
Secret of Evermore - Self-Imposed Challenge Run Part 6: Wade through the swamp
Rules so far:
-No switching to the Dog in an active combat area unless absolutely necessary
-Dog must not be dropped to 0 HPs
-Pixie Dust, Wings, and Call Beads are not allowed
-Alchemy restrictions to be determined
-Bone Crusher banned after Thraxx
-All Sword and Spear weapon restrictions to be determined
Salabog fight at 44:04. Done without the Horn Spear or any alchemy spells.
So that good gameplay display I promised ends up having to wait a couple of parts, because turns out the Dog's Attack Level does make a difference outside raw damage output, and a key one at that, as I'll eventually get into. At least the Swamp hints at it, though, given how I'm wanting to have Private Hazard to handle the Frippos while I stop the Widowmakers from eroding his durability with Poison, even if Private Hazard can 1HKO the Widowmakers who can be stunlocked, and my own charged attacks can wreck the Frippos.
I'm glad I could get the Spider's Claw to Level 3 before reaching Salabog, because Salabog is deemed a case of That One Boss for a reason. He has a needlessly high HP value, clocking in at 2000, a big jump from Thraxx's 600, and wouldn't you know it, Salabog won't be in range of melee blows all too often. I still never died to him, but then again, when I played the game in the past, I was willing to milk things like the Horn Spear's chargeup attacks. How do I do here?
Well, the key lies in fighting back against Salabog's head lunge attack, because the Spider Claw's L3 attack has a LOT of windup. Luckily, the L3 attack proves useful because it grants invincibility for a significant amount of the duration, though offense is still the tricky part when Salabog is only extended for a brief moment. The answer? Salabog's head lunge has a useful tell: his eyes narrow when he's going to commit to it. Directly reacting to it allows for launching the L3 attack when it will result in hitting Salabog without taking a nasty bite of damage in return.
Of course, there's also the inconvenience of Salabog infinitely spawning Will o' the Wisps. Unfortunately, I can't just kill them because if all of them are destroyed, Salabog will submerge unconditionally and resurface at a different position to spawn more. This isn't a problem for defense, but with Salabog's massive HP pool, the offense issues this poses means I'm needing to outmaneuver the Will o' the Wisps, with just a few islands and narrow bridges to work with for mobility, if I am to get rid of Salabog some time this century. Baiting becomes necessary, and it's recommended to make use of the center island's plentiful room to have a good escape route ready when catching Salabog from one of the 2 side islands.
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