Septerra Core [Speedrun] Any% QoL [47:55.516s]

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Published on ● Video Link: https://www.youtube.com/watch?v=uIINDZi_2h8



Duration: 54:31
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New stuff:
• (0:04) With a quick setup and the game not clearing the cursor buffer when quick-loading, any consumable can be duplicated. Muting the audio removes a 1 second delay from all the loads in the game.
• (0:26) Because Maya's now holding over 99 Roots, the game appears to wrap around, and it can be sold infinitely. Selling it sooner than before the bulk price reaches 20k lets me free the slot -- this is just preference to not confuse the slots during the final boss fight.
• (1:00) The "Wulf" here not attacking seems to be governed entirely by RNG and not manipulable. Happened on the way back as well. I wouldn't expect this to occur 90% of the time.
• The setups here (5:02), here (5:16), and later into the run might seem unnecessary, but failing them was not fun. Annoyingly, companion pathing is RNG dependent and not consistent compared to practicing on a save. Stopping is a way to work around that variance.
• (6:19) Draxx's statue is cleared with Grubb, as the game is not coded to have an animation for most of the characters and will crash the game. This 25s time loss could be avoided with the character model swap glitch if the setup took less time and wasn't inconsistent.
• (7:25) 2 savefiles are used and 3rd created to finally activate the statue.
• (8:42) Faster tower entry. This spot is probably the easiest way to see the variance in companion pathing. The cursor is always in a pixel perfect position in the top left corner, but a backup strat would sometimes be needed.
• (9:08) Bit of an unexpected clip that saves... 7? seconds. Very glad I eventually noticed this one.
• (9:47) Another consistency setup. Absolutely horrendous spot.
• (10:09) And another. The arrow keys are used for a lot of these.
• (10:28) Even moreso than Badu, Araym provides a significant DPS boost over both Maya and Corgan.
• (11:33) Both the Soul Stone and the Exp are needed from this encounter.
• (12:20) New clipping method: reloading several times like in the old run turned out to be slightly slower. The rules are similar to any of the clips where the doors are used. The companions will simply walk to you in a straight line after 7s have passed, provided the path between Maya and the 3rd party member is obstructed by collision.
• (12:53) One of those hidden-in-plain-sight things. Replaces Quick Gem.
• (13:12) Clearing this "Draxx" provides just enough Exp for the level up in combination with [13:42] and the actual Draxx.
• (14:07) Once again, stopping and using the arrow keys helped the consistency here.
• (15:05) This type of clipping isn't random, and it takes about 7s for the party to phase through walls. This is used precisely some time later.
• (15:16) Now that Draxx isn't used as a source of gold anymore, I can immediately grab the Secret Weapon and proceed to Doskias. Sadly, not every area lets you teleport to containers or doors like this.
• (15:39) This detour was added to grab Eagle Wing, granting 6 levels worth of stats for Araym, which is invaluable against Doskias. The drawback is being forced to run from these "Plant Spheres", which doesn't always work.
• (16:14) 2nd instance of the Alt+F4 clip. Just like in the catacombs Maya has to be moving, which is slightly challenging in this cramped space.
• (16:47) This is where the 7s come into play. Part of the movement here is done with the arrow keys to reduce the margin of error. After clipping through the door, and then running all the way toward the wall, saving the 1st time might clip you already, but there's no harm in saving again after tapping the arrow key. If the 2nd try doesn't work as it should, there's always the 3rd. The final boss without the music would throw me off, so I take the time loss and turn it back on.

Doskias:
• (18:14) Big game changer. You will notice that I don't use Herbs on Doskias anymore. There are several ways to find out which one is real. Achilles Heel card or Corgan's Observe are the developer's intended way to do it. Another way is to use the Water card on a character with ten or less Core. Real Doskias' damage mitigation will reduce the damage dealt to zero, but his clones won't. By far the easiest way though is to just look carefully -- real Doskias will always spawn a fraction of a second sooner (5 frames at 60 FPS, 0.083s) than his clones. Not as scary as it sounds, as it can be done without fault except for one rather significant caveat.
• (37:53) Here's where the difficulty spike occurs that can't actually be shown on a recording. As he's spawning the clones, a glitch will happen that looks like some kind of animation overlap on one of the clones that's just enough distracting to completely confuse you. The real Doskias still spawns earlier and can be noticed, but boy does it get more difficult and to the point of actually losing runs. Why this phenomenon can't be recorded with OBS is anyone's guess, but it can happen a lot or not at all, without rhyme or reason.
• (47:55) Counting dealt damage saves some time here.







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