it didn't, you could still do the QTE to get back.

Cronos:Right Hip

-Or toss them.

Cronos:Navel

-Just need to take care with the false OS potential.

-Attack Onyx

-...

Cronos:Left Hand

(Wall) Could just get away.

(Floor) And here you have the option to turtle up.

(Ceiling) Toss em.

Cronos:Left Arm

-Navigate

Cronos:Left Shoulder

-Not relevant here (or anywhere, technically), but blinding status could also make foes able to walk right over ledges for ring-out not otherwise possible (at least not for them to do by themselves).

Cronos:Throat

-Navigate then do mini-game escape

Cronos:Navel

-Break it and do mini-game

Cronos:Face

-Break onyx and finish this encounter

Cavern of Hades:The Forge *for the last time*

-Get the whips and end Hephaestus

-(Trial) ...

Aphrodite's Chamber

-Passing through

Upper Gardens:Bridges

(Nemesis Rage trial) ...

Daedalus' Workshop

-Pass through

Olympus Garden:Maze

-There is a boundary here (also, ring-out for the mooks).

Olympus Garden:Hall

-(Satyrs) Amusing (few think to toss out Flare). You can also lure a Satyr to the boundary (so the other behaves at a distance) for 3x ground OS along it (if not confident, you would just use 1x ground OS, then scramble to set things up again *if not going all the way back to launch into air OS strats*).

Olympus Gardens : Puzzle

-Do it and cross the gap

Hidden Passageway:Hallway

-Grabs

Hidden Passageway:Cave

-Grabs

The Caverns:Box 4

-It is slow, but Flare can reach the whole crowd with its chip. Faster would be the methods I detail with working the boundaries (aside from getting the first two Enforcers to "O" before killing both, getting the Berserker to "O", using him to wear a few out, etc.). My notes should help here.

The Caverns:Flood Chamber

-Pass on through

The Caverns:Hallway A

-Use Elevator

The Caverns:Hallway B

-Grabs

The Caverns : Dark Path

-Navigate

The Caverns : Dark Pool

-Optional fight. In PAIN+, partial petrification, ring-out, chip from the wall (entrance), etc. can be considered. False OS works on this classic foe (to force their Stare), so that's nice. Apparently I had more details here in BoA PAIN+. I wonder why I did that before the real one.

The Caverns:Hallway C

-...

The Caverns:Box 5

Skorpius

-Should have been Stheno. I'd have to look around for my old ideas about her, but here's an old GoW concept art of a gorgon eating Kratos whole:

NOTE: Lanky, big, stealthy (moving in and out of the dark), agile (climbing the terrain), spamming lingering blasts (on-hit large build-up and mist has slow build-up for standing in it), bronze claws (with petrification build-up), bronze wings (for limited flight, push back, launch *possibly into petrification in the sky with just enough time to shake-out before getting air shattered*, possibly some blocking as with claws, etc.), etc. Hooded Gorgon is already close to being a pretender at this set-up. She should still sell our heavier hit properties to some extent (interrupting lighter attack hyper armor). Forgot to mention earlier that I'd want the option of a return canceling into blowing up the projectile (like Euryale 'blasts') for orbs as a MAX ability (amount of orbs, type of orbs, etc. vary with the thing in question).

>never a good idea

It is just tough to make wel