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Keizaron

Ender Lilies All Spirits Notes for SGDQ

May 25th, 2023
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  1. This isn't meant to be a script, so feel free to commentate however you choose. I'll just post some references for each segment and explain a few tricks. Segment names are based on the spirit being obtained. I will be running on patch 1.0.3 for movement tech and Eleine reasons.
  2.  
  3. GUARDIAN SIEGRID
  4. Immediate movement tech; double flopping is done by hitting the "dodge" button two to three times as Lily is descending from a fall, followed by spirit swapping to reduce animation time. A good visual cue for the double flop is her hair; it will swoop upwards as she is falling down. This is the fastest movement available at the beginning. Other movement techniques are single jump dolphins, which is a jump into a dive (you look like a dolphin, it's cute) (you also spirit swap during this) and ledge cancels. Ledge cancels are achieved by using the heal ability and jumping a frame+ after to cancel the ledge climbing animation.
  5.  
  6. Some damage boosts may happen. If I go the correct direction, it's a good boost. If I bounce backwards, it's a bad boost. Assume a good boost was intentional and a bad boost was not.
  7.  
  8. Fighting Siegrid shows off a very important cooldown mechanic in combat. After Umbral (our sword) finishes a 3-hit combo, you will see spirit swapping to reduce cooldown time before Umbral can start up again. If the first phase of the fight goes perfectly, Siegrid will do a diagonal chain attack, I will break her stun meter, she will do a big 3 swing attack, and the second phase will begin. There's a tight window where if I'm too fast, I will stun her again and lose a couple seconds and if I'm too slow, she will get extra movement before the stun.
  9.  
  10. Second phase is easy. Just 3-hit combos. 50/50 chance she moves to the right side of the screen to save us time. We get her sub-spirit, Siegrid, and the ability to double jump. We are also now on Chapter 2; this game has a difficulty curve where for every major boss (Siegrid counts as a major boss despite being a sub-spirit), the difficulty of the rest of the game will go up. Enemies will become stronger overall, both offensive and defensively. Once an area's major boss is defeated, the area remains in that chapter; for example, after we beat Siegrid, the entire Cathedral remains at Chapter 1 stats (aside from some exceptions, both in Cathedral and throughout the game). This somewhat plays a role in the routing of the run.
  11.  
  12. CLIFFSIDE HAMLET YOUTH
  13. Double dolphins are now the main movement strat; it is a double jump into a dive, into a spirit swap. We will also still use double flops here and there. Nothing else really notable here. Cliffside Hamlet Youth is on the way, so we take it out. Should be down in 9 total hits.
  14.  
  15. FLORAL SORCERESS
  16. This is our first usage of the Respites (I'll probably say Benches more than Respite, just heads up). These are teleport, heal, and equip hubs. We'll be equipping our two new sub-spirits, Siegrid and Youth, on both spirit inventories. Double dolphin movement now incorporates spamming a sub-spirit to cancel the landing animation, so there will be a blend of double dolphins with sub-spirits and double dolphins with spirit swapping. We take the lower path to Witch's Thicket first since we want Floral Sorceress ASAP. Floral Sorceress does very little damage but greatly reduces an enemy's stun meter. We grab an Amulet Fragment on the way for +5 HP; it isn't completely necessary but it only loses about half a second since you have to wait on the elevator anyway. Floral Sorceress is a pretty quick fight.
  17.  
  18. HEADLESS DEFENDER
  19. We made sure not to use any other benches prior to Floral so we could quick travel back to Crossroads. Here, we will equip Floral over Youth on one inventory and make our way to Hamlet Village. One notable jump two screens after the bench where we grab a ledge that is ESSENTIALLY a pixel perfect grab to avoid extra movement. After a lot of movement, we will eventually fight Headless Defender. Ideally, I dive into the fight leading with Youth, then try to juggle Headless with a Siegrid and Floral stun combo. This fight can go very short or somewhat medium length depending on if my juggle was successful.
  20.  
  21. GERROD, THE ELDER WARRIOR (pronounced GARE-uhd)
  22. We use the bench to replenish our spirits and equip Headless over Youth; this is a very niche spirit for Gerrod specifically, but maintains valuable use against the next two fights so it might as well be put on now.
  23.  
  24. Gerrod is the first real boss of the run. He has a LOT of HP, and is usually the first real skill check of the game for new players. My primary focus is to reduce his stun meter and break it when he jumps in the air, causing fall damage. Fall damage can do up to 10% of a major boss's maximum health depending on how high of a fall it is (I am unsure of the percentage on minor bosses and enemies, but it is certainly significantly more than 10%). Pattern recognition and proper stunning is key to beating Gerrod quickly, especially since he can kill you in two hits pretty easily if you aren't careful. Headless is used on third phase if Gerrod does a big swing attack; this resets his pattern back to favorable jumping.
  25.  
  26. Once Gerrod is defeated, you get his main spirit and Slam, an ability that can break blighted floors, but can also give you a very small vertical boost which will be used somewhat frequently throughout the run and referred to as Slam cancels.
  27.  
  28. DARK WITCH ELEINE (pronounced eh-LEAN)
  29. We fast travel to Witch's Hermitage, which was unlocked prior to beating Floral Sorceress. Two movement tricks here are water jumping, where you jump on the surface of the water to avoid slow floating (we can't swim yet) and our first usage of a Slam cancel. The extra height guarantees I can hit a switch to open a door. This is entirely possible without a Slam cancel but the window is much tighter.
  30.  
  31. Eleine is the game's way to teach you there's fall damage (we knew this already though). Much like Gerrod, we're trying to work on stunning and getting fall damage. If done right, on third phase, once she does her ultimate attack, we can skip the animation by stunning her and also greatly damaging her. Headless is used to get easy fall damage while countering her vines.
  32.  
  33. Once Eleine is defeated, you get her main spirit and Swim, which is self-explanatory. Eleine's spirit is the bread and butter of the run's damage output after one more major boss.
  34.  
  35. GUARDIAN SILVA
  36. We go back to the Village to gain access to the Catacombs, which was previously inaccessible due to needing both Slam and Swim. There's a bench warp to save movement, then we pick up our first Relic, the Giant's Ring. This boosts the power of spirits used on the ground by 7.5% and costs 2 Chains of Sorcery to equip, of which we start with 2 by default. It's not a lot, but it adds up especially later. We also pick up an Amulet Gem, which gives us +20 HP. For reference, we are now at 125 HP. We also pick up a Chain of Sorcery, so now we have 3 total. We will end with 5 out of a possible 20.
  37.  
  38. One more Relic we pick up is Fretia's Ring, a relic that gives us the ability to Parry for 0 Chains of Sorcery. This is also a very important Relic for the next fight against Silva. We'll equip this on the Bottom of the Well bench immediately.
  39.  
  40. One major skip that happens here is Spider Skip. There are two ways to achieve this; one is a damage boost from the left spider's attack and one is a damage boost from the right spider's hitbox. Japanese runners tend to do the left spider more often, fun little note. I will be going for the right damage boost.
  41.  
  42. I may or may not open a safety bench here; more likely no, but if I veer off, you know why.
  43.  
  44. Silva is one of the coolest fights to perform, but takes focus. By Parrying her first physical attack, you can juggle her until you defeat her first (and second) phase. The cycle goes as follows: Parry, Siegrid, 3 Umbral, spirit swap, 3 Umbral, Floral + 1 Umbral, spirit swap, repeat. The cooldowns of the attacks line up perfectly to keep Silva in the air and the usage of Siegrid and Floral both help maintain the juggle with impunity. One note is in all patches 1.1.0 and higher, Silva is heavier and the juggle is harder but still done the same.
  45.  
  46. Her big form gets fall damage from either stuns or Headless. Once Silva is defeated, you get her main spirit, Guardian Wings (a short dash I will refer to as Silva dash) and Last Rites, which grants your main spirits (easily denoted by the spirit being red, btw) an "ultimate" ability once you fill your spirit gauge. These will be referred to as ults.
  47.  
  48. FALLEN ARCHER
  49. You'll notice there's new movement tech, and this is the main reason this run is on patch 1.0.3. At the end of a Silva dash, if you spirit swap, you reduce the dash cooldown and can then dash again immediately. It is a small time save that adds up to multiple minutes throughout the run. We rush the next spirit, Fallen Archer. There's a way to get Fallen Archer to die almost immediately with fall damage, but I am inconsistent at it, so it might be a regular fight. If it's a regular fight, this will be the one and only time you see Umbral's ult, which is a large multi-hit slash. Immediately after defeated Archer, I will pick up a Priestess' Wish, which increases how much health I recover when I use a prayer (heal).
  50.  
  51. ELDER CRYPT KEEPER
  52. We warp back to the bench we equipped Giant's Ring and Fretia's Ring on and make a major change to our spirit loadout. Silva is now my primary non-ultimate main spirit, both for damage output reasons compared to Umbral and for movement. Silva can give slight vertical and horizontal movement when you attack; a charged air attack gives greater diagonal distance and a regular air attack gives slightly better vertical but very small horizontal.
  53.  
  54. What happens next is a 1.0.3 exclusive trick. Upon screen transition, we stall with an Umbral full combo, then spirit swap, then charge Silva twice for distance, then spirit swap, then jump, then Silva charge twice again, the spirit swap, then Silva dash, then Silva charge twice a third time. If done right, we will grab a ledge to the right that we are not supposed to be able to reach yet. Next, we jump, Silva charge twice, Slam cancel, jump, Silva charge twice, Slam cancel, Silva dash, Silva charge twice again and we should hit the screen ceiling transition. We repeat this trick one more time to reach a ledge that has 800 Furious Blight. Blight is a currency to upgrade the power of your spirits; Furious Blight is for main spirits and Stagnant Blight is for sub-spirits. A spirit can be anywhere from level 1 to level 6; we will only get a spirit as high as level 5 in this run.
  55.  
  56. Once we get the Furious Blight, we immediately charge Elder Crypt Keeper (Spider for short). If the fight is done right, it will die very quickly to forced fall damage. This also debuts one of two to three times (if that) that we see Silva's ult.
  57.  
  58. HIDDEN TEST SUBJECT
  59. Once we warp back, we change our spirit loadout yet again. We will be rocking Archer, Siegrid and Floral in one inventory and Silva, Spider and Eleine in another. We will also upgrade Gerrod to level 3 for one particular room later, Silva to level 5, and Eleine to level 5. We now go back to Witch's Thicket to make our way to Stockade. After a long swim section, we fight our next sub-spirit. This is the debut of Eleine's ult, which has since been nerfed. Her projectiles all form in a central pattern and if done right, each one hits a target. This means incredibly fast fights.
  60.  
  61. HOENIR, KEEPER OF THE ABYSS (pronounced HAY-neer)
  62. One particularly scary room in all 1.0.x patches is called "Hellevator". Enemies can get caught on the elevator and knock you off, at best causing time loss and at worst killing you. I will be building up ult and using Silva ult if one is on the elevator with me. We pick up another Chain of Sorcery on the way using Silva's uncharged air attacks and a Slam cancel. Then we go into Hoenir.
  63.  
  64. This boss has the lowest health amongst other main bosses not named Siegrid, but he can summon additional enemies and hop around a lot. The idea is to get "tracking" from Eleine's ult; tracking is where one-half of her ult's projectiles lock on to an enemy. The exact science behind why it does that isn't known to me, but the method of getting it is essentially "hit head of hitbox". I will also try to get fall damage on Hoenir when I can, but because of how strong level 5 Eleine ult is, I may not try too hard.
  65.  
  66. Once Hoenir is defeated, we get the Executioner's Hook, which will be referred to as the hook. The hook leads to some funny movement tech sprinkled throughout the run.
  67.  
  68. FALLEN SENTINEL
  69. We go back to Bridgehead and go under now that we have the hook. We do Silva charges and a Slam cancel to reach a hook off-screen that leads us to 800 Stagnant Blight and a way to Twin Spires. On the way, we take a quick detour to kill Fallen Sentinel. Usual idea; stun it, hit with Eleine.
  70.  
  71. ULV, THE MAD KNIGHT
  72. Before anything else, we take a bench to replenish our spirits, equip Gerrod over Spider and upgrade Archer to level 5, Floral to level 4 and Siegrid to level 4. Archer gets the higher level because 1.0.x patch Archer has a very tight spread that starts slightly behind you and builds ult very quickly.
  73.  
  74. Twin Spires features a lot of really cool movement throughout the castle, but is definitely very dangerous. Once we get to the second room, we do the first (and I think only) major glitch in the run. If you spirit swap as you're (1) activating hook and (2) falling, you store the hook action. We will use this to rocket past the screen ceiling transition and end up in a part of the map that skips SEVERAL rooms and saves almost 2 minutes of movement. After that, we utilize Gerrod's ult to break switches we can't normally reach, unlock a bench for future use, and proceed to the slowest elevator ever. I will try to speed up the process by doing a dangerous climb of fighting, but if I take too much damage I will revert to playing it safe. We hit another switch off screen with Floral and proceed to Ulv's room.
  75.  
  76. Ulv is a very strong and aggressive boss, but has a low HP count. I'll try to build ult prior to the fight and I have a 50% chance of hitting him with an Eleine ult immediately at the start of the fight. From there, it's the usual stun and Eleine ult fight.
  77.  
  78. After this fight, we get Bloody Claws (Claw for short), which allows us to climb walls. I'll grab a marathon-safety Priestess' Wish after the fight.
  79.  
  80. CLIFFSIDE HAMLET ELDER
  81. After Ulv, I will make a ~20 second detour to pick up our final Chain of Sorcery and a Relic known as Ricorus' Ring. This allows us to store enough spirit for two ults instead of just one, and this saves an immense amount of time in fights. Note that in 1.1.x patches, this would be grabbed earlier since the hook storage glitch DOES NOT work.
  82.  
  83. We go to Bridgehead again and take out Cliffside Hamlet Elder. Fight is easy; we build up ult along the way then hit him with two Eleine ults then warp back to Bridgehead again.
  84.  
  85. CASTLE TOWN MAIDEN
  86. On the way to Ruined Castle, we have to, unfortunately, kill a doggo. It's a good doggo. It does not attack back. It loves us. We are saving it from a terrible fate. It is sad. Very sad.
  87.  
  88. ONE-EYED ROYAL AEGIS
  89. There are two minor skips done in this segment. One is avoiding a monster arena by careful movement around a broken pillar. The other is utilizing Silva's charges to go under one switch to hit the other switch and save time on a LOT of movement. This is probably another 2+ minute time save when it comes to movement. For marathon safety, I will be picking up another Amulet Gem for +20 HP, thus reaching 145 HP. We make our way to another Priestess' Wish, the last of the run, then hook our way to the roof of the castle to fight One-Eyed Royal Aegis. There is an alternate route that can be taken but it requires several monster arenas as is therefore skipped for a more favorable single fight. Aegis can block attacks from the front, but loses this shielding during an action, so ideally this fight ends quickly.
  90.  
  91. KNIGHT CAPTAIN JULIUS (prounounced YOU-lee-us)
  92. We make our way to the King's Chambers and both equip Aegis and upgrade Aegis to level 4. Gerrod is officially replaced with Archer and Aegis takes Archer's original place.
  93.  
  94. Julius is an interesting fight. Much like Aegis, he is shielded from frontal attacks unless he is stunned or in his third phase, where his shield disappears. He also has a LOT of HP. The main strategy is to stun with Aegis, Floral, and charged Silva attacks from behind. Once stunned, I will set up a very precise Eleine ult in an attempt to get tracking; this is necessary because Julius' hitbox once stunned is below Eleine's ult, so the only way to deal huge damage is with tracking. This is still much faster than any other method though. Once tracking happens, the rest of the first two phases becomes hit from behind, hit with an ult when stunned, repeat. On third phase, he uses a laser ult that has a notoriously large hitbox, reaching much higher than visually seen. He does lose his shielding though, so attacks are done whenever it is safe.
  95.  
  96. One Julius is defeated, we get both Dash (which is just a Dash that uses Julius as a mount) and Piercing Spectral Lance, an ability to break blighted walls much like Slam breaks blighted floors.
  97.  
  98. BOSS RUSH
  99. I'm not gonna split this up into separate segments, so here's the order of what's going on and any notable thing I do:
  100.  
  101. Chief Guardian (build up ult along the way, two ults should kill)
  102. Western Merchant (weak bird stuck in chapter 2, dies to Siegrid, Floral and Archer)
  103. Forsaken Fellwyrm (build up ult before the fight, then wait to attack until Wyrm is much lower and more easy to reach)
  104. Fungal Sorcerer (do some neat movement, kill very quickly)
  105. Dark Executioner (the only possibly dangerous fight of this rush, but if I use my spirits correctly he dies very quickly)
  106.  
  107. VERBOTEN DOMAIN
  108. I made this a separate segment because this is the hardest area to navigate in the game. With our dangerously low health, most enemies kill us in one to two hits, and the vast majority of the area is filled with a poisonous fog that we take constant tick damage from. We pick up the Heretic's Mask after a section of really cool movement, which reduces the damage we take from the fog by 90% and we equip it; this mask is 1 Chain of Sorcery, which is why we ultimately picked up 3 total Chains of Sorcery for a grand total of 5 (Giant's Ring is 2, Fretia's is 0, Ricorus' is 2, Mask is 1).
  109.  
  110. We have to hit two separate door switches in vastly different areas to access the central elevator and progress. The only notable thing about the actual movement is I will build up ult for a safety ult if one of the big blobs does a charge attack instead of a tentacle attack. I will also unlock a safety bench on the way, then proceed to hit the second switch.
  111.  
  112. I MAY OR MAY NOT PICK UP AN ADDITIONAL AMULET GEM FOR +20 (and thus 165 total HP). THIS ENSURES WE DON'T GET ONE SHOT IN THE ABYSS BUT IT IS ALSO NOT THE SAFEST THING TO PICK UP SO TO BE DETERMINED.
  113.  
  114. INCOMPETENT SINNER
  115. This boss is in the foggy water, so we take constant tick damage while fighting it. Also, only half of our spirits work in the water, so it's a stressful fight that is also very difficult for me to do because it is very not colorblind friendly. I track the boss by staring at the health bar and estimating where he is. This segment may or may not feature some deaths.
  116.  
  117. MIRIEL, THE BELOVED
  118. After Sinner, we rush the central elevator and advance to the penultimate boss, Miriel. Even though she is the boss, we don't actually get an ability or spirit from her specifically, but more on that in a little bit.
  119.  
  120. She is very large. She does not move. Her hitboxes are visually incorrect in 1.0.x patches. The idea is build ult, shove yourself inside of her and use Eleine. Take care not to get hit, you will die.
  121.  
  122. After Miriel, you discover Faden, the Heretic. He's the one that actually gives you an ability, which is Unlock. This allows us to Unlock magical doors, of which none have been seen in this run so far, and only one will be seen immediately after.
  123.  
  124. THE ABYSS
  125. There are giant fish. They do 159 damage. I die unless I get the backup HP mentioned above. It is very scary. Hope I don't die. If I do, I fight the last spirit before the final boss since it's faster movement, otherwise I escape Abyss then warp back to fight the last spirit.
  126.  
  127. The last spirit is Verboten Champion. He has a shockwave, an uppercut, and an attitude. Yet again, stun, Eleine, win.
  128.  
  129. BLIGHTED LORD
  130. The final boss is another stationary boss, but unlike Miriel who was on the left side, the Blighted Lord (your mom) is front and center. She has an opening in her chest revealing her heart, which is the only point of damage for her. She can also summon the giant fish that can kill us in one hit. The fight is a lot of building ult, using Eleine, and dodging every projectile you can. Deaths here are common.
  131.  
  132. The run ends once the prompt to talk to Mom after her defeat pops up. Thanks for watching and commentating!
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