Hades – #31 – Hat Trick?



Can Dan manage to escape three episodes in a row?

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Edited by Daniel Floyd

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32 thoughts on “Hades – #31 – Hat Trick?”

  1. Add me to the list of people that are hoping that even post-credits, you will show us at least one run with Extreme Measures up to level 3. Just for fun, as I'd love to see your reaction to the other boss tweaks!

    Reply
  2. Taking Hoarding Slash and not even willing to go all-in on gold? Sacriledge!

    In all seriousness, it's not the best perk, but can be a fun thing to try if you get it early. It's not a multiplier on your damage though, but a number added on to your damage, so it was pretty anti-synergistic with World Splitter, which slows down the rate of your attacks.

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  3. I never take Artemis's dash boon because I never utilize it well, but MAN do I love the effect!

    Oof. I get why some people may like World Splitter, what with the good raw damage, but I HATE the way it plays. I got it once for the fated choice and never again.

    What a disappointingly empty house this time. No Achilles or dusa or Orpheus or hades. Even Hypnos was too busy to talk to you.

    Dusa is best girl. That is all.

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  4. I find it a little ironic that the first weapon they give you in the game is also the trickiest to escape with. Though, personally, I think you're just getting a tad too reckless with it. The sword requires more hit-and-run style tactics than any other weapon. The best way to use the sword, for my runs anyway, is to grab weakness boons from Aphrodite and damage-over-time boons from Dionysus (hangover) and Poseidon (rupture). Having additional dashes from a Hermes boon also really really helps with the Hades fight, since his sweeps and spins are so wide.

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  5. The just a few more finished runs and you'll get the first ending but you can keep playing after that. The second ending takes a long time to do and as far as I can tell requires you maxing out relationships with everyone. I'm at like 100 and something runs and I still havent gotten it yet.

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  6. You do have the ability to max out the sword for Skelly as of now, so go ahead and follow through with that side quest when you feel comfortable facing the consequences.

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  7. The simplest answer about the locks is that they will depend on the character, but for the most part you just need to listen to what the characters tell you. They will drop hints about how to break their locks.

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  8. Had you taken the rapid slashes instead of world-splitter, you might have pulled this run out. It combos really well with hoarding slash since it adds the flat number to all your very quick attacks.

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  9. There's some important math for the gold bonus, in that it is a flat addition to your hits.
    It's correct that for 1k gold you get 50 points of additional damage, but if you'd gotten the quick jabs for the sword, which do 25 each, that is an additional 200% damage, since every quick jab then would do 75 base. Since you went with the 90 damage big chop however it is true, the increase isn't quite as steep.

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  10. Well in that case, I’m going to repeat myself a bit in case you didn’t see my last comment. It is worth killing skelly with the level five aspect of zagreus it can lead to two different goodies one for the sword and one involving the use of ambrosia

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  11. Honestly, I find that the best thing you can do when you're having trouble with a game is put it down for a while, play some other games for a few days, and return. Yes, some rust settles in, but you also shake off some bad habits when returning to default.

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  12. The locks are where you need to perform some favor for the character in order to advance your relationship with them, usually they will give you some hint in their dialog what it is, and most of them have a prophecy that pops up associate with them.

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  13. In general, the "keyhole" stuff requires certain story or sidequest events to happen. It can't be moved forward by nectar or routine conversation alone. IIRC most of the characters have at least one sidequest associated with them (usually shown as a Fated List entry).

    And I too vote for playing after the credits, even if it's not a consistent series. There's no way Dan will get through sidequests (including boyfriend-quest) by next week, and the endings are nice.

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  14. Stock up and start giving nectars to everyone, your keys have little value now so it's good to keep trading em in for nectar which you need for a while. You will eventually hit a "locked" heart on all the characters which means you haven't progressed the story far enough…once you progress that character (through further interaction usually) then you can move forward again and continue to give gifts. There is some value in doing so to the gameplay. There is significant side story stuff that comes after your 10th escape typically…depending on how much you've been working towards handing out nectars. That being said it's understandable that after the 10th escape you might consider making this a more casual thing you did on your own time (and maybe peppered into playframe like the steel soul run?) versus a scheduled three times a week thing. It's been a pleasure to watch you take this on as always!

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  15. When you give people enough nectar and have completed certain conditions they may ask you for a favor is you do them the favor then you can give them ambrosia to max their affection

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  16. um… if you want to pull of the hat trick without going past ten escapes, then you are going to need to do it next week. no pressure or anything, but you only have three more to go of the ten that you apparently need to reach end credits…

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