Cavalcadence Plays Death's Door - Part 5: Yet another Gift from a fellow Crow

Описание к видео Cavalcadence Plays Death's Door - Part 5: Yet another Gift from a fellow Crow

Death's Door (by Acid Nerve) (PC(W)/Steam)
Version: 2021 Oct 05

Full game playthrough (100% + true end):
Part 5 - Yet another Gift from a fellow Crow

Death's Door is a game about a crow who can't fly (or swim).

...

Anyway... at some point I began to wonder... could a melee build actually be viable for an Umbrella run?

Long story short... it can. =) Things start off kind of slow, but the more you upgrade your melee, the smoother things will go!

...

BTW, this kind of ended up as a "not really a speedrun, but definitely faster than I'd normally go" playthrough... so if you've never played/watched the game, do be aware that I'll be skimming most of the dialog and skipping a lot of the optional things (like Logbooks) not required for a 100% run. ^^

Anyway, I had a lot of fun playing through the game again, so... hope you enjoy!


0:00 (45.6%) Hall of Doors

0:02 Castle Lockstone

0:29 Hall of Doors (1 Upgrade, 1 shiny, 2 energy)
0:58 (Avarice 3: Hookshot Spell)
3:56 (combat note: Hookshot Spell has no charge time and uses no magic points!)
4:02 Energy
4:23 (puzzle note: the lamppost path technically starts here, but you can skip the first few, if you want)
4:38 Energy
4:40 Shiny Thing 17 (12/24): Modern Door Scale Model
5:04 Upgrade: Dexterity 2 (600 E)

5:17 The Stranded Sailor

5:33 (between Cemetery & Sailor) (1 Servant, 1 shiny, 1 pot)
5:42 (open gate)
5:55 Shiny Thing 7 (13/24): Token of Death
6:15 Pot (27/50)
6:17 Silent Servant (3/4): Hookshot+
7:27 (combat note: during these, the center is safe until the end, when the enemy jumps to return (from either the top or bottom hook))
8:22 (combat note: the Hookshot+ attack seems to do about as much damage as a roll attack, but it's faster and easier to hit what you're aiming at!)
- Very useful, especially for Umbrella runs!

8:40 The Stranded Sailor

8:53 Hall of Doors

9:14 The Grove of Spirits (1 shiny)
9:34 Shiny Thing 23 (14/24): Makeshift Soul Key
9:39 (achievement note: if you don't have "Conga Line" yet, getting these 5 to follow you makes it pretty easy to get to 10 on this level!)
- The earliest you can get "Conga Line" is right after the "tutorial" boss. The forest spirits from the arena can't leave the arena, and the others can't enter the arena, but you can get them to meet at the border! =)
- Some of the other areas (like Cemetery, Estate, and Ruins) are also possible (gather forest spirits from multiple pots), but a bit trickier than Grove.

9:57 Lost Cemetery (1 Servant, 1 Shrine, 1 shiny, 1 pot, 4 energy)
10:15 Shrine (10/16): Vitality (5/8)
11:26 (gameplay note: you can enter this area with just Fireball, but to complete it, you'll also need Bomb and Hookshot)
12:00 Energy
12:37 Energy
13:20 Pot (28/50)
14:59 Shiny Thing 2 (15/24): Old Compass
15:49 Silent Servant (4/4): Arrow+
16:48 (combat note: when the Servant jumps back at the end of these sequences, try to be on the far side of the platform (safer from orbiting fireballs!))
18:44 Energy
19:34 Energy

20:14 Hall of Doors (1 Upgrade)
20:27 Upgrade: Dexterity 3 (800 E)

20:39 Estate of the Urn Witch (1 shiny, 4 energy)
20:53 Energy
21:36 Energy
22:13 Energy
22:28 (combat note: the hookshot is an easy way to get rid of the purple explosive enemies)
- The hookshot hit blows them up, so the explosion happens before you get pulled to that location. =)
23:30 Shiny Thing 6 (16/24): Sludge-Filled Urn
24:16 Energy

24:48 Ceramic Manor

24:56 Hall of Doors

25:16 Overgrown Ruins (1 Shrine, 1 shiny, 3 energy)
27:27 Shrine (11/16): Magic (6/8)
27:54 Energy
28:21 (combat note: hookshot+ is an easy way to get rid of these burrowing enemies)
28:26 Energy
29:05 Energy
29:27 Shiny Thing 11 (17/24): Malformed Seed

29:49 Hall of Doors (1 Upgrade)
30:03 Upgrade: Dexterity 4 (1000 E)

30:17 The Stranded Sailor (1 Weapon, 1 Shrine, 1 shiny)
31:25 Shiny Thing 21 (18/24): Ink-Covered Teddy Bear
31:53 (puzzle note: this is Clue 1 for the gate unlock path we did in Part 4 (see Stranded Sailor section in Part 4))
- If we hadn't already done the unlocks, we'd have to do them now, by retreading basically the same path we had to go through anyway in Part 4... ^_^
32:05 Weapon 4 (4/4): Reaper's Greatsword
32:46 (combat note: an easy way to get rid of the last 2 boomerang enemies (they'll jump to you, cannon enemy will destroy the ground))
- Or you can just fight them normally, of course. =)
33:09 Shrine (12/16): Vitality (6/8)

33:39 Hall of Doors

33:47 Castle Lockstone

Part 5 quick summary:
- 0 Bosses, 2 Servants, 1 Weapon, 3 Upgrades, 3 Shrines (2v,1m),
- 7 shinies, 0 seeds, 2 pots, 13 energy, 0 keys)


More Death's Door videos:
   • Death's Door (by Acid Nerve)  

Death's Door 05/Oct/2021 update notes:
https://steamcommunity.com/games/8940...

https://playdeathsdoor.com/
https://www.devolverdigital.com/games...
https://store.steampowered.com/app/89...
https://www.humblebundle.com/store/de...

Комментарии

Информация по комментариям в разработке