jeremythompson

Sorceress's Lair - Advanced Strategy Tutorial

Oct 25th, 2017
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  1. ----------------------------------------------------------------------------------------------------------------------------
  2.  
  3. Sorceress's Lair - Advanced Strategy Tutorial (by jeremythompson)
  4.  
  5. ----------------------------------------------------------------------------------------------------------------------------
  6.  
  7. Table of Contents.
  8.  
  9. Prologue
  10.  
  11. Chapter 1 - Cannon Pattern Recognition & Interpretation
  12. Chapter 2 - Vehicle I (Cannon I)
  13. Chapter 3 - Vehicle II (Cannon II or Tank I)
  14. Chapter 4 - Vehicle III (Tank II or UFO I)
  15.  
  16. Epilogue
  17.  
  18. ----------------------------------------------------------------------------------------------------------------------------
  19.  
  20. Prologue
  21.  
  22. ----------------------------------------------------------------------------------------------------------------------------
  23.  
  24. What follows is a comprehensive guide to the (first) Sorceress fight in Spyro: Year of the Dragon. I'll isolate each vehicle phase and address any pertinent situational strategies.
  25.  
  26. Before continuing through the tutorial, please open these resource links so that the references (e.g. Table: SL-CX[X], Image: SL-CX[X], Video: SL-CX[X]) are easily reachable while you read:
  27.  
  28. 1. Table: SL-CX[X] ..... https://pastebin.com/z6ZTkWcs
  29. 2. Image: SL-CX[X] ..... https://imgur.com/a/Ptmb2
  30. 3. Video: SL-CX[X] ..... https://www.youtube.com/playlist?list=PLMCVLVMOWTLlPjC2RGnq6Gerb9H2gwy9G
  31.  
  32. The formatting of this document was designed for a maximized Pastebin window.
  33.  
  34. ----------------------------------------------------------------------------------------------------------------------------
  35.  
  36. Chapter 1 - Cannon Pattern Recognition & Interpretation
  37.  
  38. ----------------------------------------------------------------------------------------------------------------------------
  39.  
  40. Phase Ending: N/A.
  41.  
  42. After completing the text interaction with Agent 9 at the beginning of the fight, cannons will begin to spawn randomly around the arena. There are five fixed drop points for these cannons - later referred to as Cannon A, Cannon B, Cannon C, Cannon D, and Cannon E, respectively (Image:SL-C0[2]). A maximum total of three airborne cannons may be spawned at one time.
  43.  
  44. Table: SL-C1[1] ... Initial Cannon Spawn Patterns.
  45.  
  46. | A B C D E |
  47. 01. | x x x - - |
  48. 02. | x x - x - |
  49. 03. | x x - - x |
  50. 04. | x - x x - |
  51. 05. | x - x - x |
  52. 06. | x - - x x |
  53. 07. | - x x x - |
  54. 08. | - x x - x |
  55. 09. | - x - x x |
  56. 10. | - - x x x |
  57.  
  58. Theoretical cannon spawn pattern probabilities: 01. A B C, 02. A B D, 03. A B E, 04. A C D, 05. A C E, 06. A D E, 07. B C D, 08. B C E, 09. B D E, and 10. C D E - 10%.
  59.  
  60. Reading/Identifying the cannon pattern is very useful in that it creates a certain amount of predictability for the first cannon. Namely, the first cannon to drop may be predicted based on which pattern is represented (Video: SL-C1[1]; Video: SL-C1[2]). Since the natural fleeing path of the Sorceress is attached to the boarded vehicle, that is similarly predictable (Video: SL-C2[1]; Video: SL-C2[3]; Video: SL-C2[5]).*
  61.  
  62. * Note: The natural fleeing path of the Sorceress is the unique (to the individual vehicle) line of movement the Sorceress follows when a vehicle is boarded and she has not moved from her initial position.
  63.  
  64. Table: SL-C1[2] ... Initial Cannon Drop.
  65.  
  66. | A B C D E | Drop |
  67. 01. | x x o - - | Cannon C |
  68. 02. | x x - o - | Cannon D |
  69. 03. | x x - - o | Cannon E |
  70. 04. | x - x o - | Cannon D |
  71. 05. | x - o - x | Cannon C |
  72. 06. | x - - o x | Cannon D |
  73. 07. | - x x o - | Cannon D |
  74. 08. | - x o - x | Cannon C |
  75. 09. | - x - o x | Cannon D |
  76. 10. | - - x o x | Cannon D |
  77.  
  78. Theoretical initial cannon drop probabilities: Cannon A and Cannon B - 0%, Cannon C - 30%, Cannon D - 60%, Cannon E - 10%.
  79.  
  80. There are conditional statements composed from the data in "Table: SL-1[2]" that collectively predict the first cannon drop. They are listed below.
  81.  
  82. Rule 1. If Cannon D is present, then Cannon D will drop (Image: SL-C1[1]).
  83.  
  84. Rule 2. If Cannon D is absent, but Cannon C is present, then Cannon C will drop (Image: SL-C1[2]).
  85.  
  86. Rule 3. If both Cannon C and Cannon D are absent, then Cannon E will drop (Image: SL-C1[3]).
  87.  
  88. After the first cannon has been dropped, the direction Agent 9 moves (left or right) is also predictable based on which cannon spawn pattern is represented (Video: SL-C1[3]).
  89.  
  90. Table: SL-C1[3] ... Agent 9 Movement.
  91.  
  92. | A B C D E | L R |
  93. 01. | x x x - - | - ✔ |
  94. 02. | x x - x - | - ✔ |
  95. 03. | x x - - x | ✔ - |
  96. 04. | x - x x - | - ✔ |
  97. 05. | x - x - x | ✔ - |
  98. 06. | x - - x x | ✔ - |
  99. 07. | - x x x - | - ✔ |
  100. 08. | - x x - x | - ✔ |
  101. 09. | - x - x x | ✔ - |
  102. 10. | - - x x x | - ✔ |
  103.  
  104. Theoretical Agent 9 movement probabilities: Left - 40%, Right - 60%.
  105.  
  106. There are conditional statements composed from the data in "Table: SL-C1[3]" that collectively predict the movement of Agent 9 after the first cannon drop. They are listed below.
  107.  
  108. Rule 1. If the two remaining airborne cannons are spaced differently relative to the dropped cannon, then Agent 9 will move in the direction of the closest one (Image: SL-C1[4]).
  109.  
  110. Rule 2. If the two remaining airborne cannons are spaced equally relative to the dropped cannon, then Agent 9 will move in the opposite direction from which he approached the dropped cannon (Image: SL-C1[5]).
  111.  
  112. After completing the text interaction with Agent 9 at the beginning of the fight, move to the outer ring of the arena and position Spyro so that he's directly behind the Cannon D drop point and facing the center of the arena. Move the camera through the arena (with L2/R2) so that the spawn points for Cannon A, Cannon B, Cannon C, and Cannon E are visible and interpret the pattern either explicitly or implicitly using the information above.
  113.  
  114. Once it's clear which cannon is going to be dropped first, move to the drop point of that cannon and wait for Agent 9 to initiate the drop.
  115.  
  116. ----------------------------------------------------------------------------------------------------------------------------
  117.  
  118. Chapter 2 - Vehicle I (Cannon I)
  119.  
  120. ----------------------------------------------------------------------------------------------------------------------------
  121.  
  122. Phase ending: 2 total damage.
  123.  
  124. After the first cannon is dropped, safely board the vehicle between the Sorceress's attacks. The natural fleeing path of the Sorceress is attached to the specific vehicle (Video: SL-C2[1]; Video: SL-C2[3]; Video: SL-C2[5]), so the strategy used depends on which vehicle is boarded.
  125.  
  126. At the moment the vehicle is boarded, both the Sorceress's coordinate position and her pivoting angle contribute to the determination of her fleeing path. In order to increase the predictability of this path, she should be centered in the arena and facing the vehicle before it is boarded (with exceptions in predictability and process mentioned later).**
  127.  
  128. If the cannon boarded is Cannon C, then aim between the center of the arena and the far edge of the arena without adjusting the pivoting angle of the cannon and begin shooting. As the first damage is given, gradually lead the Sorceress left and continue shooting until the end of the phase (Image: SL-C2[1]; Video: SL-C2[2]).
  129.  
  130. If the cannon boarded is Cannon D, then aim at the far edge of the arena, pivot the cannon in the direction of the Sorceress's natural stopping point for Cannon D, and begin shooting. Continue shooting until the end of the phase (Image: SL-C2[2]; Video: SL-C2[4]).
  131.  
  132. If the cannon boarded is Cannon E, then aim between the center of the arena and the far edge of the arena without adjusting the pivoting angle of the cannon and begin shooting. As the first damage is given, gradually lead the Sorceress forward (and then left) and continue shooting until the end of the phase (Image: SL-C2[3]; Video:SL-C2[6]).
  133.  
  134. * Note: When the Sorceress uses her rushing attack, she approximates the center coordinate during her return. Generally, this won't significantly alter her natural fleeing path; but it can, particularly with Cannon E (Video: SL-C2[7]). In these cases, it is sometimes necessary to alter the base aiming strategies by adapting to the altered fleeing path.
  135.  
  136. * Note: If the Sorceress uses her rushing attack after the cannon has dropped, but before it has been boarded, it is usually necessary (or, at least, suggested) to dodge her attack by charging along the edge of the arena as she approaches. Instead of waiting for her to return to her inactive position at the approximate center of the arena, board the cannon directly after dodging her rushing attack. In this case, the first section of her fleeing path is generally consistent regardless of the cannon boarded.
  137.  
  138. If the cannon is boarded while the Sorceress is returning to the approximate center of the arena after an unsuccessful rushing attack, then aim at the far edge of the arena, pivot the cannon slightly left, and begin shooting. As the first damage is given, gradually lead the Sorceress forward and continue shooting until the end of the phase (Image: SL-C2[4]; Video: SL-C2[8]).
  139.  
  140. After the second damage is given, the phase will end and the boarded vehicle will disappear. At this point, the Sorceress will stop moving for a moment. Anything shot before the end of the phase will remain an active shot.*
  141.  
  142. * Note: This mechanic is not limited to the involuntary end of a phase. Rather, it is attached to the deboarding process of each vehicle. As such, it can be used voluntarily as a recovery for a misexecuted shot (Video: SL-C2[9]). Keep in mind, this is only an appropriate recovery if the shot directly before the deboarding will finish the phase if it connects.
  143.  
  144. ----------------------------------------------------------------------------------------------------------------------------
  145.  
  146. Chapter 3 - Vehicle II (Cannon II or Tank I)
  147.  
  148. ----------------------------------------------------------------------------------------------------------------------------
  149.  
  150. Phase ending: 6 total damage.
  151.  
  152. After the first vehicle phase is completed, tanks will begin to spawn randomly around the arena. There are five fixed drop points for these tanks (Image: SL-C0[3]). The cannons spawned before the completion of the first vehicle phase remain spawned, but no additional cannons will spawn for the rest of the fight.
  153.  
  154. Even though the first vehicle phase is over at this point, Agent 9 may drop another cannon before recognizing the end of the phase. Using the prediction of his movement after dropping the first cannon from "Table: SL-1[3]", look in his initial expected movement direction to efficiently locate Agent 9 and charge toward him along the vehicle drop points in his path. Once it is clear which vehicle is going to be dropped first, move to the drop point of that vehicle and wait for Agent 9 to initiate the drop.
  155.  
  156. Normally, the Sorceress begins the movement for her fleeing path as soon as she recognizes a vehicle is being boarded; however, there exists a window of time at the beginning of her long range attacking animation in which boarding a vehicle causes her to hesitate for a moment before starting to flee (Video: SL-C3[1]).*
  157.  
  158. * Note: To clarify, the Sorceress will hesitate as described only if the attack chosen is her blue energy attack. If the attack chosen is her fireball attack, she will continue through that attack before beginning the normal movement of her fleeing path.
  159.  
  160. The strategy used for this chapter depends on which kind of vehicle is dropped first (Cannon II or Tank I).
  161.  
  162. In the case where the first vehicle dropped is Cannon II, the strategies used are fundamentally based on the situational hesitation described in the aside above.
  163.  
  164. After Cannon II is dropped, safely board the vehicle within the window of time described above. Assuming she is roughly centered in the arena, the first section of her fleeing path is generally consistent regardless of the cannon boarded (Video: SL-C3[1]).
  165.  
  166. If the long range attack selected is the blue energy attack, then aim at the center of the arena and begin shooting. As the first damage is given, gradually lead the Sorceress right (and then backward) along the predictable section of her fleeing path and continue shooting until the end of the phase (Image: SL-C3[1]; Video: SL-C3[2]).*
  167.  
  168. If the long range attack selected is the fireball attack, then aim at the center of the arena and shoot once. As the Sorceress continues through her attacking animation, aim slightly forward of the first shot and, shortly before taking damage from the fireball attack, shoot again (Image: SL-C3[2]; Video: SL-C3[3]).** After this, continue through the vehicle phase using the Tank I strategy described below.
  169.  
  170. * Note: It is possible to finish these hits much more efficiently than in the examples, but it seems counterproductive since the vehicle phase is then completed before any of the tanks are in position to be considered for an additional drop.
  171.  
  172. * Note: The first cannon shot should be aimed directly at the Sorceress so that she receives damage from the projectile. The second cannon shot should be aimed at the ground near the Sorceress so that she receives damage from the grounded damage radius of the projectile.
  173.  
  174. * Note: Keep in mind, this is only an appropriate recovery with a gold Sparx value. In any other case, the second cannon shot must be earlier so there is enough time to dodge the fireball attack after shooting (with a standard jump away).
  175.  
  176. In the later phases of the fight, the Sorceress only uses her rushing attack based on radial proximity to Spyro (if Spyro is within a specific radius, she will use her rushing attack as soon as her status is reset). If, at any point, Spyro then enters her close range attack radius, she will use this attack similarly.
  177.  
  178. In the case where the first vehicle dropped is Tank I, the strategies used are fundamentally based on the radial interactions described in the aside above and depend on the degree of inadvertent hesitation created during the process of boarding the tank.*
  179.  
  180. * Note: It is crucial to the probability of the Tank II drop that this section is played as aggressively as possible (this is particularly true when the total damage before boarding Tank I is equal to three). As a result, the vehicle should be safely boarded without considering any inadvertent hesitation effects that may be created during the vehicle boarding process. Rather than to predict the circumstance, these strategies focus on adapting to it.
  181.  
  182. After Tank I is dropped, safely board the vehicle. Assuming she is roughly centered in the arena, the first section of her fleeing path is generally consistent regardless of the tank boarded (Video: SL-C3[4]).
  183.  
  184. If the process of boarding the tank causes no hesitation, then pivot the tank in the direction of the left-turning point of the predictable section of the Sorceress's fleeing path and begin shooting. While shooting, move toward the point of intersection of the first tank shot and the Sorceress's fleeing path. As the first damage is given, move into the radius of the Sorceress's rushing attack. After her damage animation is completed (and her status is reset), wait for her to rush forward. Once she is close enough to select her close range attack, move slightly backward and shoot.* Alternate slight backward movement with appropriately timed tank shots until the end of the phase (Image: SL-C3[3]; Video: SL-C3[5]).
  185.  
  186. If the process of boarding the tank causes partial hesitation, then pivot the tank in the direction of the initial turning point of the predictable section of the Sorceress's fleeing path and begin shooting. While shooting, move toward the center of the arena. As the first damage is given, move into the radius of the Sorceress's rushing attack (from the left) and gradually lead the Sorceress forward (and then left) along her rushing path. Continue shooting until the end of the phase (Image: SL-C3[4]; Video: SL-C3[6]).
  187.  
  188. If the process of boarding the tank causes total hesitation, then pivot the tank in the direction of the center of the arena and begin shooting. While shooting, move toward the center of the arena. As the first damage is given, move into the radius of the Sorceress's rushing attack. After her damage animation is completed (and her status is reset), wait for her to rush to forward. Once she is close enough to select her close range attack, move slightly backward and shoot. Alternate slight backward movement with appropriately timed tank shots until the end of the phase (Image: SL-C3[5]; Video: SL-C3[7]).
  189.  
  190. * Note: The Sorceress's invincibility frames last only through her damage animation. As soon as her status is reset, she is vulnerable to more damage.
  191.  
  192. After the sixth damage is given, the phase will end and the boarded vehicle will disappear. At this point, the Sorceress will stop moving for a moment. Anything shot before the end of the phase will remain an active shot.
  193.  
  194. ----------------------------------------------------------------------------------------------------------------------------
  195.  
  196. Chapter 4 - Vehicle III (Tank II or UFO I)
  197.  
  198. ----------------------------------------------------------------------------------------------------------------------------
  199.  
  200. Phase ending: 12 total damage.
  201.  
  202. After the second vehicle phase is completed, UFOs will begin to spawn randomly around the arena. The drop points of these UFOs are shared with the drop points of the tanks from the previous phase (Image: SL-C0[3]). The tanks spawned before the completion of the second vehicle phase remain spawned, but no additional tanks will spawn for the rest of the fight. A UFO can not spawn behind a drop point already occupied by one of the remaining tanks.
  203.  
  204. Even though the second vehicle phase is over at this point, Agent 9 may drop another tank before recognizing the end of the phase. Once it's clear which vehicle is going to be dropped first, move to the drop point of that vehicle and wait for Agent 9 to initiate the drop.
  205.  
  206. The strategy used for this chapter depend on which kind of vehicle is dropped first (Tank II or UFO I).
  207.  
  208. In the case where the first vehicle dropped is Tank II, the strategies used are the same as the ones described in the previous chapter. Reference the "Tank I drop" strategy summary for this section.
  209.  
  210. In the case where the first vehicle dropped is UFO I, the strategies used depend on the degree of inadvertent hesitation created during the process of boarding the UFO.
  211.  
  212. If the process of boarding the UFO causes no hesitation, then continue forward for a moment before pivoting the UFO in the direction of the left-turning point of the predictable section of the Sorceress's fleeing path and begin shooting. While shooting, move toward the point of intersection of the first UFO shot and the Sorceress's fleeing path. After her damage animation is completed (and her status is reset), shoot again.* After this second shot, turn away from the Sorceress (to the right) and set up similar conditions for another set of damaging shots.* Repeat this process until the end of the phase (Video: SL-C4[1]).
  213.  
  214. If the process of boarding the UFO causes partial or total hesitation, then pivot the UFO in the direction of the hesitating Sorceress and shoot her while she is still roughly centered in the arena. After this first shot, turn away from the Sorceress (to the right) and set up conditions for a set of damaging shots like those described in the "no hesitation" strategy summary. Reference that strategy summary until the end of the phase (Video: SL-C4[2]).
  215.  
  216. * Note: There are situations (created either through missed shots or sharp turns) where there is not enough time between the first instance of damage in a set of damaging shots and the intersection of the Sorceress's path and the UFOs path. In these situations, stall the UFO against the Sorceress for a moment to create more time (Video: SL-C4[3]).
  217.  
  218. * Note: Using only sharp turns increases the required precision for each set of damaging shots. Widening sections of these turns creates lenience by increasing the distance between the UFO and the Sorceress at the time of the first shot.
  219.  
  220. ----------------------------------------------------------------------------------------------------------------------------
  221.  
  222. Epilogue
  223.  
  224. ----------------------------------------------------------------------------------------------------------------------------
  225.  
  226. This segment is referenced as "frustratingly random", but what separates the average segment times of different players isn't randomness; it's knowledge and practice. This document provides the first of those.
  227.  
  228. All the best ... Jeremy.
  229.  
  230. ----------------------------------------------------------------------------------------------------------------------------
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