GMG's Specialty Run Coverage

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MrStarkiller

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#1  Edited By MrStarkiller
Member since 2008 • 18984 Posts

Topic is mainly focused on 'highest runs' and just the verbatim (though I should consider making notes about improving tactics in them and making a place for the other runs). Sadly, gow3forums is gone.

GoW:A

VH PAIN+

[spoiler]

NOTE: The rules are easy to understand save for 'rage'. That is the one that is complicated for this entry (and where DQ's come into play). You aren't allowed to use any attacks you wouldn't have without rage, so no s4b, s5, s6, t3 or rage dump (whiff antics are grey territory, but you are DQ'd if it lands for sure *your call*). Moves adjusted by rage are also disallowed. In the final build, rage doesn't add anything to ground t1, so it is fine irregardless of rage status. Air t1 and t0 both gain bounce, so they're disallowed while rage is active. Indeed, you must be careful even landing t0 as you gain rage as it will have this property (and later it will have elemental bombs you're not to use). Being stuck with Fire means I won't have some lock options. Don't think rage-less had other ways around Shields (think it was rage soul hands and ice elemental that did it). While in rage, I can use s1, s2, s3, t1, T and the air lights (s1, s2 and s3). If I want access to t0, I need to let the meter cool off (pain in the ass). Same for s4.

Prison of the Damned

Aegean:Mouth:Interior

-QTE

Aegean:Entrance:Hall

-You get one guess.

Aegean:Entrance:Path

-...

Aegean:Entrance:Damaged Bridge

-...

Aegean:Arm:Interior:Hall A

-Navigate

Aegean:Arm:Interior:Cell Block

-Grab spam.

NOTE: Beware that OH builds rage (unlike WB *don't think CG does either*). Slaps during Tether taking them either halo instantly goes into that grab (for the Tethered party).

Aegean:Arm:Interior:Hall B

-Navigate

Aegean:Arm:Exterior:Path A

-Navigate

Aegean:Arm:Exterior:Path B

-Toss/WB for ring-out.

-OS at each other.

Infected Hand 1

S1P1 - As before (top-right), but with purely t1 whoring.

S1P2 - Same.

S2P1 - Work the alcove (bait stab), leap out and t1 spam (repeat).

S2P2 - Same.

-Slide

Aegean:Sewers

-Navigate

Aegean:Abdomen:Exterior

-Pull lever

-WB/Toss for ring-out.

-Pull Chain

Aegean:Abdomen:Interior

-Walk

-Grabs for ring-out.

-Same, but toss parasites at each other.

-More ring-out via OS.

-Grapple

Aegean:The Guardhouse

-Pull lever, return and pull chain

-Actually had to fight him this time. Rode his posterior with t1 whoring. Took awhile. Couldn't just t0 spam for dizzy (rage building too fast and boundary wasn't doing the trick).

-Pull chain, grapple and QTE wall

Aegean:Arm:Exterior

Infected Hand 2

S1 - Get to center, t1 spam during pin (block stabs).

S2 - Get to foreground-right so birth fails. Then t1 spam from center during pin again.

S3 - Make birth fail each time it makes distance for it. Now just block its attack and respond with more t1.

Aegean:Ribs:Interior:Hall

-Pull lever

Aegean:Ribs:Interior:Elevator

-Kick dogs into gears.

-Interact with lift

-Kick them into each other (be it into the gears or for ring-out).

-Interact with clamps and lift

-Grapple to leave them to their doom.

-Navigate

Aegean:Brothel

-...

Aegean:Head Platform:Exterior

-Grab for ring-outs at the top with grunts. Toss parasites into each other.

Infected Head

-Make space for yourself (lead mob well away or toss them into the distance) in the foreground-right when the time comes and t1 spam.

Infected Hand 3

-No respect. Block his attacks and t1 spam.

-Do the mini-game.

Kirra:Path

-Navigate

Kirra:Market

-Lured the Jugg away from the hounds at the bottom, went for the dogs (OS until all dead), kept on luring Juggs until I got one uptop, then I could rush to the bottom with the other for a 1v1 (stand in his face, block and t1 away *just evade his grab to play it safe rather than trying to hop into air lights though an option*). Repeat t1 spam for other.

Kirra:Path A

-...

-Navigate

Kirra:Fire Trial

-Use Fire Dump

-Grabs.

-Use Magic

-Grabs.

Kirra:Path B

-...

Kirra:Satyr Arena

-Just 3x t1 each Javelin user uptop. Lure the Captain in. Use T to OH from above. Opted to just stick to t1 spam, but it might have been faster to try OH or air OS. Juggling probably wouldn't be good in that confined space. Lure grunts one at a time to wall just below higher ground for t1 spam (until armor breaks, then WB to OH along it). Probably could have tried for t0 dizzy (then let meter reset).

Kirra:Path C

-Rush for final Slinger, slap his armor off and WB him down, OS and toss harpies the same way. Slap armor off remaining Slinger for another WB.

-Navigate

Kirra:Waterwheel Puzzle

-Just slap them silly (right to left).

-Puzzle

Kirra:Path D

-Navigate

-Sidle

-....

Kirra:Streets

-Grab spam from boundary.

Kirra:Roller Puzzle

-Do it and return to the pillar

Kirra:Gate

-Use CQC. Get Gorgon to corner me with its 2 string, respond with t,s and repeat. When dizzy, just spam t1 to keep it simple. Painful.

Cistern:Hall A

-Navigate

Cistern:Arena

-...

Cistern:Hall B

-...

-Slide and Navigate

Passage to Delphi:Ice Trial

-Grabs.

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

-Even more OS spam.

NOTE: And that's all I have time for today. Don't know if I'll get much playtime in until Monday. Chimera is up next.

Tower of Delphi:Head

Chimera

(Snake) Strafe the charge, then strafe both the tail swipe and spit for one t1 punish.

(Lion) Counter-clockwise strafe to avoid melee and punish with t1. Same for ice attack (if he wraps, just get away and then re-engage so you don't get tagged).

(Goat) Block/air block the charge, but he should use ice quickly (get to his flank and t1, then he tends to loop with that over and over).

-Chain

Delphi:Python B:Interior A

-Slide

-Tether shield away, WB for ring-out. Repeat. OS for ring-out on spawns.

Delphi:Python B:Exterior A

-Swing and navigate

Delphi:Python B:Interior B:Electric Trial

-Grabs.

Delphi:Python B:Exterior B

-Slide, grapple, navigate, grapple, QTE

Delphi:Python B:Interior C

-Slide, jump and grapple

Delphi:Python B:Exterior C

-Bully spawns in starting position corner one at a time (OS). When able to work to halfway down the snake, began trying to kick them for ring-out.

-Grapple, navigate and QTE

Delphi:Python C:Exterior A

-OS for ring-out.

-Slide, jump, grapple, navigate and swing

Temple of Delphi:Exterior A

-Slide

-Air block strats to avoid slide again. Right to t,s,s,s for the hive. Tossed a parasite at a spawn for giggles. OS whoring away from chests (so he won't try to grab them).

-Grapple

Delphi:Python C:Exterior B

-Start ride

-Turtle (just be sure to move out of the way of barriers and have them break the last one).

-Grapple

Delphi:Python C:Exterior C

-Turtle.

-Grapple, navigate and grapple

Delphi:Python C:Interior

-Slide, jump and slide

Delphi:Python C:Exterior D

-Turtle.

-Grapple and navigate

Delphi:Python C:Exterior E

-Turtle.

-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 - Mostly time-out air phases. I did opt to just movement cancel t1 spam though I could also air light (more risky). Ground lights can reach, but you have to manually block cancel when rage fills (just s1, s2 and s3 allowed). Didn't bother with t0. Moving aside from his double breath sufficed while keeping close to bait charge (get clear and chase down without hanging out too near fire trail so unnecessary damage isn't taken without realizing it). See telltale sign of landing, block at where he'll be (as even the second bounce from his landing is a continued hitbox *lingering*) and begin t1 spam. If he roars, you get a free attack. Mostly it will be tail stabs to evade trick into after ~2 t1 (remember the wingstep before it is not an attack). Wingflap is an annoying keep out, but less of a problem than with Shield Plume focus (o1 pushes you forward into the hitbox after evading). Just block, evade into it and begin t1 spam. He'll likely fly. If you're lucky, he'll taunt or otherwise opt to stay on the ground.

S2 - I still have trouble telling which melee is coming and the timing, but if you perfect block either, you get a free t1 (just be ready for flamethrower off the tailstab). If you get guard broken, don't bother fretting with an attack and be ready to last moment side evade the flamethrower (timing being off means near death from full life *a lot of this and actual instant-death with how damage is balanced in this entry seeing foes have higher base values than normal and us with lower values than normal with less growth on the element specials*). Just watch for random flamethrower or birthing (twice) with the latter being wise to get away from and 4x OS spawns.

-Pull

Temple of Delphi:Bridge

-Cross

Temple of Delphi:Front Gate

-Open

Temple of Delphi:Cerberus Mongrel Arena

-Face it uptop first. Tactic is just block and t1 as much as you're able so long as it doesn't warp (if so, run away and be ready to hop if too close to the spawn and/or AoE). Once pups spawn, rush away from the 'fence' for the entrance (pulling the mongrel). Clear the the warp and back to close range strats. Keeping it up long enough, you dizzy it (ride and use fireballs as you work your way up). Rush back to the bottom as before. Kill mongrel. Remaining hounds (if any) ringed out with OS.

Temple of Delphi:Mist Gate

-Navigate

Temple of Delphi:Hall

-Navigate

Temple of Delphi:Upper Halls:Eastside Hall

-Easiest to let the Shield guy open things up (slapping the Cap away off-screen or into a wall stun) before pulling the shield away. Alternatively, if you see Cap glitch at the camera border, just use that opening. With that settled, next is Tether on grunt to WB (and maybe OH) the Cap over and over. If the Cap is dizzy, you're welcome to grab him and maybe t1 before going back to it. This will do most of the needed damage. With just Cap, block an attack and begin juggling (T to s,s,s and repeat until ready to lose the lock, then OH).

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

-Just bait overhead from range, respect the aura (give it a little time *not too much or you will get zapped*) and begin juggle lock (T,s,s,s). When she gets dizzy, feel free to slap her with t1 a few times and use the grab if you like (then back to the other approach *create distance rather than trying to catch her with other moves*).

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

-The usual. Seems like something along the rightside wall interferes with targets (watch for that).

NOTE: Had no idea you get a full HP refill after this one.

Temple of Delphi:Lower Halls:Catacombs Chamber

-1v1 strats (working boundaries to keep them taunting). Use t1 slaps to work towards each rage flare-up (just be ready to block/evade it). Bait the rage attack back by the block we use for the puzzle later. Recall that camera abuse cancels their non-rage attacks and forces a taunt (another control measure).

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 harpies into pits and each other. I won't do this again in future bits (just a waste of time).

Temple of Delphi:Lower Halls:Hourglass Puzzle:Chamber

-Exploit boundary after opening summon into burrow (OS for burrow counter then again for OH to force burrow and loop *killing Phantoms by consequence of the dead Wraith*). Same for the other, but if he doesn't burrow, you can launch to OH (starting the loop).

-Navigate

Temple of Delphi:Upper Halls:Hourglass Puzzle:Chamber

-Navigate

Temple of Delphi:Lower Halls:Catacombs Chamber

-I drop right where the Guard spawns, pull the shield away and begin slamming him into harpies (before OS spam on them).

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

Temple of Delphi:Oracle's Chamber:Arena

Castor and Pollux

-Toss rock

S1 - Plan on using a lot of rocks to speed things along (lots of t1 focus to keep things simple, too). Just have to be careful not to use it point blank on the off-chance his repel deals damage to me through the i-frames. Get in on him (avoid sweeps) after using up rocks and block his melee string. For the final hit, either circle strafe (with a hop to avoid shockwave) or double jump over it into air lights (probably easier *went with this as the focus*).

S2 - Keep in his face. If he dives, move under it and come back for t1 punish. Keep out of time slow. You shouldn't have to deal with his melee string for long as he likes to burst here (upon doing so, just block it and 2x t1 *repeat until done*).

S3 - Slap away the pillars. Not much to it, really (quick rolling helps with the penultimate and air blocking for the approach on the last).

S4 - Free hits during exchange (not sure if they count). Make use of rocks. Warp to overhead is air light territory if you see it coming (otherwise evade it). Warp grab is the same. Four hit string is just about turtling up (blockable gets 2x t1 punish while dive just gets 1). Burst won't loop infinitely, but you can try.

S5 - Get in on him (paced double jump over the floor sweep) and turtle up. If he uses blasts, block the first two, evade under the rest and t1. If he bursts, block and move to get back in for a t1 or two. If he melees, quickly block the first two then strafe to confirm the ender (if blasts, just let two whiff and 2x t1, but if the overhead, let it whiff and land a single t1 before seeing his next move).

S6 - Always land a rock to start things off (get rid of that aura). After that, S5 again (though you will probably want to use the other rocks before treating it precisely the same).

Passage to Delphi:Bridge

-Stomp and get AoU

-Puzzle and navigation

Passage to Delphi:Path

-Navigation

Passage to Delphi:AoU Trial

-AoU and move along. Silly oversights in design.

Cistern:Hall B

-Was going to go for t0 for dizzy into BR (for both Grunts), but I bumbled into another (less refined() way. Started with a somewhat risky launch during the overhead lightning at the start, then lured the charge of grunts as I retreated to bring them (preferably one) to the start. Launch to air lights to air OS (CG) until armor broken, then WB to OH on the other (for the same, but on the Siren). Siren now alone, bait overhead lightning, 'T,s,s,s', t1 punish dizzy and repeat for kill.

Cistern:Arena

-Fought at exit barrier (opted for T to OH over and over for Cap this time). OS whoring.

Cistern:Hall A

-Navigation

Kirra:Gate

-Tossed Parasites at Berserker until alone (usual handling). Bugs tossed at each other.

-AoU bridge

Kirra:Path D

-Navigation

Kirra:Waterwheel Puzzle

-Do it

Kirra:Grotto:Swim Tube A

-Navigation

Kirra:Grotto:Gate

-Just opted to 1v1, but not rely on the taunt opening. Lots of t1.

-Puzzle

Kirra:Grotto:Swim Tube B

-Navigation

Kirra:Harbor

-Navigation

Prison of the Damned *return*

Aegean:Mouth:Interior

-Could just dump all the grunts over the side before facing Mongrel, but opted to WB to OH for dizzy, mount and fire ball them over and over (then t1 chip Mongrel). Worked well enough.

NOTE: Got a Blue Screen when updating to this point, but GFAQs has become the real MVP with regards to remembering things written in the textfield. "I love it!" - Gene

-AoU

Aegean:Entrance:Hall

-Navigation

Aegean:Empusa Balcony

-She can get stuck during scurry (along foreground where there is no real wall), but don't count on this (if it does, t1 spam). OH spam against a wall (real or otherwise) is okay. Same for air OS. Damage on the grabs are just too low for my liking. Should be at least 3x stronger than this (if not 5x). As is, I'd rather T,s,s,s some more (preferably along the invisible walls so she doesn't bounce though that would be 1DMG extra per instance *as you can lose control*). When dizzy, get in a t1 or so, use it and look to set her up again.

-Navigate

Aegean:Rooftop

-WB them into each other.

Aegean:Entrance:Path

-WB first to foreground pit. Toss others towards it. Those that miss will be WB'd over.

-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

-T,s,s,s Siren around until grunts appear. Begin (carefully) slamming them into her until used up (she'll probably die first). Gorgon gets the usual CQC with blocking her double tail slap into t1,s1 until grunts appear to slam into her. Once used up, more of the CQC (just tedious as Hell).

-Drag block and climb out

Aegean:Arm:Interior:Hall B

-Navigate

Aegean:Arm:Exterior:Path A

-Do QTE

Island of Delos

Delos:Landing

-Plume spam from range (abuse of camera can help control them) for dizzy, then BR. Repeat. Preferable not to get multiple dizzy at once (wasted). Captain appears. Lure his charge and take him and spawns down the dock, then lead him back the same way (away from them) to the top-right corner (where an elevator is constructed later). Launch to air OS is what I went with (over and over). With him gone, back to t0 for stun (into BR at walls).

-Interact, AoU, Navigate, AoU and lever

Delos:Path A

-Lured the javelin guys below, then got where we interact later, pulled one at a time for openings to launch to OH (or air OS) for CG based ring-out. After the first, I then pulled the sword grunts in the same fashion (before finishing the rest of the javelin boys).

-Interact for QTE

Delos:Path B

-Couldn't spread damage around with t0 owed to fire bombs being disallowed. Just got the first one to push me into a corner, punished his thrust with 2x t1 and an s1 between his double swing (then t1 *though you could hop the thing and go for air light spam, but if you don't react to flare-up properly you will take damage*). With rage, just bait it in this corner, move just outside range (while using the boundary to keep the other away), get back in (repeating this) and put yourself into the corner (repeating for red halo). Same for the other.

-Navigate

Delos:Foot of Apollo:Scaffolding

-Mostly t1 spam. Block the third hit of his flurry, then get clear (or evade the last hit) before punishing his downtime. Unarmed is same as usual.

Delos:Foot of Apollo:Exterior:Path A

-Navigate

Delos:Foot of Apollo:Interior:Path

-Navigate

Delos:Foot of Apollo:Broken Gears Puzzle Room

-Could have worked the top-left (background) as usual, but tried bottom-right (foreground) instead. Went okay though I did make it easier by getting rid of the spawn over there while the Empusa was away (not sure why they varied HP for these things between the 'boss' spawn and this version, the the former is better only taking 4 grabs versus fucking 12. Anyway, usual handling for the rest.

-Puzzle and Navigate

Delos:Foot of Apollo:Interior:Hive

-Focused on the hive with Plume before tossing remnants.

-Navigate

Delos:Foot of Apollo:Exterior:Path B

-Navigate

Delos:Foot of Apollo:Amazon Scaffolding

-OS queens into the entrance corner (really wish we had ring-out). Amusing as it is for an enemy to have a counter for wall collisions (Amazon), I don't much like them also having a counter to OH and air OS in addition to this (would help if it was a case with a CS mini-game to win for both *like RBP*). Too many foes are drags to fight with basics. Anyway, get rid of all harpies, then take on the Amazon. I ended up not caring for getting her in the corner for attempted lock (she kept falling out of it), so I went with t1 spam (punishing her wall collision bounce over and over). Slow and steady. To think, if the wall collision scaled to 5 as it should, this would be quite quick. But then, t1 shouldn't have been nerfed and the invisible wall shouldn't prevent ring-out.

-Destroy scaffold and navigate

Delos:Foot of Apollo:Gondola Lift

-Toss them into each other for ring-out.

-Navigate

Delos:Head of Apollo:Sibyl Chamber

-I was going to lure one to the top-right (lift) as before, but I pulled two. Ran from this and saw one slightly followed back out, so I lured her away from her friend (doing nothing). Once in the open, I locked her down up until it wrapped all the way back (waking the friend), but too late. Dizzy state abuse (went back and forth between them). Last one got the usual lock.

Delos:Head of Apollo:Gear Path

-Navigate

Delos:Head of Apollo:Hive

-Went for ground one first with quick combo, then air lights for the other before backing up to toss Parasites.

-Zipline

Delos:Leg of Apollo:Exterior:Arena

-Reverse Centaurs. Got Amazon near cliff, baited taunt, launch and slaps to float her over.

-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

-Toss parasites into each other, then the long air light spam session begins. Terrible.

-Navigate

Delos:Gauntlet of Apollo

Megaera

S1 - Biggest issue is not having t0 spam available (can use it, but have to watch rage building). Still quite doable to use s,s,t at them (just watch for signs of hyper armor starting *and rage building*).

S2 - This is more troublesome, but if you take it slow you'll be fine. Mostly working corners and using t1 to slap her away. Her attacks can help knock away those that would interfere.

S3 - This continues the trouble as now you want to finish off Spartans (who won't respawn for now). The good news is that her grab will rid you of all rage build-up. Hell, if she misses you and runs into one of her own, she throws them to deal damage (and opening them to a hit from us). You'll start by killing adds, then t1 her.

S4P1 - Need to acquire a javelin WW. While we could endure the alternative method (bug), there isn't any real point (just makes things harder when it isn't forced). Just get the WW and toss some her way.

S4P2 - Use the rest to move her along.

S4P3 - Beat down Spartans for another Javelin (toss a few her way to end this).

-QTE

Tisiphone

S1 - Kept close for t1 spam. If she went to the sky, I'd confirm which attack it was (dive bomb gets blocked, then t1 while meteors were run away from long enough that my air light spam wouldn't see me punished on-landing). Shotgun is dangerous to count on just walking under, so I evaded it.

S2 - Run around long enough for the barrier to drop then air light spam.

Furies 1

S1 - Mostly punished team attacks. When Maggy is thrown, I hopped over the shockwave and began some t1 punishment (had to get away if Tissy tried to grab). If she got Daemon, blocked the first attack, hit with t1, blocked the multi-hit, got away and jumped over the shockwave before a bunch of free t1. Other than that, occasional ranged t0 or t1 (then evade away if too near a grab).

S2 - Took this slow by leading Maggy well away, making her whiff an attack and rushed in (ideally when meteors were halfway finished so I would arrive as it became safe to air light spam). Repeat until at right/center position where it becomes about this, but having meteors just end before you get there so you can use grounds strings (unless you want to keep at air lights *fine*).

Delos:Forearm of Apollo:Oathstone Puzzle Trial

-Do it

Delos:Forearm of Apollo:Oathstone Combat Trial

-Wait until enemies spawn, then cast OSoO (else they never stop). Tether to WB/Toss over foreground cliff.

-Navigate

Delos:Forearm of Apollo:Interior:Path

-Navigate/Puzzle

Delos:Leg of Apollo:Exterior:Arena *again*

-Was going to wait on killing the Amazon, but I saw her taunting near the cliff (after I'd kicked the hounds out from mid-range), so I launched to juggle (floating her over). Normal Mongrel handling.

-Puzzle/Navigate

Delos:Leg of Apollo:Interior:Flame Lift *again*

-I was having a little trouble with my OSoO placement here, but I got it sorted (after losing half my HP). Ended up with t0 chaining (from boundary) for dizzy into BR into walls, but also some armor breaks into WB to OH into others until down to just the Fire Talos (normal handling).

Delos:Ribs of Apollo:Scaffolding A

-Navigate

Delos:Arm of Apollo

-Navigate

Delos:Ribs of Apollo:Scaffolding B

-Took the shield away right away, then used him on the Captain (only needed a few launched into air OS *turtle to weight on opening* to get rid of it). Final Captain had normal handling.

Delos:Ribs of Apollo:Interior

-Navigate

Delos:Ribs of Apollo:Furnace:Lower

-Baited the charge towards the red hot gate boundary, evaded its attacks and got it walking at me for free hits here (when it dizzied, I had to set it up again). OS to kick spawns for ring-out.

-Interact and Navigate

Delos:Ribs of Apollo:Furnace:Upper

-Open and Navigate

Delos:Ribs of Apollo:Furnace:Lower *again*

-Do it

-Usual opening (rushing for top, T for three ring-outs), but then pulled Gorgon to bottom-left boundary by the HP chest for slow chip. Was getting angry with the Sling users proving difficult to easily ring-out, so opted to lure them near the top-right boundaries for t0 build-up of stun, BR into a wall and repeat.

-Interact and Navigate

Delos:Ribs of Apollo:Furnace:Upper *again*

-Triggered second wave of spawns, took them to foreground and rung them out.

-Navigate

Delos:Ribs of Apollo:Furnace:Flame Conveyor

-Navigate and Interact

-New idea (air OS) didn't work well. Just had to carefully use WB and toss to get groups into the fire, not get caught on many dizzy grabs (or OS kill), etc.

-Navigate

Delos:Shoulder of Apollo

-As my testing showed, opening is going to top-right, Tether Shield, get away (quick rolling around the arena) until you've lured the crowd away with one shield guy able to pursue (other whiffing an attack), go back to the corner for another Tether towards off-screen, repeat.

That's the first step (and a pain to do repeatedly). Second step is tossing all the grunts out until you get the next wave of shield users. Not so bad to ignore Juggs like this.

Now the shitty part. Getting an opening like both Juggs running themselves ragged, no sling guys tossing shit and only one shield guy chasing you so you have an opening to take his shield away is unlikely (though it happens). More reliable would be having them group up as you get charged by Juggs and evading their attack just before impact. If done right and the game wants to give it up, they'll ring-out the shield users for you. Can take a few attempts (annoying as you get pelted by sling guys if they aren't all dead).

Then you just use the remnants (starting with slingers) to get close to the Juggs and lock both down with WB to OH while trying not to use their dizzy grab (Tether evade around to stall if need be). Use ammo well and you'll soon have one at red halo. Do it some more while keeping track of which Jugg you've been hurting all this time for the other red halo (whilst weakening the new guy). Once all your ammo is used up, it is a 1v1 with a hurt Jugg (normal handling). Don't choke now.

-AoU

Delos:Ribs of Apollo:Furnace:Slide

-left/right, left/right, right turn to center jump-zip, left turn (favor outside), right turn (favor outside), rightside jump, move left for leftside gap jump, move right (avoid break), right turn, center gap jump-grapple, favor left, favor right, center gap jump to end section

Delos:Ribs of Apollo:Furnace:Lower *yet again*

-Interact

Delos:Ribs of Apollo:Furnace:Flame Lift

-Kicked dog into pyre, launch to OH for CG (into the pyre), boundary abuse for another, kicked another dog and everybody fell between dividers.

-Interact

-Same idea. Start is a Fire Talos, beat it for rage state, bait the move over the pyre with a diagonal jump and it insta-dies. When the next one spawns (later), have it over a divider before getting enough kills (can just wait for hounds to spawn for easy sacrifices). Better not to waste time chipping away at them.

-Interact and take lift

-AoU

Delos:Eyes of Apollo:Light Puzzle Room

-Clear the crystal

-This fight sucks ass in PAIN+. Way too long and the finale has 2x Sibyls without a good way to control them (like ToA W1). It is optional, at least. Just move the block along the boundary (tough until you get to the leftside wall with foes far away).

If doing the fight, t0 chip the Phantoms away (low HP means two will do the trick). Alternatively, t1 (but you need to be closer with that). Wraith spawns. We cannot stop the summon, so just let it happen, he'll burrow and you'll use the boundary to get pause his movement (run up and begin OH loop or at least start it, then run away as you get him to the boundary away from help).

When a Captain spawns, it won't pay attention to the boundary, so just bait it there for launch to OH (or air OS) over and over while the Wraith giggles. Then another one. Then normal Wraith handling (can catch him before he can summon stuff).

Final wave is finding an opening to launch to air OS (or OH) the Wraith (starting the loop), then getting safe OS to OH in. When just 2x Sibyls, it is like my ToA W1 PAIN+ testing reports (and it is absolutely awful to chip with T to air lights). The crystal above can block their overhead lightning, at least.

-Do puzzle and Navigate

Delos:Latern:Landing

-Same S2 handling as before. Just t1 spam. Block his blockables. If guard broken by the wing flap, you're still fine. If the tail does it, you're guaranteed a flamethrower with only enough time to at most get two light slaps in (risky). The idea with the tail is to perfect block it (if not air blocking, but that takes effort too *and evasion is too risky for my liking with how long this takes and chance of mistaking it for the wing slap*) and get another t1 in before needing to last second side evade flamethrower. I look to keep the fight in the center (most room to see and move). Despite my best efforts, I couldn't keep up pressure enough to be sure if PAIN+ could prevent birthing like my NUR+ did. Just get away from Manticore and OS whore the weak spawns (only takes 4 here, which is far more reasonable than 12) before getting back to it.

Delos:Lantern:Eyes of Truth

-Do it

Delos:Lantern:Trial of Archimedes

-EoT and Interact

W1 - The idea here with the 'bonus credit' would be to have just 1x Hooded Gorgon with 2x Siren Sibyl (two respawns from a shared pool, so taking out one then its respawn won't leave you with just 1x Siren with a respawn *would have been a blessing*). That much is obvious (as before). Based on my testing, the strategy would be to get safe openings to launch into air lights on a siren until you get red halo (gold halo isn't on the table as we can't keep up pressure enough for dizzy *if we could, we would stand a better chance as then you could switch between sirens until one is dead and the other is near death with the possibility you stall just long enough for the surviving dizzy one being used to catch a new spawn and loop some more, then again and suddenly the fight is down to a weakened lone siren with a gorgon). Repeating this long, painful process twice more leaves you with one Siren (less painful to get in on) for another drag before just a chipping battle with the gorgon (as done before this, but no need to force things into the corner like before).

It would be ideal if we could isolate, but those tactics feel through. There are no ring-out means in PAIN+. Petrification build-up slows (can help) and total petrification on the ground keeps a threat or so behaved while you chip away with less barrages comign your way (which is nice). The real money is getting a Siren frozen while in the air...as you air or ground juggle her. If you don't, my experience has been she'll stay afloat in the sky (or fall and not shatter). If you land hits while she's getting this kind of love, she'll fall (and shatter instantly *we don't possess nearly the dps even left alone to break statues, so this workaround is precious especially with neither partial petrification nor petrification damage or even really friendly fire to help us in the task*). I don't see myself getting even two (much less three *I'd be dreaming with four*) lucky early shatters so I can just chip one down (over a long period) to get a lone siren (to do the same to *more easily). If that happened, I'd stand a chance. I've only ever been that lucky once (and still jobbed with the lvl5 BoC from before). I've had a single siren shatter around a dozen times, but that is still uncommon compared to the number of attempts I've made. It is hard to set-up/go far.

Anyway, this wave is optional for PAIN+, so I don't hold back (using NUR+ strats to decimate it).

-EoT and Interact

W2 - Opted to cause both to spawn at the top (to keep them away from harpies). OS all harpies out at bottom. Had a Hell of a time getting Amazons to co-operate. The only reliable time I could launch them was their taunt, but they often didn't want to do it when even half across the arena unless I was along the boundaries unless off-screen, which means they're at the foreground and me at the background. Floating over the background invisible wall doesn't work. I think the foreground might, but they both died before I set it up as I needed to get them apart, have the bottom one taunting with me at the boundary near the middle with her off-screen, rush in during the taunt and T,s,s,s (repeat) with her at the center (so no wall bounces) all the way to the edge.

Tall fucking order. If Amazons had better design, this part wouldn't have dragged so damn long. They could have even made it so that Tether on their mounted state would cause CG (and be able to ring them out), but even that isn't a thing (if one wanted to risk having harpies around to begin with). Reversal not being able to ring them out (nor the blowback from the likes of t1) sucks shit through a straw (along with even the grab available to me *reversal* being weak as shit). Once they died, the last of the harpies finally spawned (more ring-out). Electric Talos got the usual handling, but had to mind the flame trap (fought from more towards the center and kept track of flame jet location).

NOTE: Still nowhere near as fucked as W1. That's truly nightmarish. I've said it many times, but there were a few easy fixes for the enemies and arena that would drastically improve the quality of the fight (without getting into bigger changes like adding a taunt to the siren, not allowing off-screen attacks, not having the camera pan far out, fixing OSoO, making the gorgon light as in the older games, only having the false OS punish apply when grounded, drastically rebalancing petrification, etc.). Even just adjusting petrification to be like GoWII (their resist isn't a big issue here) would mean a petrified Siren gives 5 seconds to deal 10DMG (more like 35 here) aside from allowing friendly fire (and no glitches where they don't fall). We can't break them as things are now, but with even that (much less GoW1's set-up for them) they become vulnerable. I could go on and on about improvements here.

-EoT and Interact

W3 - A total joke. Reverse centaur charges for red halo. Get to boundary, launch a Wraith into OH, get back to boundary, pull that wraith into a loop until dead and repeat.

-EoT and Interact

Delos:Lantern:Eyes of Truth *again*

-Do it

Aegean:Arm:Exterior:Path A *again*

-Do it and Navigate

Aegean:Arm:Exterior:Path B *again*

-2x Empusa in super tedious fashion. Why not allow ring-out? Why not have grabs deal real people damage? Why not even the normal default collision damage (much less scaling)? Just awful. They make so many fights into boring slogs almost demanding cooldown trash (sign of things to come with Nu-GoW's runic crap as with a mess of unskippable cutscenes and more 'humanizing' garbage *or even platforming being de-gamed with loss of combat and fail states from it by and large*).

Anyway, the tactic I used was based on finding I would get off-screened with their AoE DoT (making air OS unsafe with another nearby as you fall into an unblockable that hits a bit into the sky) or the projectile (doing tons of damage and stunning me for more damage). I lured them to the top-right and moved to the top-left. I found moving up along the entrance wall (left) would draw the aggro of only one of them (likely bug as they shouldn't behave differently) then go back to the boundary when it comes for me (but not too close to the wall). Launch to OH. No more, no less. Repeat until dead. When one goes down, I use the juggle strats on the other (when dizzy, use it and repeat for red halo *use it and move along*).

NOTE: Again, just re-imagine this fight with a Parasite Hive, even. Make them ice type. Allow friendly fire on statues and you're already sitting pretty. This aside from lowering statue HP to reasonable levels. Don't even need petrification damage (toss a parasite at an already frozen statue for big damage shattering them). Partial petrification wouldn't apply here. Really wish they hadn't fixed that (even though it threatens us, it is worse for enemies as that alone would make ToA W1 eat shit *hard to believe they caught on to that oversight from GoWIII*). What were they thinking having the ice rage dump reset build-up (and drag airborne foes to the ground)? Why have all spells cost the same (and need lvl5 for non-Fire)? This HoB rip-off can't even do statue damage (or be held much less released early so you don't waste time needed to shatter things). Things fall out of the cast, too. But enough of this.

-AoU and Interact

Fury Citadel:Alecto's Chamber

-QTE

Fury Citadel:Illusion Maelstrom:Boat

Furies 2

S1 - I really want to keep my life high, so I went for no damage. This fight is much more frustrating than I expected. Like the case will be soon, it is about patience. She is daring you to forget the game's panned out camera will make it hard to see as with foes blocking view of each other, bad cues and off-screen attack start-up. Idea was to try and keep Spartans away (so I wasn't being pinned down or poked during openings) going from one side to the other. Her charges were good for clearing out those in her path (ring-out), but they tend to respawn on our location (annoying), so that can backfire. At least she brings herself to us faster than they can follow. It is the same as her original S1 aside from meteors hitting in the sky (which is frustrating as air light spam would do well to punish this and ignore the adds). I opted to focus solely on landing t1. If it hits and she no-sells, it will be dive, flight or shotgun. The former two are no threat, but watch for signs of the latter. If she gets blown back (why you might want to try getting her back against a wall), she was starting up her 4 hit string (won't interrupt her on later hits, but the first jobs to t1). Better not to count on jumping over her dive clean (so air block if not evading or running aside).

S2P1 - I just went with air light spam, EoT and blocking ink.

S2P2 - More air lights at center while watching for signs of other attacks. Ink and stings are blocked, but clear out for the first part of double slam (stand aside for follow-up). EoT barrier.

-QTEs

Fury Citadel:Illusion Maelstrom:Elevated Ruins Arena

S3 - Air light spam is fine. Just get back from double bite (punish with 2x t1). Don't use s4. Back away from shockwave (and jump over). Easy.

S4 - This is fucking ridiculous (as expected). The same as before, except I can't speed it along (OSoO) or use my get out of jail free card (at least the WW keeps re-appearing as one-time i-frame use, but there is a brief bit of recovery after it where you aren't safe, so you can still get yourself killed pulling the thing out). It is just about safely landing t1 over and over (air lights for punishing meteor *sometimes for punishing the 4 hit grab ender*). It doesn't seem like an absolute, but most of the time Ally will roar after doing an attack (an obvious free space).

I've noted before how her ink doesn't hit on the left (free space) aside from the double bite not reaching the back (so left is safe from that too). The only threat from Ally is the shockwave (and what a threat it is). Tissy's meteors are back to not hitting in the air (letting you air punish her). I don't feel like it is wise to try and punish Tissy there if Ally is roaring (as I've too many times been in a hard to negotiate spot where RNG next picks Shockwave and fucks me up). Punishing Meteor during inking (so long as you and Tissy are on the left) and double biting seems fine.

Shotgun is super annoying when used with the camera panned out (hard to see coming). Charge can easily push you into danger with hopping it not always being safe (air block can help). We can get stuck on the WW (preventing a dodge from moving ahead), so I sort of feel you should pull it away as soon as it is safe to do so (or just recognize that is a thing and try to avoid it, I suppose). Ink is shit as break-out is impossible without taking another (hit) or using OSoO (death). It is, of course, unblockable here, so just stay out of the area when you see the set-up.

I tend to favor the center-back so I have more room to move either way, but I wonder if that is the best bet (maybe just stay on the left the whole time). As hinted at with handling of meteor, I prefer to see what attack Ally is doing before trying to punish Tissy with t1 (watching for signs of what moves she'll pick and figuring what the best course will be *some combos are very dangerous as with failing to lands t1 to interrupt the 4 hit string so as to be locked down while Ally gets time to try something like shockwave or even ink when not on the left*).

I really don't feel like I've lost that much skill with age. The fight just seems absurd with what it asks me to keep up with (worse than Hades' "beautiful queen") and for how long. Select abuse is being employed now to give me a chance to react, but there is a delay after it that I don't recall in other GoW entries (the sort of thing that makes it almost not work as an option). The game just finds all sorts of ways to frustrate you (sort of like how in VH NUR+ it wouldn't always display all my items as they cooled off or even when cooled *just seemed a little random about it*). Makes me legitimately angry playing this bit.

Seems important to not use t1 too early. Want to land it to interrupt her 4 hit string else things get hairy. You can trot to around her charge, which can be a good strategy, but takes a lot of skill (less so with select abuse). Towards the end I was thinking it might only be safe to punish things during Ally attacks other than shockwave given how often I got caught up by some combo as roar transitioned into something else. That she can opt to attack twice in a row sometimes really throws things off (not a fan).

Felt like RNG let me win on the final go (not much shockwave, wasn't getting meme dives into charges at bad times, etc.). Not sure how I'd consistently beat this bit even while playing patiently and exploiting Select as I once had done for Persephone's overly long fight (where at least there was only one foe to keep track of with pretty simple attacks versus two who can mix attacks at different time and place intervals to create fuckery well beyond what you would expect in GoW *truly playtesting champs were on point here*).

NOTE: I find myself wondering where this "Blade Charge" was the whole playthrough (among other things). Sure would have been nice if Ally had low HP in S4, so targeting her would speed through that bit (versus targeting Tissy who has recovered and is up your ass the whole time). Also, friendly fire (because I'll always advocate for it).

S5 - S3 again. Really could have used that checkpoint for S4's start (so I could bash my head up against it without delay *the real piss-off*). I'd say this fight pretty well rivals Persephone PAIN+. Might be harder. GoW:A should probably have two 'gold star' fights, but I'd have to hear the opinion of other vets. It just seemed way harder than the rest of the game (save for ToA W1, of course). SoA was perfectly reasonable by comparison (already a clusterfuck).

Hopefully SBK found some things for this fight. I don't feel there is much I'll have missed elsewhere, frankly. Here it would be beneficial to have better reaction time, ability to track multiple targets better, etc. (read: higher skill). I don't think I was making terrible calls so much as just not seeing things clearly in-time (getting me fucked up aside from losing patience for a bit). I suppose I'll find out shortly, now. I don't anticipate any vets will ever beat ToA W1 in VH PAIN+. Those who have the potential to pull it off (like Taz) aren't coming back to endure that bullshit. Seriously. 30 seconds to start the fight, multiple minutes of chipping down Gorgons to get to the 'real fight' of that wave. Each failure means wasting all that time just to (probably) get wiped out without having done much. For one wishing to try this, I recommend doing what I did (HP regen and one-third damage cheats activated while using your best damage to get to the 'meat' quickly, then limiting yourself to tools you would have in PAIN+ *you will be killing three times faster thanks to lvl3 and the launcher is slightly different, but the testing would go more smoothly as you practice for the real thing, thus I'd advise two save files on this matter*). I don't think I have the luck and/or skill to pull it off. I can only pass one what I learned to those who might finish leading our people through the desert in my stead as Taz had done for us as my Joshua (regarding the Clone War). Sadly, GoW:A is such garbage none wish to even play it, much less suffer such a horrid fight.[/spoiler]

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MrStarkiller

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#2 MrStarkiller
Member since 2008 • 18984 Posts

CoO

VH PAIN+ *part 1*

[spoiler] Shores of Attica : Building : Rooftop

-Grab whore.

NOTE: One could leave early if you bounce/knockback/launch nearby foes then go for the Ballista without interruption. An easier way is to get in the corner to bait a single Soldier, Grab kill him and go for the Ballista as the others stand around.

Shores of Attica : Building : Storeroom

-Grab whore.

Basilisk 1

-'s,t' with movement cancels. Evade to the side of the fireball and block bites.

Shores of Attica : Beach

-...

City of Attica : Gate A

-Grab whore

City of Attica : Gap : Side A

-...

City of Attica : Gap : Side B *Crank*

-Grab whore, touch crank, grab whore, turn crank and quick roll under it.

City of Attica : Siege Towers

-Grab whore then break the wall and ascend.

NOTE: You can attack through the Siege Tower and his the 'wall' through the solid ones.

City of Attica : Rooftop *Beam*

-Grabs

NOTE: When crossing the beam, jump during the fireball to prevent the unnecessary climbing back up bit.

City of Attica : Treasure Room

Persian King

-Wulf had a simple tactic for this. Just grab soldiers to reset the King and negate attacks then 's,t' a bit and repeat. I'm more for 's,t' until forced to evade away by Efreet, carefully evade 'overhead' or simply block the 2x strike then lay into him some more. Whatever works. Some might just t0/t3 whore.

NOTE: Soldier spawn is finite.

-(Efreet Trial) Grab whore.

City of Attica : Parapet A

-Grab kill, kick Ladders, turn and fire Ballista.

NOTE: Soldier spawn is finite.

City of Attica : Wine Cellar

-...

City of Attica : Courtyard A

-Usually I would use 's,t' then evade around the Cyclops as needed, but I now keep at point blank (when it is alone at least) for 2x 's,t' (or s,t,s,t as an alternate *another still being 's,t,s,s,s') before I evade at the Cyclops to exploit evasion i-frames. The only trouble with this can be seeing the "O" when it does come up.

NOTE: Recovery isn't very good in this outing and damage from even lesser foes is notable. Try to only progress after going without hits unless you don't feel you can pass through a notably challenging bit without a scratch.

City of Attica : Path *Archers*

-Grabs

City of Attica : Parapet B

-Go after the Archers first and grab whore before breaking the wall down to use the Elevator.

City of Attica : Bazaar

-...

City of Attica : Courtyard B

-Go after the Archers first (I like leaping into air blocks then grabbing them) and then the others (I get on the chest, wait for a shot from both then leap up to grab them) before destroying the finite Soldiers guarding the boxes. Then do the puzzle.

City of Attica : Interior

-...

City of Attica : Gate B

Basilisk 2

S1P1 - 's,t' whoring. After each 'push', leap over the flame or evade through it. He will use a guard breaking (not crushing) paw move you can evade through when at extreme left/right.
S1P2 - Lead his shots while quick rolling.
S2P1 - He starts with flames.
S2P2 - ...
S3 - More 's,t' for "O".
NOTE: Should he use the grab, just reverse it. No big deal outside the NGR+ NUR+. Sticking to the left (his right) allows evasion tricking of the stomp and bite while preventing grabs that would be a DQ otherwise.

Marathon : Cliffs

-...

Marathon : Building : Interior

-The rush of this sort of foe has priority while the cross-swipe does not. T, air t1, t1, t0, t3, etc. all do well to set-up OH or air OS. I advise OH infinite until they die. They are general grab conditions so you can interupt the rush with that while calming other foes.

Marathon : Streets A

-Grabs...

NOTE: You can easily run away from all this.

Marathon : Fog A

-...

Marathon : Streets B

-Banshee act like Gorgons for the most part. Rather than Stare though, they prefer to scream for a stun you won't likely get out of in time to avoid a hit. Evade through the scream for i-frames. They don't do well against paced 's,t,s,t'. Air OS and OH antics aren't so great at locking them sadly.

-Grab whore. Get the torch and light her up.

Marathon : Fog B

-Push. Stop to grab Archer. Repeat. Leave fog.

Marathon : Rock Barrier

-Stay in his face and block swipes (if you get hit, he will use an unblockable breath you can't stop without a parry). IF you get far away, expect an unblockable grab that can be tricky to evade. His cues are like the Piraeus Lion (sideways for blockable and back for unblockable) He's easiest to control later with the parry gained.

Temple of Helios : Exterior A

-Grabs

Temple of Helios : Fire Steeds

-Proceed

Temple of Helios : Bridge

-Continue

Temple of Helios : Exterior B

-Grab whore (preferably set-up OH infinite *air t1 is fine for this*) then 's,t,s,t' lock the Banshee. Grab damage is decent as well if you set-up her OH/air OS. (R) into t1,T or s,t,T are fair set-ups.

NOTE: NGR+ NUR+ saw Banshees and Gorgons juggled once off their 'feet'.

Temple of Helios : Courtyard A

-...

Temple of Helios : First Floor

-Use elevator

Temple of Helios : Second Floor

-Air blocking their Grenades works. Block is guard crushed. The fire pool cannot be blocked and is more of a pest than a direct hit. The things can go over some walls or bounce off them. You can take a direct hit during OH infinite, but if the pool occurs for barely missing, it will knock you out of it. It is better to keep the rest of them offscreen before trying for that. After a ground OS, you should evade at them for a follow-up (another grab or quick t1 *surprising reach* into OH infinite).

Temple of Helios : Second Floor : Hall A

-Same idea as the other foe. They like to hop back then hop left/right before attacking attack. When they attack they then hop back. Just set-up air OS to transition into OH or simply OH infinite. Don't bother with their grab kill as it is easy to mess up and deals horrific damage to us.

NOTE: Make frequent use of saves in case of crashes or bad checkpoints where possible.

Temple of Helios : Courtyard B

-Usual Satyr handling. Usual Grenadier handling.

Temple of Helios : Second Floor : Hall B

-Rush down for Grenadier rape.

Temple of Helios : Second Floor

-Get through the gate.

Temple of Helios : Interior : Hall A

-...

Temple of Helios : Harpling Room

-Grab whore.

Temple of Helios : Fire Guard Room

-Leap over then air t1 (to OH infinite or flank and T/t1 into OH infinite. Again avoid grab kill unless you're sure of yourself. Later the parry is best to open them up aside from t0 into OH infinite.

NOTE: I made sure to create a checkpoint before the fight so I could get away with grab kills and recovery the tiny bit of HP I lost due to the Satyrs earlier. It is easier to tell when it is coming thanks to "O" and RBP is easier than the fastest analog twist in the series...Of course I only lost about 20HP and didn't even recover it with three of these HP orb granting grab kills.
NOTE2: This is a foe type that will attack while you are grabbing (among a few others). Yet another danger of using grabs around them.

Temple of Helios : Interior : Hall B

-...

Temple of Helios : Elevator *descend*

-You can ring-them out as they spawn, but at no other time. Basic Fire Guardian handling otherwise (air OS infinite applies for this fight due to the descending platform).

-Plume the shield. 's,t' whore then block. Repeat.

Temple of Helios : Temple Heart

-Navigate

Temple of Helios : Throne Room

-Parry then usual Fire Guardian handling.

NOTE: Based on how things are playing out, I feel like you need to treat this like a GK VH run without collisions and a bit more power to your hits. Don't expect to recovery jack from damage you take (it will hang with you as you go so don't let it pile up). There won't be boss refills to the extent of GoWII either...

Temple of Helios : Stairwell A

-Proceed.

Temple of Helios : Courtyard A

-...

Temple of Helios : Courtyard B

-Archers then Morpheus Beast (parry and slap around). Repeat (watch out for the next Archer spawn).

NOTE: This is one of the worst checkpoints.

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

-'s,t,s' at point blank then evade at the Minotaur to trick the headbutt (until at "O").

NOTE: Their "O" is a decent HP return (still small). Their charge is very dangerous in this outing. I don't recall if it can be parried, but the reversal of GoS doesn't apply in CoO. Expect about 80 damage if you get hit.

Caves of Olympus : Bridge

-Turn crank and cross it

Caves of Olympus : Stream

-Speak with Eos and proceed.

Caves of Olympus : Pool B

-Cross

-Fire Guard rape.

Caves of Olympus : Primordial Fire Chamber

-(Return Trial) Return

-(Light of Dawn Trial) Return *necessary violation.

Caves of Olympus : Pool A : Cliff

-Fire Guard rape.

Caves of Olympus : Pool A

-Cross and use portal

Temple of Helios : Temple Heart

-Navigate

Temple of Helios : Elevator *ascend*

-Grab whore.

Temple of Helios : Hall D

-Proceed

Temple of Helios : Notos Puzzle

-Grab whore on the Fire Sentinels and kill the Hyperion Guard (now you can parry his attack to lock him down).

-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

-Grab rape.

NOTE: You can fight by the wall to make it even easier against the Shades.

-Take out the Shade then go after Archers and finally the Banshees (Parry control can help with their antics). More shades. More Banshees.

NOTE: Checkpoints are so annoying in this game...
NOTE2: t1,T doesn't seem to want to work unless you (R) into it. You cannot (R) into quick T in this entry, but you can (R) into quick t1 (into quick T). Stupid.

Temple of Helios : Bridge

-Cross it again

Temple of Helios : Fire Steeds

-Activate them

Hades : Asphodel : Platform Series

-Proceed

Hades : Asphodel : Cliff Wall A

-Triangle when far and square when medium. Don't let them get close. If they do, hope for a grab to reverse.

Hades : Asphodel : Gorgon Landing

-Like Banshee handling when two at once or singles. You can interrupt stare with Plume, but when off-screen it never times out. I learned to keep to the exit barrier to force their stare then chip in NGR+ NUR+ (more often using Spirit). It won't bounce them though.

To get good damage in you will need to use (R) into t,T to OH or air OS. So long as you keep at this you have a good chance of locking them.

Hades : Asphodel : Path

-Move along.

Hades : Asphodel : Courtyard

-Mostly ignore Hoplites by going up where the hidden EXP chest is and t0/t3 chipping the Cyclops for "O". Then grab whore as needed. If a Hoplite gets close, plume then OH (turn around after doing it) and OH and OH until it dies.

Hades : Asphodel : Ruined Building A : Path

-Grab whore Harplings. Free Gorgon. Kill it (s,t,T works pretty well between OH it seems). Break wall. Get block. Use it.

NOTE: The uncharged kick goes pretty far...

Hades : Asphodel : Cliff Wall B

-Cross

Hades : Asphodel : Ruined Building B

-Grab whore. Push pillar over.

Hades : Asphodel : Gates of Hades : Path

-Lure the Death Knights to the Gate then rush around to the rightside (open area) and keep to the wall until you grab whore all the Harplings...or just grab whore (the former is fancy antics for the NGR+ NUR+ where I would use Dissension from said area until I could afford to t0 chip or parry handle the Death Knights).

Hades : Asphodel : Arena : Path

-Move along

Hades : Asphodel : Arena

-Same as before, but watch for saws. Flee if need be until you kill all Harplings. Then get into the parry and 's,t,s,s' loop.

NOTE: One nice thing I forgot to note is that many hits have detection different from the rest of the series. Though OS has grab range, most attacks reach farther than they should and some (Ex: t1) hit behind us as well.

Hades : Dock of Charon : Bridge

-Cross

Hades : Dock of Charon

-Ring Bell

Hades : Ferry

Charon 1

-Lose

Jails of Tartarus : Path A

-Farm for HP via checkpoint/save exploit. Murder side path Archers then the Hoplites. Heal as needed.

Jails of Tartarus : Harpy Chamber

-s1 into OS.

NOTE: Their dive seems to miss if you simple walk to where they start it or jump. It is hard to parry though (for me).
NOTE2: You can again go to exploit the prisoners for HP if need be.

Jails of Tartarus : Path B

-Grabs and/or sending them to the chain (equivalent to ring-out).

Jails of Tartarus : Chain Bridge A

-...

Tartarus : Temple of the Gods : Cliff Wall

-Square to be safe. Create a checkpoint and proceed.

Tartarus : Temple of the Gods

-Usual Harpy antics then usual Gorgon handling.

-Pull the statues and turn the crank. Get in.

Tartarus : Pathway

-...

Tartarus : The Crypt : Courtyard

-Grab all Archers and beat down the Minotaur with the earlier handling. Then kill another Minotaur.

NOTE: It is advised you space out grab kills with light slaps so new spawns have time to appear. Each grab resets the Minotaur.
NOTE2: Beware the charge after spawns, after "O" and (later) after Armor breaks. Just watch for it.

Tartarus : The Crypt : Interior : Chamber A

-Grab rape.

Tartarus : The Crypt : Sidle

-Get to and use lever

Tartarus : The Crypt : Chamber B

-Grabs.

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

-Same Death Knight handling as before. Get the GoZ.

-(GoZ Trial) Shieldmen get t0/t3 then treated like Hoplites. When others are around, ignore the slow Shieldmen and deal with them if you can (otherwise shatter and grab whore).

Tartarus : Temple of Zeus : Bridge

-Return

Tartarus : Pathway *spiked-wall*

-Move along

Tartarus : Temple of the Gods

-Smash Hades statue and proceed onward [/spoiler]

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#3 MrStarkiller
Member since 2008 • 18984 Posts

VH PAIN+ *part 2*

[spoiler] Jails of Tartarus : Titans : Hub

-Usual Harpy handling.

Jails of Tartarus : Titans : Crank Room A

-Harpies first. Treat the Armor like the shields. It has the same range move, but the close up move has been altered. It is a bit harder to deal with the close range move. Either leap over while flanking the first strike or evade through it/round the Cyclops going counter-clockwise. Leading his attacks then using t0/t3 is easier though. Well, unless you get the timing down for his opening woman slap. Then you can really dig in when used to it. GoZ punch the crap off the crank and use it. Now turn the other.

NOTE: Delaying between grab kills will again control the fight. You could lure the Cyclops just close enough to the EXP chest at the bottom to stand on it and use s,t (turning around to scrape with t1).

Jails of Tartarus : Titans : Hub

-Kill two Shielded Hoplites.

Jails of Tartarus : Titans : Crank Room B

-Either ignore the Shieldmen to take on the Gorgons with the usual handling or focus down the distractions for lone Gorgons. The Gorgons hound us a bit much like this so I fancied being rid of them and their constant staring. Then turn the cranks.

Jails of Tartarus : Titans : Hub

-Cross chains

Jails of Tartarus : Titans : Hall

-Proceed after grab killing foes.

NOTE: Some prisoners to murder for HP along the way. Healed the minor injury nicely.

Jails of Tartarus : Titans : Wall

-Ascend

Jails of Tartarus : Titans : Crank Room C

-Usual Minotaur handling but from the bottom left where the Archers cannot interfere while I attack away from the Minotaur (hitting behind myself with some of the usual hits). Use "O" when it comes up. Forced to return their shots or use magic (I pick returns). I keep just one side (our right) on screen and keep moderate distance for returns before the same for the other. You could checkpoint exploit to skip them as well. Meh. Crank to proceed.

Jails of Tartarus : Shackles of Hyperion : Bridge

-Run across

Jails of Tartarus : Shackles of Hyperion : Lever Room A

-Grab whore. Go for Archers first if you like, but I might advise running where the 'wall' will be to climb after using the lever so only Hoplites come after you (then just casually grab kill Archers). However, there is an area in the wall (where it is uncovered later) that they pass through, but you can't exploit it for a ring-out. Also, it is easy enough to just go from Archer to Archer and grab due to the LONG down time of AI reset between grabs...Pull the levers and go up the wall/ceiling.

Jails of Tartarus : Shackles of Hyperion : Lever Room B

-Pull lever

Jails of Tartarus : Shackles of Hyperion : Wall

-Square whoring works fine as would baiting them to the starting position and attacking from on the ground at them.

Jails of Tartarus : Atlas Broken Shackles : Gear A

-Harpling. Touch handle. Harpling. Move. 2x Shieldmen (shatter and grab damage to kick into ring-out). Move. 2x Harpling. Move. Leap to next.

Jails of Tartarus : Atlas Broken Shackles : Gear B

-Move. 3x Shieldmen (shatter and kick/ring-out). Move. 1x Shield and 3x Harpling. Quickly shatter and ring-out the former and grab whore the latter. Move. Cross.

Jails of Tartarus : Atlas Broken Shackles : Platform A

-Punch it and cross

Hades : Dock of Charon : Path

-Break wall

Hades : Asphodel : Arena

-Third time's the charm for this fight, eh?

Hades : Dock of Charon : Bridge

-Cross

Hades : Dock of Charon

-Punch door (lots of orbs here)Hades : Ferry

Charon 2

S1 - When he brings up his orbs, just flank and jump around at medium range. Keep in his face and 's,t,s,s,s,s,s' a bunch (repeated 's,t' is fine too). GoZ.

NOTE: Being up against the wall helps with not getting pushed away by his melee as would parrying the first and blocking the rest.
NOTE2: If you parry the first hit, you can just barely fit in an 's,t' before needing to parry again.

S2 - When he is using 'Wrath', be sure to circle around him while usint 's,t' then jump cancel out of it and keep circle. It is safest to let him fire as you flank then 's,t', jump cancel out, let him fire again and repeat the process without attacking during each. After he takes enough, he'll try for melee. Watch for when he starts up his 'Wrath' again. This is a slow process of chipping. Watch for his 'balls'. Just evade. GoZ for pillars.

S3 - When he starts teleporting into shockwaves just keep close and try to land a to/t3 just after his shockwave lands (or slap him as he comes out of the teleport). This opens him up to a series of full combo strings. You don't need to block it, just be in his face and in no way at medium or long range (leaping over it can be deceptive as with Zeus S1 in GoWII). GoZ. "O".

S4 - You can air block his shots, but not block them (guard break). Parry would work, but we aren't allowed to use it...So my tactic was to evade or air block while trying to keep close for a single ground t1 (stronger than air t1) to chip at him. DO NOT go for circle until his shots are out of the air. I got killed during the mini-game by a shot that came down after it started. So long as you play to these rules, you will beat him even without parry.

NOTE: Experimenting made this take a bit longer than it should have, but it wasn't so hard. S4 is much more interesting like this. S2 is just annoying. S1 and S3 are just a matter of slapping HP off of him.

-(CW trial) Parry into 's,t' (or T) then OH whore. Air t1 into air OS into OH is an alternate that need not be meddled with. Just try to catch a group with the Parry stun to keep things safe. Watch for their "O". Dark Satyr variants aren't general grab condition types.

Hades : Temple of Persephone : Book Chamber

-...

Hades : Temple of Persephone : Chamber A

-Sphinx' melee animation is a bit different, but the same tactics apply. Try to keep it backed against the entrance barrier with allies off-screen. When it dies. Wait for the respawn and do the same. Then try to air t1 into air OS into OH as needed for Dark Satyr Grenadiers if you can't simply catch them with 's,t' into OH infinite.

Hades : Temple of Persephone : Gorgon Head Hallway A

-You won't be able to destroy the traps without the GoZ. You will have to deal with them. Most importantly, they go THROUGH our grabs so don't stay in the beams at all. Grab whoring away the Harplings works fine. For the Dark Satyrs it is a matter of parry (group) then s,t to OH infinite until they are all gone.

NOTE: Remember that each grab kill will reset AI and make them docile for 2-3 seconds. You won't have to rush. Just carefully kill off the Harplings and take out the Satyrs away from the beams (at either door will suffice).

Hades : Temple of Persephone : Chamber B

-Take out Harpies. Shatter Armor. I went with close range slaps into counter-clockwise evade through the slap then more slaps over and over for "O". Two more Armored Cyclops. I try to focus on one while the other is far away. Shattered armor and the whole business. Repeat once more.

NOTE: Pretty good amount of HP back per Cyclops mini-game.

Hades : Temple of Persephone : Gorgon Head Hallway B

-Repeat. There is a mess of them this time...little bastards scratched me when I didn't see one off-screen.

Hades : Temple of Persephone : Chamber C

-t0 for their armor while evading rams. Whenever armor is off, remember they will ram. Rather than the sweeping melee, they have an overheat that is pretty easy to evade or exploit for time to plume (same for ram). It's touch to leave them off-screen as you don't always know the ram is coming.

The idea is to get backed into a wall with one Minotaur close so you can do the usual handling for "O" and repeat.

3x Dark Satyr (usual handling).

Another Armored Minotuar. Same handling (easier without the distraction of another who can ram through the other if he wishes).

NOTE: They usually don't want to ram when you're against a wall. That might help to know.

Hades : Temple of Persephone : Crank Platform

-Ascend

Hades : Temple of Persephone : Gorgon Queen Chamber

-Kill all Harplings. Keep Queens seperate and use parry to open them up (off of melee) then s,t,T into OH and repeat as much as you can. If you get grabbed, break out. There isn't much you can do about the grab other than evade or leap over then slap a few times.

Kill a Harpling. Shatter the armor off the Cyclops and more of the usual handling.

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

-Neck break and run around. Then quick roll to lead the Hoplites well away before getting in close for s1 as you get it all back. Now murder the Hoplites with the usual tactics. Just watch for off-screen rush down. You could leave them if you wished.

Hades : Elysium : Stairway

-Archers first. Then Shieldmen. Then Sphinx (lure it against the shield so it gets stuck as you parry it away and chip it). Then casually go around grabbing Archers until it is just you and the Death Knight (usual handling).

Hades : Elysium : World Pillar

Persephone

S1 - Basically parry charge, she backs into rock kick (flank and 's,t,s,s,s' her), parry the the punch, slap, parry and repeat. Just watch for her to jump back after any hit as this means she wants to toss another rock. It's easy to mess up the punch parry, so get used to the timing for that and don't rush it...it's a long fight. After a decent amount of damage she'll drop some orbs at least. After a good bit more another drop. And then another cycle. And finally the grab. *about dead from slip-ups*

NOTE: The stairs can be bad as her punch can hit twice and throw off your timing.

S2 - QTE

S3 - Came back with about half health. Better than near death. Also, checkpoints are delicious.

The process is come in during her projectile and shield yourself with the pillar, leap into 2x air t1 as much as she'll let you after each projectile hits the pillar and run away from the beam just to evade trick through it and repeat the process. She falls and you lay down a beating. Repeat. She moves to another pillar and drops orbs. She can now use ground pillars.

Attack from the pillar under her just as before, but now you have to carefully evade her pillars while keeping close enough to let the ball hit her pillar so you can quickly get in 2x air t1 (air block may work, but I'm more comfortable doing this as noted). Keep this up for a long while and she drops orbs and moves back to the center.

Same tactics. NOw you have to carefully watch to see what she does next. Beams, pillars and balls. If she does pillars, she pretty much always tosses a ball next. Usually pillars after beam (not always). Every loss is a HUGE f***ing setback.

NOTE: I've had her just keep repeating pillars and beams until I died before. Don't try to trick through the beam unless you're pretty close. Also, block canceling between air t1s helps.

She moves again with another orb drop. The pattern got so annoying I need to pause whore to assess what to do next so I didn't have to keep repeating the earlier bits and lose massive progress. I wouldn't be able to do it without the crutch. And with that I was able to defeat her after a long fight. Probably not any longer than Ares1, but much, much more dangerous. Almost had me going like when I defeated 2x Bogey on GH (not quite on the level of Challenge 6's victory feeling). My nerves (especially in my hands) calm and I am done with this b****. She has lost. [/spoiler]

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#4 MrStarkiller
Member since 2008 • 18984 Posts

GoW1

VH PAIN *part 1*

[spoiler] Aegean Sea

Ship1:Exterior

-360 toss whoring

Ship1:Interior A

Hall Hydra - Typical handling

Ship1:Interior B *Deck*

Harpies - s,t to OH

Deck Hydra - s,t,T from between the 4 and 5 o'clock position is just fine for landing hits (stun during "t1" generally allows safe usage of Ascension) but that alone is still slow. It's still best to whore its grab and reverse it for big damage. Plume/Spirit only really work when the head is near the floor.

Ship1:Exterior B

-360 toss whore (plenty of ways to quickly/cheaply pwn here)

*beams*

Ship2:Exterior A

-Push/kick the block into place, head up above and 360 toss away

-Climb net to top *speed tactic* then grab whore as they appear

*rope*

Ship3:Interior

-Get PR

-Roll back out of the room (sweet spot) to lure all foes together before 360 toss whoring *not necessary really*

-Save

Ship3:Exterior

Hydra Twins - *right first* Get between its 12 and 3 o'clock position to whore "s,t,s,s,s,s,t" while it tries its spin (can't touch you). Perhaps follow up with Ascension if I feel it's safe.

"s,t" keeps it safe while judging whether to work towards the full combo. If it whores the bites, give it a little space. *pin it down; repeat for left*

Hydra King - Whore Dissensions during the Roar. After Mast Breaks use "s,t,s,t,T" to Dissension whoring. For side bites use "s,t,s,s,s,s,t" (landing Spirit is the desired effect). For Center bites, net the stun lock and keep it up with block canceling.
Ex: s,t,s,s,s,s,L1,...

NOTE: This would be easier without the fancy usage of "t1". Hold foward during all this to speed up the buffer. Press L1 the instant the second hit of "s5" lands for highest chance of success.

Ship 2:Exterior A *again*

-Quick Roll to the far end of the deck and grab kill (square or triangle) the 4 Legionnaires.

NOTE: Grabs (ex: triangle) near the sailors tend to change their position without killing them *like with the Clone battle*

NOTE2: Obviously you could grab the sailors for HP orbs if needed

NOTE3: You CAN hit the archers with the Legionnaires (360 toss) but often they just hit the crate and die atop it

NOTE4: Beware of using a 360 toss too near the Crate that allows passage up and over the wall (to proceed) as it can be quite easily broken.

-The basic strat after that could be as simple as grab killing each Archer atop their crate or even 360 tossing them at one another *the latter is a test of your skill with such trickery which I've gotten pretty good at*

NOTE: Obviously we don't need such fancy strats for this fight but I like being methodical

NOTE2: Grabs that go over the side tend to auto-kill the Legionnaire

NOTE3: You can grab a foe off the floor from atop a Crate

NOTE4: You have manuel control of the 360 toss when the foes aren't on screen. While offscreen, foes will not attack. That includes archers. Exploiting this is a hallmark of controlling battles I feel.

NOTE5: Aerial attacks are a decent way of getting in the face of these Archers without getting hit (before the grab)

Athens

Lower Docks

-There's really more ways to do this then I care to discuss and no way is particularly challenging. I like abusing infinites, sweet spots, 360 toss and the water personally. I found myself wasting over an hour hour dicking around. I won't regret not noting this s***

-(Hole in the Wall) I prefer luring them into the water these days though it's easier to just rape with the old tactics

NOTE: using 's,s,t', 2 Ascension and 2 OH before an aerial grab (over water) the Cursed Legionnaire would be sent to "O" while falling through the water but not dying. Also, if on one of the square platform along the rails you could use OH (guided over water) for a no lethal version that sends them through the surface. I haven't totally figured out the false "O" but I've gotten a little closer

Upper Docks

Minotaur Grunt (same for all Minotaurs basically) - Ascension *or some other bounce/launcher* to 3x Air Grab for the kill. Do this to all 3 FTW.

NOTE: For these grunts specifically, 2x Air Grab to nearly any hit will lead to "O". Consider that for HP orb harvesting.

Temple1:Exterior A *Courtyard*

-Plume whore each of the 3 Cyclops Enforcers over the cliff

NOTE: As AKheon has shown, you can send the third spawn over the side by running at its hand

Warehouse1:Interior

Medusa - Launch/bounce to OH to early Ascension to OH for an infinite until "O" appears is my favored strat *which satvara did a fine job of recording*.

I start the battle with "s,t,s,t" while she preps for Stare at the start then she's locked in until I've had my way with her.

MG trial - Petrify and crush. ("t1", Plume, Ascension, etc. each do well to quickly break their 'resolve'..HAR HAR HAR)

---

-Typical Cursed Legionnaire rape (x4) then save

Ballista Chamber:Exterior

-Plume the spawning Cursed Legionnaire then quickly "s,t" to OH each over the side. That's it.

NOTE: Got to love the rapid Ascensions of GoW1..such a blessing

NOTE2: They have no "O" here.

NOTE3: Plume to OH works well too

NOTE4: They can be glitched onto the ledges where they can just then be beat on without fearing retaliation

-Quickly Ascend the wall and grab (upwards works fast) the Cursed Legionnaire.

-Rush across until you reach the final 'break' and leap into a crossing Legionnaire (I like holding block as I fall). This is an old speed tactic of this area.

NOTE: If they get above you, take it out with a grab.

NOTE2: The number of foes you have to wait for increases with each you kill of that first spot I spoke of.

NOTE3: Obviously you could grab whore. I don't fancy climbing down as new foes spawn in GoW1.

-Down below us "s,t" to OH over the side again.

NOTE: Collisions between multiple OH targets tend to be monstrous

*push statue down and drop below*

Temple1:Exterior B *ballista*

-Launch/bounce to infinite OH or infinite air grab

NOTE: OH for quick 1-on-1 and air grab for groups is what I suggest. Though it takes about 8 OH versus 4 air grabs.

NOTE2: Stare can be broken by Spirit/Plume

-Kill a Minotaur and a Gorgon will spawn. Kill another and it is replaced. Kill the final and you have just a Gorgon left.

NOTE: While Minotaurs are getting up from 'downed' state they cannot be bounced/launched

NOTE2: Obviously you can use a Gorgon to petrify another foe

-I guess there to be about 10 Cursed Legionnaires up here. Plumes, "s,t", etc. to OH/air grabs to 360 toss. The usual. You can dump them over the sides too.

NOTE: The rope variety just love giving us orb drops after a grab

*fire Ballista*

-Get on then off the rope and kill 2 Legionnaires (or stay on and grab them). Classic speed tactics *kick to grab* are enough I feel

NOTE: You could lure foes to the starting point a number of ways (grab those in the way and lure the right, drop to the floor and return to the ropes start, etc.)

Ballista Chamber:Interior *again*

-You could beat the Minotaurs a number of ways. I just fancy Ballista whoring for these settings.

Bridge:Exterior

MG/Presure Plate Puzzle - Kill one then petrify the other on the plate and proceed.

NOTE: For Minotaur Hammer Grunts it takes 2 air grabs then AND 1 Dissenion/Ascension to OH to reach "O" quickly if you need HP

NOTE2: I like to launch/bounce (to down) the Minotaur on the plate before I begin petrification for ease of positioning

Street:Exterior

-Rip the Archers in half or 360 toss them at larger foes. Typical handling for Minotaurs and Gorgons.

NOTE: Abuse cover/off-screen (camera positioning) to keep the Archers in-line.

NOTE2: Obviously civilians are there for HP orbs all the way up to Athen's Town Square

NOTE3: It's quite easy to exploit Gorgons for petrification kills. As it is also easy to exploit Archers for the 360 toss

Town Square:Exterior

-Cyclops Brutes are all about being Plume/Spirit whored. I typically group for "s,s,t" and only follow with Ascension when safe and close enough. When "O" appears I try to land extra hits before the grab to "s,t" then retreating to repeat.

NOTE: The stairs are a quasi-sweet spot of sorts as is the back left 'alley' is a semi-sweet spot.

NOTE2: The R2 gate can be abused I believe but I didn't bother working out a strat there

NOTE3: I don't believe the grab on the Brutes has i-frames

NOTE4: After the charge to 'stomp and crush' it roars. *opening*

Building:Interior

-Shatter their shields then grab kill. I like to greet spawning Magic Legionnaires with hits so I can glitch grab them.

NOTE: Obviously you can abuse sweet spots. Just like an unshielded Magic Legionnaire can be petrified by Gorgons for you or the Legionnaire 360 tossed at the Gorgons

-Standard Gorgon rape (air grabs) before a shield crush to grab kill on the Magic Legionnaire

-360 toss the archers into each other then proceed into the 'blocked' room where you'll be shattering shields, glitch grabbing and whoring 360 toss FTW

-Cross the gap and kill the 2 Archers before dropping down below for the Gorons (standard rape)

-If done right, a single 360 toss will take out the 4 archers in one go

*use key and drop below then navigate ahead*

Burning Courtyard:Exterior

(lower) 5 Wraiths, 4 Cursed Legionnaires and 4 Cursed Archers

-Head straight for the top-left corner (by the broken staircase).

NOTE: Hanging on the ledge stops ALL attacks in their place. Using the corner is like a sweet spot. Use this knowledge to set-up a nice gathering.

Here you can group plume. Ascension and Plume nicely set-up for OH whoring (Wraiths/Legionnaires) and Air grab whoring (Legionnaires).

If you are using OH whoring, youll want to slam the victim into the others for best results. Whenever a O appears on a Legionnaire, use it.

-Upon killing 2 Wraiths, the other creatures will spawn. Kill off the Cursed Archers first since you cant fool them with anything short of going off-screen.

NOTE: You CAN use the lower one (360 toss) if you first lure its melee attack *close range* (away from the corner). It just so happen that the sweet spot corner includes a little of the wall to its left (not past it though) so you could stand right next to it while the other just watch the set-up.

NOTE2: The buckets and boards of the area hide HP orbs.

(upper) 6 Wraiths and 2 Cyclops Enforcers

-You can attack from were the 2 hidden chests are or behind the short wall blocking the path to the lower area.

WALL ABUSE:

1. You can grab them through it, but know that they can hit you too!

2. A regular grab will often launch as per usual but can be broken up by the wall. Often sticking the Wraith in a fall loop above the wall which can lead to it falling back into the room or out. IF out, its AI will struggle in vein to return to where it belongs (easy prey)

When it works, just OH whore while keeping an eye on the Cyclops (rolling backwards will take everything off-screen and therefore cancel any attacks)

The Wraiths kill grab acts basically the same and can lead to the glitchy mime kills we all love. Using it on the Cyclops will only work up to the 2 RBP.

3. You may need to leap into the room to get their attention here and there.

FARSIDE ABUSE:
1. The narrow area leading to the hidden chests is great for killing Wraiths and getting cheap hits in.

-Of course just grab whoring wisely works well too..

NOTE: The above is mostly copypasta of a previous run but should apply here.

Broken Road:Exterior

Proceed to the vine covered column and head to the the ledge, break in (2x s,t) then go straight for the first 2 archers and 360 toss them into the Wraiths. Head for the other archers and 360 toss them. Kick the gate down and proceed across the vine covered columns

Rooftops:Exterior

-"s,t" to OH on the Harpies or air grab them. Typical Minotaur handling.

NOTE: Can be used against Minotaurs and vice versa.

-Progress to the Zf spot then head back (kick bridge down)

Rooftops:Interior A *optional Wraiths of Athens fight*

-Just outside the room they cannot pass so group them and use grab/Plume/Ascension to OH for collisions. Grab whoring.

*bring the Ballista ahead*

Broken Road:Interior *Treasure Room*

-Just bounce/launch to OH/air grab whore for damage on the group. When you see a "O", use it for 360 toss. Simple.

NOTE: There are a variety of cheap ways to handle this including the Ballista itself though that takes some effort to set-up

*get Zf and test it on the coward preventing progress*

Rooftops:Interior B

-Wraiths love Plume to OH whoring. Slam them into each other. Exploit their AI boundaries (sweet spot) if need be.

Town Square:Staircase:Exterior

-Typical rape of Cursed Legionnaires

NOTE: You can exploit their AI boundary on either streme of this area

Oracle's Temple:Exterior

-"s,t" to OH, air grab or grab for Harpies. Abuse the Gorgon's Stare if you like. Typical Gorgon rape. Beware the 'bombing' (rolling alot helps prevent that).

Oracle's Temple:Interior (Combat)

-(lower) Place the statues to block the holes then kill the Harpies

-(upper) Navigate to the Legionnaires and whore 360 toss

Oracle's Temple:Interior (Puzzle)

-Save her

Sewer:Interior A

(lower) There are two pillars you can stand on for higher ground. Using ladders/ledges is good for descending upon unsuspecting foes with Dissension. (into infinite air grab)

You wont fool the Archers on the ledge this way. You can use them (360 toss) if you:

-Launch then use square hits to drop one down below.

-Provoke the Archer melee and parry it to repel them (2 should send them over).

NOTE: Grabs (guided) that you let time out lead to it roaring at you. If you press "X" it cancels right into its usual stance and will quickly decide to attack so be ready to parry.

I suggest that when using this 360 toss of archer strat, you start with the right and work to the left. Also, try to provoke the attack of the Cursed Legionnaires beforing using the toss or they could evade fairly easily.

Of course you could always bounce/launch a Legionnaire then use 3 air grabs for a O to abuse all the same. It isnt too hard to throw a single archer and kill the other two in one go. *again I prefer the right to left so I can manuel aim towards the off-screen targets*

Glitch: While screwing the the tactic of 360 toss (archer) as a foe attacks I was grabbed by a Cursed Legionnaire which cuased me to instantly grab the full HP ("O" appeared) foe and drop the Archer (who was inside the toss range so he died anyway).

Whatever you do, don't count on grabs to protect you from explosive arrows, becuase they won't. Get the Archers offscreen, killed or clear yourself of their line of fire.

Don't let a grab with a "O" foe time out though as it is wasted.

You don't have to do the Archers first if you get them off-screen. (towards the start or the next area)

Grouping them along the ledge at the start then launch/bouncing one into OH (colliding with the others in-air or ground) is a potent strat but the respawn takes awhile to get to you.

Be sure to recall that OH doesn't have i-frames.

(upper) I like to abuse the opening for a 360 toss whenever I can. So Ill be sure not to kill another archer with the grab so it can be used later for greater effect.

I like luring the Minotaur Hammer Grunts towards the top right corner where the Archers are just barely off-screenthen I grab the nearest one and throw it. Repeat. Next I use the other spawn. Repeat.

I could of course just launch to 3x air grab each Minotaur but this helps mix things up in that same corner where the archers are. Or just keep grabbing and kill the Archers so they cant interfere whilst doing the previously mentioned air grabs. Your call

NOTE: Again, the fastest way to take a ful HP version of these foes to "O" is launch/bounce to 2x air grab to Dissension to OH. Using that for HP is a good call. If you have any concerns about the Cyclops Brutes ahead, you could leave some Minotaurs at "O" to return to like Health chests. Novel isn't it?

[/spoiler]

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#5 MrStarkiller
Member since 2008 • 18984 Posts

VH PAIN *part 2*

[spoiler] Sewer:Interior B

(upper) There are 2 higher ledges (later lined with Cursed Archers) and an object that can be used as a ledge to fool AI or as higher ground. It can be attacked through to an extent as well. *be careful as this goes both ways*

The ledges above are a nice cheap place to land Plumes/Spirits but that can take awhile. Their attacks will reset upon touching the ladder and you can get down to bait them closer.

Sometimes the Brutes will keep up their back and forth sweeps longer then usual which is annoying. Recall that during their charge they use a QUICK stomp to Smash which always leads to a roar (opening) *the rest are variable*. If you're good, you can stay in their face with 's,t,' hits while working a 's,t,s,t,T" or 's,t,T' in. Just plume/Spirit whore if you have no confidence in such tactics. (obviously harder to do the former when not 1-on-1)

NOTE: You can cancel out of a Plume at any point but not Spirit or Ascension. Be careful.

When O appears, I tend to at least land a square to triangle before grabbing. Beware that the grab is just an OH in reality and recall I said you are NOT protected during it.

Once the Cyclops Brutes are dead, I like to kill off the 2 Archers on the ledge by the chest first. Taking them down as before allows plenty of 360 toss ammo.

You could of course just take out all the Archers (or get them off-screen) then start air grab whoring for O (Cursed Legionnaire) if the 360 toss is what you want. Miotaurs could be done first but you risk the possibility of not having their HP refill as an option if desired.

NOTE: You cannot interupt the Shockwave strike typically and have to be at point blank to block/parry it.

NOTE2: You can use the checkpoint near the final ledge to your advantage but it's also possible that it could screw up a good thing (Ex: If you get hit or are hurt as you trip it).


Desert of Lost Souls


Desert:Exterior A *Desert Siren Sacrifice*

-Each has 125HP

-false grabs stop any of their attacks (including their shriek). Shriek can be interupted with any strike.

-If you create distance and wait long enough (after getting a Siren on the offensive) you can get it to return to wander mode.

-Keep away from the Minotaurs *preferably off-screen*
NOTE: If youre really skilled at set-ups, you could slam (air grab) a Minotaur on a Siren

-Upon hitting Siren 2 or Siren 3, two Minotaur Hammer Grunts spawn
NOTE: They will not stop respawning until the Siren they are paired with is dead
NOTE2: Obvious source of Health if you need it

-Plume/Spirit whoring *distance*, square mashing (6x square), 's,t', 's,t,s,s,s,s,t', 1x square to block, etc. all work well enough.

-Plume does 3, "t1" does 3/3, Ascension does 4, Valor does 5 and Spirit does 1/6 (7). During their shriek's charge up they are wide open but Valor and Spirit take too long to reliably set-up. Ascension is fairly quick and needs only land the one hit. Plume takes longer to set-up then Ascension and is weaker. "t1" is made of 2 Plumes (stronger then Ascension if both hit *which they will most probably during this opening) and generally lands just fine.

Rather then 42 Plumes for "O", I could use 32 Ascensions.

Siren 1 Land an Ascension during its 'wander'. Get in defensive position until it either 'wanders' again or tries the shriek. In either case land another Ascension.

I find this really simple/easy though tedious. Easily the fastest way if you properly handle the attempt at repeated uses once you see a 'stun'.

Though you'll find yourself a tad distracted using this against the other 2 so long as their Minotaur help is meddling.

NOTE: I wasn't able to find a reliable way to keep up a loop of Ascensions infinetly (6 in a row being best so far). I used blocks to shorten the buffer after it lands.

Siren 2 Spirit whore or repeat the above. If the latter, you should lure the siren away over and over again (managing the fight). If you get the chance, try for a loop of Ascension stuns while being ready to guard.

Siren 3 Repeat.

NOTE: You could try using collisions on the Siren but its hard.

NOTE2: It's a real pain, I know

Runes:Interior

-I don't like the interference of the conveyor so I destroy the spiked roller before getting the block out and doing the typical Cursed Legionnaire handling

Desert:Exterior B *Temple Sirens battle*

-9 Temple Sirens with 100HP (3 spawn points)

-Inhale can be broken with any hit. If too close to the Siren (being above it changes nothing) you will get hit. When being sucked in you can time an Ascension for a launch. When in-air, use Dissension for a bounce or a single hit to cease their attack.

-Plume/Spirit Sirens to cause bounce and get them on their back. Getting them off-screen helps set up openings to do this. Beware that when you are airborne or have them off-screen too long, they will try to use their inhale.

-A Siren is vulnerable on its back or when spawning. Launch it (Ascension) into Infinite Air Grabs (5 when fresh, 2 after mid-grab) or Infinite OH *harder to manage with other creatures present but faster*

-Whenever the mid-grab O appears, feel free to land extra hits before using it.

-Whenever you kill a Siren, try to quickly find its spawn point and abuse the opening

NOTE: This fight just never feels "perfect" because Sirens aren't as easily caught as Legionnaires and the like when the set-ups for OH/air grabs. Total pain in the ass.


Pandora's Temple


Pandora's Temple:Exterior *Desert King fight*

-350HP each (290 damage until "O" appears)

-You could obviously Plume/Spirit whore. (grouping) Using the sweet spot to the left of the bridge.

-Another way is to use the sweet spot by the stairway for Ascension whoring (73 for "O")

NOTE: You'll probably want to stick to the former so you can hit both at once

NOTE2: Obviously reaching "O" and the mini-game/kill grants HP orbs

Pandora's Temple:Interior *Desert Wraith/Cursed Archers*

-The ground grab (non-finisher) for the Wraiths will not shield you from Cursed Archers. Like all Archers, these will NOT be fooled by Sweet Spots

-The area along the closed door (the one you came through) is a blind spot where Wraiths will not attack you but if burrowing, they will pursue you.

-The area with the Athena statue (where you later return with the box) can be used once (with R2) as a break in the action in that you are invincible to attacks there and creature will halt

-Getting the Archers off-screen will keep them from interfering with your Wraith killing

-Bunching up the Wraiths by the Archers (4 total) is good if you use the 360 toss. Bunching up the Wraiths in the blindspot is best done with no Archers still livingwhen this condition is achieved, bounce/launch one into OH while guiding it for collisions against the others
NOTE: You can use the 360 toss as an invincibility frame against their burrow and if timed right, the throw will hit the Wraith as it rises out of the ground

-Dont forget that if a Cursed Archers arrow hits an enemy, it will explode instantly rather then have a delayed explosion, cancel out or be deflected. If youre too close to this, its like an unblockable hit.

-Along the walls are statues of Zeus. The first one of the left/right have dark corners before them where the camera doesnt show much. Abusing this will limit Wraith attacks to burrows. More so on the right side then the left.

-The only good thing about the Desert Wraiths air grab breaking is that when it does, it wont follow up with Burrow as it would otherwise. REMEMBER that after a grab, air grab or three blocked hits in a row, the Wraith will burrow *also if left alone long enough it will do it randomly*. If you stop before a third blocked hit in a row or get to land any other hit before the Wraith lands from its grab, you can prevent it. (know that hits by other creatures on it will also count) The air grab leaves no option other then uncontrollable breaks concerning burrow prevention.

Chamber of the Crystal Eye:First Visit

-Grab kill all the Archers


The Challenge of Atlas


Hole Room:Interior A (lower)

-Typical grab whoring

NOTE: (If things are going well) Trigger a checkpoint by leaping up to the broken stairway leading to "Interior B" (upper) then leap back down.

-I first tried retreating to the "Rotating Wall Room" where 2 more Gorgon Assassin's and 2 Cursed Archers awaited Kratos.
360 toss Archers at the Gorgons. If you see a "O" on a Gorgon, might as well use it. *better when they are staring*

After using up the Archers, it's time for classic launch to air grab whoring.

NOTE: 7 Gorgon Assassins appear after killing all the Undead Legionnaires. There are 4 Cursed Archers and 2 Gorgon Assassins in the pressure plate room

NOTE2: If you flee for the hallway before the pressure plate room, one of the 7 will spawn and ambush you.

NOTE3: There are lots of breakable objects in the lower area that grant health orbs

NOTE4: Now that you have Artemis, you can 'trick' attacks but it isn't really necessary here unless you just wish to NOT roll around avoiding their 'Stare'.

NOTE5: One of the best tips is an obvious one, you cant be petrified during a grab/air grab!

NOTE6: Standing atop the broken stairway is like being on the ground below but never close enough for the Gorgons to register that they should attack (though it wouldnt work). You CAN be frozen up there and if you do, you cannot break out *or die*.

NOTE7: 88 damage of 135HP must be taken to reach O with the Assassins). The best way is of course 3x air grab to "O" or 4x air grab

Rotating Wall Room *Fallen Legionnaires*

-'s,t', plume, etc. to OH or air grab whoring (preferably at each other)

NOTE: These don't have a "O"

Hole Room:Interior B (upper)

-The Fallen Legionnaires are no better then Cursed Legionnaires

-The Cursed Archers are pests when crossing without having kill them first. You just GOTTA BE HARDCORE (speed run tactic - rush and hope for the best)

Underground Battle:Interior *rope*

-Typical rope tactics from back in Athens *it's fairly suggestible you go slowly across and take out the foes behind you first*

NOTE: Fallen Legionnaires are grab happy bastards. Oh, and they don't care if you are just about done grabbing a punk off the rope, they will hit and interupt you

Underground Battle:Hades' Shield

-360 toss whore all Undead Legionnaires

-Launch/bounce to air grab/OH for "O" then 360 toss the Fallen Legionnaires (very easy fight with grab whoring)

Conveyor Belt Hall:Interior

-Typical Cursed Legionnaires (you could dump them into the crushers)

The Cliffs of Atlas

-Grab Harpies

-(Wall fight) Leap across and grab. Cross the gap then return and let your foes leap to their death. Repeat a bunch. Head towards the top and grab up at 2 Legionnaires. Repeat. Kill 2 Harpies with square hits. Lure 2 Legionnaires into leaping (block their path). Leap across then back and repeat this trick on the next 2. Get across the gap (it's possible to leap and not grab the wall *landing on the platform*) and kill the final Harpy. I next leap across to the platform with a chest then leap up and pull the lever.

Atlas Handle Room

When handling the Temple Sirens I liked throwing (bust the shields or glitch grab) Legionnaires at them especially. (especially potent when they are at "O", Charging an attack or downed)

When nothing else was around and a new Siren spawned, I'd greet it with a bounce/launch to OH whoring then lay down a serious beating before they recover.

NOTE: It's best when you ration your Legionnaire arsenal.

The Chamber of Atlas (handle/statue/breakable door)

(lower) 3 Cursed Archers, 2 Minotaur Warriors (275HP *2x air grab to 2x launch to OH for "O"). Later around 8 Cursed Legionnaires and 4 Cursed Archers

-Grab rape the Archers then typical Minotaur handling

NOTE: If you stand at the side of Atlas Statue (a little behind the shadow) you can be close enough to attack a Minotaur but it will not attack back.

---There are 3 places you can use the action button (R2) to trick here. All revolving around abuse of text screen giving ABSOLUTE invincibility at ANY point..PERIOD..SRSLY. Ive used this else where (entrance) but in those places it could only be done once so I didnt make a big deal about it. Here it is freaking sweet. The locations are:

-The handle-less crank (where it says Yes/No; keep choosing no). Ive not tried it without getting the handle. It would likely keep asking for the handle but work nearly as well. IF you put the handle in it, the trick cant be used ther

-On Atlas statue

-On the large doors we break later
NOTE: Using the above is super sweet. Id advise it be tried by all for the sake of a good time. Creatures WILL continue any attacks they start when like this but nothing can hit you during this period.

Just wait until their attack ends and theyll stand stillor wait for an opening large enough to interrupt their attack. Whatever. Do what works and have fun.

(upper) Typical Fallen Legionnaire/Archer handling

Chamber of the Crystal Eye:Second Visit

-(hallway ambush) Typical Cursed Legionnaire rape

[/spoiler]

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#6 MrStarkiller
Member since 2008 • 18984 Posts

VH PAIN *part 3*

[spoiler] Challenge of Poseidon


Pandora's Temple Hallway:Interior

(Cerberus Arena) Grab/OH whore Seeds to death. Slamming them into each other works out great obviously *as seen done by Shinobier*. With JUST the Blades we cannot interupt their 'birthing' short of reach a "O", using one or killing it outright so leaving a "O" alone for such a precaution is advisable.

NOTE: I whored off-screen to keep Breeders under control. That's right, Breeders. I was too rusty to properly get ALL the Seeds killed so I had to deal with extra Breeders but that's no big deal really. (prevents attack AND lures them)

NOTE2: (new tactic) I used roll to Ascension *while they were off-screen so they just suddenly have their AI turned back to combat mode but not soon enough for defense*..this is HIGHLY successful at landing launches with the Blades on a Breeder with the reliability I so love.

NOTE3: Whore air grabs until dead. It'll take 30+. I got lucky when the process sped up a bit because one Breeder didn't wait his turn and walked underneath us so he got his with a collision penalty *HA! HA!*

-(Desert Kings) Plume/Spirit whoring basically.

NOTE: You could pull the box in place of the gate to block them then exploit that. (or a variety of tactics using that line of thought) You could even head further back to the original entrance as a sweet spot of sorts. Unnecessary really though I found splitting the two Cyclops up was to my advantage.

NOTE2: Cerberus Seeds *stomp* and Desert Kings are great sources of HEALTH! I slip up now and then so I keep a plan for getting orbs such as leaving both Desert Kings at "O" for a final HP boost clause. The Seeds cover whatever health I lost against the Breeder/Seed fight. Then I go back to get the rest.

-(Archers) Quick Roll and grab whore really

-(Seeds/Archers) Activate the spawn of Seeds then waith out of the line of Archer fire...plume the group then OH them into each other and grab whore. Repeat until they all die. Then go after the Archers.

Cliff 1:Exterior (Captains)

-Launch/bounce to OH/air grab whore (2x) to mid-grab into early Ascension to OH/air grab kill. Easy.

NOTE:To create said bounce I would use roll to T (Asension) *if failed I'd follow with Dissension*. Once "O" appears, I hold block to fall faster then grab it, and hold triagle.

NOTE2: Beware the checkpoint at the entrance of this fight as it is CONSTANTLY active. You can use this to help if you are doing well but crossing it while doing poorly craps on the restart whoring tactics

NOTE3: The mid-grab CAN cause collisions though I wouldn't entirely count on that happening/helping

Glitch: I encountered a glitch "O" (false) for a Captain today. Lovely. Though I killed him just the same...strangely he was resistant to Launches but not bounces.

Cliff 2:Exterior (Minotaur Warriors)

-They just BEG for Homerun and Punt here...I really hate to deny them that small pleasure but alas...PAIN conditions. Instead, I did the standard but left 2 of the 3 at "O" (I couldn't get the third to "O" along with the other as it just died...). Of course I exploited the save point ahead for checkpoints so I wouldn't screw this up. Got to have HP refill as an option if I screw up the handling for a tougher battle ahead right?

NOTE: The checkpoint here works like the one above. Be careful.

Cage Push:Interior

-Push the cage to the first rock and deal with one Legionnaire Captain. As before, launch/bounce to air grab/OH (2x) to "O" to early launch to OH/air grab *use the latter when not 1-on-1*

-Push it to rock 2. 2 Captains spawn. (but quickly leads to 3). Again, I decided it was best to weaken each to the point of near death so I could land swift kills on all 3 at about the same time. (leaving just one launch to air grab/OH left per foe being ideal but this strat is so fast it could prove unnecessary to be so tricky)

-Quickly push to rock 3. Repeat (4 Captains). Get to Rock 4 or go for the finish.

NOTE: These are the tactics I've used in the past to succeed. No need to get fancy here with the Blades. It was hard with JUST Artemis without such planning.

Poseidon's Grotto:Interior

-Dissension (out of the water) to air grab to grab/OH and back to the water. Hit and move. OR go balls to the wall with plume/'s,t' to OH and grabs.

Poseidon's Temple

1. Kill all the Harpies, roll to Ascension the Breeder then juggle with square hits over the side.

NOTE: IF it needs to be positioned (IT WILL), use OH while turning straight into an Early Ascension then juggle it to the water

2. Hit the Breeder with the Harpies for the lulz. Repeat the above.

3. Roll to Ascension to air grab infinite the Breeder to crush ALL the harpies *again for the lulz* then use OH (if needed) for position before launching into the juggle.

NOTE: After a bounce (Plume) or launch (Ascension) the Breeder has a downed state that is EXTREMELY vulnerable to those two effects. You want to keep it in that state when not airborne. Dissension, t1, etc. all do well (obvously Plume, Spirit and Ascension have no troubles either)

Swim Tube 2:Interior (Arena)

1. Abuse the water (Dissenion to OH for Cursed Legionnaires and air grabs for Harpies) entirely. Or knock foes into it with the likes of Valor...or better yet 's,t' to OH (turn).

2. Abuse the high ground (though it is questionable to use High Jumps to get up there it can be done without it) for taking out the Harpies first. Then it's just standard fair for Cursed Legionnaires

NOTE: Just leap off the right-side chest towards the platform sticking out to grab an invisible ledge going diagonally from its tip/side to the actual ledge. It's difficult to explain. OR you could use the UBER JUMP (angled/timed) but that takes familiarity and skill with the exploit. Again, HJ would work too.

NOTE2: They lack the "O" here.

NOTE3: There are about 9 Harpies and approx 20-24 Cursed Legionnaires

NOTE4: You are not invulnerable during Harpy air grabs.

3. F*** it. ALL BALLS. TO THE WALL. (rolling to t1 to air grab whoring, grab whoring, OH to be fancy, etc.)

NOTE: I save the next fight for after this incase I want Health *planning ahead*

Swim Tube:Interior (Captain Chamber/Muse Key)


1. The narrow area with pots leading to the item chest, behind the cracked wall, is a decent place to fight if you are good with OH usage. OH is weakened in there but air grabs aren't. Also you'll be slapping fools into each other.

2. Fight in the open area as per usual.

3. Fight at the water front (entrance). It's quite easy. Would be even easier if they let you knock/pull them into the water. Just stand at the water front and use the typical handling. They will basically sit and take it.

NOTE: You can use their mid-grab to cause damage to the other Captains if lined up properly. There are only 6 here.

NOTE2: Use the vases for HP (easily worth 100HP)

NOTE3: OH on from a different plane tends to miss after one use

Amphitrite's Temple

-4 Minotaur Warriors. Too easy.

NOTE: Dump them in the water, 3x air grab, rape for "O" to get HP, etc.

Chamber of the Crystal Eye:Third Visit

-(Hallway Ambush) Magic Legionnaires. Shatter shields to 360 toss, hit during spawn or knock away with 360 toss to enable glitch grabbing through shields, etc. Easy. I especially favor kills with their shields intact still..cause f*** their stupid Artemis cockblocking hunks of glowy bulls***

The Challenge of Hades


Hades' Hall:Interior (Centaur Sacrifice)

Blood Pool - like a body of water, leaping into this will stop the AI dead in its tracks. When things are getting too crazy for you, take a dip. If you wait long enough, they will begin wandering aimlessly.

Bounding out of the water into a (BoC) Dissension then air grab whoring works well and is fairly safe. (Shinobier used this old tactic)

NOTE: This will also 'stand' any downed Centaur.

Blood Pool ledge - This takes on the properties of whatever you were on last. Basically water or land.

Obviously if you were on land last, the ledge offers no advantage. IF you were in the blood pool last, the AI will believe you to still be in the water.

Ground attacks typicaly cancel upon crossing over the ledge to the floor. ..........

Centuar Shockwave - When you see a Centaur standing still at a distance, odds are this is what it is plotting. It is a little wider (cone area of effect) then it looks.

Rolling isn't a very good way to dodge it. IF you were in the center of it and you then rolled..odds are (despite looking like you are in the clear) you often take a hit. You CAN 'trick' this and the i-frames last just long enough (longer then you would think if you don't move *canceling it*)

Close Range swipe - This one catches me off guard a lot. IF you see a Centaur at your flank (close) just standing there, odds are he is plotting this attack.

Energize - Alot for its bow shots and augmented Close Range swipes. While like this, they will NEVER use their shockwave.

Bow shot - These don't hit hard but can suck if they stop you from finishing an action. They'll end grab attempts (sometimes BREAKING grabs that have already started), prevent other movement and perhaps worst of all they knock you directly to ground level if you were in-air.

IF you were using a launch to evade an attack (perhaps on-going) below, this would take you right back into the pain.

Counter - When you hear the clank of their block, they intend to follow up with a strike similiar to the Close Range swipe. You can greet this with (using proper timing) physical hits as the swipe ends. (Plume/Ascension..........)

NOTE: Beware that like lots of othre creatures, Centaurs can provoke each other into attack. Often there exchanges lead to lots of Counters.

If you feel you are leaving a Centaur (or two) unchecked too long, you should regain control with a dive into the pool
When grabs are broken/prevented, often the "O" stays on the Centaur as it goes about its business. IT'S A TRAP. Don't fall for it.

IF while in combat, the thing is behaving like it isn't dazed, it is unwise to grab at it. It will reach as a false grab which leaves you wide open for taking punishing hits.

One solid (one-on-one) strat is to launch/bounce the Centaur then air grab whore for "O" (or OH it)..just as it begins rising you can use a launch to set things up again

You can use the mid-grab (guideable to an extent *difficult*) to cause huge damage to other nearby Centaurs. After it they are open for an OH. Try to hit them with each other.

The finishing grab knocks the Centaur back and to the left (Kratos perspective) so be careful of where a grab will send the Centaur's corpse. A ground kill will send it hurdling backwards a bit farther then the grab kill but it will be straight.

I forget how the air kills work exactly but perhaps the sacrifice circle registers kills in the air so long as they too are within the circle. *It should work*

If a finishing "O" is present and you don't believe you can reach it in time to gaurantee the sacrifice takes OR you feel you'll be menaced before you can use it..don't go for it. Instead wait it out for another go of it with the usual

Centaurs can give HP orbs but don't count on it. You have to do well here.

There are a few ledges you can use to stop the AI but they aren't terribly useful against these guys...............

There are also a couple of action (R2) areas that can be used but not effectively (sad but true). The stairs aren't a great place to do battle.

Often the corpse needs to be at least halfway in the sacrificial circle to count. As far as I know, it is not possible to knock the Centaurs over a cliff or into the blood pool..not that it would be helpful, but just noting it.

I don't yet know what the old PAIN tactics were but I have new ones.

(New Strat) Go to the dark tunnel that spells out the obvious for us. Now:

-(Back to darkness) False grab a Centaur and block right away (getting both of you away from the stairs *and other Centaurs*). Repeat until clear of distractions.
-Launch to air grab (5x) for "O"
-Use it then abuse early Ascension to air grab (4x) for "O"
-Leave it and start up the process with another until it is at its final "O" (leaving 2 of 3 Centaurs at critical)
-Race down below and use whatever tactics you like (Blood pool is good) to hit the Centaurs until you get another "O" (Centaur final grabs tend to reappear on weakened foes) and be sure to AIM where the grab will toss their lifeless body. Do this until you are sure the 2 you worked over are dead. *this step can be hard to rush so take your time with getting the new Centaur in place*
-Head back up and start over

NOTE: I've noticed that once downed (and rising) they are EXTREMELY open to Plume/Spirit. I can often get the whole group as they go down the stairs with a Spirit and work back for another just as they get up (s,s,s,s,s,t) until I get a "O" by the first circle. It takes a bit more effort for the other.

(ALT STRAT) - BALLS TO THE WALL *again*. Just don't suck at the basics of the grab whoring strat, excell at using OH/mid-grab to cause collisions and abuse the pool when need be. Shinobier did it well but a bit slow because of how cautious he was for the recording.

Hades' Maze:Interior

-3 Gorgons, 3 Centaurs, 5 Cursed Archers, 6 Cursed Legionnaires
-2 Cursed Legionnaires, 4 Cursed Archers
-8 Cursed Legionnaires, 2 Cursed Archers
-6 Cursed Legionnaires and crusher

-(Lower) First, hit the Gorgon with the Cursed Archer (360 toss) then the usual

-Next, 360 toss the archers at each other.

-Bait the 2 Cursed Legionnaires and Gorgon Assassin then retreat to where the first Gorgon Assassin was (their AI can't cross a certain point *when you see it you'll understand*) and Launch to OH (for collisions) to kill a Legionnaire and Gorgon at least. Kill the straggler

NOTE: This could be done where they spawn using Plume to OH whoring but you've got to be quick and there is the chance a Legionnaire will attack upon rising or the Gorgon will evade and hit you

-Rush past the 2 Centaurs and Gorgon Assasin and head straight for the Archers behind the 4 Fallen Legionnaires (Rip one in half then 360 toss the other at the Legionnaires).

NOTE: The Fallen will NOT go past a certain point towards the Archer position so this is another exploitable location
NOTE2: You could save a Legionnaire for tossing at the Centaurs/Gorgon

-The strat I used with baiting Centaurs away from the pack applies in the narrow hallway (the one that looks AT your foes rather then blinds you) as well so do that then rape each individually. You could also slam the Gorgon repeatedly (with OH) into them for HUGE damage or even bait its stare *with them in the way* and shatter the petrified chumps.
NOTE: If you are good enough with the basics of Centaur rape with grabs, you probably won't need to get so fancy with the hallway bit

NOTE: Centaurs juggle well

(upper) Rape everyone. Legionnaires and Archers. Nothing special.

Architect's Cave A

-3 Tormentors and 8 Cursed Archers

-You can obviously exploit the Archers for 360 toss damage on the Tormentors (600HP) and a lovely knockback while killing off a pest. If done well you can launch/bounce a Minotaur then OH/air grab them off the cliff.

NOTE: Minotaur Tormentor's juggle fairly well. I use square hits until I see a stun then block cancel into 's,t' (bounce set-up). 2x Air Grab then about 3 OH for "O". They are particulary vulnerable to Ascension and "t1" while spawning. "t1" is often effective.

NOTE2: I advise killing the higher (of the two first spawns) Minotaur first as it doesn't trigger the third spawn *the lower one does*

NOTE3: Again, Minotaurs are your 'heal ticket'

-(Side route) Legionnaires and Archers

-Rope tactics

Architects Cave B *Arena*
-2 Centaurs, 3 Tormetors, 12 Cursed Legionnaires?, 4 Cursed Archers

-Rape the Legionnaires

-Get to the top-left side and start using 's,t' or "t1" to bounce then OH each foe over the side. It is VERY GOOD to kill the 2 Minotaur Tormentor spawns of that location as they spawn (since they are more easily launch at that point). The Centaurs are the easy foe to kill but VERY dangerous if the are allowed the chance to use 'Shockwave'

NOTE: Low walls on the top-left, top and top-right are great for sending foes to instant death hell. I advise 's,t' (or just "t1') to OH (guide it over the side). IF you are good, you could kill everyone before the Archers spawn

NOTE2: Minotaurs give about 50HP (or more) *rather generous*

---I feel like I kicked the Challenge of Hades ass a bit harder then I had previously due to a better understanding of Centaurs and better exploiting of AI boundaries (also instant kills). FEELS GOOD MAN---

Minotaur Boss Gate:Exterior

Pandora's Guardian

Stage 1 - (100 per vent *5x*) I was trying new things:

-(left side) s,t,s,t *parry/repeat* OR (left side) ROLL *tricking the claw swipe* to 't,s,t' *repeat*
-(always) Spirit from distance during crazy pounds. 's,t' during headbutts

NOTE: I don't recall the old strat but I fancy the new roll tricking one
NOTE2: With his 'stun' and mini-game slam combined, you get about 90-100HP worth of orbs.

Stage 2 - Same. Roll past Minotaurs flank during flamethrower and other new specials (annoying) to cause his cycle back to the gate *right where I want him*

Stage 3 - (150 per vent *5x*) Skipped via Double Lever Pull

Stage 4 - (1,500HP) Sweet spot with "s,t,s,s,s,s,t,T" whoring until he dies

NOTE: You COULD do the Stage1/2 strat (roll tricking) even on Stage 4 but his recovery is a tad faster. At least we can block/roll cancel out of plumes

Minotaur Boss Gate:Exterior *AoH trial*

-Lure the Harpies up top for grab whoring
-Legionnaire rape below

-(alt) Go to the gate (by the dead boss), and be a badass using the camera advantage and typical tactics.

[/spoiler]

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#7 MrStarkiller
Member since 2008 • 18984 Posts

VH PAIN *part 4*

[spoiler] Chamber of the Crystal Eye:Fourth Visit

-(Hallway Ambush) Legionnaire rape

The Cliffs of Madness


Bridge to the Cliffs of Madness (3 Satyrs)

-Either block until they taunt (launch to OH over the side of the bride *low walls*), launch to slap (aerial recovery killing it) or grab to 's,t' (time "t1" to hit with second hit during the Satyr 'righting' animation) to OH. Pretty easy stuff.

Cliff Exterior

-You could take them back to the large Zeus statue's hands (sweet spot), knock them over the VERY LOW invisible walls of a choke point *the bridge* and even abuse the location of the breakable wall as another choke point/sweet spot.

NOTE: On the bridge, the camera shifts easily with even a double jump...to the point that you can cancel the attacks of foes

NOTE2: There are 2 strangely placed checkpoints you can trip here. One by the book can be tripped over and over again. Another by the breakable wall can be tripped once it seems.

-There can be a variety of handlings for the Archers along the way but I stick to: gap cross, rip in half, gap cross *into aerial s1*, 360 toss, kill the 3 Harpies *while bunched is good* then 360 toss (all 4 Archers) and cross the rope.

-360 toss the Archers at the Legionnaires and get the rest over the cliff however you like. Though you could abuse the rope at the start and the narrow pass back there. *semi-sweet spot* Now use the elevator.

NOTE: There is a retrippable checkpoint near the rope as well as a relief from onslaught as the Fallen Legionnaires can't get on it/cancel their attacks and Archers are off-screen

Cliff 2:Exterior

-Kill the 2 Archers

Cliff 2:Interior *Cave*

(Lower) s,s,s,s,s,t (Spirit) AT the wall until just before you use Spirit on the 3 Legionnaires then quickly go for an Infinite OH (3 will due). Return to your spot in the corner and repeat until all 12 Legionnaires are dead.

Satyr tactics/tips with the Blades:

-360 toss foes at them

-bounce/launch to aerial recovery 'bait' (over cliff) or OH over the side

-Grab whore: It takes 14 to kill so it's as good as ever but the demand on your fingers over time and the need for a window of about 3 full seconds left alone *during struggle* is a bit much.

-OH abuse: launch/bounce (down then the aforementioned even *grab*) to 't1' OR Ascension *LAND crucial hits during the rising animation!* to OH and repeat. You have to get used to WHEN you need to land the hits to get the Satyr back in the air reliably. MASTER THE FEEL FOR IT! It's crucial later.

NOTE: You could probably use Plume during the 'rise' as well. Or even Dissenion to air grab whoring or OH. But why use Dissension over 't1' which is 3-6 times its power? It would be nonsensical. Plume is either as strong or half the power of 't1' (depends on whether you get one or both of the hits in). That's not count the "s1" prior to "t1" in 's,t'...and Ascension is 2/3 as strong or 1/4th stronger then 't1'. Thus I strongly suggest a player use 's,t' to OH *paced* on a downed Satyr until it dies.

NOTE2: It takes about 25 OHs with Ascension used. It takes about 20 OHs with 's,t' used *after 1 Ascension to OH for starting things off* It takes about 88 air grabs with Ascension used...curious that is how many Ascensions it takes to kill a Satyr..so I do believe that states the air grab *at least here* does no damage her and possible non elsewhere in GoW1...though I could have sworn I'd killed a GoW1 Satyr with the air grab before. USE the OH strat. *faster, easier, etc.*

NOTE3: Satyrs are also open to ASCENSION during their Pose (stance) *it's a trap for many other attacks*

NOTE4: It's possible the Ascension whoring (versus 't1') to OH strat could be blocked IF you are too early so you need to get good wit hthe timing

NOTE5: You can abuse the ledge. Grab it by the sweet spot displayed in FiveGlory's video *a single jump should catch it* and shimmy over to the first vertical rope. *just before it* This is the place you need to be.

Lure the Satyr close to this spot then get on the ledge...he'll stop whatever it was he was doing to just watch you...
Jump off towards the Satyr and use Dissenion to air grab but this strat isn't that effective.

Wait too long on the ledge and he'll wonder off.

Shimmy too close to the rope and you'll release the ledge

(Upper) Kill a bunch of Fallen Legionnaires. Leave and go up the elevator.

NOTE: Hades Satyrs have 50HP less then the real Satyrs do it is likely it'll takes less of the OHs, grabs, etc. to kill them.

Necklace of Aphrodite

-Get it, get out, get down

Cliff 2:Exterior

-Kill the Archers and Legionnaires

Crank Platform Bridge:Interior A

-Rape Satyr 1 then lure and rape Satyr 2

-4 Cursed Archers are across the way and we have no way to fight them without getting up close...this is no easy task and it is hard to give tips on how to get across without getting hit (a bit of luck in my case). So I can only advise toughing it out until you can cross while restart whoring.

NOTE: There is a checkpoint you can keep tripping at the ladder outside the entrance which I advise using before trying to deal with the Archers so you can restart whore after clearing out the Satyrs properly.

Crank Platform Bridge:Interior B

-Lure and rape the Satyr then kill the 2 Cursed Archers

NOTE: Lure it to the Bridges and you can use the cliffs to kill it

Cliff 3:Exterior A

(Upper) Kill the 3 Tormentors. Launch to 3x Air Grab the closest one. Then its respawn. Then use square hits until the final one shows signs of a 'stun', block cancel to 's,t' then 3x Air Grab (or 2x air grab to whittle at its HP enough that you can work for "O" at a reasonable rate). You may wish to leave one such "O" around for HP after dealing with a section or two ahead.

-Kill the Archers

(Lower) Rush for the Archer's position *for the checkpoint* then 360 toss them at the Satyrs. After that, dump the Satyrs over the cliff

Cliff 3:Interior

-(Cursed Archers, Fallen Legionnaires and Minotaur Tormentors) Abuse the Archers for 360 toss *obvious*. Any Legionnaire at "O" should be 360 tossed. Use Minotaurs for HP if needed.

NOTE: You don't get a checkpoint in this area so be careful!

Necklace of Hera

-Do the cursed puzzle

NOTE: Remember not to roll during the visual cue after getting the necklace or you die!

Cliff 3:Exterior B

-Typical wall handling *mostly*

-Use necklaces

Cliff 4:Exterior

-Go back to the gap for a sweet spot. I like abusing Valor while they all bunch up. Use 360 toss if an option. When just the Minotaurs, either 3x air grab or get them over the cliff.


The Architect's Tomb


Architect's Room:Interior A *hallway*

-Typical Captain rape (4)

Architect's Room:Rooftop *Desert King/Super Seeds*

-(15 Super Seeds) The old Shinobier strat of abusing the doorway is still an option (sweet spot). Keeps the Desert King away and lets you just grab and toss the Seeds (at each other) for OH whoring...though I suggest instead you use Ascension while they group at the door way and begin whoring OH then rather then after a grab since they can glitch fail. When left with the Desert King, destroy it the usual way.

NOTE: It takes about 10 OHs to kill a Super Seed *about 10-20 damage?*.

NOTE2: (Breeder) 29 'Ascension to OH' to kill *about 10 damage per OH*. Ascension to 40 air grabs *about 10 damage each*. Ascension is what creates the difference in the total number needed for each I feel. The OH way is probably faster but the air grab way is safer if you wish to keep everyone behaved and possibly land a few collisions out in the open.

NOTE3: When I let a Seed become a Breeder, I found it amusing to launch it by the Desert King and keep using the air grab infinite to cause collisions.

Architect's Room:Exterior

-3 Desert Kings. Kill them.

NOTE: Sure is nice of them to give HP orbs

Zeus' Temple:Interior *Harpy Conveyor Belt*

-You could kill all all the Archers first or save them *back to front* for 360 tosses at the Harpies

-In the back area I used VALOR this time around and due to its knockbacks (collisions F*** YEAR), it destroyed Harpies a bit faster then Spirit whoring tactics of the past.

-When their numbers thin, you'll want to forget about Valor whoring for collisions and head to the first conveyor so you can get as close as possible to the rightside conveyor while grabbing Harpies *between rolls*

NOTE: Watch out for harpy bombers *wait until last second then roll away* Rolls also discourage this attack.

NOTE2: BE MINDFUL of your rolls and the ROLLERS

NOTE3: Abuse the camera *from the back platform* mostly making the Harpies docile then running out (with a Spirit/Valor combo) onto the conveyor belt before retreating againREPEAT ad nauseum

NOTE4: There is a REDICULOUS number of Harpies here so play it safe rather then rushing for an end (55 Harpies). 1 Cursed Archer on Platform L2. Another on R2. 3 Cursed Archers on L3. Another 3 on R3. 6 Cursed Archers on by the exit. (14 total)

NOTE5: Beware that you can glitch drop an Archer near rolllers. Near ledges you can drop them and Harpies mid-grab. When grabbing by a roller, you will take damage. Their platforms will destroy you after the warning shot so get on/off quickly!


The Underworld


Hades, Above the River Styx

-6 Hades Legionaires (Captains). Rape them.

Hades Rollers

-Kill some Hades Archers along the way. Crush the Hades Harpies with s,t to OH, grab whoring, etc. Be careful as both are more dangerous here versus the opposite case for most other foes encountered

NOTE: Grab whoring is quite suggestible.

Hades Elevation

Level 1
-About 6 Hades Archers. You just have to rush them. 360 toss them to death.

NOTE: Air blocking can help if you know how to use it.

NOTE2: I would restart whore to test the position of the platforms until I found a pattern I liked, then work with that.

-3 Hades Archers and a Hades Minotaur spawn. Grab the center Archer and 360 toss it at the Minotaur to send it over the edge. Then. Grab kill the 2 Archers on either side (the one on the right has a respawn).

NOTE: Use Dissension or something to get it off its feet before getting to its level and grab killing it.

Level 2 right
-A Hades Archer spawns along with 4 Hades Minotaurs

Level 3 left
(lower) 1 Cursed Archer down low. 8 above. 2 Hades Minotaurs. I typically look for a clearing to head straight for the upper level (getting everyone offscreen will relax things), then head below and 360 toss at the Minotaur. Rip the first spawn in half and 360 toss the respawn. Repeat counter-clockwise around the platform for best results.
(upper) 4 Hades Arhcers and 2 Hades Minotaurs. I head for the rightside Hades Archer spawn QUICKLY then 360 toss both (of that location) before using up the leftside spawns. After that it is like Tormentor-lite fighting these chumps.

NOTE: If you need HP, use the damn Minotaurs!

Level 3
(lower) 2 Hades Archers. Kill these two first.
(upper) 3 Hades Archers. Get them off-screen then rush their position (far-rightside Archer is the target. 360 toss him (manuel is best) at the others.

Hades A *11 Hades Satyr fight/Bridge of Hades*

-Mastery of the Satyr OH abuse strat (with 's,t') and proficiency with altering an OH's path *to slap Satyrs into each other* plus a bit of grouping skill....are the keys of this fight. I don't have any fancy exploits outside these tactics for this fight. Skill is what is needed here. Skill with a handful of advanced tricks.

Hades B

-2 Hades Archers "asking for it"


Return to Athens


Destroyed Oracle Temple

-3 Enforcers (2 at a time). Destroy them.

-3 Minotaur Hammer Grunts. Rape.

-3 Gorgon Assassins and 4 Cursed Archers. I advise you 360 toss at staring Gorgons..possibly by going for the higher Archers first.

-4 more Archers. Rush and kill them.

-2 Minotaur Hammer Grunts *good for HP orbs*

NOTE: Leave them at "O" until after you kill the Archers ahead!

-8 (?) Archers, charge and rape them.

NOTE: Between the start of the Temple and Ares1, there are no trippable checkpoints. So you should hit R2 on the save point before Ares. For replayability when loading up for that file in the future, I let Ares win right away, respawn at that point then SAVE so I can always skip the cutscene.

Ares 1 (4,000HP)

-(100-75% of HP*about 5 minutes*) 's,t' *alot* basically.

NOTE: "Ah, is that the best you can do?".

-(75-50% of HP *about 10 minutes in*) Now uses the Flame thrower, Get in 's,t' hits wherever you can. After blocking the fire, close the distance fast. Whenever he charges, it's going to be HAMMERTIME.

NOTE: "You are no warrior" followed by HAMMERTIME

-(50-25% of HP *about 15 minutes until message*) He can begin using the teleport to Meteor throw at this point. Evade and greet him as he drops down *be quick about it!*

NOTE: "Relent! You have already lost, spartan!"

-(25-0% HP *about 20 minutes until "O" is reached) Watch out for sudden Hammertimes at this point. At around 10%, you can see a red sliver in his HP bar. This is about where "O" appears.

NOTE: TRICK the first hit of HAMMERTIME then switch back for blocking the second hit and returning to the offensive.
NOTE2: Hold the left analog towards Ares as you block his full tentacle stabs and attack through with s,t,s,...until you have to block again.
NOTE3: If he blocks your strikes 3 times in quick succession he'll use his right to left shoulder tentacle strikes.
NOTE4: Only use the 0HP trick if you need orbs going into the Clone fight

Kratos' Dopplegangers *Remorse, Agony and Regret*

-
-
-

NOTE: The clones can fight through a bounce while attacking but not a launch.
NOTE2: Agony kills don't count towards the kill count. There are ___ Remorse and ____ Regret to kill before victory is achieved
NOTE3: The family moving glitch is indeed related to grapping around the petrified clones at the family but I don't fully understand it like perhaps manu918 does..I'd prefer he explained it
NOTE4: Plume grouping is key
NOTE5: Agony only attacks Kratos but because of the line of fire, he may hit the family. Though his bolts are relatively weak, they can devastate by breaking your control of the fight
NOTE6: It seems the new part of TazOne1's strat is the grouping of foes to the right (narrow side) while grabbing new spawns on the left. *theoretically* Allowing early draining of individual spawn points and potentially fewer Clones to deal (not a reduction of the kill total) with later on. At the very least it nets early 'Regret'.
NOTE7: 6 clones at once MAX
NOTE8:

Ares 2 (1,500HP *shared*)

-Typical God handling


Mount Olympus


Claiming the Throne

-DO IT F*****

~Currently at Clones

TazOne1's timeline (events)

NOTE: This of course being the best I can follow along with the fight rather then dick around on Easy with petrification or anything of the sort.

0:00-0:10 - 4 Remorse appear *later 7 total at once*

0:17 - Remorse grab killed

0:40 - Building shatters

0:58 - Ground breaks away

1:22 - Agony first spawns

NOTE: Time based I'd imagine

1:35 - First Regret spawn; 5 Remorse, 1 Regret and 1 Agony

NOTE: About 20 Remorse kills before Regrets for a given point?

1:44 - Valor

2:04 - Valor

2:17 - Valor

2:36 - Remorse gets a shot in

2:44 - Heal after Plume

2:52 - Valor

3:02 - Valor

...

*approx* FINAL TOTAL - Agony =3 | Regret=25 Remorse=65 [/spoiler]

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#8 MrStarkiller
Member since 2008 • 18984 Posts

GoS

VH PAIN+ *part 1*

[spoiler] Flagship:Deck 1

-Grab whore

Flagship:Hold

-Grab whore

Flagship:Deck 2

-HC Brood while watching for tentacle strike (block). Use t1 whoring with movement cancels *holding (L) where I'm attacking*
-Slap around the tentacle blocking the way.
-HC whore on Brood.
-Slap around the next tentacle and roll under it.
-Begin HC or grab whoring on Brood. Block tentacle attacks and t1 whore again for "O".

Atlantis:Shore

Scylla

S1P1 - She'll start with tentacle strikes (3) *ranged option; blockable*. Get in close at the top-right side and block until the attack finishes. Begin t1 whoring (movement cancel). Should lock her until a recoil. You can either put a little distance between you to bait tentacle strikes (repeating the process) or begin t1 whoring while being ready to parry the otherwise unblockable 'slam'.

NOTE: If you get on the platform to the right, expect a headbutt that is unblockable. It is no good to attack from here yet.

S1P2 - HC or grab whore Brood while blocking the bites. t1 whore Scylla (2x then block). *spawns more Brood*

NOTE: The platform before has strange collision along the wall that hurts Scylla and she nor the Brood can hit you here. Watch for her position change as it hits in this spot.

S1P3 - HC or grab whore Brood. She'll roar and then likely tentacle strike if you're far away. S1P1 again.

NOTE: The guide is a lazy piece of trash in all sorts of ways. Another is not giving alot of names for places. Instead giving cutesy titles to 'sections'. They suck ass. I'm sorely tempted to not even name some areas.
NOTE2: You can attack from the platform again, but it is more dangerous than just fighting directly if you fail to keep the lock.

Atlantis:Outer Walls:Exterior A

-Zipline

Atlantis:Outer Walls:Exterior B (lower)

-Proceed up

Atlantis:Outer Walls:Exterior B (upper)

-Grab whore or destroy the wall and toss Triton Soldiers outside their AI boundary.

Atlantis:Outer Walls:Exterior C

-Keep distance to bait grab and reverse it two or three times. Once the Triton Soldiers spawn, run to the lever to force the Scylla encounter. When it is done, they'll be dead and you can proceed to keep reversing the Minotaur's grab attempts. Feel free to use "O" for HP, reverse again or lay into it with t1 whoring.

-Use the lever and navigate up the walls

Atlantis:Tunnel:Watery Hall

-Grab whore

Atlantis:Waterway A

-(Pressure Plate Puzzle) Quick Roll towards the Triton Assassins and grab whore (ground grab to OH or ground grab to grab kill).

NOTE: It just occurred to me that 'Return' in this entry isn't from upgrades or anything foreign to the Blades. It...would be something allowed by even PAIN+ technically. All the same, it feels strange to have the option so I'll avoid it.

-Get the block, more grab whoring, put the block on the pressure plate to be rid of the waterfall

-Swing across

Atlantis:Waterway B

-Grab whore and slide down the wall

Atlantis:Temple of Thanatos:Death Gate

-Save *for fear of frequent game crashes*

Atlantis:Passageway

-...

Atlantis:Elevator

-Grab whore

Atlantis:City:Ox Bow Waterway

-HC and toss at each other or simply grab whore

-Leap and air HC down the watery slide/slope and "X" leap across. *no danger*

Atlantis:City:Arena

-t1 whore or t0 whore the Cyclops while (R) evading away from all attacks. Use each "O" (3). An alternate approach would be to keep close and evade trick attacks while digging in with t1 whoring or at least square whoring. The grab is difficult to trick through safely. You do this at your own risk.

NOTE: Plume can stun sometimes, it might be invincible during "O" (aside from getting grabbed *orb drop*) and grabs are DEVASTATING in this entry. Don't count on orb drops to help you recover much. Keep close as you don't want to have them charge (odd hit detection in the punch). Note that tall foes like this will obscure other foes and their "O" gets hidden now and then.

-Rape 3 more Triton Soldiers

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

-More Triton Soldiers. Kill them and 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

-t1 whore and block her attacks. Evade the grab attempt. When weakened, the grab is unavoidable. Do the mini-game.

NOTE: When caught by the grab, she'll either toss you for 0 damage or randomly put you to the wall (allowing you to smack her around, but at the cost of a good deal of life). There isn't a proper boss refill after these, so don't count on it. There will be a decent orb drop though.

Atlantis:Temple of Poseidon:Chamber B

-(EoA trial) Grab whore

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. We seem to have i-frames during grabs and even the attempts. In the NGR+ NUR+ it became clear that the triangle hit also has i-frames. Don't count on the Cursed Wretches missing. Instead, use i-frames (grab attempt if you should miss the grab or be outside range) on the first/closest and close the distance with the other Wretches forced to fire from behind the lead. Grab whore the whole group. Same tactics for the next batch. Proceed ahead and drop.

Methana Volcano:Platform A

-Swing across

Methana Volcano:Platform B

-Ascend

Methana Volcano:Path A

-Proceed

Methana Volcano:Caldera

-Run and wait for a Hades Harpling to bomb then grab them. Repeat until all of them are dead. *spawn grab if you can*

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)

-Bane cores over and over. My preferred approach is T* (meaning bane imbued Ascension) and leaping over the first strike then getting in 5 more T* (without pursue) *do try to only hold R when the hit is about to land and release after it does* and use s1 to force a 'stomp'. Leap over it. Then T* and s1 (leaping over the stomp) until at "O".

-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

-Reverse whore on Minotaurs and grab whore Hades Harplings

NOTE: Killing a Minotaur will trigger the Hades Harplings if that matters to you.

-Use the lever

Methana Volcano:Lava Float

-HC whore on the Cursed Wretches. Leap to the wall and ascend.

NOTE: So lame that they whore invisible walls to save their little 'battles' from being destroyed in a flash. The idea of the HC whoring is to 360 toss so as to instant kill your target and knock his allies over so they won't attack as you finish. You could just grab whore.

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

-HC or grab whore Brood

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

-I like to 2x quick movement up then cross, cross back and cross again, 2x quick movement up, cross, and quick movement to the gap and leap.

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

-Murder and proceed to another sidle

Island of Crete:Roofless Building:Interior

-Grab whore Hoplite Soldiers (any variant)

NOTE: Be careful about ground grabs becoming grab kills. You you get two in a row, the button will not come up and you'll have a 1/4 chance of guessing the button.

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

Island of Crete:Rooftop A

-(Rope) Quick moment then grab each Hoplite Soldier and proceed

NOTE: Interesting that 'triangle' strikes behind us.

Island of Crete:Rooftop B

-Murder more Hoplite Soldiers and proceed

NOTE: Pity we cannot just send them through the gap. The have a clear AI boundary beyond the roof
NOTE2: You might try grouping them then using air HC and triangle pounding each to death while the others are downed.

Island of Crete:Rooftop C

-Go through the opening

Island of Crete:Burning Building:Interior A

-Get block

NOTE: Didn't really notice we cannot push kick objects in this outing.

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

-Push block towards archers

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

-T into air grabs or just get up top during an opening and grab whore

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

-HC or OS into Gears then kill the remainder.

NOTE: We cannot just knock them back into the Gears or make them leap into it. Because of this, it is an exception to the NGR+ NUR+ when it didn't have to be.

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

-Launch/bounce into OH to quick T (to OH) forced lock applies. With multiple, get one to petrify the other. GoS stare destroys petrified statues faster than our weak attacks could hope to. Use this knowledge well. Obviously the QTE for Gorgons is a Gorgon Rage. Less useful if you lack the means to break the statues around you, but still a nice effect.

NOTE: Reversing their grab allows quick T into OH or air OS. t0/t3 will interrupt their Stare and cause bounce unlike CoO.

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) The idea is to group up the Guards for a Theran Bomb to bust all shields without a rule violation. Then treat them like normal Hoplites. Repeat as they respawn.

Island of Crete:Gates:Zipline

-Use it

Island of Crete:Heraklion:Path A

-(Ravens) OS, air OS, HC and air HC are all fine.

-Proceed up the ledges

Island of Crete:Heraklion:Beams

-...

Island of Crete:Heraklion:Path B

-Navigate

Island of Crete:Heraklion:Tyrant Chamber

-Bombs for the armor. No more than needed. After that it is handled like the other Cyclops. You must respect the alternate range move (rather than chasing down for a single hit, it is a series of them coming at you). At close range the grab is the same except it is now an instant kill whether you try to escape or not *great design choice*.

-Destroy the Fire Door

Island of Crete:Heraklion:Spiral Staircase

-Ascend, leap over break and shatter debris

Island of Crete:Heraklion:Zipline

-(Archers) Grab antics *I prefer throwing them at one another after a bit of pounding*

-Cross

Island of Crete:Heraklion:Path C

-...

Island of Crete:Heraklion:Collapsing Chamber

-Grab rape Hoplites before reverse whoring on the Minotaur for "O". Plenty of time.

Island of Crete:Heraklion:Save

-Save

Island of Crete:Heraklion:Forum:Path

-...

Island of Crete:Heraklion:Forum:Building

-You can get the Gorgons to destroy each other and the Fire Harplings, but I like at least getting an early Gorgon to "O" and using that. Harplings have strange properties when they go into bombing mode (sometimes coming out of it to shatter). Seems the Gorgons can get out of the 'lock', but often don't. The air OS can combo with air t1 to another air OS.

-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) HC instant kills.

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

-Square slaps for "O" while blocking as needed. Don't bother pressuring when they block. You can HC at their "O". If you fail to get them in time, they regain a bit of health and burrow. You can parry, but not block the burrow and the grab damage is another half-life loss deal. Always let the other Wraiths use up their attacks before attacking one. Mind those that are far away/off-screen as they tend to use the ranged move that can hit a bit into the air and stuns for good damage that sets you up to be finished off. Don't use any moves that cause bounce, knockback or launch. They are bad against this foe. You can evade or leap over the burrow, but it is a danger better avoided by not letting them do it.

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

-Chip with t1 or t0/t3. Keep at medium range to avoid instant static shock. Try not to be in front or he'll 'palm' you. Always be ready for teleport slam. I favor mostly controlling his 'turning' while keeping to his back and slapping at medium range. Whenever he gets stunned, he turns around completely so be ready for palm.

Island of Crete:Gates:Path A

-Navigate

Island of Crete:Gates:Path B

-Run around (leaping as need be) to evade hits then HC, air HC, OS or air OS the Harplings to isolate the Hoplite Guards. Shatter the shields and rape them. Repeat for another pair.

NOTE: This is one of my least favorite fights in PAIN+ and NGR+ NUR+. Perhaps mostly because of the checkpoint.

Island of Crete:Gates *again*

-Use the key

Mounts of Aroania:Wooden Bridge:Save

-Save

Mounts of Aroania:Wretch Ambush

-HC whore.

NOTE: We can parry their spit for a return. It is also blockable. They like to use it from off-screen and it does pretty good damage aside from throwing us off balance. Terrible. I'm not comfortable with using return in PAIN+ unless truly forced, so I'll avoid it.

Mounts of Aroania:Wall

-Triangle whoring for i-frames. Let them come to death. It isn't fullproof (they can hit after the i-frames end), but it is something.

Mounts of Aroania:Statue

-Push it

Mounts of Aroania:Sidle

-Navigate and leap ahead

Mounts of Aroania:Clearing

-Though the Cyclops hits that flip the Wretches doesn't hurt them, it is helpful here unlike with the Wraiths later. HC or otherwise grab at the Wretch to get the Cyclops alone. Try to focus it down with the usual tactics and keep it between you and the othe (watch for signs of the other trying to attack through it). They can stun each other, but the helpfulness isn't too notable.

NOTE: Another fight I dislike in PAIN+ and NGR+ NUR+ for the bad checkpoint in a troublesome fight.

-Ascend wall [/spoiler]

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#9 MrStarkiller
Member since 2008 • 18984 Posts

VH PAIN+ *part 2*

[spoiler] Mounts of Aroania:Cave:Path

-Break obstacle and proceed through

Mounts of Aroania:Construction Area

-Shatter the scaffolding

-(Harpy Widows) Same tactics as Harplings. Beware that like Hounds, the ground HC can fail to hit them at times. The freezing affect won't hurt them or allies unlike Boreas Spawn Kamikaze and Gorgon Petrification variants.

-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

-Get the Archers first. Then Harpy Widows.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

-Evade the ranged move by evade as his head tilts back (strict timing). Keep in his face and just lay into him while evade tricking his attacks. When he lets off a Spawn, just keep hitting him and go after them as he attacks (use grab into infinite OH). The idea is to kill them CLOSE to the Dredge so you don't have to worry about his damned charge. When you see circle you can use it, but then you will have to evade at the right time upon being thrown (no damage). Yet more slapping him around for "O".

Mounts of Aroania:Pass:Cave B:Damaged Bridge

-(Box Push) Just go kill the Archers then move it into the position.

-Ascend and use the zipline

Mounts of Aroania:Pass:Wall

-Navigate

Mounts of Aroania:Pass:Wall:Automaton Chamber

-Usual handling after destroying the ice.

-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

-Grab whore.

Mounts of Aroania:Pass:Path B:Save

-Use it and proceed

Mounts of Aroania:Pass:Stone Bridge

Erinys

S1P1 - (Wing 1) I just went with parry to t,s and repeat with respect to the 'infinite' glitch where she doesn't ever die (letting up to just block a hit and slap her before proceeding with the usual to lock her down). No need to deal with the counter, suction or birds. Just real tedious.

S1P2 - (Wing 2) Same.

S2 - (Raven) QTE, Bane rape

S3P1 - Slide, Leap, QTE

S3P2 - Run, Slide, Leap, QTE

S4 - (Freefall) Evade clouds, grapple and bane stab.

S5 - (Wounded) Leap over shot and "O".

Mounts of Aroania:Pass:Clearing

-(SoE trial) Grab whore.

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) Slap him around.

Sparta:Jailhouse:Save

-Save, drop down and proceed to the lever

Sparta:Jails:Satyr Chamber

-They don't like fighting in the room they came from, the hidden EXP chest area and you can bait them towards where you came from. Various grab whoring is fine (I'd advise air OS if not just toss them at each other).

-Lever

Sparta:Jails:Dissenter Cell

-Proceed along to the ladder then the lever

Sparta:Jails:Minotaur Brute Chamber

-Toss Wretches about then usual Minotaur tactics.

Sparta:Jails:Piraeus Lion Chamber

-If he leaps left/right, he will use melee or overhead. If he leaps back, roar or grab. Grab looks like overhead, but seeing the step back and/or the saunter towards us makes for a tell-tale sign. Just evade clear of the Grab, leap during the roar (negates the effect) and block the blockables while slapping him silly for an eventual "O".

Sparta:Jails:Corridors

-(Dissenter) ...

Sparta:Jails:Storage

-(Pressure Plate) Put him to use

Mounts of Laconia:Path A

-(Lower) Hound rape with grabs.

NOTE: Be careful about HC usage as they often attack through it or just after it without getting hit.

-Ascend wall

-(Upper) Save

Mounts of Laconia:Path B

-Navigate

Mounts of Laconia:Rope A

-Slaps.

Mounts of Laconia:Rope B

-Navigate

Mounts of Laconia:Mountainside:Sidle

-Navigate

Mounts of Laconia:Interior:Wooden Arena

-I like to HC and toss a Satyr towards the Entrance barrier for a better view of others as I pound him before tossing if need be. Simple ground OS spam is enough though. IF you're near others when you tackle or use triangle pounds, they will get hit. With just a Gorgon it is the usual.

Mounts of Laconia:Interior:Path

-Navigate

Mounts of Laconia:Mountainside:Wall

-Triangle whoring until they all die.

Mounts of Laconia:Hoplites

-Rush in to grab kill the Archers. Shatter the shield and grab rape.

-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) QTE and toss at different parts of the mirror (I save down for last).

-Return to Exterior

Temple of Ares:Exterior:Side Path

-Get AoS

Temple of Ares:Exterior:AoS Trial

-Get flush to the wall and under the left Archer. T into air OS. Get under the other and T into air s,s,s until he dies. Grab rape the Hoplites until gone. Repeat Archer handling.

Path of Reckoning

-Save

Mounts of Aroania:Return:Bridge A

-(Archers) Rush for grabs.

Mounts of Aroania:Return:Cave:Path

-Navigate

Mounts of Aroania:Return:Elevator A

-Use it

Mounts of Aroania:Return:Bridge B

-Usual Harpy handling. You have to Spear toss at these ranged Archers as you cannot return their overhead unblockable shots.

NOTE: Air grab whoring on grounded Harpies really is great in this outing.

Mounts of Aroania:Return:Bridge C

-Shatter it and ascend

Mounts of Aroania:Return:Elevator B

-...

Mounts of Aroania:Return:Dredge

-As before.

Mounts of Aroania:Return:Sidle

-...

Mounts of Aroania:Return:Bridge D

-Rush in for grabs.

Mounts of Aroania:Path to Shrine

-Shield walk into QTE.

Shrine of Boreas

-(HoB trial) Shatter fools, pick up the HoB and grab rape. Watch out for their Fire Guard impression.

Shrine of Boreas:Exit Path

-Navigate

Canyons of Sorrow:Save

-Save

Canyons of Sorrow:Wraiths

-Usual handling.

Canyons of Sorrow:Slide A

-...

Canyons of Sorrow:Slide B

-...

Canyons of Sorrow:Scaffolding

-Go after the ground Archer with HC into 2x triangle then get the Satyrs to get under the Scaffolding for the same treatment. They aren't good at interrupting the pounds it seems. Then T into air s,s,s until both Archers are dead.

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) Usual Harpy handling.

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

-(upper B) Usual Wretch handling.

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) It is possible to do it without fighting enemies, but you take a hit for it. I'd say it is fine to spear toss or return. The latter is surely allowed based on how we word conditions for PAIN+.

Canyons of Sorrow:Gate:Interior

-Usual 'Guard' handling.

Canyons of Sorrow:River of Lament:Path C

-...

Canyons of Sorrow:River of Lament:Path D

-Grab whore. Better to group them.

-Zipline and rope climb

Canyons of Sorrow:River of Lament:Path E

-More navigation

Canyons of Sorrow:River of Lament:King Midas

-Carry, drop when around Hounds, grab whore, catch him running away, repeat, etc.

NOTE: Kicking the dogs out of the cave mouth instant kills them.

Canyons of Sorrow:River of Lament:Save

-...

Canyons of Sorrow:Exit Path

-...

Mounts of Aroania:Final:Path A

-Break the wall and toss foes to instant death or just toss them at each other.

Mounts of Aroania:Final:Path B

-Quick go after the Archers uptop then usual Hoplite handling below.

Mounts of Aroania:Final:Building:Interior:Beams

-Return is allowed. However, I opted to get on the beam and air block while jumping across.

Port of Atlantis:Elevator

-Sever link

-Grab all Harplings. Usual Cyclops handling.

-Use it

Port of Atlantis:Pier

-Grabs.

The Vortex

-Grab whoring. Big time. When the lighting starts to come, you may opt to take to the top left corner where one bolt strikes near without hitting us (if flush to the corner) while destroying enemies just as it would you.

NOTE: Remember to evade, parry or leap over the spinning grab of the Harpies.

Sunken Atlantis:Save

-Use it

Sunken Atlantis:Water Tube A

-...

Sunken Atlantis:Water Tube B

-...

Sunken Atlantis:Path A

-...

Sunken Atlantis:Wall

-...

Sunken Atlantis:Path B

-...

Sunken Atlantis:Chamber

-Lure away the Geryon. Grab rape the distractions. Geryon handling.

Sunken Atlantis:Path C

-Grab whore.

-Ascend the wall

Sunken Atlantis:Path D:Save

-Save

Sunken Atlantis:Water Tube C

-...

Sunken Atlantis:Water Tube D

-...

Sunken Atlantis:Elevator

-Turn the crank and begin grab whoring for i-frames and damage on those on board. At the end, return as needed.

Sunken Atlantis:Nexus:Hub

-Proceed

Sunken Atlantis:Nexus:Path A

-...

Sunken Atlantis:Nexus:Path B:Save

-Save

Sunken Atlantis:Nexus:Balcony A

-Grabs.

-Take out wall and navigate

Sunken Atlantis:Nexus:Balcony B

-Grabs for trash then let Gorgons kill each other before usual handling for the last one.

-Proceed

Sunken Atlantis:Nexus:Balcony C:Save

-Save

Sunken Atlantis:Nexus:Path C

-Press on

Sunken Atlantis:Nexus:Chamber

-Run around tossing the trash at each other (ignoring the Automaton) until they all die. Usual handling after that.

Sunken Atlantis:Nexus:Path D

-...

Sunken Atlantis:Nexus:Reactor 1

-Activate it

-Backtrack

Sunken Atlantis:Nexus:Chamber *again*

-Get the Gorgons to destroy the Minotaurs then each other and finally usual handling for the last Gorgon.

NOTE: Blocking Minotaur won't petrify all the way it seems...

-More backtracking

Sunken Atlantis:Nexus:Ceiling

-(Wretches) Circle or Triangle. Your call.

-(Lanaeus) Kill him

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

Sunken Atlantis:Nexus:Path E

-...

Sunken Atlantis:Nexus:Reactor 2

-Usual grab rape then return whore.

-Activate it

Sunken Atlantis:Nexus:Water Tube Traps

-Navigate

Sunken Atlantis:Nexus:Path F

-Grab rape. Careful approach and more grab rape.

Sunken Atlantis:Nexus:Hub *again*

-(Geryon/Harpy) Grab whore all but one Harpy. Then usual Geryon handling (keeping behind and slapping him silly from medium range) while evading Harpy pressure and teleports by the Geryon. It...is a long and stressful prcess. And it has to be done twice before you can kill the Harpy and face off with a lone Geryon. You DO NOT want the Harpy to die before the second Geryon is at least at "O".

NOTE: My most hated fight of all. By far.
NOTE2: Shinobier has a tactic for 2x Geryon, but I don't know that many are going to pull it off.

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

-Normally I'd grab whore the Satyrs away then deal with the multiple Minotaur spawns, but I now know that you can just let the Minotaur spawn and keep it away from the barrier trip as you kill them all (leaving just Satyrs when the fight starts).

NOTE: It disappoints me that the cliff to the left lets us kill ourselves, but the invisible wall protects the enemies.

Domain of Death:Wall

-Navigate

Domain of Death:Death Root Path A

-Burn and proceed

Domain of Death:Raven Path

-Usual tactics.

Domain of Death:Death Root Path B

-Burn roots and kill birds.

-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)

NOTE: I'm annoyed that even after killing all these HP granting foes, I haven't gotten back all the HP lost (60) from the Geryon fight.

-Use the block and ascend

Domain of Death:Path C:Save

-Save

Domain of Death:Hall of Damnation:Path

-(Rabid Hounds) Grab whore.

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

-Shatter Armor, get both to "O", grab both. Focus on Hoplites. Shatter armor. Usual Cyclops Tyrant tactics.

NOTE: One of the worst checkpoints.

Domain of Death:Temple of Thanatos:Save

-Save

Domain of Death:Temple of Thanatos:Block Hall

-...

Domain of Death:Temple of Thanatos:Rope A

-Square and grab.

-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

-Lure them away, fire slap the Gears, regenerate, ground OS them as you make your way through the crowd and break another. Repeat. Lame. When it is done, HC them all for revenge.

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) Shinobier's PAIN+ barrier abuse approach, but with air s,s,s (imbued) *away* for the armor, then baited closer and repeated. Without armor, it was air s,s,s while looking his way. Always watch for Wraiths getting too far to the left/right as they might attack. Also, when the the Cyclops attacks, he might make them burrow. Test with parry to see if they can reach you (sometimes they cannot). Turns out we can block the punches of the ranged Tyrant move...then just jump over the stomp like the Automaton version...would have been nice to know that sooner.

Domain of Death:Temple of Thanatos:Path B

-HC whoring.

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

-Spear chuck the gears, turn crank, do it again, block fire and leave.

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 into toss whore. That is all.

Suicide Bluffs:Wall

-Navigate and save Deimos

Suicide Bluffs:Save

-Save

Suicide Bluffs

Thanatos

S1P1 - Running away and using Deimos works. As would parrying the melee and slapping him silly, dodging his ranged move and getting back to slapping. He goes for a grab, you help out (or Deimos does). Repeat.

S1P2 - Return then fire blade his arm.

NOTE: Big stage has a second hit box that is from the center to the right of the screen along the camera/fourth wall.

S2P1 - I leap during his air attack (you can just evade). I parry the melee, but if he doesn't stun, I get away from him. Evade the ranged move. You can just let Deimos do the work.

NOTE: His spear can hurt us. 50 damage if I recall right.

S2P2 - As before. He now has a shockwave to jump over.

NOTE: Don't let that idiot Deimos stand in your way. He can mess with returns and get you killed (I almost died due to this). You can air block his blasts, but you need to return them if they are to matter.

S3 - (Bane Rape) Kaioken beatdown for "O". Use it. I was cheap and attacked the camera.

NOTE: The rest does not matter. I'm not going to carry this dead weight every time I beat the game. Screw that. [/spoiler]

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#10 MrStarkiller
Member since 2008 • 18984 Posts

GoWII

VH PAIN+ *part 1*

NOTE: This one is even more n*****-rigged. This one was made after I'd already done the run and doesn't cover every fight. S*** like this makes me want to go back and redo runs just to present everything properly even if alot of what isn't properly done is just 'grab whoring' or something equally lame.

For now, this travesty stands.  Perhaps in the future I might right this wrong along with GKPAIN+ and GoW1 VH PAIN.  Get them more into the format I now expect of others.

[spoiler] Colossus1

-Wait (while clinging to ledge) for his shockwave attack. Leap at his fist with a Cyclone of Chaos to Dissension to air Tartarus Rage *that'll do it*. Repeat 2 more times.

Colossus2

-Get in position to bait his typical pound, work up towards a SPIRIT that his his resting arm. Lay into his resting hand with light hits until repeled.
-During pissfit attack, get just outside physical contact range (though being on the ground you would be hit by a shockwave) and leap into Cyclone of Chaos. Bait his pound and again Spirit the limb.
-Repeat until beaten.

Colossus3

-Abused the power of lvlMAX Blades while I still could...waited by severed hand for his attack causing cracks that let out godly energy...then used SPIRIT on his arm/wrist. Repeat
-Now with lvl1 Blades I would typically use MP...but that's forbidden so I had to just do the above again...
-Typically I would resort to the SPIRIT whoring here but I grew tired of that and just tossed his severed hand at his face to skip this round
-Whored DR (mid to long range) like a good **** don't think you can use the Blades for this part...not 100% sure about that. Don't think I've ever seen anyone do that..never tried it. Do any of you know? I'd have kicked his ass with SPIRIT whoring anyway.

Plume/SPIRIT whoring, grab/air grab/OH/alt.OH whoring, collsions, sweet spots, etc. helped greatly in lesser fights.

Pegasus segments weren't any tougher..just 1 extra usage of L1/R1 to take out those suckas. I suppose if the run stated that usage of THAT technique was forbidden..instead asking that we use just face button attacks on our adversaries...then it would have been more interesting...I almost regret not having tried that as it sounds challenging to pull off effectively in a Titan NUR+ (especially without RotT).

For the first Cerberus encounter, I merely whored Hound kicks.

For the first Siren Sacrifice, I just launched then whored OH. For the following Sirens I'd OH one at the other. Then focusing on the one with collision damage. (basically launch to air grab to Dissension to OH, repeat) Repeat.

Theseus

S1:P1/S1:P2 - False Grabs to bait his grab which reverses for MASSIVE DAMAGE.

S2:P1 - In NP (or a run with Blades only focus to begin with), one cannot avoid using MP here so I used up all 25 shots of the bow right away. Then headed for a sweet spot to await a Minotaur Wave.

M1 - (all basically go down the same *recall I can't just use RotT as I usually would to pwn*) Launch to OH at one. Repeat using other. Launch to air grab *avoid collisions* Repeat with other. Plume/SPIRIT each until "O" appears while minding Theseus. You get about 3.5 shots worth of MP off each Minotaur grab. That's about 14MP *slight variance*.

I lob off 3 shots to wrap up Phase 1.

S2:PS
M2 - Same basically. Then fire off Shots
M3 - Same.
M4 - Kill one. *focus* Fire off final 3 shots. *sends Theseus to "O" and kills the Minotaur*

Destiny's Atrium was a bit tougher to fully control (without risking that I take a hit..not being allowed to use chests made me cautious despite how much I could get out of a single orb in a regular Titan run). I couldn't use certain exploits...but I could still set-up for abuse of Wild Boars on the Cyclops Brutes. In the end, I used lots of SPIRIT/Plume whoring, upclose tricking plus hits and their frequent "O" as a means of wrapping things up safely.

Barbarian King

Stage 1 - I wasn't very creative here. All I did was stay in front of him and bait his attacks to which I'd "s,s" away..then use "t" (Plume). Repeat until stage is over. Relatively safe and repetitive. *SEE what I mean by just adapting SoD/BoO strats to make up for all these restrictions?*

Stage 2 - grabs LOL

Stage 3 - It pained me to get stucking handling this section as such but....basically just Spirit Whoring and rolling away.

Stage 4 - I think I kept up close and wailed on BK with s,t,s.....until I needed to block/trick or roll back/forth. Nothing special.

Bog of the Forgotten was a fun little area to best with such lovely environmental weapons at your disposal. I could just toss foes into lava or let traps petrify them so I could crush them. At the first grapple point I just used it to cheaply handle the Hades Nymphs and Wraiths..things started getting even REMOTELY hot..I cooled it off with a press of R1. Very cheap. Very effective.

Titan Minotaur 1

Very easy. Whenever he woke up for pounds, I just stuck to HIS left hip with s,t,s,s,s,s,t to s,s,s,s,s,t then GTFO'd to the Sleep Spot. Repeat. Cheap. Effective.

During the Conveyor Belt with Petrification Traps and a crusher, I used Sentry (square) throws at the obstruction to break free. Then retreated down to the start of the conveyor *it's only right that I kill EVERYTHING in this run type*, got on the tube connecting the two conveyors and just lol'd as each sentry went into the crusher..the ones that didn't got petrified and I shattered them. Not very sporting..but lulzy

Cerberus Bastard

Stage 1 - During his fireballls, I'd work around his body with s,s,s,s,s,t then GTFO. During Flamethrower I'd keep my distance while setting up a SPIRIT for his face. Whenver I saw a stun, I used a Plume on that opening. IF he charged, I'd use "box rolling" (rolling in a square formation *trick I started using when working with the BoO*) until he 'barked'. hit the **** with Plume then Plume again after the stun. Swipes would be blocked, tricked or evaded.
Stage 2 - Mostly delt with his Charge and Fireballs. *in this case just going for Plume since I kept my distance* Lots of box rolling and Plume usage.

I had a spot of trouble with besting the Gorgon Assassins afterting getting the fleece when using JUST the Blades and refusing to use Argo's Revenge/Return. Took a little more work then usual. I OH'd the **** into each other. Used launches into air grabs. Tricked. Finished all 3 when "O" turned up. Too bad that crusher wasn't in operation for those three..I'd knock them into it with OH to great effect.

For the first battle (down below) in Medusa's Temple **** is dead, it belongs to Euryale), I would get a chance to launch a Legionnaire then whore OH until "O" appear *aiming for the Hades Minotaur especially with all collisions*. Then use the 360 toss. Repeat until all Legionnaires are dead. If a Hades Minotaur remains, just false grab, trick through its attack, flank it, "s,s" away then Plume the fatty...REPEAT until "O" is present. Grab.

Euryale

Stage 1 - Abuse Sweet Spot. Use just Plume to hit the **** VERY CHEAP. Safe.
Stage 2 - Bait Gorgon Blasts, stick to sweet spots (for that attack) while using s,t,s,s,s,s,t to s,t *I believe*..then she will use her Gorgon Wave to which I backed off, lept over into Dissension..rolled back away (to bait Gorgon Blasts)..and repeat until "O" appears. Do it again for the other pillar.
Stage 3 - Fighting her with these conditions out in the open..especially without Argo's Revenge/Return..is a psychotic situation. Good for a thrill. After getting nearly pounded to death due to one slip up..I said **** it. Set her up for the Sweet Spot and Plume'd her face. When she broke free (she can if you aren't careful), I'd just lure her back in properly. "O" appears and I finish it.

When raising the middle (third) pillar for use in getting to the Hound Elevator, I forgot NOT to use the Amulet during combat which made the fight with Hades Juggernauts and Hades' Fiends a total joke. I restarted before proceeding to do it right. Proved annoying with the ease of accidental Argo's Returns and the desire to slow **** down for deliciously safe collsion set-ups. In the end I used Hades Fiends (via OH) for heavy collisions on Juggernauts 2. Lots of grabs on Fiends. For Jug1 and Jug3, lots of s,t,s,s,s,s,t with tricking through their attacks.

Titan Minoatur 2

Lightly abused the Sleep Spot when I needed to calm things down. I'd wake up the Titan Minotaur so it would stick with the Pounding attack..whilst I set-up for alt.OH using the Harpies *a bit tougher with the Blades after getting so used to the Spear*. When safe, I used air grabs near the Titan Minotaur. As soon as "O" appeared, I ended the beast. Then GTFO'd.

Wraiths of Asphodel..I was a cheap bastard here. HA! HA! I just OH'd each of the 3 over the side where they wouldn't die nor cause the 4th to spawn. **** them, that's why. It's tedious to handle those ****s with JUST the Blades and no Argo's Revenge. VERY.

For the 2 Satyr Champions, I just waited for there taunts (at a distance), launched then OH'd at each other until one died. Then I'd grab whore and OH the other to death. Easy, cheap and safe.

When at the vine puzzle prior to Theseus, I made a point of avoiding the exploiting of the comprimised time. Basically crossing just fast enough to be safe as things went back to normal (see: I went ****ing slow). The first stop wasn't tough. Just plumed the Fates Guardian into OH and when "O" turned up, I threw the bastard. I then grabbed the surviving Harpy. The next area was a pain in the ass without the Amulet..hard to see what's going on and the space is terribly confined. Started with air grabs using Harpies. (killing most) Threw a Guardian at another. Finished the final Harpy with a grab.

Perseus

Stage 1 - I used Box Rolling and Plume mostly. *concerning Charges* As for his Slings, I'd just get up close, BLOCK each shot then get a single square hit in between them. I'd try Plume him after each physical attack was cleared.

Stage 2 - I don't think I even tried to use Ascension here so I don't know if that would have kept him in any sort of loop or gave a nice opening. Should have but didn't. Instead I'd just wail on the bastard after each phsyical attack/combo (openings). During his 'Flash", I'd try to negate with Bow Tricking but often my timing wasn't up to the challenge *it's hard to do like that*

Stage 3 - I'd wail on his shield while forcing him into a wall (his attempts at sling usage giving a nice chance to line things up and begin) then land a SPIRIT hit. Plume where he would 'Flash'. Repeat.

Stage 4 - Just wail on the bastard. When you get flashed', you have to take the first sling to the face and block early to avoid usage of Argo's Return...or trick.

Lowlands Caverns proved a bit harder without the trusty SoD at my side. Basically the same sort of tactics I always used for the first battle. Just takes longer and is less effective. Got to be careful about accidental parrying of bolts. The second battle involved a lot of running around after killing Satyr1. If I could have just used Argo's Revenge to cause collsions...Anyway, I took a lot of damage while just using launchs to OH at Juggernauts (using Satyr2) and getting in a Plume/Spirit shot where possible. Finishing each Jug with "O" and destroying the lone Satyr using the ever so classy grab whoring.

The battle prior to TM3 was just about getting the Hades Harpies set-up for an alt.OH (for the Satyr Champion) or grabbing it. Once a Champion was alone, it was typical Satyr fare again.

Titan Minotaur 3

Stage 1 - Trick LOLOLOL

Stage 2 - ...dodged rocks

Stage 3 - Basically invision the PS strat I use...but with s,t,s,s,s,s,t instead after each attack (creating distance during Spins and rolling around the beast clockwise during Pounds). Without GK, it didn't take too long.

Atlas Lift was a ****er like this. I took damage here and just decided it was good enough. Basically about using Harpies on the Legionnaire Captains. Launch to air grab on Captains when open. Having weak collisions here, easily missing with alt.OH and being open to hits during air grabs on Harpies...made things bothersome. Had to flee from Harpy Bombers with the Captains always ready to **** up 'tricking'.

The AQ trial would have been annoying like this if I hadn't found the Fates Guardians to be susceptible (somehow I'd forgotten this) to 'Plume to OH". Very easy battle with that in mind. Just whore OH, use their throw and repeat until everything dies.

I adapted the SoD strat for the battle outside the Palace of the Fates. Slapped each of the Beast Lords before they could summon a Cyclops Berserker, lured one into chasing me at the bridge....grabbed it into a launch into OH (over the side)..repeat until no Beast Lords remain. Grab the **** out of the Hades' Fiend.

That Spiked Room with Nymphs REALLY ****ing pissed me off (I have 50HP so a single trap will kill me). I didn't feel like reviewing my "FIGHT" strat *which I SHOULD have used in all honesty but I was stupidly lazy* so I used "FLIGHT" which isn't so good at wrapping things up when you need to kill all the Nymphs in a hurry and get to the box. It even glitched on me during one go at the box...the thing gave the visual cue for success but the ****ing door wouldn't open..I grabbed the box and it feel back in..I had to wait for goddamn ever for the return...and the floor where I needed to stand upon pulling the box all the way kept sending out spikes on 2 straight attempts...killing me during the door opening thing..****ing gay I eventually got it right but it was super ****ing annoying. All that could have been avoided with FIGHT as the plan of action.

Currently at the Translator of Lahkesis

Wave 1 - drop the Translator. Use Hounds to pwn everything to death.
Wave 2 - Hide the Translator in his room *a corner* with the BLOCK in shielding him. No foe can reach the **** this way. Flee the room. 'Plume to OH' Guardians until "O" appears. Throw them. Grab/OH whore the Satyrs to death. IF you needed HP, use the finishing grab for guaranteed HP orbs..though even with 2 Satyrs kill that way..it doesn't give much of a refill.

Wave 3 - Natural Spawns had to go first. As soon as I crossed a certain point, I tossed the Translator in, leapt up *glitch drop* and glided to intercept the Priest with Olympic Ascension before he got a summon off. (think the GK:TM:NUR SoD strat start) I glided to the positon seen in my last uploaded video and kicked a Rabid Hound into 3 foes. 1 Guardian died and 1 Rabid Hound died while another Guardian had a "O". I quickly grabbed him and used the "X" kill...though I didn't hold it or tap it again, it launhced me anyway *panic inducing to do things you didn't intend*.

From here I began using Hound kicks, plume grouping (for 'Plume to OH' with Guardians against everybody). I was sure at one point I was going to hit the Translator with a Guardian OH but lucked out.

The Priest was in the top left corner summoning up a storm so I went to intercept..as he began created a pillar of energy...I had just gotten things back under control when I had to waste time inside his attack (3 parrys) without the ability to counter *so I had to wait for the parrys to resolve*. Using kicks and OH I was able to regain control..killling all Natural Spawns just as I killed the Priest apparently (above alter at this point)..The moment blurred enough that I don't recall what I used to finish the bastard but it wasn't a grab.

2x Priest spawn appears and I stop the top one's summon while failing to reach the other. I believe I entirely abandoned the original plan when this happened *that plan being grab one then the other and switch off until both had been grabbed thrice*.. opting instead for 'Plume to OH" on the Guardian against the Priest..often they were teleported out of the way. I used the square throw now and then but it rarely helped unless I had a Priest stuck in a corner (since I never had a target at sufficient distance). It was a rediculous struggle.

There was a mob of Guardians as I plumed and OH'd my way through to the other Priest (having killed the initial target after a few uses of Guardians). I was pleased with his death but a bit paniced at the idea that 2 Guardians were heading straight for the Translator so I diverted their attention away for safe handling. At that point, victory was assured despite the terrible condition of myself and the Translator *who was about to be ****ing killed by Kratos anyway* [/spoiler]

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MrStarkiller

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#11 MrStarkiller
Member since 2008 • 18984 Posts

VH PAIN+ *part 2*

[spoiler] The battle with the spiked walls on either side was easy. Just grab Undead Legionnaires for their 360 toss and repeat basically.

For the Siren Sacrifice, I just launched to OH (at top left corner)...once I launched them there I could OH straight to a quick Ascension and repeat until "O" appeared. Done twice more.

I still needed HP badly so I mini-game grabbed 2 Minotaur Grunts. The first was weakened by a double hit of the Phoenix Fire breath (statue) then a few slaps for "O". The second got a little OH to quick Ascension (repeat) treatment until "O" appeared

Pantheon of Lahkesis

I tried to wrap my head around the '3 spawn' glitch (Breeders) but though I believe I got it down...I was having a far harder time when trying to pull it off. I went back to the original strat of using grabs to air grabs (Seeds) at the Breeders (B1 to B3 to B1 then B4). Alt.OH misses WAY too much here and the Breeder 'shrinking' glitch was pissing me off in one run in particular. When alone with the 2 Fates Juggernauts, I played it safe with Plume/Spirit whoring until "O" came up for both.

Auditorium of Lahkesis

Easy of course. Just 4 Cyclops Brutes (2 at a Time). I opted to fight it out (Spirt/Plume whoring with a little tricking) rather then trick them into a cheap/easy death because I frankly needed the **** HP. After grabbing all 4, I was nearly filled.

The Spiked-Elevator was a bit tougher when using Olympic Ascension rather then the SoD launch (handling issues) but I just used the classic strat here.

The fight in 'the Underground' with Gorgon Assassins, Cursed Archers and Fates Sentries killed me a few times as I wasn't properly addressing the fight. Not being able to just reverse the Gorgon Flash made this far tougher. I stuck to the far right side and square tossed a few Fate Setries then went for the 4 Archers, "X" tossed them at a Gorgon Assassin. After using them up I grabbed that Gorgon. I believe there were 2-3 more after that. I kept using throws until no other creature was around. Then I 'launched to OH' using Gorgons on each other...it got tricky (lol) once they started whoring their 'Flash'. When it was down to one, I had it lined up with the lava and OH'd it to hell.

In the Phoenix Chamber, I often whored the single save point for checkpoints upon successfully raping each fight so as to have basically a running checkpoint of 'perfect play'. For the first 3 Cursed Remains I used a Plume on 2, waited for their rising attack then pummeled each for "O". The final was OH'd into lava. *checkpoint* The Hades Legionnaires was lured to the lava's edge where I used launch to OH to quick Ascension to OH to get it in the lave. *checkpoint* I then pulled the lever and destroyed the cracked wall before retreating as spikes killed both Hades Legionnaires. After grabbing the Boreas 'whatever', I went for another checkpoint just to play it safe. Used the Amulet *NOT combat so it was a-okay* and got to the next fight...

Phoenix Puzzle

I knew from the start I'd be whoring the entrance to kill EVERYTHING. I wasn't even about to try slipping through under these conditions.

The first change to my usual handling was to push the statue to the entrance (visual cue) then pull it to the far left (doesn't trigger the Hades Harpies and Hades Legionnaires)..then kick that **** way ahead, roll to it (attack into a jump) then pull it to the center (making my combat EXTREMELY safe) before retreating away from the now fully active obstacles. Here I had to note how much better Valor worked then Spirit/Plume against 'Captain' type foes. I should have tried getting away with just using 'launch to OH to quick Ascension to OH repeat until dead or "O"' but instead I lured Harpies to the entrance where I launched to alt.OH at the Hades Legionnaire. Over and over I did this until no Legionnaires would spawn. Then I took out the Harpies as they spawned using air grabs and collisions. After they all died, I took the statue to its proper position *ahead of the lever*, pulled the lever and kicked the statue ahead to activate 2 more Hades Legionnaires. As they pursued I used Valor to slap them at each other. Eventually getting pushed back to the entrance where I'd 'launch to OH to quick Ascension to air grab them' into submission. With everything dead, I safely left.

-

For the next fight I fled for the checkpoint. I then would use false grabs (into tricking) to control Hades Minotaur behavior then launch a cackling Cursed Remains for OH usage...at a line of friends in particular so only one remained for usage (collisions) against the Minotaurs. *checkpoint* I then netted checkpoints after each successful *no HP loss* Minotaur grab. To wrap things up I slapped the skeleton for "O".

Last Spartan

I'd wait on the farthest reaches of either side with a block. Once his attack resolved I would leap (barely) over, roll ahead/away into a set-up for Plume to block to s,t OR Spirit *a bit risky*. I basically just repeated this until "O".

Kraken

Stage 1 - I **** hate this boss' cheapness when you are stuck in conditions such as these. After getting the corpse in position, I headed for the Sweet Spot to the far left. When he did tentacle stabs, I'd get close for s,t,s,s,s,s,t then back off. When he did his 'flip out' **** I'd s,s,s,s,s away then using SPIRIT on the limb. If he tried his 'belch', I'd also use s,t,s,s,s,s,t on him. When properly hurt I'd (leap of faith usually rather then waiting) put the corpse in place then glide upwards (watching both tentacles carefully) for s,s,s to s,s,s. If I could avoid the 'stabs', I'd air trick the first then try to GTFO. *worked about 2/3 times* Repeat until his tentacle was in position to be climbed to which I'd use 7 triangle hits into the grab. *rolling to the left upon landing*

Stage 2 - Same handling to get the tentacle up...it sucked when on rare occassion he'd glitch with an invisible tentacle stab *****sgay*. I could't hope to be fast enough like this but luckily, his head (and possibly the tentacle knobs, to a lesser extent maybe, to do not regenerate) I could just slap the **** out of his face before he 'flipped out' where I'd then have to repeat the process of getting the corpse on the button. After enough hits, his tentacle was in position. I used nothing but square hits but wasn't fast enough *a few kept missing*. He broke free and I had to get the corpse in position AGAIN. I quickly slapped his face to the point of another go at that knob. This time it broke *I'd been worried I'd need to resort to RotT here* and upon landing I had presence of mind enough to ROLL BACKWARDS *since I wouldn't be able to use AQ for ease of tricking the super flip out....and I wasn't good enough with TB timing to have much of a chance there*

Stage 3 - I rolled back again (2 rolls distance) and was clear of his bull****. Then I got upclose and basically switched off with SPIRIT usage on either tentacle until I could pull the lever for a satisfying bridge kill.

Lahkesis

A GREAT learning experience. I was struggling with upclose only fighting (with tricking) as I can't keep that up long enough for it to really count so I did this...

S1:P1 - It's simple really. During her double ground wave attack I trick through both. During her staff toss I GTFO (since I can't reliably trick it and Argo's Return/Revenge is not an option). During her single bolt, I trick. What I want to do for the strat proper is just keep close enough to lure her triple strike (her staff will turn green) then roll away as it begins whilst using s,s,s,s,s,t (SPIRIT being the only attack that I aim to hit with). REPEAT until at Stage 2. SRSLY. That's all it takes for an easy win. Just keep closing the distance between you and her..then do this. Over and over again.

S1:P2 - She now occassionally does the 'dive bomb' and can leave a sort of plasma bubble behind. Same strat. During her 'dive bomb' set up for SPIRIT. When there is a plasma bubble, GTFO.

Stage 2 - Recall the good old Grapple tricks with subs...then do it with s,s,s (or t,t for reach). Beware her staff throw bull****..keep clear of that. Otherwise, beat the **** out of her...sadly these hits can knock her down so you have to be on guard as she recovers...unlike DR/PS and BH's triangle hits *oh so effective*. It's still pretty easy to pull off. Just takes a while. I was pleased with the findings (however small they seem) of this battle.

Atropos

Same as usual really. Just takes a whole lot longer. Collisions using long distance or head-on Sentry Throws. I was going to try OH up close but just didn't bother.

Sisters of Fate

Wasn't sure if we got a full HP refill here..I guess we do. Not sure if I can break these mirrors with lvl1 Blades without RotT or the Amulet....perhaps I can still lure Lahkesis into helping me but I don't know...I just feel like I'm going to have a bit of trouble breaking those glass portals.

S1:P1 - Same responses to Lahkesis attack really....however.. she appears a bit faster and you need to switch from mirror to mirror and keep Atropos at bay after each SPIRIT. IF she goes for her beam *marked by Lahkesis getting in the air*, just grab the grapple point above her then leap off and wail on Lahkesis *knock her down* then slap Atropos if she is still there. Repeat until Lahkesis is stunned. USE THE AMULET. Repeat s,t,s,s,s,s,t until time runs out. USE AMULET AGAIN. Repeat until Atropos collapses. Now stick by the mirror and let Lahkesis fate energy attacks *any will due I believe* break it.

S1:P2 - Same idea but less worry of Atropos' interference. When Lahkesis goes down, do as before to get Atropos downed. Again let Lahkesis break it for you.

S2 - Be a cheap bastard and use the Grapple point exploit. I haven't spent the time to perfect the most effective use of attacks but when leaping off I used Dissenion into s,t,s....until she interupted. If a bolt, I'd just trick through into s,t,s...if anything else I'd just say to hell with it and return to a grapple point to repeat the process

I think it's a given that you require the Amulet to even have enough time to wail on Atropos in this fight so it's forgivable. Otherwise it isn't allowed.

NOTE: At the start (where Atropos has a visual cue) it is possible to hit her then. Never noticed that before.

Endurance Run

Wave 1 - s,t to OH using Cursed Legionnaires on Fates Juggernauts. When "O" appears either 360 toss or use the "X" throw. It isn't safe to get in the air. Throughout the Endurance Run I abuse the fact that Plume/Spirit's explosion pierces the barriers. Often when doing this I have 1 Fates Juggernaut left with about 3/4th of his HP remaining so I have to play the slow game with lots of 'whoring' of the typical variety.

Wave 2 - I'd prefer to quickly get a Cursed Legionnaire to "O" for a 360 toss but I ended up settling for square throws of the Fate Sentries instead as with the Blades I wasn't able to quickly get these clowns airborne without risk of taking a hit. Once a 360 toss is possible, things clear up.

Wave 3 - This wave sucks ass without the privelage of using Argo's Return...it's easy to accidentally use it if you block rather then trick *which is good for baiting Gorgon Stare*. I ended up using false grabs to provoke Gorgon Blasts that I would then run away from..to a Siren who I'd hide behind in hopes that BOTH bolts would hit...while I watched for any attacks on myself. If I saw stare, I'd pull the same **** Once petrified, I'd slap the **** of of them. It was nice when the barrier came between me and all adversaries...particularly when Sirens were front and center while Gorgons stupidly petrified their allies...so I could exploit the barrier safely. Once all Sirens were out of the way I'd like to seperate the Gorgon Queens with uses of Launch to OH. I'd set up a few collisions if that wasn't yet possible. Once I got one in a corner I'd use OH to quick Ascension and repeat...while watching carefully for signs of it breaking free *they can*. Any "O" was welcome as a chance for an easy finish.

Wave 4 - Basically had to keep evading and using plume until an opening for OH appeared...then "O'..then 360 toss..after that the fight was no longer serious.

Wave 5 - This battle was pissing me off. Of course it is easy to get hit by Satyrs..that's understandable when using the Blades like this I imagine...but the other things was HIGHLY FRUSTRATING..the Satyrs keep freezing in mid-air so I couldn't kill them nor leave. I'd have to restart everytime that happened. (3 times) The basic strat was to keep the **** away from the group and use Spirit/Plume through the barrier. When not fearing the glitch...I'd be using openings with Satyrs for launch to OH. Often I had to resort to s,s,s,s,s,s (for Valor)...if I was lucky I'd net the desired result...doing it that way sucked. When cornered by Minotaurs I'd use the false grab into a 'trick' then GTFO. If I saw a "O", I used it. Once all the Satyrs were gone..there would typically be just a Hades Minotaur which I would false grab, trick, flank then Plume...over and over until "O". This is the wave I kept taking heavy damage on.

Wave 6 - See Wave 2

Wave 7 - Thankfully this wave is super easy for me and those Cyclops Brutes are just walking HP chests (when combined they nearly filled my HP). I just had to keep distance from Cyclops (when possible) and toss Fate Sentries..when I got the chance I'd use s,t to OH on a Cursed Legionnaire *this is what nearly killed the final Cyclops*. With all 3 gone, it was a pleasure cruise.

Clotho

Floor 1 - cheap shots through stairs with Plume/Spirit *unnecessary*. Used Launches to keep each arm stunned.

I sped across the ceiling to the other side so I could perma-crush the next arm then break off the corpses without need for magic.

Floor 2 - Run up to arm, block until attack resolves, s,t,s,s,s,s,t. Pull lever. Pull again. Pull device to next area. Repeat block/attack. Launch to keep arm stunned. Leap on rope, leap off to lever..pull it. Pull device to next area. Repeat block/attack. Pull device to next area. Launch arm. Pull device to next area. Step on button. Repeat block/attack. Grab device and pull back. Launch arm for finish. Climb up rope and pull lever.

Floor 3 - I tried all I could to best her without using the Amulet again...when all reason dictacted that I should have succeeded, her arms would basically switch off HP in a way that lvl1 Blades cannot match thus you could not possibly hope to get both arms stunned. To play cheap I ran for the far side, climbed up the wall, used 2x Triangle on the corpses then 8 Triangles at Clotho. Got down and waited for her to swing above me, leapt over her arm and used a bunch of Dissension for a stun. Pushed device to middle. Retreated back to the wall for 8x Triangle (plumes), dropped down and started working on the other arm..upon a stun appear *on the arm I'd weakened previousy*, I used the Amulet and kept at the other....then used the Amulet again and kept going. With both arms stunned, I was able to pull the lever, turn the weapon, pull it back and do the mini-game. Sort of sucks that the Lahkesis/Atropos and Clotho fights force Amulet usage *at least when you're this weak you cannot work around it* IF I'm somehow wrong about this opinion..do tell.

Zeus *This is the fight I'll pick up with tomorrow*

Stage 1 - I took advantage of my experiece with the BoO via GK:TM:NUR conditions where superior strats are just about required when focusing on the SoD. It was there that I noted that Zeus head was also targetable (along with his hand/arm) during those punches after a Siren Widow grab. I started by going to the top right corner. When Widows spawned, I used DR to blast them into each other. Zeus blew them away and I began whoring DR at a distance while watching Zeus attacks... keeping Widows off-screen enough that their scream wouldn't work. When "O" appeared, I used it then got to the far right side as he punched, lept into a DR at his face *large target* and repeated basically (twice). Grabbed his hand when "O" appeared.

Stage 2 - Without Argo's Return/Revenge, I entirely kept my distance. DR whoring obviously. For his bolts I would trick the first then roll away from the second *double tricking those is hard*. I do this until he quits the bull**** and comes after me so I can stun loop with "godly might". His other attacks just leave long openings so you can create distance and line up your shots *with TB if necessary*. When moving it is difficult to target the guy with TB as DR often can be seen just barely missing.

Stage 3 - Spirit/Plume whoring *blend of the two*

Stage 4 - See Stage 2

Stage 5 - I'll pretty much have to use RotT for that lightning shield. So I used flashes of RotT during SPIRITS until the shield broke. Then See Stage 3. [/spoiler]

NOTE: Despite efforts, I could NOT get the GKPAIN+ here due to GS glitching with censorship attempts.

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#14  Edited By MrStarkiller
Member since 2008 • 18984 Posts

GoWIII

VH PAIN+ *part 1*

Mount Olympus

Gaia:Shoulder

-Grabs for Ram/Toss whoring (collisions/ring-out). A recurring tactic with Sentries (general grab condition).

NOTE: I enjoy the i-frames, mobility and superior targeting (manual) for Tosses *which I can use whenever I please prior to the auto-toss*. Hell, I can ram for wall collision instant kills on the 'ammo' and have yet more i-frames (possibly mash to extend). Having multiple collisions per use really is a nice trick. A damn shame it came at the cost of the collision system as a whole (it did not have to be this way).

*cutscene*

-Yet more 'rape'.

Gaia:Arm

-Rape

Leviathan 1 - (Standing 1) 's,t,t,t' on either side (left/right). Evade the breath and us quick rolling to keep close.

(Ceiling) Evade with "X" as needed and whore square. Keep to the center and try to use diagonal evasions towards the enemy to limit movement too far left/right from the center.

NOTE: There is a spot at the center where we cannot be hit, but I don't have a good feel for said 'small' sweet spot.

(Wall) As with Standing 1, I keep to extreme right or extreme left. When he taunts, he is open for at least one 't,t,t'. If a leg stomp and you react slow, just dash out of the way then 't,t,t' towards the corner you came from. If you see it coming, you can 't,t,t' away and back. If you see breath, I believe you're able to 2x 't,t,t' away, but I would usually favor 2x wall dash then towards/up 't,t,t' before he recovers.

NOTE: In regards to the transition into this fight, you should not move or attack as you can fly off and die. As soon as Gaia makes impact with the mountainside, feel free to move about as you please.

NOTE2: I fancy wall triangle attacks for movement while attacking. I do this while not knowing the damage values of wall attacks. I should perhaps have looked into this as I at least did for GoW1 (probably GoWII as well).

NOTE3: Reactionary fighting suits me better in a case like this. No need to press for extra (dangerous) hits.

(Standing 2) As with the others, I favor an extreme left or extreme right. 's,t,t,t' was the string to use. If it taunted, he was free for at least one. If he went for a swipe, I'd switch sides and use the string. For breath I would switch then quick roll at the corner before delivering the string. For 'all-in', I didn't experiment enough. I just evaded away and baked up 's,t,t,t' with Spirit as the only attack I really cared to be sure to land before getting back in a corner and waiting again. I might have been able to evade trick the attack or something to keep close. I know 'all-in' doesn't have linger hits like 'swipe' does.

NOTE: As 'Wall' ends, feel free to s,t,t,t (or at least mash out a 't,t,t'). Maybe go for two. Safest to stick to one though. You can cancel along the way until you reach t3/Spirit itself. So mind that strong, but unsafe ender.

NOTE2: I was instructing my friend who brazenly wanted to do this section in my place. I wasn't in a good position to test as I wanted to. I consider his move bold because he doesn't exactly have a good grasp on Normal much less VH PAIN+. Each time we were to do a proper run, he ends up choosing a set-up that makes him overpowered and devalues tactics (which makes him grow bored half-way into a run).

Mountainside:Exterior A

-Ram whore below. Wait for opening in Archers (they fire a shot at the ground) then leap up for a grab, block and grab.

NOTE: You might want to set it up so as to have the other Archer not be able to fire just as you come out of i-frames forcing either a hit to be taken or a return (DQ) rather than a block.

Mountainside:Exterior B

-More ram whoring below. More up top (priority targets being the Archers).

Moutainside:Interior:Tomb of Ares

-Number of ways to go about this. I fancy reverse whoring and/or ram whoring more so than direct attack. When the Sentries turn up, he will favor rally, so be mindful of this. Aside from chipping the Centaur with ram for "O", you can straight toss the Sentries at the fourth wall where they will ring-out (unlike yourself and the Centaur).

NOTE: Recall Centaurs can charge into walls. Also, you can ascend the ladder to have the Sentries gather up just below if that suited you (more useful in NGR+ NUR+). I didn't think to try luring the Centaur away early on just to go for the lever (if you can) and rush for a skip. Not my style for challenge runs anyway.

Gaia:Chest:Exterior

Leviathan 2

Stage 1 - Again, there is 'far left' medium range, ranged baiting and point-blank exchanges to consider in regards to tactics. The first would be about s,t,t,t. The last would be about s,t,t,s with blocks or evasion tricking I suppose. In regards to ranged baiting, you can either stand about outside attack range to bait crawl and crash or get to the back of the 'combat zone' and move along it (I like to leap into gliding at it) to force the choice to be crash.

In regards to crawl for the former, the left side (his right) is more active offensively, so favor our right by closing the distance as you see the startup (only blocking as the legs would touch you *unless you ride the center*). 's,t,t,t' is the obvious choice here (over and over until it is repelled). When he is sent back, you'll have time to close the distance for one more such string before retreating to loop the process (rather, waiting to see which move he picks *usually crawl*).

For the latter tactic focusing on 'crash', leap over the shockwave while being outside direct contact and quickly close the gap for one s,t,t,t as he is stunned before returning to force another (leaping into a glide at the back boundary). May not be the fastest, but it is possibly the safest means in terms of controlling the fight.

Stage 2 - Upclose, corner or distance game. I went with distance again. Same idea really. You only have crash to work with. No crawl.

NOTE: Crash has rediculous range and has a ground shockwave. Two rolls distance and a double jump should be fine.

NOTE2: Nothing new to add here. Just know that his breath doesn't favor a 'side' like in the past. Forward to back.

Gaia:Chest:Interior

-Puzzle/Navigate

NOTE: I like being able to rapid push (for collisions) or turn with (R). Kick being reduced so terrible is regrettable.

NOTE2: Partially placing the block is enough and can avoid the short visual cue.

-Rape and navigate

-(Wall) Grabs and navigate

Gaia:Head

Poseidon

Stage 1 - We can apparently stick to the back-left portion of Gaia's head (back-right is apparently a no go for this) without being touched by claws. If you glide at the 'fourth wall' during PR, it won't land strangely. Both of these were accidental finds by the friend noted earlier. Head to the back-left corner noted and wait for his move. If he uses PR 'left' you could glide over it or evade out of range. Not much time to punish this properly though (you're free to try as much though *perhaps just 's,t,t,s'). If he uses his claws, you can use 's,t,t,t' (possibly 2x) before waiting for his next move.

For the rightside, I might offer an older approach. Favor the side opposite the target (so the left in this case), but not at the front (so you get only left lightning or left claws). If he goes for PR, roll towards the target (if you didn't stay just close enough to the center to be 'left', but not at the extreme; if close, just run ahead I suppose) and use s,t,t,t before returning (quickly). If he goes for claws, rush uphill to the target with s,t,t,t and return.

NOTE: (PR patterns) left, right or front.

NOTE2: The idea here is just provoking tactfully, reacting and punishing.

Gaia:Hand

Stage 2 - A variety of approaches exist, but I go with another where I'm just provoking something and reacting with a safe, damaging punish. I don't really care to be in his face and evasion trick his punch or swipe anymore (or even just block/parry). That is an option. You should never see his grab attempt. I go to the bottom-left area where he has trouble hitting us and just hold block while waiting.

He only has two choices when you're in position: full stab or 3x stab. If he goes for the former, you can either rush to the wall and get on (do so but keep low) and 't,t,t' towards him so some of the hits lands. About three of these then get down and try for 's,t,t,t' as he withdraws before returning to the starting position noted. The alternative handling is s,t,t,t along the wall and aim for only Spirit to land near his body (through the wall). Do this 2-3 times before closing in for a direct application like in the other handling.

If he goes for triple stab, get by the wall and wait for him to pull out the second stab and prep for the third. The instant he pulls out, you may rush in with an evade then go for 2x s,t,t,t before returning to the starting position.

Gaia:Head

Stage 3 - Again, start with the back-left corner and bait an attack. The plan for claws remains the same. For left-right PR, you have large opening for s,t,t,t after gliding (toward the camera) over the left PR. Not so much for front-middle-back unless you evade towards the middle discharge just after it goes off (pushing it if you go for the full string and try to return). For the right set of claws, you might again try to lure attacks to the side opposite of the target. Though left-right will now sort of be the same sort of crap opening as the other pattern. Claws make for a huge opening to exploit. If you're not in a rush, you can just wait for the desired attack.

NOTE: (PR patterns) left-to-right (no right-to-left as I recall) or front-middle-back.

River Styx

-Swim

Realm of Hades

Hades Path

-Yet more grab whoring. Be it for instant kill or collisions/ring-out.

Palace of Hades:Exterior

(AoS Trial) Grab whoring is simple and effective.

(Rope) Rush ahead for a grab and then wait a bit for another (kick to grab isn't necessary). You could just forge ahead and ignore the backspawns until they drop from the rope to fight you (rape them) or turn around to address them as you.

NOTE: There seems to be i-frames after we get grabbed (reverse), do a grab or even just plain attack. This is to be exploited when attacked from both sides. Luckily Sentries aren't much like Fallen Legionnaires of GoW1.

Gorgon Serpent Chamber

-The Serpent is quite capable of harming Lost Souls directly for what that is worth. Reversing the 'grab' is an easy way and, as noted by Hotel', they sometimes do this from pointblank (unlike Flash) *block whoring up close would be fine as such*. Without return, Flash is a pest. It isn't so useful to have foes petrified from Flash here.

CG is quite capable (when it lands) of putting the Gorgon against the wall (collision and stun with possible air OS or even OH set-up). Launch into grabs is viable, but "T" with BoE isn't all that great (and pursue no longer has i-frames). The 'lock' for Gorgons doesn't apply to 'Serpents'. At least not completely. You could go for back to back launches into air OS or OH, but there is no guarantee the foe will keep playing along and positioning for OH can be 'iffy'.

At any rate, just CG rape the Gorgon along walls, reverse grabs and maybe go for a Valor into air grab along the wall (like Labyrs Minotaurs later). When at "O", feel free to use it and shatter some garbage. At this point, just ram whore on the Gorgon for "O" then shatter some trash. If you have remaining Sentries, just grab kill them.

NOTE: Petrification can be nullified with i-frames or full evasion. Aside from this, partial petrification is dangerous to anything in the air. We can negate this with gliding however.

Peirithous Puzzle

-Do it. I like luring the Mongrel beyond the first 'Archer' post in the path back to the bramble *AI Boundary*. Preferably just beyond the second actually. From here just keep to its rear carefully and lay into the poor bastard with t1, t0 and t3. A fair fight might see getting in its face and evading under (or air blocking) the first fireball before point blank 't,s,t'. Lots of t1 punishes after blocks of swipes or headbutts.

Ride it and murder everything in your way. Obtain the bow. Grab the ledge by the archers and then climb up into grabs. Rape the rest.

Harpy Chamber

-The hall we entered this chamber from is the AI boundary. 'Bombers' and 'dives' can follow through, but aggression can't be expected unless you cross the boundary to bait the attack. Once over the boundary and not attacking, they slink off back to where they belong. Obviously we can punish bomber with a grab afterwards (and being off the ground means it won't hit even if they are on top of you). Pity you cannot CG or air OS them out of it. The dive can be blocked/parried into a grab (maybe try for s1 into grab *meh*). AI boundary abuse is the idea though. You could, alternatively, CG into air grabs and all that sort of thing if you so choose.

Underworld:Cliffside

-Navigate

Three Judges:Lower *Trials of Erebus*

-Block and wait for all Civilians to be converted into Lost Souls. Grab whore.

-I fancy using Sentries to Ram whore on the Lost Souls when not grabbing them directly. When Lost Souls are gone, if a Sentry or so remains, ram whore on the Minotaur. When the Minotaur is alone, CG whore for "O". Use it (possibly as a refill should you have taken damage somewhere).

NOTE: If you kill the Minotaur before all Lost Souls are gone and one reaches the gate, a new Minotaur will spawn rather than a Sentry.

-I prefer to run around the perimeter to keep the Gorgon busy taunting and wait on Harpies to make a move. Preferably opening themselves up with bomber just to be hopped over into a ground OS. Maybe have a bomber land during the i-frames for another easy target. I want all the Harpy distractions gone.

I suppose you could CG chip the Minotaur to "O" and the same for the Gorgon Serpent, but an alternative to this slow process would be setting up an airborne Minotaur to be hit with Flash (hard as it sounds at times). I should have tested AI boundary exploiting a bit longer here as it might have been a way to better arrange for the set-up necessary to get this instant kill perhaps at the expense of having to quickly break free from being petrified if you don't have time to evade. Before I set anything like that up, I do want the Gorgon Serpent at "O" though (reverses are desired *about 6 or 7 if you sprinkle in a CG here and there; no more than 8*).

When the next wave shows up, grab the Gorgon to GR the lot of them. If the Harpies are gone, you may close in to try and shatter the Minotaur. If one more survives, they have to go first. With just a Minotaur, CG whore for "O". Should you be injured, you would want to avoid shattering it anyway as you could exploit it for HP. Same idea with the earlier Minotaur I suppose.

Three Judges:Upper:Section B

-Pot ram (no explosion option), ring-out and direct damage approaches are available. I don't need HP, so I'm not going to bother going for damage. I opted to seperate them, lure one by a cliff and launch into juggle over the side then lured the other to the other 'pity' (by Section C) and CG'd him (carefully) over the side. Seems 3 evades is the limit of their charge in terms of distance.

Caverns of Hades:Bridge

-Send them into the pit, let them blow themselves up, ram them with a pot, grab whore, rush in for grabs, etc.

NOTE: Recall that explosion of the pots don't harm us. Fiends still have the rule about air and grab kills preventing suicide bombing. Also, you can air block their bolts.

Caverns of Hades:Bramble Vent Puzzle

-Ring-out is preferred. You can use a pot uptop if you like, but it isn't necessary.

Caverns of Hades:Hades Arms

-Still a waste of time.

Palace of Hades:Outer Atrium

-Bait the Stone Talos to give chase towards either stairwell and then pummel them while their AI is lacking (t,s,s,s,s,t). Watch for their third stun's attack. "O" when available. Rape the Sentries. You may use them to chip the final Stone Talos to death (or to "O") if you wish.

Caverns of Hades:The Forge

-Lever

Caverns of Hades:Gazebo

-(Dogs) Grab whoring.

Hades Path

(RoS Trial) Rape

-Grab whore the Archers.

Palace of Hades:Exterior

(Twin Hades Cerberus) For detailed older coverage, refer to the other runs. I'm just using the alt here.

Run along walls while maintaining enough distance to force taunts out of their idle stance. s,s,s,s,s,t with only the intention of landing Spirit on both or one. Repeat for each "O".

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#16  Edited By MrStarkiller
Member since 2008 • 18984 Posts

VH PAIN+ *part 2*

Palace of Hades:Door of Hades

-Rape

Palace of Hades:Lower Chamber

-OS, air OS and CG were the old ways. Now I fancy luring them to down the hall back to the 'Door of Hades' which funnels them and acts like an AI boundary as you get further in. They open themselves up especially well after bombing. Just leap over the explosion and ground OS. Repeat for each. There is always the option to exploit the save point for artificial checkpoints.

Palace of Hades:Mezzanine

-As noted in past coverage, we have the 'gates', 'balcony', hallway/boundary and 'proper' approaches to consider. I favor a bit of Gates and Balcony. This translates to ground OS through the gates at dogs until they are gone then luring a Minotaur to the balcony and using CG (easier with launch) or juggles to send it over into instant death. Obviously, if HP was needed, their "O" could be exploited for replenishment.

Palace of Hades:Upper Chamber

-Ram/Toss Sentries at Harpies. Grab Harpy. Same for other Harpy. Finish what remains.

Palace of Hades:Lower Chamber *again*

-Same as before.

Palace of Hades:Upper Chamber *again*

-Finish puzzle

Palace of Hades:Throne Room

Hades

S1P1 - (Stand) Block his claws (parry is fine too), evade his stomp (roll, run or jump). Use 's,s,s,s,s,s' to play it safe while getting in fair damage (Valor timed for just after a missed stop allows for a brief stun) Try to stick to his left leg as he only stomps with the right leg. So left flank is relatively safe. Thus keep circling him in a counter-clockwise fashion.

NOTE: Avoid getting stuck along walls.

S1P2 - (Wall) Stick to a corner (I favor the right). If he tries for a grab, you can leap/run/evade away, jump over (it can glitch catch you without damage) or evade trick through it (at the corner). His overhead won't hit here. For the sweep, keeping to the corner is mostly safe. His clockwise overhead can hit if you're too close. Just pulling out the bow is enough to create space in that case. Only his left arm long range hit can land in this corner (block it or just leap over it). There are a lot of attack openings/options here. Some safer than others. Attacking towards his back rather than at him for warming up Spirit then turn it loose upon him is fine during sweeps. Valor whoring works fine too as it is safer (cancels). Just t1 whoring and the like is also fine. Just mind his attacks and use the openings.

S1P3 - (Meat) Cook up Spirit while cutting down the arms, blocking the path to Hades and landing Spirit on the meat. Repeat.

*super chain attack*

S2P1 - (Stand) Keep in his face with square whoring, parry the first hit of his warm up towards cross-swipe an evade at him and use last instant evades to clear his stomp. Leap over the shockwaves.

NOTE: Sadly his little 'grab' hurts us with each case and doesn't hurt him to break out of it (no orb drop either).

S2P2 - (Wall) Same as before except now his distance move is used three times rather than twice, but the second hit is still all that can touch you. It is worse now because of this. Just leap over the second hit then s,s,s,s,s,t into him (safe). The safest way to deal with the flicks (souls) is to go to the pillar nearest Hades and block the souls and wait to see what he does next.

S2P3 - (Meat) As before.

S3 - (Wall) He opens himself up to s,s,s,s,s,t along his body (careful not to get stuck) when he uses geyser. Keep clear of the unblockable start. You can get two Spirits in per geyser. Keep some distance to gauge what he'll do next though as the Mongrel summon is unblockable. The Mongrels themselves are easily blocked.

S4 - (Tug-of-War) You may try for a fair fight if you like. I fancy triangle whore and keeping my distance managed. Alternatively, you can slap him then evade into the pit, escape and repeat so I don't have to dodge much.

S5 - (CoH) Rape Sentries. t,t,t or s,s,t whoring. Keep center and watch for his attacks (evade accordingly). If you see the cues for his breath, get to either extreme and change platform sides using the grapple until he reaches "O".

Palace of Hades:Soul Summon Trial

-Grab whore.

Cavern of Hades:The Forge

-Pass through

Cavern of Hades:Gazebo

-Slightly move crank. You can trade blows, bait taunts (go for Spirit) or whatever. Just whittle them both to "O" and use both. As for the dogs, grab whoring while trying to fit in some boundary abuse (have to glide at it though) or baiting close attacks and clearing the Talos as you rid yourself of the distraction. A lone Talos is no threat.

Hades Path *yet again*

-Grabs after they fire (before they can Melee)

Olympia:Door

-Cast Gaia down

NOTE: Nice of her to give us some HP.

-The original approach was to lure away the Legionnaires to the area we start from and send the lot of them off the cliff (Valor after a plume was noted). Another way would be chokepoint abuse for plume grouping them using Ram to clear things up. Lately I've taken to luring the first group away, killing one and quickly returning to the Gates so they get suck and it leaves me with just a few spawns of the same Legionnaire as I go about grab killing the dogs. With them gone, it isn't a problem to ring-out or otherwise rape a bunch of Legionnaires.

Olympia:Cave

-Navigate

Olympia:Building A

-The usual array (refer to BoA PAIN+).

-(Centaur) Like before, but a new way to ring-out the Centaur exists as an alternative to getting on a ledge during charge. Instead he needs to charge at you from the bottom right towards the top left of the left opening facing the building on the other side of the gap. If set-up right, he will just barely fit through that space. Usually it takes you with him, but it has a bit of ground before remembering you're on air. Leap off and glide back if it does this. Then just ring-out the rest of the Legionnaires.

Olympia:Ballista

Chimera

(Snake) Plume lock.

(Lion) You can get in an early set of hits, but the idea is to punish 3x fire ball by working towards Spirit and having it land just after the third fireball. Both t0 and t3 will interrupt Claws and taunts. You can keep distance to force the charge that always leads to claws.

NOTE: As long as you're off the ground, fireballs can't hit you.

(Goat) Block the ram and create distance to bait Firewall. Leap over firewall and use t,s,s,s,s,t with t1 hitting to interrupt the taunt and Spirit aimed at where he stops (pace the string). If he went for ram, he'll be knocked out of it, so use s,s,s,s,s,t and try to land another Spirit as he stops. If he went for Firewall, leap over it and repeat the process.

Olympia:Chasm

-Harpy ride

Olympia:Building B:Exterior:Balcony

-Bunch them up at the top right then move to the bottom right and plume the group before using CG or Valor to ring them out.

Olympia:Building B:Interior:Hallway

-Pot ram, Sentry Ram, Valor for collisions, plume group, etc. You could lure them to the balcony for ring-out or a chokepoint beyond even the hallway. I forget if we can ring them out at the bridge just after this bit.

Olympia:Building C:Wall

-Navigate

Olympia:Eos Cave Door

-Running at the AI boundary will force a taunt from the Berserker (it moves forward with each taunt and will rush at "O"). Just Spirit whore while abusing this. Mount it and rape everyone (especially targeting the Legionnaires after breaking the Phalanx). Guardians can be used for ram more readily than Legionnaires.

NOTE: t1 can break the Berserker out of his taunt, but not t3.

Eos Cave:Corridor 1

-Rape

Eos Cave:Corridor 2

-Rape

Eos Cave:Catwalk 1

-I kept near the entrance barrier. And used OS and air OS (light collisions and some CG to keep me in the air if I didn't feel I'd get my grab in).

Eos Cave:Corridor 3

-Rape

Eos Cave:Rope

-Rape

Eos Cave:Corridor 4A

-Rape

Eos Cave:Corridor 4B

-Rape

Eos Cave:Broken Bridge

-Harpy ride

Eos Cave:Cliffside

-Use OS and evade away to provoke a burrow. CG them over the cliff out of a burrow.

Eos Cave:Catwalk 2

-Same tactic applies, but you could also straight CG or launch/OS into pursue to CG as they can go over but we cannot. Bow or Fleece the Archers when you finish.

Chain of Balance:Icarus Vent 1

-Fly then stab Perses in the eye

NOTE: (clock position) 6, 12, 6, 10, 9/3, center (...right, back to center, left, back to center), center-right (keep damn close to the left and the chain), 3, 12, 9, 6, 3, Perses RBP

Chain of Balance:Scaffolding

-Navigate

Chain of Balance:Icarus Vent 2

-Fly

NOTE: (clock position) 4/5, 5, go left, stay low and evade *not hard*, center/5*, 9*, 6*, center, fireballs *I kept my right thumb on select and freeze framed as I went to judge the course to make up for bad reaction time*

The Caverns:Box 1

-Burn bramble.

The Caverns:Box 2

-Burn to get started. I opted to save up all the Olympus Sentries here. I would get on a corner and wait for Minotaurs or just evade whore until they arrived. X toss when they aren't chopping away works great. Land a hit. Ram is an alternative of course. Same for the next bit really. Then burn away the Archers. Ram whore on the Mongrel for "O". Let the Elites bunch up and use flamethrower on them.

The Caverns:Box 3

-Listen to Hermes then get up the Chain of Balance

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#17  Edited By MrStarkiller
Member since 2008 • 18984 Posts

VH PAIN+ *part 3*

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) Triangle attacks and dashing about.

-Murder humans. Pursue Hermes.

-Rape everyone.

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

-Grab enemies and use Civilians as a distraction of their priorities.

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

Grand Vestibule:Lower

Hermes

-Spirit from just outside his wakeup range.

Grand Vestibule:Upper

-Rape

The Olympian Citadel B

-Launch to OH (quick T to OH for lock) or send them off a cliff with juggles, ram to toss, CG etc. Plume/Spirit whore the Enforcer. A plume lock works fine. Keep to either the extreme right or extreme left and deal with the Legionnaires first or rush them with CG. Then Plume group the Enforcers for "O" or abuse the AI boundary at the balcony edge for landing Spirit time and again.

Upper Chamber of the Flame

-Grab Archers

Upper Chamber of the Flame:Hallway A

-Lure foes to the chamber proper as a sort of AI boundary. Launch and air grab infinite/OH rape Sirens. Beat Legionnaires to death. Unveil Sirens as necessary AWAY From other foes.

Upper Chamber of the Flame:Muse Music Box

-Puzzle

Upper Chamber of the Flame:Elevator

-Wait for Gorgon Serpent grab until it reaches "O" then QTE before shattering Sentinels. Repeat.

NOTE: You're not likely to get time to shatter a petrified Sentinels when the Gorgon Serpent (and others) is active. And it does't appear that foes can harm petrified allies. It takes about 7 reverses for "O".

Chamber of the Flame

-Move on up

Upper Chamber of the Flame

-Use the crank

Upper Chamber of the Flame:Hallway B

-Grab the Archers. Grab whore the Wraiths. You can use the AI boundary.

The Forum

Hercules

S1 - Battering Ram whore

S2 - Battering Ram whore (during hit attacks) and guide him into walls

S3 - Plume/Spirit outside his attack range.

S4 - (Cestus) s,s,s whoring or s,s with bow canceling for the first forced grab. Evade wall toss. Do it again while looking to block one handed attacks or evade. Rotate if the one hand is a grab. Two handed is "O" mash. *You can just keep distance and let him keep using the bear hug* Evade wall toss after forced grab. Do it all again. In the last part of the fight, he loses the ability to charge us apparently.

NOTE: The left arm is the punch and he does it after we reverse bear hug and after missing right arm grabs while we are close. Right arm is the grab.

Olympus Sewer:Nemean Roar trial

-(trial) Rape.

-(Phalanx) Shatter the phalanx enough to get through without hurting Guardians. Lure down towards the AI boundary and start killing off those without a shield. Shatter shields and repeat. It's tedious work. The water doesn't instant kill them. Just rip and tear.

Poseidon's Chamber:Main Chamber

-Grab dogs, get potshots in with Cestus to break shields (I like CG pokes), rip and tear or use the power of oxi-clean *water*.

Poseidon's Chamber:Hyperion Gates

-(Puzzle) Kick dogs...

-(Elevator) More grabs.

-(Bronze Talos) Lure them to the EXP chests and exploit the AI boundary.

Poseidon's Chamber:Halls

-CG pokes at shields is fine, but really you should isolate them one at a time.

Poseidon's Chamber:Main Chamber *again*

-Crush shields and rip/tear. Lure Bronze Talos into the water.

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) You could ram whore to clear out the Archers then use Sentries on the Centaur or maybe just focus on the Centaur itself before going after the rest. It matters little.

Gates of Tisiphone

-(2x Chimera) Usual plume lock for the lone Snake stage. I aim to reserve pots for Goat stage due to how troublesome it can be. The boundary at the fourth wall can help control the AI. Goat stage doesn't exactly have the tools for setting off a pot more than once, but having them die sooner would work to my preference. At least, I'd want one of the two dead. The basic tactics remain the same as before, but this time I'm trying for using all my resources on Goat stage.

-Do the puzzle

Pit of Tartarus:Path

-Ram to Toss for ring-outs.

Cronos

-Blind him

Cronos:Right Hand

-Ram whore at the spawn point.

Cronos:Right Forearm

-Clear 'breath' via Ram or quick rolling. When he exposes his finger, ram at it. When he tries to hit the platform, leap over.

NOTE: There is an invisible wall ahead of us here, but not behind. If going for ring-out, toss at the camera.

Cronos:Right Hip

-Grabs

Cronos:Navel

-Ram whore at the Talos

-Attack Onyx

-Ram whore.

Cronos:Left Hand

(Wall) Get clear of foes.

(Floor) Ram whore while waiting.

(Ceiling) Grabs.

Cronos:Left Arm

-Navigate

Cronos:Left Shoulder

-Grab kills for target to come out. Ram whore at it for "O" then mount and hit the shoulder.

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) Grab whore.

Aphrodite's Chamber

-Passing through

Upper Gardens:Bridges

(Nemesis Rage trial) Grab whore

Daedalus' Workshop

-Pass through

Olympus Garden:Maze

-AI boundary abuse, ring-outs, collisions, artificial checkpoints, etc.

Olympus Garden:Hall

-(Satyrs) Early OS then keep away, force taunts, close distance for a launch on one then OS the other and repeat until one is alone (then OS rape it). As an alternative, seems Hotel made his own find in varying up the approach here. Luring the initial Satyr (bait attacks and block them) into isolation near the entrance gate allows for grab whoring (preferably with it along the wall) allows for simultaneous grab and AI exploiting to keep the other just watching. After that, make sure the enemy is taunting, get in close and grab whore.

NOTE: Remember you can pull them off the walls before they begin their leap.

Olympus Gardens:Puzzle

-Do it and cross the gap

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#18  Edited By MrStarkiller
Member since 2008 • 18984 Posts

VH PAIN+ *part 4*

Hidden Passageway:Hallway

-Rape

Hidden Passageway:Cave

-Rape

The Caverns:Box 4

-Plume whoring the two for a bit. Switch sides to even out HP deduction a bit. Get both to "O". Grab both.

*Berserk spawns*

Bait Berserker charge to occur between the chests and flee to either corner for AI abuse against the Enforcers. Chip the Berserker while it is stuck using t0 or t3. If Enforcers get a little too close, t0/t3 them away a bit. Mount the Berserker and chip on a selection of 2-3 of the Enforcers to maximize damage on them so as to get them to "O" at least. Then grab each. With the group reduced to just two, it wouldn't be so hard to just lock them like the first two. Again, don't forget to use the AI abuse to get them taunting if you need a break/opening.

The Caverns:Flood Chamber

-Pass on through

The Caverns:Hallway A

-Use Elevator

The Caverns:Hallway B

-Rape

The Caverns:Dark Path

-Navigate

The Caverns:Dark Pool

-The net approach is still valid as would be a false grab then evading about. Ring-outs too. This time I went with a false grab on the right Gorgon then evade clockwise around her to make her sweet Stare at the Harpies. Then I launch whored on her until I saw stare coming from the other Gorgon (partial petrification instant death) then false grabbed her and made her petrify the other Harpies before Launch to OH for ring-out. An alternative was to go to the net, triangle whore near the top against the Harpies (or let them petrify) then come up to set-up the same Gorgon on Gorgon action as before prior to a ring-out.

NOTE: Refer to BoA PAIN+ for more information.

The Caverns:Hallway C

-Rape

The Caverns:Box 5

Skorpius

-Usual Cestus rape while hoping for around zero to make it to the checkpoint.

S1P1 - I start by using S on the right foremost leg about 3 times. If he goes for tail slam, I get away and rush in to finish it before dealing with spawns. If a grab, I'll take it and get back to clobbering. Nothing else should matter. When the first leg is broken, I'll want to do the same for the other foremost leg to have a base to start from and have light control. With two legs exposed, I'll destroy one of the mid legs for the first collapse.

NOTE: Air square whoring (with caution) might be a good way to land hits on the Onyx actually.

S1P2 - t,t along the face to manage spawns while hurting Skorpius. It is a matter of execution really.

S2P1 - One could t,t among the horde a bit or completely stay out of the way of breath at either extreme left/right, but in either event you should make your way to an exposed leg for t,t near it (stunning Skorpius and killing Spawn). With that taken care of, begin switching off s1 with bow cancels from one exposed leg to an unexpose leg (or some other manner of trading off string set-up). Just slowly taking out his legs (after two he will always scurry away whereas otherwise it is random).

NOTE: An alternative way for leg order would be to take out the middle legs on both sides first as they are less open to S2P1's entirely 'false grab'. While using this approach, instead of breaking the third leg for S1P2 right away, aim to get all legs near broken before proceeding.

NOTE2: You don't want to be at range during S2P1 (tail stab). The backmost legs are uncovered from the start, but it is too dangerous as i-frame evades aren't reliable against the tail slam. If this weren't the case and we didn't get stuck under the body now and then, we could start from back and work to the front for a very simple tactic. Missed potential. I even tried it when better at i-frame evading through the tail but either it was S2P1 or being on the leftside...but he would NOT stop running away when I went to the back. If I didn't catch the leg quickly with a hit and keep on it, he would just run. Having spawn around while trying to evade through is too dangerous without using the grab i-frames. Once I got the backmost covered leg open it was no problem. I should also note that the rearmost leg can put itself outside our reach due to an invisible wall it can cross. So the tactic is too faulty even if you can reliably deal with the tail as he seems hellbent on running away or keeping his foot out of our reach.

S2P2 - Same as before.

S3 - Icarus Vent to mini-game

NOTE: Just go as high as you can while staying in the center. Nothing can touch you. Evasion isn't necessary. Same for the left or rightside (bottom) of the chain. Technically, I could hold (R) up or down and do nothing else and have clear this.

-Crush him. Collect and use the Boreas Icestorm and go up the vent. Use it again. Do the grapple sequence.

The Caverns:Box 6

-As before, you can cause a Gorgon to petrify/shatter Minotaurs if you get them off the ground. Doing this isn't too easy to set-up safely. Be it T from a corner while a Gorgon stares and you aren't being pelted with spears or CG as a Minotaur attacks (letting it flip rather than slide *it isn't airborne in the latter according to the game even if it hits a wall*).

Because the Gorgon Stare isn't potent enough to outright petrify the Sentinels, you can't rely on it even for that. Though you could perhaps prove you're great and get all the shields off while ignoring her then using plume from the corner as she stares for a fancy group shatter.

We have AI abuse, but it is of limited us. CG is very 'iffy' here against the Gorgons (it is already a bit inconsistent *especially when used as a air-to-ground attack*). As nice as using Gorgons to get rid of the Minotaurs can be, they're just more of a bother than they're worth. You want to ring them out.

You have to do it fast or it become very hard to isolate a Gorgon for a CG (even if you force a taunt unless they're next to the edge AND nobody is around to punish you). Launch to OH works well, but won't always clear. If near, but not on the ledge, CG. If on the ledge, false grab.

With the Gorgons gone, the way to deal with Minotaurs is to make them give chase away from the Sentinels, position them towards the edge and CG as they attack so they'll flip over the side. Repeat for the other.

With just the Sentinels, you could t,t in groups of shields while watching for a break. Then it becomes more about keeping away, baiting shiedless attacks and shield rushes in order to get shieldmen out in the open for a hit (especially CG poke). I prefer to just get ALL shields out of the way before attacking. With them lacking shields, you could just plume group, Valor them off a cliff, etc., but I like to get back into the corner, plume the group into an air grab infinite for "O" (about 9) then ram whore before the beating proper begins.

NOTE: One helpful tip to get shielded foes from the unshielded is to use AI exploits. Get the shieldmen taunting while the rest come at the corner you're hiding on (they cannot reach you). Then rush for the shieldmen by leaping over the unshielded enemies.

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

-Exchange blows with the 2x Bronze Talos for "O" on each. Grab both (or damage kill them at about the same time if you need more time to get the Mongrel to "O"). Get the Mongrel to rush then punish with t,s,s,s,s,t or t,s,s,s,s,s *safer* and repeat for "O". Mount it and wait for everyone to turn up before flamethrower rape begins.

The Labyrinth:Box 2

-Puzzle

The Labyrinth:Box 3

-Puzzle

The Labyrinth:Box 4

-Learn the spike pattern for floor 1. Use it to annihilate. Grab Harpy Queen. Hide on the ledge for floor 2 until only 3 Sirens remain. After that, beat on them with caution application of air OS infinite while watching the floor. Get the Harpy again and finish the Sirens.

NOTE: Be careful not to get hit with their air scream on the ledge.

The Labyrinth:Pandora's Cage

-Get her

The Laybrinth:Box 5

-Toss/Ram whore on Gorgon Serpent and reverse their s*** Use their "O", but don't shatter the Sentries. Reserve them to kill the next two Gorgon Serpents. Finish stragglers. Then a Trap.

NOTE: If a Gorgon Serpent is petrified in the QTE of another, crush them.

The Labyrinth:Box 6

-Puzzle

The Labyrinth:Box 7

-Isolate Sirens for air grab infinites. Use Helios Head to make tangible when they are isolated. Break shields and rip/tear or ram/toss into others. Isolate Wraith for grab to infinite OH or just grab/air grab. CG when they burrow (ought to not happen). Wall collision rape/lock Minotaurs after a launch using 's,s,s,s,s,s' or CG as it attacks into wall collision then quick air grab. Repeat for "O'. You may use battering ram when the chance is there. It is always best to isolate foes and be very careful when trying to find any as you might just get hit with a quick off-screen or partial on-screen attack.

NOTE: I tend to prefer having shieldmen stripped before I proceed to kill any Guardians. Wraiths have priority just above that of Sirens. Neither are welcome. When a Guardian kill triggers either of these, stop killing them and go after the new foe as you don't end up creating multiple at once if you can avoid it.

NOTE2: 3x Siren. 6x Guardians. 2x Wraiths. 1x Siren. 3x Guardian. 2x Minotaur. 3x Guardians 1x Wraith. 2x Sirens. 3x Guardians. 6x Guardians *the critical wave to kill slowly and take out the things that spawn as you progress* 1x Minotaur. 1x Siren. 2x Wraith.

NOTE3: Siren Backbreaker won't effect Guardians. Their mid-grab seems to go at 1 o'clock with your perspective of 'foward' as 12 o'clock.

The Labyrinth:Box Tops

-Get in position for the cutscene

Icarus Vent 3

-2/7, 4/5, 10/11, 4/5, 2, fireballs and garbage, get atop the chain *center* for 12, 11, center (...right, left, left, right, left, right, left, center...), center (...left, center, left, center, left, center), move through 'fans', down, up, down

Three Judges:Lower

Hades Cerberus Breeder

S1 - 27 kicks. I like keeping to medium distance so I return the first dog as the third is birthed then evade away and go to grab the last dog. 2x kick per birthing.

S2 - 19 kicks. AI exploit comes into play. I could kill the Satyr outright to get HCB alone or weaken it then ignore it with AI antics during birthing *dangerous*. I'd have to return 19 kicks without being hit by the Satyr I am ignoring. It would take about 6 air grabs or 2 OS and 1 air OS to nearly kill the Satyr. The earlier notation of Hotel's from the first Satyr fight applies here to for allowing 3x OS by having the Satyr attack (block it) on the boundary which keep the HCB taunting as we go for OS each time (3 to kill it).

NOTE: The birthing is now 2x rather than 3x. You can still manage 2x grabs in a row, but it is less likely to work. He is more aggressive in S3 and it will be 1x birth (though he CAN use 2x still). Just keep at a distance and return one or keep far at the AI boundary as it births to make him taunt before you grab the HCW and return it.

S3 - 15 kicks. So long as the HCB and the other Satyr are at a distance, the same trick for boundary abuse plus OS applies. You just have to flee and reset the set-up each time. Kill the Satyrs first between OS and air OS usage. Return dogs when safe. When alone with HCB, just keep abusing AI boundary after it starts to birth. If it doesn't and instead charges, get the Hell away until he co-operates.

NOTE: You can return a dog just a fraction after it explodes as if it was still there.

NOTE2: For more notes, refer to old runs. As things are now, I can safely OS whore on Satyrs so I've got no issues on my end.

Three Judges:Upper:Section A

-Smash

-Instead of infinite air grab antics, I leapt across the gap to bait everyone near then returned as they were taunting for a CG into the pit. Then lots of grabs. Just dicking around.

Three Judges:Upper:Section B

-Smash.

-Break shields then sent them all into the pit with Valor.

-You can 3x OS the Satyr if you get it isolated or bait it to the pit for a launch to CG (be mindful of spacing).

NOTE: For some reason, the hall here has the property potential to make foes move at hyper speed now and then. The Satyr air grab only works off background invisible walls (not the foreground invisible walls). When he's evading around he is looking to do it, but he won't be able to without the necessary condition (a usable wall). After killing both Satyrs simple Sentry rape awaits.

Three Judges:Lower

-Break it

Icarus Vent 4

-Keep low and make slight adjustments...

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 - "t1" to air grab. If you're near during lighting, air grab. If far, merely wait. If he goes for grab, leap over then try for a bounce to air grab. If he does punches, block the second then leap over and use t1 to air grab.

NOTE: You can air block the angled slam, but not block it.

NOTE2: Punch 3 only occurs if both punch 2 hits (block or direct).

S1P2 - As before. His new lightning lift should be blocked (it leads into punches). Don't bother pressure him with hits to make him teleport.

Olympus:Pavilion

S2 - Block in his face until the cutscene starts.

Gaia:Chest:Interior *Heart*

S3P1 - t1 to air grab over and over. If he escapes the air grab, leap over shockwave and quickly try again starting with t1.

NOTE: If I had to guess, the damage for air grabs is quite high.

S3P2 - You need to be rid of the Clone first. I fancy t1 to air grab (clones can't block/evade) after the original uses a charge. Two air grabs will kill the clone. If you have trouble with this, you could just evade around near Zeus (maybe far away if that suits you) as a delay until Gaia's heart activates. While the original goes for HP he doesn't need, you can take out the clone. Then work on Zeus like in S3P1. Try not to let him escape. If he escapes, stop his charge directly (not by attacking the heart unless you need HP). Should you end up with Clones, you might want to either restart or let Zeus get distracted by the heart and go after all the Clones before proceeding.

NOTE: You can only finish Zeus off when the heart is active and you deplete his HP. It takes about 5 air grabs per phase.

NOTE2: It seems Zeus just might be able to gain more health than he starts with in S3P2, but not have S3P1 overage effect the amount (lower than usual). It didn't seem like the HP orbs gained from shockwaves did anything though. The highest I've seen him raise his HP is 9 (though it can probably go to 10) which is the combination of both phases. So he can regain up to enough HP to combine the phases (that's his limit).

NOTE3: As for Clones, it seemed like it was just a near death thing. Once he did it, he could keep doing it whenever he wanted. Also, he gained more HP somehow. I had him one air grab from "O" and three more still weren't enough. So he somehow heals as he makes a bunch of clones. That's absurd.

NOTE4: Clones can only punch. When air summoned, they have a lesser shockwave than Zeus.

NOTE5: The rest doesn't matter for run coverage.

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#19 MrStarkiller
Member since 2008 • 18984 Posts
Reserved 1
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#20  Edited By MrStarkiller
Member since 2008 • 18984 Posts

Reserved 2

~I should hope this is enough

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#21 MrStarkiller
Member since 2008 • 18984 Posts

Spoiler blocks are fixed for GoWIII's coverage. Not sure what went wrong with the various GS changes to mess with that or create the invisible text. I'll likely fix the others later. Maybe start inserting notes (like how much better Ally focus is for Furies 2 S4). Probably get the GoWIII run all in one part with the character limit increased (seemingly). We'll see.