![FinSompi](/img/default-banner.jpg)
- Видео 309
- Просмотров 106 586
FinSompi
Финляндия
Добавлен 25 янв 2012
It's mostly just about games: Usually 100% playthroughs, 100% secrets, multiplayer-coop or even few, randomly played speedruns.
I recently made a Twitch-account and might include commentary on future videos aswell. (Check link below)
I recently made a Twitch-account and might include commentary on future videos aswell. (Check link below)
DOOM + DOOM II: TNT Evilution - Achievements 26/33 - Levels 9-15 + 31 (100%)
(Links, achievements and secrets at the bottom of the description)
Hello! Getting right into the next group of levels and stopping at the 2nd secret level.
There were few problems coming up towards the end with the last two levels.
Level leading to secret exit has two monsters that you can't alert, because they're behind a big wall at the edge of the playable area and skybox is the surface next to it.
And secondly, the secret level itself has not just one, but few shotgunners 1st stuck in a wall, above the supposed doorway, which is supposed to come down and let rest of the enemies wake up and spawn in.
Only way to fix both occasions is to do the usual 'Idclip' to wake up and/or kill the st...
Hello! Getting right into the next group of levels and stopping at the 2nd secret level.
There were few problems coming up towards the end with the last two levels.
Level leading to secret exit has two monsters that you can't alert, because they're behind a big wall at the edge of the playable area and skybox is the surface next to it.
And secondly, the secret level itself has not just one, but few shotgunners 1st stuck in a wall, above the supposed doorway, which is supposed to come down and let rest of the enemies wake up and spawn in.
Only way to fix both occasions is to do the usual 'Idclip' to wake up and/or kill the st...
Просмотров: 4
Видео
DOOM + DOOM II: TNT Evilution - Achievements 26/33 - Levels 1-8 (100%)
Просмотров 716 часов назад
(Links, achievements and secrets at the bottom of the description) Hello! Jumping into the next add-on, TNT: Evilution, which has 32 levels in it, so I thought it'd be appropriate to do 8 levels per video for it. It has a decent start to it, feels quite solid for the most parts. I think the only little 'oops' in the maps has been in level 7 (Prison), where you can potentially get stuck, if you ...
DOOM + DOOM II: Master Levels for Doom 2 - Achievements 26/33 - Levels 12-20 + Secret Level (100%)
Просмотров 319 часов назад
(Links, achievements and secrets at the bottom of the description) Hello! Doing the rest of Master Levels with this lengthy video, while almost getting eaten alive and scratched to death. At least this video delivers yet another achievement at the end of the journey. We'll also find out that level 13 secret is just like the glitchy secret in E4M7 of Doom 1 with its thin line. I thought it was t...
DOOM + DOOM II: Master Levels for Doom 2 - Achievements 25/33 - Levels 1-11 (100%)
Просмотров 5День назад
(Links, achievements and secrets at the bottom of the description) Hello! Alrighty. It's Master Levels of Doom 2 that we're doing now! Master those secrets, climb the black tower up and come back down just to throw yourself into a pool of lava, and then some. So, we're doing 1st 11 levels and while the 1st 10 are quite easy with few death pits here and there to avoid, the black tower performs a...
DOOM + DOOM II: Doom 2 - Achievements 25/33 - Levels 25-30 (100%) - ! Exception on lvl 27 !
Просмотров 2814 дней назад
(Links, achievements and secrets at the bottom of the description) Hello! Reaching the end of Doom 2 with the achievement for it, but it wasn't the perfect ending for Doom 2 levels. Level 27, another troublesome level with not just one, but two problems in it: • 2x Automaps in the level, while only one can be picked up in a single level. No way around this. • Another inaccessible secret again. ...
DOOM + DOOM II: Doom 2 - Achievements 24/33 - Levels 19-24 (100%)
Просмотров 614 дней назад
(Links, achievements and secrets at the bottom of the description) Hello! Moving onwards towards the end of Doom 2. Once again, no new achievements on this one, but next one will have one for the completion of Doom 2. Nothing special to this one, other than ssg-shot going through a hell knight and hitting another one behind. And Gotcha! had a spot, where one could get stuck in. That spot made m...
DOOM + DOOM II: Doom 2 - Achievements 24/33 - Levels 15-18 + 31-32 (100%)
Просмотров 1914 дней назад
(Links, achievements and secrets at the bottom of the description) Hello! This one starts out with a troublemaker of a level, where we have to deal with a glitchy secret-trigger to achieve 100% stats. As if that line wasn't out of control already, but we also had an uncooperative pain elemental, on top of it as well. (NOTE: This glitchy secret #4 in Level 15, requires a living pain elemental to...
DOOM + DOOM II: Doom 2 - Achievements 24/33 - Levels 8-14 (100%)
Просмотров 1014 дней назад
(Links, achievements and secrets at the bottom of the description) Hello! Doubled the length for these levels, but no new achievements this time. And same will be for the next ones, until we reach the end of Doom 2! Nevertheless, the action will be there. And lots of secrets! In next one, we'll meet the guys in blue, on top of the usual demonic action! Playlist for DOOM DOOM II: ( ruclips.net/p...
DOOM + DOOM II: Doom 2 - Achievements 24/33 - Levels 1-7 (100%)
Просмотров 814 дней назад
(Links, achievements and secrets at the bottom of the description) Hello! Fresh video and meat served, when we jump into Doom 2 and immediately hunt down 100 monsters with the chainsaw as well as go for 4 kills in one Super Shotgun shot, meaning two achievement for this video alone. That frees us to do rest of the game normally and get the Doom 2 completion achievement at the end of the Doom 2....
DOOM + DOOM II: Sigil - Achievements 22/33 - (100%)
Просмотров 4814 дней назад
(Links, achievements and secrets at the bottom of the description) Hello! Firing up the supposed 5th episode for Doom and gunning down my way to the end of it, achieving yet another achievement for doing so. Due to unexpected deceit done by a single zombieman hiding in the boss-level during my test-run, you won't see the pop-up in the video, but it's on the thumbnail. Also this is the 2nd playt...
DOOM + DOOM II: Doom (1993) - Achievements 21/33 - Episode 4: Thy Flesh Consumed (100%)
Просмотров 1721 день назад
(Links, achievements and secrets at the bottom of the description) Hello! Time to finish 1st Doom! This episode started pretty rough, when I did my test-run, but at least actual recording had a decent run through it. The 2nd level could've gone better or more like planned, but something always goes differently. Then it gets easier onwards, but the episode definitely ended up being the longest s...
DOOM + DOOM II: Doom (1993) - Achievements 20/33 - Episode 3: Inferno (100%)
Просмотров 421 день назад
(Links, achievements and secrets at the bottom of the description) Hello! Blazing towards Episode 3, Inferno. A crappy thing happened to the 1st recording, where webcam suddenly had taken over the microphone duty. I had to scratch that take and re-do the whole episode. Which also means, that this video won't show the achievement pop-up, but thumbnail has been taken from the 1st recording. On a ...
DOOM + DOOM II: Doom (1993) - Achievements 19/33 - Episode 2: The Shores of Hell (100%)
Просмотров 1221 день назад
(Links, achievements and secrets at the bottom of the description) Hello! Time for Episode 2, The Shores of Hell. We'll get three more achievements done on this one, while figuring out the obscure secrets as well. Keeping this short, so see you on Episode 3 next! Playlist for DOOM DOOM II: ( ruclips.net/p/PLTV-3W1D-v9y9utvgM-408ll-uwEtsIzg ) Achievements secrets: - E2M1 - ( 0:24 ) 1) 1:49 (Red ...
DOOM + DOOM II: Doom (1993) - Achievements 16/33 - Episode 1: Knee-Deep in the Dead (100%) - Pt 2/2
Просмотров 4821 день назад
(Links, achievements and secrets at the bottom of the description) Hello! ...and we're continuing from, where we left off in the previous part, as it was necessary cut one video into two different parts to include every secret, achievement and info into this description. So, this part 2 includes Doom 1, Episode 1's secret level E1M9 and levels E1M4-E1M8, and also semi speedrun of levels E1M1-E1...
DOOM + DOOM II: Doom (1993) - Achievements 14/33 - Episode 1: Knee-Deep in the Dead (100%) - Pt 1/2
Просмотров 7621 день назад
(Links, achievements and secrets at the bottom of the description) Hello, and surprise! We have a new thing to do! Enhanced, combined version of Doom 1 & 2! Whoever already (!) owned a full version of classic Doom 1 and/or 2 on Xbox One, Xbox Series X|S, PlayStation 4, PlayStation 5 and Nintendo Switch, in addition to PC platforms and Game Pass (subscription required)... gains this version for ...
7 Days to Die: Becoming cyclist - Achievements 21 out of 43 - (Relaxed & generous difficulty) - #3
Просмотров 1228 дней назад
7 Days to Die: Becoming cyclist - Achievements 21 out of 43 - (Relaxed & generous difficulty) - #3
7 Days to Die: A close shave - Achievements 17 out of 43 - (Relaxed & generous difficulty) - #2
Просмотров 15Месяц назад
7 Days to Die: A close shave - Achievements 17 out of 43 - (Relaxed & generous difficulty) - #2
7 Days to Die: A good start - Achievements 15 out of 43 - (Relaxed & generous difficulty) - #1
Просмотров 19Месяц назад
7 Days to Die: A good start - Achievements 15 out of 43 - (Relaxed & generous difficulty) - #1
Doom 1: DIOPATRA - 29.5.1994 - Vanilla & Hard Doom - 100% on Ultra-Violence - (17)
Просмотров 33Месяц назад
Doom 1: DIOPATRA - 29.5.1994 - Vanilla & Hard Doom - 100% on Ultra-Violence - (17)
Doom 1: TALPOIDA - 19.5.1994 - Vanilla & Hard Doom - 100% on Ultra-Violence - (16)
Просмотров 12Месяц назад
Doom 1: TALPOIDA - 19.5.1994 - Vanilla & Hard Doom - 100% on Ultra-Violence - (16)
Doom 1: UCA - 31.5.1994 - Vanilla & Hard Doom - 100% on Ultra-Violence - (15)
Просмотров 28Месяц назад
Doom 1: UCA - 31.5.1994 - Vanilla & Hard Doom - 100% on Ultra-Violence - (15)
Doom 1: PJS01 - 20.5.1994 - Vanilla & Hard Doom - 100% on Ultra-Violence - (14)
Просмотров 12Месяц назад
Doom 1: PJS01 - 20.5.1994 - Vanilla & Hard Doom - 100% on Ultra-Violence - (14)
Doom 1: Wasteland: Mountain of Fire - 23.5.1994 - Vanilla & Hard Doom - 100% on Ultra-Violence -(13)
Просмотров 27Месяц назад
Doom 1: Wasteland: Mountain of Fire - 23.5.1994 - Vanilla & Hard Doom - 100% on Ultra-Violence -(13)
Doom 1: Wasteland: Dead Base - 24.5.1994 - Vanilla & Hard Doom - 100% on Ultra-Violence - (12)
Просмотров 15Месяц назад
Doom 1: Wasteland: Dead Base - 24.5.1994 - Vanilla & Hard Doom - 100% on Ultra-Violence - (12)
Doom 1: E2GC - 17.5.1994 - Vanilla & Hard Doom - 100% on Ultra-Violence - (11)
Просмотров 28Месяц назад
Doom 1: E2GC - 17.5.1994 - Vanilla & Hard Doom - 100% on Ultra-Violence - (11)
Doom 1: Castle1 - 14.5.1994 - Vanilla & Hard Doom - 100% on Ultra-Violence - (10)
Просмотров 18Месяц назад
Doom 1: Castle1 - 14.5.1994 - Vanilla & Hard Doom - 100% on Ultra-Violence - (10)
Doom 1: MarkRoom - 12.5.1994 - Vanilla & Hard Doom - 100% on Ultra-Violence - (9)
Просмотров 21Месяц назад
Doom 1: MarkRoom - 12.5.1994 - Vanilla & Hard Doom - 100% on Ultra-Violence - (9)
Doom 1: Outpost 21 - 10.5.1994 - Vanilla & Hard Doom - 100% on Ultra-Violence - (8)
Просмотров 182 месяца назад
Doom 1: Outpost 21 - 10.5.1994 - Vanilla & Hard Doom - 100% on Ultra-Violence - (8)
Doom 1: Don't Panic - 7.4.1994 - Vanilla & Hard Doom - 100% on Ultra-Violence - (7)
Просмотров 412 месяца назад
Doom 1: Don't Panic - 7.4.1994 - Vanilla & Hard Doom - 100% on Ultra-Violence - (7)
Selaco: Level 8 - Endgame - Achievements, secrets + more - Captain-difficulty
Просмотров 832 месяца назад
Selaco: Level 8 - Endgame - Achievements, secrets more - Captain-difficulty
I managed to get the floor down, spawn the Supercharge there and then stay on the edge to block the ceiling, but no matter how many times I attempted, the Supercharge didn't appeared. Is there some trick?, am I missing something?, is just random and I have TERRIBLE luck?
It's getting very hard to remember any of the details of this puzzling mechanism at this point, but every sequence was randomized, so the last place for the SS could be different. But it was quite random, how it worked for my favor at some specific attempt. I feel like the video gives you an idea and shows the end result, but at the same time it was hard to explain everything with just the footage alone... (not to mention it still remained partly a mystery, how all of it clicked together in the end) Also the other comments can also help to piece together some additional information of the whole process, on top of the video description. I believe it simply was to get that floor down, have the randomized appearing of SS start and then basically hope for the SS to stop at the pillar, that you were currently blocking. And after getting SS, finish the puzzle off by getting the Blue Key and then doing one more switch to get one armor piece to make it so, that no other armor pieces are left inside pillars. ...but perhaps some other player with a successful attempt can chip in to share the experience as well. I'm pretty sure I had to take much more than just one take of this thing... Scrapping the previous take, because it was taking too long and too many randomized attempts to go my way, if it ever even did, heh.
Hey was wondering hot did you get up the fudge way for the floor puzzle in the PS4 copy the red switch doesn't work what so ever so I cant get up to the upper floor for the shrine and quill
Hmm, another case of broken button. Well, I did initially get there in a backwards-way, which might still work... but you would need probably like 6 thin, long urns or barrels to pull it off. The danger is also with any of them dropping down to the ground and shattering, so need to be extra-careful with them.. Very precise placing required, basically. The aim is to use and go over the left corner pillar (and furthermore, available corner of that pillar) of the fence at around 26:12, and going over the invisible block that's placed around the fence. - You need to get on the rounded roof with objects - - You need to jump and land on the available left corner of the fence - - - You need to carefully place long objects inside the fence, so that you can still climb on them in the unblocked side... jump on them and crouch-jump over the invisible block, landing on the rooftop with loot on it. - - - - Then you just drop down from the hole, walk through the magic barrier by using the ring and you should have the stuff without having to complete the puzzle. However, I'm not entirely sure, if this method still works or if it has been patched, but that's the way that I used to get around the puzzle the 1st time, heh.
Well I dind't read the description and messed it up. So I won't get the ring?
Do you mean that your quest-barrel is inside the bar counter? If so, you can still get it out of there by placing other objects right next to the barrel, slightly pushing the targeted barrel out of there. It's not the easiest thing to do, when you can't see it in there, but it's not very hard either. (You can see the fixing method of that being used in later video of mine, at start of 'Graven: from Act 1 to Act 2 - A Shivering Lap' -video) And if you've progressed into 2nd act, you will be able to return to Act 1 after finishing the game.
@@FinSompi I don't know if it's there or not yet, I didn't get the quest but I used the exploding barrel 😅
This gameplay is intense uh a cyberdemon beating the mother demon is amazing too😊
I'm glad that it was an entertaining watch! Have to use poor discipline of Hell for an additional advantage and save Doomguy's ammunition for some other unfortunate demons. : -)
.....?
Very helpful! Didn't know that thing could shoot the orb twice
I'm glad, that the clip ended up being useful to people. : -)
If this level is not hell, what else can be? 😅
Must be one of the colder regions of hell, but at least the Doomguy knows, how to bring the heat!
@@FinSompiI'm currently playing Legacy of rust at Too young to die difficulty! How cute was this Doom 64 level! 😅😅😅
@@rickycat8241 It'll be some time, before I get to that one with the current set of videos, that I'm doing for the channel. As I just got Sigil recorded and it's currently getting uploaded. Then it's time for Doom 2 and all of the previous additions to that, until Legacy of Rust, which comes last on the line. At that point I'll get to see, how much the difficulty has been ramped up for that one on Ultra-Violence, hehe
Ok how did you get that weapon upgrade on thr thumbnail I've been trying to find the timestamp and I can't find it
Might've been using wrong term on the description there (fixing that one now), but basically the exact timestamp given on the description is marking the direction, where you'd have to go for it. Because I had missed it during the recording, I needed to include it somehow to the actual video of the level after the recording, but at the same time, the character limit has been reached for description, so couldn't really expand on it with the directions, heh. The easiest way is to see it from my Selaco-Video "Level 7 (Pt 2) - Starlight finished..." and jump to 3:05 there, where I will actually show it on the video. But as for giving directions for this video... • Thumbnail is the vantage point from the location of the upgrade. So with the timestamp given, when you're approaching the safe room from that direction, you don't actually enter there, but go straight past it instead. And if you look around the area that you're in, you can see the sign seen in thumbnail being lower, so the location for the upgrade is on a higher platform. Because you were on the right side, facing the collapsed way and the building, you also need to stick to the right side. On that side, the only fire you can see, is the fire seen in the thumbnail, so you should be able to locate your targeted platform that way. (I was hoping that the thumbnail and timestamp were enough to give subtle hints to lead people into it) But you will need one barrel/object to let yourself climb up there on to the higher platform. The location there just is a bit glitchy, because at times, the slope doesn't seem to allow you to jump, but you just have to keep jumping and changing the spot to reach as high as you can do without using a barrel. : -) And once you're on as high as you can go without using the barrel, then you use it to jump to a higher platform that you can't reach with jumping alone. I hope that helps!
I also made few changes to the description to free some characters, to be able to provide a short set of directions to the upgrade. Also changed timestamp to 1 second earlier, as the turn towards safe room was almost immediate.
Very challenging map! It took me hours to complete it!
I can't even remember the level much after 4 years apparently, but I suppose you'd be generally having most trouble after mid-way through somewhere. I could see those teleporting spiders possibly being a problem to keep the health high up, when they just pop out of nowhere like that.
This could be an awesome game but the map system sucks so much it's very painful!
Everything takes time to get used to or memorize. Even without a map, players would ultimately find their way to places, but you always kind of have to figure out the best way to memorize things for yourself. I don't know, if you're aware of this, but the game also has markers that you can freely place on ground, which you can be using to guide yourself back into places, that you find interesting or meaningful enough to keep in mind.
I beated this level on my first try, not knowing there was a cyberdemon in the level, I got the invincibility and kick his butt and the second demon mother, I really enjoyed playing this level. I might play it again for fun
Nothing like kicking Cyb's butt again, just for the fun of it!
Very nice series of videos on Selaco! Secrets, achievements and things easily missed with timestamps. Thanks for the good work 👍
Thank you, and you're welcome. : -) Good to hear that those timestamps are working well enough for people to find stuff!
how did you find all this stuff. i most of these by myself but some of this is too much
My personal playstyle is often very advantageous towards finding out stuff in general, whenever I'm interested in properly playing any specific games. Normally I spend way over the average estimated playtime to finish any games that have any reason to explore or find secrets / some sort of collectibles. • In this game, almost every level has a 'Multifunction Meter MK.II', which can trace secret triggers or upgrades. That tool gives you location of a secret, but not the mean to access it. • I'm used to search every nook and cranny in general, while also trying to apply logic to suspicious spots, which I could imagine of having something. • Experience from other games can give ideas, how to search and what might be possible. (...custom-made wads in Doom can sometimes require eagle eyes to spot tiny buttons or exceptions within a map in order to find a secret trigger, as an example) (...Ion Fury had a lot of secrets, where some of them were quite hard to figure out or even had a clue for one in a previous map, as another example) • Inspect the architecture and the layout to find possible spots, or rule out impossible spots. • Even negative rating could be a reason to go back to a level and possibly find more, when it might appear on videos with guides or goal to find certain stuff. There's some examples at least, but there's still more ways to make it easier, like other players simply finding them and telling you. They might be following you, they might be your friends playing the same games or they're your fans, and this can be a tremendous help to some more well-known individuals. As they say, two pairs of eyes can see more than one pair! But personally, I don't really have that source of data with people that I don't know, and my friends play different games, so I'm mostly always just a lone wolf sniffing out the secrets... : -) It just can take a lot of time, tho!
@FinSompi so most of it comes down to experience and time, really. I mean, I guess that's like all games, but you must be really patient. also a question about the malfunction meter: Does all of its variants work the same? the blackish grey on I found in this plaza doesn't seem to do anything
@@yuriusutr7284 Those two are definitely a big factor, but you can't ever rule out sheer luck either! You can come across something by an accident, or in turn, miss something for 5 times for whatever reason, like I'd most likely do with my usual luck, but I'd hope to negate bad luck by noticing something on the 6th time! : -) As far as I know, it has to be MK.II -version in order to have a working version of it. The other one I didn't find being of much use in that front. In Level 5, you can find Mk.II -version from the North Wing of the Mall, from the area that's under construction. I picked it up for a second at around 36:48 in this video, to be exact. : -) I considered adding links to these as well, but in few videos I had so many characters used for descriptions that I had to leave any of the extras out. Thus, only mentioning it once and that being in the very 1st level of Selaco. (Hmph.. Apparently I also need to update and fix the description a bit.. Some lines have been crossed over for some reason...)
Nice! Just finished
Well done! Hope you enjoyed the game! I trust you got everything that you wanted too then?
@@FinSompi Yes! Thank you so much for uploading this guide. Just achieved a perfect game. 28/28 achievements
@@FinSompi Apparently developers will release the chapter 2, just realized that at the end of the game
@@guanchu And not just Chapter 2, but also a 3rd one, when its time comes. : -) I suppose the end of Chapter 1 might be different at some point in the future and the fight with 4 Juggernauts won't be the last fight of the chapter, but that Mech instead. Unless it's friendly and twists the expectation of players around!
Im impressed that you never died in any of your gameplays
By the time of these videos, I've usually done the levels at least a few times, so experience not only helps you to stay alive in general, but you also start to know the most difficult spots and possibly even choose the most effective method to combat those situations, or even delete them, when they try to show up. (Mines, grenades, exploding barrels) Also the natural regeneration helps a lot, if you ever get to low health. I did almost blow myself up in one of the videos with my own mine, which I somehow managed to drop/use, while I was covering behind a crate. Because I wasn't aware of it dropping, but I heard the beeping, I left that cover... And afterwards was a bit confused of, who actually throw it, so I decided to blow it up, hehe. Due to the huge range of its modifications, I got a massive hit out of it, despite staying back by a considerable distance. That was in level 4, just after getting the Sniper Rifle -weapon. Another closer one was in 5th level, in South Mall, when I threw a mine for few spawned enforcers and they managed to get their hits delivered as well. Can't remember, if my own mine was able to reach me, but I think I was down to 12 hp or something. One of them survived the explosion as well, so still had to deal with him. Naturally dying during a level without saving during it would increase the video length as well, so can't have that! Average length of my videos are already way too lengthy for average viewer. Doubt there are that many people, who stick around to watch through the whole videos. But personally, if I specifically choose to watch someone play some specific game, I prefer to see those long plays. For me, it's more interesting to see, what events led to some other, instead of just suddenly jumping from one spot to another.
@@FinSompi Totally agree with you. And yes, i suddenly realized that i never saw you dying in any level. This is a really good guide brother. I'm about to make the guide of serious sam 4, just bougth that game because of you.
@@guanchu There were few of those deaths during test-runs or even an actual attempt or two, but I don't think single one was because of enemies, but mines instead.. You just really have to make sure that they don't hit anything on the way even relatively close to you. It was either hitting an edge of some wall or beam, or then the timing of the throw wasn't good... It often threw me off, how I needed to stand still for a second after clicking the throw... Usually I clicked, peeked around the corner, went back to hiding and threw the mine to a corner or just a wall in front of me, hehe. Didn't end up too good there! Thank you, good to know that the guide is working well enough. Surprisingly enough, there has been a bit of negativity going in 1st and 3rd level, but I wonder, if there's even anything wrong with those, because always have to keep an eye out for hidden signs like those. Might be just grumpy people not liking the voice itself or something more unrelated. Can only guess without comments giving any reason, pretty much. But it's also nice to get a bit of life in the comment-section every now and then, so thanking you as well for it, hehe. Hah! Good ol' Sam Stone with his raspy voice. That game will have plenty action and secrets in store for you : -) Should be interesting to see, what that guide shapes up to be like! Good luck with it!
@@FinSompi Thank you brother. Yeah, i dont find an specific reason to dislike your guide. What you mention about your voice, maybe try increasing a little bit the db to the voice when youre editing your videos, but thats all. Youll start noticing my likes on your next guide. Currently doing perfect game on cyberpunk
@@guanchu I don't really edit the videos in any way currently. Only cut and apply full video sections after each other, if there's too much unnecessary footage (like around 40 mins of repeats in order to get perfect pizza in 1st Starlight-video, hehe) Mostly I've been told that I'm quite loud! I used to have VoiceMeeter on my old pc for some of the sounds, mic and voice chats, but because it could randomly stop working without me knowing of it, I've left that one behind with my new pc as well. But back then, I increased the db-level, while I was still using it, but mostly it's seemed quite alright personally... But, of course, people can have a wide selection of setups for their own sounds, so there's no way of telling, what's the average. (I mostly just meant my monotonous tone and a tad slow pace used in these, hehe) Appreciating the positive marks, of course, but still have to get those for a good enough reason! Speaking of the next one, I've sidetracked myself a little bit with Gta 5 story-mode (because I fixed my lag-issues with the game and I can enjoy the smooth gameplay finally) and then with some Grim Dawn as well, but I should get to that business very soon again. Can't take too long breaks from creating some content, after all : -) Oh, nice. I haven't actually ever gotten to that game myself, but I remember hearing it having a rough start, which they've most likely improved a lot since then.
Just completed this one
Cheers
👍
@@FinSompi Have you done an updated video featuring the bonus xmas stuff? :)
@@snowoutside Sadly, nope : -/ I think I might've tried it at the time in co-op with my brother, but I didn't really delve into it much, because I don't even have that many memories, what it actually had in it. It could even be, that it was some other festive update that I mix it up with.. But I do remember an arena fight in the 1st level that you had to teleport in from the beach, which I vaguely seem to link to xmas related stuff. Did it have a tree that needed some decorating? I feel like it was in there at least. : -) I must've finished the session rather quick for not remembering much of it!
@@FinSompi Yes several xmas trees (exploding fireworks mark the spot) that you have to find decorations for - and that opens a portal to a bonus xmas related area - good fun
@@snowoutside Good to know that my memory still serves me right! I wouldn't be surprised, if that was the only one that I ended up experiencing, tho.
I don’t know why, probably because I’m playing on the version on Nintendo Switch, but for me the pellet spawner stop shooting once I get the one to bounce off of the cube, unlike in this video, so I cannot do this method because I would have to place another portal on the other pellet spawner
Hmm, I see. I have no idea, if there has been any changes / patches since then, since it's been 4 years already. Kind of a surprise, if such thing was changed after so long, but I suppose it's still not unheard of.
i dont know why, but i dont have level 5 clearance at this level, maybe i missed one in a previous level?
I think you can get it later and then return. Or replay the demo, your security clearance should remain.
If you got the one from South Wing of the mall (loading point found at upstairs) already, you've missed one, because each level has one. At this point and partly in level 6, you're still able to backtrack your way to previous levels by running or using the tram system in Safe Room Extension, but I'd recommend not progressing too far into level 6, because there's a point of no-return in that level. I just checked and made a short list of all the Security Clearance cards shown in my videos: Tier I - Level 1 - Pathfinder Hospital (Time-link: 55:30) Tier II - Level 2 - Utility to Water Treatment (Time-link: 29:18) Tier III - Level 3 - Selaco Streets [Part 1] (Time-link: 53:27) Tier IV - Level 4 - Liancria Offices (Time-link: 36:55) Tier V - Level 5 - Exodus Plaza (Time-link: 1:01:55) Tier VI - Level 6 - Plant Cloning Facility (Time-link: 25:14) Should be easy to check, which one you missed. : -)
@@NOlR_Deco Good! Thanks bro
@@FinSompi Thank you so much brother. I appreciate it!!!
@@guanchu You're welcome : -) Which one did you actually miss then?
Super helpful, i had missed the impact grenade completely. Thank you brother.
I'm glad that you got something out of the video. You're welcome : -)
@@FinSompi couldn't find how to get the security level 3 thanks
Just completed this one
Nice As a little update, I just started uploading 1st part of level 7 just now, so that'll be out in few hours at earliest.
34:13 my game is bugged? Can’t shot the thing in wall
Hmm, have you tried just going in front of the thing and tried different weapons to see, if it reacts to your hits? I can't remember 100%, but it probably didn't react to every weapon. You can also re-do the steps in the room with other switches and get that thing visible again.
@@FinSompi amazed to glitch it! But the wcahievtment for entering the castle didn’t unlock:(
@@liamthedream2027 Uh oh. Graven has had its issues with achievements requiring certain number of things done to reach the required number of actions, but I don't remember of having heard of that one not working, since you just pass through a trigger of the achievement to get it, I believe. Latest patch did report of having that trigger moved inside, because previously you could've basically hugged the magic barrier at the entrance and get the achievement unlocked prematurely. But I wonder, if that has happened to you by any chance and you haven't noticed, or you just don't have it and it's not working?
@@FinSompi I’ll try to go in more when I get home! Thank you!!
@@liamthedream2027 Tbh, it probably won't do a difference, unless you stopped at the very 1st footstep of the entrance, tho. I would still think that it was merely moved enough towards inside that it doesn't trigger outside... but I'm also thinking that the general 'saying' of fixing one thing, might've produced a different problem, which in this case could be the achievement not triggering properly.. Or something else that had gotten fixed/touched, has impacted the achievement in a negative way. Just to be clear not to get those hopes up too much! But it's always good to make sure to try few things to make sure that it's definitely the case.
Nice!!!
: -) I'm also about to start doing the 6th one next, so that'll be uploaded probably during the next several hours.
@@FinSompi Ill wait for it! Thaks for letting me know. They just released an update yesterday
@@guanchu No problem. Yeah, the update got released, but if I understood correctly, some parts of the changes and stuff won't be seen in levels that have been already visited. So, basically no point for me to go back in levels trying to look for something new at least. It certainly was a big one and I didn't delve too much in it, but at least few new things got shown during the next video and one was focused on. General gameplay has changed a bit to be more engaging. Also for another update, I just have the description to do now, so it'll be published soonish, maybe in an hour.
@@FinSompi Sounds good! Thanks bro
NIce video!
Thank you! I'm glad you liked it : -)
@@FinSompi Are you going to upload the next levels soon?
@@guanchu I was planning to get to next one very soon, yeah.. Doing these currently slower than I have wanted to do them like. I was thinking of possibly doing test-run of 5th one today to prepare for the next recording, but I'm not sure, if I can do the actual recording today or not. It seemed more likely just an hour ago, but now it seems more unlikely, as there might be too much background noise for my liking, on top of other factors. From doing test-runs to refresh memory to do an actual run without bigger errors or forgetting something important successfully, uploading and lastly doing description always takes several hours in total, as odd as it may sound to some. Work always takes 1/4 of the day from the start, but I also had just 3 hours of sleep last night, so I probably need some naps. And I'll be also playing with few friends later this evening, so that takes its own chunk as well. It just usually seems to be that before I'm able to do even half of the stuff, what I have had in my mind for a day, the next day is usually already few hours in... : -) I'm about to finish the description for the side-content for 4th classic Doom video next, which is the last currently recorded video that I did few days ago in a succession. But I just have to see, how the day goes like. Thanks for the interest!
Also if you want, you can make GZDoom look more like old versions of Doom. Go to Full Options Menu, go to Display Options - Texture Options: Filter Mode - none; and in Display - Hardware Options - Postprocessing - Palette, and also in Hardware Options Sector Light Mode - Vanilla or Software . That will make it look pretty much how it was originally intended, which could be interesting on these old maps.
It could definitely be suitable to match that era of effects, lighting and other stuff, but I'm not sure, if I end up playing with the options much in Doom's case, me thinks. I usually settle down with the options, when the gameplay isn't getting hindered or troubled on a personal level. : -) Only, when the text-file specifically states something specific, like requiring jumping or such, but even that's just movement-related changes rather than graphical mostly. ...Although could always have a little look to see the differences, as it certainly doesn't really hurt. If I made some changes, at some point, no doubt, those settings would be forgotten to be changed to match the more recent wads, tho. Knowing myself, hehe.
Playing Origwad in GZdoom is almost poetic on how far the community has come.
One certainly wouldn't get a 5-star review by doing this sort of level in this modern day and age, hehe. It'll be interesting to see along the way, what sort of gradual or even sudden jumps of quality there were, when playing along more of the old ones towards the more recent wads. I don't even know the actual editors, that were getting used back in the day, which certainly plays a big role in making of the levels as well.
@@FinSompi Yeah, originally designers couldn't see the level as they were building it. Nowadays with stuff like DoomBuilder it's so much easier. Like Origwad didn't have any editor at all, it was written by hand in text mode. It is perhaps no big surprise that only one other person tried to do that until first editor (according to Doomwiki it's DEU, Doom Editing Utilities) was made.
@@ShinoSarna Yeah, Deu 4 beta and 5.0 was mentioned in level that I'll be uploading next time, which is the 4th one in line. It came with 2 separate levels in the same zip, but the other one will be uploaded after some other level(s), as the 2nd one was done a bit later. I just had finished up the 3rd one, when I noticed your messages here. : -) But yeah, I had forgotten that particular fact. I can barely even remember ages and ages ago, when I tried Wolfenstein map editor. Can't even picture, what the editor even was like anymore, but some sort of vague idea remains, although very hidden. I must've still been just a kid at that point, as I didn't have access to most of the games and things, whatever I might've been interested in at those times. Personally I tried Doombuilder as my 1st level editor for Doom. Might've been the 2nd one at that, and not the 1st one. For classic Doom, I only finally got my hands on the full versions of each, when I bought Doom Collector's Edition as a physical release as a young adult... Originally I discovered the game as a kid, when Doom 1 shareware was on a demo-cd that came up with a big book of cheats, guides and strategy tips, hehe. Played that demo through 30 times. : -p Then I played Doom 2 full version for the 1st time, because my brother's friend had it on diskettes. Not sure, if I had the opportunity to finish it back then, tho. But yeah... Ever since I had played the shareware of Doom 1, I always wanted the game since then.
why the fuck i need a fragile plushie for a secret that counts towards progression?
I love the game, but some stuff is so bs
I'm not quite sure, if I misunderstood, what you're thinking by 'progression' or if you misunderstood me at some point? Generally I'd be thinking progression as being able to move onwards and complete the campaign, but neither Wilson or the white Koala are needed for that purpose. • Wilson is needed for an achievement • Pristine-condition white Koala is needed for Mega-secret, that doesn't count towards normal secrets (...but the upgrade in it counts towards upgrades, however) So, I suppose in this case, you might mean that Nail Bomb -upgrade, that counts towards the stats? It's definitely a different type of secret and when players aren't used to certain types of secrets, those can possibly become quite hard to figure out. Then you usually end up trying to find the usual secret types and spend a ton of time on it, with no hope of success. Usually in this game-engine, or classic Doom rather, amount of different types of secrets used to be more limited, but Selaco is definitely making use of a wider range of options. One of the devs did say that the intention isn't to repeat same type of secret all the time, but rather make them to be different and even unique. Not with these exact words, of course, but the general idea of the message was such as a response to someone complaining of there being just one openable locker, which was a secret He also said that every secret has a some sort of clue to it, so you don't have to resort to constant wall-humping in hopes to find something. And here we do have the picture and the hole for a clue. And the reason? I suppose reason could be that owner of that plushie has inserted a micro chip inside Koala's head and when it rips, it falls off. Chip communicates with that locker and opens the door. Without the chip, the locker doesn't react! It's anyone's guess really! But yeah... I like the game too. Sometimes you just need quite a bit of a challenge for those, who like to explore a ton, but also one can't please everybody with something specific!
@@FinSompi I am just talking about a player playing the game, you (as-in the Selaco devs) expect the player to handle a hidden plushie and bring it to a not-so-visible for a secret that counts towards two very visible statistics, it's a bit insulting. I am fine with something like the scarab shot upgrade, it's labeled as a mega-secret and it doesn't count towards the statistics, but unless I missed some bold, underlined, blue text in a datapad the koala secret is just disrespectful towards the average player's time and ego (Gabe in the HL 25th anniversary documentary makes a great point on stuff like this) I really respect the creativity and how every secret is different in some aspect, I actually like this kinds of secrets, but tying an upgrade to it without a clear and very explicit objective is not it. edit: to be specific, it wouldn't be a problem if it was for just a secret, but for an upgrade it crosses the line quite a bit.
by the way your videos on the game are very well done! The timestamps in the description are very helpful and very well structured too!
@@Camper_Samu Yeah. I suppose there's a bit of a contradiction between it not counting towards secrets, but it counting towards upgrades. It's a bit like in Blood, where Super Secret isn't counting towards normal secrets, but it could possibly have some monsters in there, that would be counted for stats. But I suppose the devs could be open to make a little tweak for this particular secret! (Actually I think the next update is going to make the white koala much more sturdier, if I'm not mistaken.)
Hello, I completed this level but did not get Safer than a Screwdriver - Retrieve the Demon Core achievement :(:( iplay this game on Xbox Series X.
Hmm, so another one missing the achievement then. Can you see, which version Xbox Series X displays for the game then? I wonder, if that can be part of the problem then... Either newest version giving that trouble or earlier version possibly being in place and the trouble coming from there. I can't remember, during which patch and version I got this achievement, but version would be good to know more about even, if it doesn't end up being the actual part of the problem. I don't know, which version & platform 'liamthedream' was playing on, if the person has similar version & platform compared to you or not, tho.
@@FinSompi It is show Version 1.0.0.2 on Xbox Series
@@mariokart6274 Oh, I didn't expect those sort of numbers, hehe. Are those numbers Xbox-related numbers or does it actually display game version like that in main menu of the game? You should see the current game (Phantom Fury) version at the main menu, when you launch the game, bottom-right corner. For example, it displays 'version 17384' for me. (I have the game on PC and Steam personally)
@@FinSompi lol it's only show in Manage games and add-ons on xbox not in main menu of game nothing at all.
@@mariokart6274 Oh, I see. That's a bit tricky then. I was thinking, if the 1.0.0.2 is still the game version, then it could have the 2nd patch on it, which would be seen as the '2' at the end. But that's just me guessing and trying to figure out stuff in my mind, hehe. If I were to hazard a guess, the other person might be then also playing on a similar platform. Also for the fact of the game having been released more recently on those platforms. And since no version was seen on main menu, maybe that's why there weren't any further information of it. Perhaps there's a difference, how it unlocks for players on consoles and then players on pc, and it just doesn't seem to work reliably for console atm... Might be good to see, if anyone else is experiencing the same on similar platforms, and report the issue too... After all, it should basically be just a progression achievement and not a more difficult one to achieve.
There something to do with the buck trophy above the chemney you cand find the missing atler behind the radio in the tower but i think there something more missing
When I initially went through the level, I had the Antler-slot showing up on the buck head. And because I had picked up the gate key without realizing it, I kept looking around the yard, barn, house and those spots quite a lot, until I just went to the gate door for the sake of it and got surprised, when it opened.... ...and then continued further into the campaign, after doing a decent exploring in the rest of the level first. But when the time came to record these videos, there had been another patch applied. After the patch, the Antler-slot was no longer something that you could look at and target, as if you were able to interact with it. And same seems to still apply for the buck head, because I just loaded and went through the level to check the cabin once again. I've never seen the missing antler, which made me think that I either managed to miss it completely before and now as well... or it was something that was cut from the game. After the patch removed the target, I started to lean towards the latter. Possibly it could've been in the metal door below the radio tower, that you don't seem to be able to open. I knew that the radio behind the big boat structure was reference to Graven, but unlike any other radios that I had come across few times and tried out, the radio in the tower at top of the hill also plays out Graven's old boatman's voice, when you choose the right-most button of the 5. It just didn't seem to do anything special, when I was trying some things after doing that.
@@FinSompi I was stuck at the same place you were and managed to progress thanks to your video.
@@creationzikaz4836 I'm glad, that the video helped you there then. : -)
Weird I never got the achievement
I'm guessing everything went normally to the end of the level for you, but it just didn't give you the appropriate achievement? And game version is the latest, I assume? I think I noticed reading about some service/platform having an older version at some point quite recently, but which was also supposed to be looked at, to be corrected Don't know, if you're on pc or on some other platform. Hmm, I wonder, if anything unexpected can cause trouble for it, like momentary loss of internet access (Steam going offline) or anything else. I don't really have any knowledge, what could skip that reward, if it's a latest version as well. I'm pretty sure that this was the moment to get 'Safer than a Screwdriver' -achievement, but at latest it should be the cutscene at the top. I suppose you could re-do it and double-check by loading an earlier checkpoint, before you reach that spot, if you haven't progressed too far ahead already.
@@FinSompi yup I reloaded and even unitsilled and nothing:(
@@liamthedream2027 And just to check: You are on version 17384? (version can be seen in main menu) If so, not sure, what could cause that other than possibly... existing save file, when another patch had been implemented and some issue arising, because of that. You could potentially just keep on going forward and if that ends up being the last one to achieve, you could use the level select to go either on that level or even previous level on Easy-difficulty, blast through the level(s) and see, if that time it'll pop up. If you're currently going for all possible achievements, you would be playing on Hard atm and I wouldn't risk not getting the achievement to finish game on Hard just to try to get this one on easier difficulty. At least this achievement isn't really locked to difficulty itself, so it can be tested later, when the initial playthrough has been finished.
Indeed, thank you, this video is helpful.. You're Dutch, aren't you? hehe :)
Glad, that it was of some help. : -) And actually, I'm not. The giveaway for my origin is in the name!
@@FinSompi Ahh... Finish. I'm Swiss myself.
@@olivergarcia2304 I wasn't quite as close as expected at first, but in the same continent at least! Did I sound Dutch somehow to you then, for taking that guess?
@@FinSompi Yes, yes... I thought you had slight Dutch accent when speaking English. But hey..., I was mistaken. :) I would really like to visit Finland. Switzerland and Finland both ordered the F 35s at the same time. I love those planes. Hope we get them soon.
@@olivergarcia2304 Hehe, as long as it's not too much of the usual Rally-English, I don't mind getting mistaken for speaking with different accents. : -p If you ever end up visiting Finland, you might catch a glimpse of a tree or two, or maybe million...! And I bet Switzerland would have some good vistas to marvel at for someone like me, who comes from landscapes, which are largely quite flat! But have to say that such news about plane invests mostly fly under my radar.
Don’t ever throw rockets at lost souls
As long as there's some distance between the targets and/or reaction times are fast enough, it's most often fine! And it's fun! Rockets tend to get rid of stuff faster, but those Doom 64 lost souls certainly had the tendency of being unpredictable and fast to attack at times, so it has its risks, of course.
Looks like a real solid game, I’ll be playing it when it releases on consoles.
I've had good time in it and I've liked the variety of levels, not forgetting the nice music too. Looks like you'll be playing it in one week then, if I'm not mistaken! : -)
@@FinSompi I’m excited for it , I had a blast with ion fury , I just hope some of the bugs got fixed before console release.
@@tonybarnes4096 I'd assume that it'd be working on same version (Patch #2) like the Steam-version is, but I wouldn't know about that really. Patch #2 had 50'ish fixes on it and it was quite recent too, but the team that worked on the team, doesn't sound to be intact anymore. I think console-devs were different, tho. Nevertheless, I played the game from day 1 and personally never ran into a problem that I couldn't overcome. Naturally, since then there's been two patches polishing out the roughest edges, what it had before the patches. And while it's also different from Ion Fury, I've mostly liked its gameplay anyways. I hope it delivers a good experience for you too : -)
Doom, Made in Texas.
Now, I've never been to Texas myself, but I'd guess that temperatures might be something similar!
@@FinSompi 110 f summer time, ID Software was in a high rise in Dallas, couple of rich scrawny boy did these games in 92..
@@Workerbee-zy5nx Who knows, but they might've ended up looking like Doom 2 revenants, if they had year 2024 high-end pc's warming up their offices even more, on top of such numbers!
@@FinSompi This new one is pretty cool. 🤠
how did you know the combenation to the chime puzzel in act 3..?
It certainly an amount of brute-force to it for me, but you can also piece together an idea, which chimes are the best candidates for certain marks, when you have a look at the clues: - 2, 4 and 5 are on the same line, so that basically gives you the starting point to it. - 3 is on its own line, so that can't be lining up with the other 3. - 1st one is a mystery, so that definitely made it much harder to get it done in a correct order, which seemed like that it to had to be guessed. Many arrows were spent, but at least in that room, the arrows respawn after a little while. But in general, I wasn't a big fan of, how this puzzle ended up be like tbh. It sort of made me think, if I had missed some additional (and different sort of) clue, which I tried to look for, but didn't find any. I was thinking that maybe somewhere you could hear the tune somewhere in the level... or you had to count small rings on the chimes themselves, but it didn't seem like it, so I just ended up spending a considerable amount of time in that room, heh.
This game's look and mechanics are similar to Dark Messiah of Might and Magic.
I think I've heard someone mentioning that before on a Graven-topic, probably in Discord. In my case, I've bought that game to my library, because of a recommendation on my channel and my personal interest to the title in the distant past, but I still haven't gotten around to play it to see, how it compares.
Hi! Thanks again for the playthrough, helped me out a lot! Very well done, will definetely stick around for more content :) However, I ran into a problem with the "finery" achievement - for the life of me, can't find the 4th ring. Not the one in the Cruxfirth - the Ring of Pinion. Also got the Bramble and the Ring of Passing. I have gone through the videos like 5 or 6 times now, but can't find the 4th ring O_o Can you please help me find the episode where the 4th ring is shown? Thanks in advance!
This particular video has two rings shown, instead of just one. The one you're looking for, is Augmented Ring, at 46:00. : -) You need to do the puzzle to gain access to it as a reward.
@@FinSompi oh, right! Thanks a lot, sir, you have been of great help :3
@@user-fb2nb7th9r No problem : -)
Thanks a lot for the video and the series overall! I have a question, though: how do you kick a barrel without exploding it? O_o However hard I try it just keeps searing my face off. Is there a trick to it?
I'm glad, that you've liked the series : -) It should be as straightforward as you probably saw on the video: Grab a barrel, manually place it down on chosen spot and then kick it. Just keep in mind that the very moment it hits something, it will explode. So, if you're trying to get it to blow up on an enemy or a group, you just have to have the distance to keep yourself far enough from the explosion radius. I don't know, what sort of experiences you've had with your barrels, so it's hard to say, if there's something to fix in your approach or not. But I also double-checked kicking with the barrel, before writing this response and kicking one worked normally in my case. I think the barrel also had to hit the enemy (for the achievement), so in general you want to crouch and look slightly up, so that you get it flying more. Perhaps you're standing and thus, have to kick it towards ground too much, so it just hits the ground and blows in your face? Hmm, and I guess another possibility could be damaged barrel... but I don't know about this one. Seems more unlikely tbh. I guess I'll hear from you, whether there's something more to your problem or not.
@@FinSompi I'm back with an update! Having spent 30 hours in Graven I never learnt that apparantly red barrels and normal barrels have different types of responses to a kick. Red fly, grey get destroyed. I guess I was just too cautious for my own good) The achievement is in the pocket, just 10 more to go! :) Gotta go back to watching your materials, Fin, thanks a lot for your work!
@@user-fb2nb7th9r Nice! Thank you, and good luck with the remaining ones!
Thank you very much for this series. I was constantly checking for any missed gold and stuff, so your timestamps helped me tremendously. This is by far the best playtrough of the game on youtbe. And it's kinda sad, because despite the fact that the game is not popular and all the rewiewers were pretty unpleased, I liked this game and had a great fun. P.S. Cheers from an MSC fan, perkele!
Glad you liked it that much : -) My playstyle is always very thorough, so it fits quite well for exploration-heavy games, like Graven. I definitely liked Graven a good deal as well. It kept me engaged for hours and hours, so I felt like it was an obvious game to do some content to my channel. I wouldn't mind seeing more done for Graven eventually, for both updates as well as content-wise. Every game is subjective for one's personal entertainment, so it's simply best to form your own opinion anyways. One can try to figure out, if there's good reasons to avoid a game for its bugs and glitches for the time being, but such things also can depend on the approach taken in the game and what the player did in-game to run into a bug, or even hardware itself. Obviously there are certain bugs in the game, but you can also play it through just fine, like I did, so it's not like it'll be exactly the same for everyone every time. : -) I do also generally have a slow pace for both gameplay and putting stuff to the channel, but I don't also want to just half-ass stuff, so it usually tends to take some time, before I'm satisfied with the records. (Depending on the game and targeted content) Since Graven didn't allow manual saving and stuff, it also required me to learn more about, what works and what doesn't, and then the locations for anything that'd be interesting for the player. (There's most likely few spots in 3rd Act city, that I didn't bother going after, tho!) For most of these videos, I was limited by the 5000 characters for the descriptions, hehe. Had to start cut sentences shorter or connect few time-links even at times. And since I usually do 100% in some way at the very least, for Graven it was basically playthrough and achievements, because it didn't have any stats. In the end, it did go quite well considering the lack of saves, but Graven isn't the hardest games either. (Even though this is played on 2nd hardest difficulty, heh.)
Bravo! Thank you so much! Yes, thats the tree what i meant... but i don't thought of jumping that far! Nice.... i will try that.
You're welcome! It's a bit of a tight jump, but with a barrel it should be easier to reach. (1st jump without one was just a tiny bit short) Of course it's a big jump, so remember to crouch, when you land as well!
@@FinSompi First playtrough you got 109 Livepoints not 171 but it could work with armor and healing potion afterwards, which i have and 400 gold for buying stuff. I backup the savegame before i try that acrobatic jump. I hope i can place the barrels... :o))
@@iliasfog8857 Should survive the jump with full health, but it probably doesn't leave you with much, so definitely want one healing pot at the very least
@@FinSompi Failed miserably! Are you sure that you have not the ring collected (Hub, Blue/purple gate - second playthrough) for wider jumps? Did'nt manage to place the last barrel, lost healing potions (have 7 which i need for the bossfight later)... i try again tommorow.
@@iliasfog8857 Uh oh. Oh, that last barrel is quite crucial, tho. (Try jumping on spot and placing it down) And nope, I didn't use that ring. I would've also needed to keep pressing the button to glide in the air to have that effect on me.
0:53 bro just locked the zombie in the closet 🗣️🗣️🗣️🔥🔥🔥
Couldn't resist the chance of making my own, temporary monster closet!
Thanks
You're welcome!
@@FinSompi ps your voice is very soothing :)
@@snowoutside Oh, thank you : -) I don't get compliments like that often, so I'll take that gladly, hehe.
@@FinSompi no worries, mate :)
Thank you
You're welcome!
1:08:49 how pick up?
OK, 1:35:25 :)
@@ejtyzd7449 Yeah, it was just saved for the boss-fight, as you probably figured out by now. : -)
Wine Barrel Quest: You can move the first barrel to the second spot and thats it. It worked for me. One barrel is enough to finish it.
I'd always assume that such oversights get fixed eventually, so one would have to find the other barrel in the end as well. Although it's good to be able to combat unfortunate glitches with something, so thanks for pointing that one out too! Luckily, this quest was finished at the start of the next video with both of the barrels in place. (thanks to mirat293 reminding me of, how placed objects push each other, which worked for getting the 2nd barrel out from hiding inside the counter.)
29:05 Amazing, they hid the skull key on the other side of town in a well that has no story significance. Probably one of the biggest "go fuck yourself" moments in the history of video games.
While it's in a bit of an unexpected place and not in direct line of sight, I definitely wouldn't go to that extreme myself. After all, it simply just required exploration. Just have to keep those eyes open and look around well enough. For that particular feeling, I bet there's going to be plenty of games that can spread that idea much better at some point.
@@FinSompi I respectfully disagree. I "explored" that map for three hours before I decided to look up a guide. A lot of other flaws in this game felt like afterthoughts, like an earlier puzzle that ate my previous skull key and then locked me in by accident. This key was deliberately hidden in a dark, tiny place with no clues, and by contrast that feels like an insult.
@@WDC_OSA Out of curiosity, which spot ate the Skull Key? I'd agree on the part it being a bit more hidden compared to most of the other keys, but I'd still think that the fact of going around in circles in search of something for extended period of time tends to extremify... (That a legit word? Maybe not, but you'll get the meaning nevertheless, hehe) ...the opinion in a negative way tbh. : -) Because when that sort of thing happens, we might lock into a route in our searches and may even become half-blind to options that can be even located in literal eyesight. (My personal experience of finding Orthogonal Order -note #4 for the 2nd time literally. I used 2 days on it and it was literally in sight, in open and also on the normal path.) In this 'skull key' -case, you'd only need to move to the edge of the well to peek inside. Not only that, but they did give you the sort of clue to check the well, when they placed down the coins on one side of the well. That tiny clue may have been lost in your case (or maybe you picked them up, before realizing them being at that spot), but same thing has been used before to mark other locations of interest, or even leading to secrets. Coins are just a bit hard to notice on sand, tho. But it is a bit of an interesting case, how certain stuff can feel so hidden... Especially sprawling cities can sometimes produce an entire location that you might miss, because you might lock into taking certain paths or turns most of the time. Then you'd take a narrower path at some point and come to a location, which you haven't seen before, that is in the center of your chosen paths. It kind of becomes a dark zone. I feel like this particular location of the city was a bit like that sort of dark zone tbh. I remember it taking a bit time to remember, where it actually was. (Not the well itself, but the whole location around it, where the well is within.) Still, not taking your opinion off from you. It's valid for you alone, if it feels like that. : -)
@@FinSompi Earlier in the desert area, I was in an underground temple or something like that. There was a room with a bottomless pit and some very small platforms in it. When I entered it, the doors behind me were open but had one of those transparent key models in them. I pressed the use key on that, and it used a skull key that I already had. As part of a trap mechanism in that room, the doors later closed behind me. I collected a new skull key from the opposite end of the room after doing some simple platforming. When I went back to open the doors, I could not open them. I had to exit, reload the game and get back to that level from the hub. I couldn't get back into that room. The puzzle logic in this game is often completely broken like this. I encountered other areas where traps that I'd turned off could be turned back on in a new session, but then couldn't be turned off again. I don't remember a specific example of that, though. I can't remember what happened with the second skull key I picked up in that trap room. I may have used it elsewhere or the game may not have kept it in my inventory when I reloaded. The trap room may have eaten the second one when I tried to use it on the door, now that I think about it. Either way, as the great 50 Cent once said, that bitch took my skull.
@@WDC_OSA Like I was thinking, you did the exact same thing, what I did with my skull key, hehe. Only I half-anticipated both that possibility as well as the danger of missing a jump and losing a ton of gold, so I saved that room, until I got to the vendor to get rid of my gold 1st. And sure enough, I did the key slot, nothing happened and that made me think "If this was for this entrance, there might be a problem ahead." Set trap off, gates close, complete room and they remained closed. I reported the issue after doing it and I believe one of the more recent patches added some fail-safe to it, but I haven't tested it since. Patch note (6th of Feb) lists "Add setup to reset the gate in the greed pit room of Gorged Dunes" to address that issue, tho. For turning off traps and them turning back on, you're thinking of the one, where you dropped down a hole in the floor after almost right after destroying 2nd purple shrine. Then you had to deal with crusher in a small room with lots of objects and received a skull key behind a big pile of boxes to escape the room. The next room after that one had 2 separate crushers, which could be disabled with two barrels placed on two pressure plates found in the same room. But actually it was a good thing, that they weren't permanently disabled, because there's some loot to find, when you slip past between the crushers to the other side of them. But in general, picking up that extra skull key after exiting Cruxfirth to Brine Muskeg for the very 1st time and not using it on the doors nearby caused you having the extra key, which you wouldn't have otherwise. You can't pick up 2x same keys at the same time, but you must've had an extra key to play with all the way from Act 1. When players think creatively or by-pass locked spots, it makes a potential case of something breaking up later, because it hasn't been thought of or caught in testing phase of the game. (Especially, when dev-team isn't big, there's limited time and also the level of testing hasn't been extremely throughout) In Graven's case, you save items in your inventory and use them from there. You have one extra? You will be bringing that with you to next acts as well. Players always want to experience the pristine products, but rarely ever that happens, because of the multitude of factors that can end up causing problems at the end of the day. There's just so many things that can ultimately go wrong. Especially, when the game is more complex and bigger overall. Just have to keep an eye out, be vigilant, keep track of the things done and then report an issue with good amount of data provided, so that there's a good chance of seeing a fix for the issue. Then, like that old guy steering the swamp boat says at the very start of the game "patience", when the dev-team is still actively working and fixing on the game. : -)
This is finish part? game over?
Your comment made me wonder a bit, which made me check the ending of Act 3. A vague thought entered my mind, which was a thought of something bugging me as well. And sure enough... ...Ending cutscene didn't play for some reason, before it brought me back to hub from an area that you wouldn't be able to exit from without leaving the session. While I remember it feeling oddly fast, it managed to escape me on the moment, because I was thinking of mentioning the achievements related to the end and then next moves of continuing back to Act 1 and 2 for the necessary things to mention and play through there, possibly while reading some notes too. Would've been nice to have it on the video, tho. Naturally players will see the ending cutscene for themselves, unless it's not playing in general for some reason. I know I had the cutscene on my 1st playthrough, but I can't remember, if my testing run actually had it or not. In case it actually doesn't play, the file can be found and watched from the following path inside game's folder. ( GRAVEN -> Praest -> Content -> Movies -> ...and then the MP4-file is called ' GRAVEN_HUB3_End ' ) But yeah, once you're able to use totem to travel between the acts, you've already completed the game at that point.
is that any area only accessible with the last ring? and the "new encounters" with the new update? btw great series of videos!!! keep the good work!
Thank you! I'm glad that the literal days spend on these have given some help or been useful to people! The thing one has to considered with the last ring is that even, when you drop down from higher spots and slow down with the ring, you still seem to get damaged despite the slowed fall. Also it was said a while ago that the ring was placed after the game, because how 'broken' it was. (To access places, I took it.) So, I'm a bit suspicious, if there are any special areas meant to be accessed by using the ring, instead of it being just a fun piece of gear to play with. (Which it actually is in a way) As far as I'd think of the new encounters, I believe they're related to enemy encounters mostly. For instance, not only there was increased enemy density in some areas, but I saw Act 2 enemies in Act 1. I felt like I was sort of always running into unintended areas, when I was only playing stacking objects to reach spots that felt interesting or possibly locations to have something in there. Mostly I just found out places that were not intended for the player to get into (missing walls or seeing through the world), were unintended shortcuts or otherwise were blocked. But who knows! Exploration is fun, and it's fun to get rewarded for doing it. : -)
thanks for your help
You're welcome : -)