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Post by lai on Jul 13, 2019 17:39:04 GMT -6
I've compiled a spreadsheet of all food items and compared them to potions. All consumable prices and cost efficiencies are included. Link to the google sheet here: docs.google.com/spreadsheets/d/1-wpS_taTYN9-J8fjh6ZsgsNy-bVRMAL5Wz0UkNb0YzA/In Short: Potions are actually some of the most cost effective healing items in the game with crafted high potions being second only to the humble Curry & Rice. EDIT: Did some quick math: In order for Ex potions to match the Curry in cost efficiency you need to heal at least 3,333(rounded down) health with each Ex potion.
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Post by lai on Jul 12, 2019 0:51:57 GMT -6
Found an... interesting discovery about Craftwork. Oh yeah beat Craftwork and verified my recording before saving this time. Video will be up 11 hours from now.
While I have your attention, it appears someone has beaten me to the punch of beating the bosses in Nightmare NG without taking damage or using shards.... while only using daggers. This video meets all of the requirements I have outlined in my main post so I'll be adding it to it and linking it here. Ladies and Gentlemen I present to you Shivstained: Ritual of the Knife:
That being said I'll still be doing the rest of the fights myself so this isn't the end of the guide.
EDIT: Craftwork video is up
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Post by lai on Jul 11, 2019 12:49:21 GMT -6
I mean, Valefor seems wildly out of place with where he is in the game. I can see him as sort of a mid-boss in Hall of Termination though. Backer artbook spoilers Rather than Valefor being shoved into the Den of Behemoths it's sorta the other way around. The backer artbook reveals that the Den of Behemoths was originally meant to be a casino. I assume time restraints turned it into the giant garden we got now and they didn't bother to move Valefor as he was probably already done. Non-spoiler: Valefor actually isn't the one out of place, it's the area he's in that is.
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Post by lai on Jul 9, 2019 21:46:43 GMT -6
Bloodstained is definitely easier than AOS but (slightly) harder than SOTN. Overall I found the game pretty easy on normal even when going for boss medals while I've had a friend tell me the game is too hard. Then again I have years of experience playing IGA's games and I decided to make a nightmare boss medal guide for Bloodstained so normal difficulty is kinda a cakewalk for me.
Personal bias's aside Bloodstained is inversely difficult to the amount of time you spend grinding. If you are skilled enough you can get through with minimal grind even on nightmare NG, but there's also nothing stopping people from just chugging potions and food until they succeed.
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Post by lai on Jul 9, 2019 16:34:58 GMT -6
Finished Vepar and Zangetsu 1. Vepar video is up. Zangetsu's will be up tomorrow. I'll be taking another 2 day break from Bloodstained before resuming progress.
EDIT: Zangetsu video is up.
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Post by lai on Jul 8, 2019 13:58:31 GMT -6
Ok, finished with 8-Bit video will be up soon. is up!
I'll be starting a new Nightmare Playthrough to do Vepar and then work my way up the boss list to finish this guide.
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Post by lai on Jul 8, 2019 11:25:41 GMT -6
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Post by lai on Jul 7, 2019 17:15:32 GMT -6
Not sure if anyone else has gotten this but a certain bosses attacks are still active after you kill them It's Dominique
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Post by lai on Jul 7, 2019 16:41:35 GMT -6
I think I have some helpful input about Final Boss 1. I earned its medal on hard mode without using activated shards and wielding 15-attack boots. Tis Rozain can be dodged by getting behind her and crouching. She tries to track you with the front laser which kind-of pushes the other laser out of the way -- it ends up aiming into the ground. There is a fairly generous window after she starts casting to safely jump off her head and land behind her. If you are too far in front of her for the above, just jumping and inverting seems to work. She cannot close the V of the two lasers and you can run forward to stay between them. I actually found Tis Rozain to be one of her least troublesome attacks.
Riga Storima does have safe spots between the pillars. They are smaller than they look like they should be and seem to be even smaller in the air -- sometimes you can be standing safely then jump and take a hit. But with the right positioning it is safe to jump in place which is usually enough to dodge any other attack she makes before Storima finishes.
My approach to the fight was: always be trying to get behind her. I spend most of the fight in the air over her head with diagonal jump kicks, landing behind her when there is an opening to deliver swift kicks to her tush. Half of her spells give you very long openings. Bouncy Bouncy actually almost never hits you above her.
I found Riga Doh- Riga Dog- the Phase Two Fire Spell most problematic with this strategy -- in the air behind her is the worst place to be. You have to react quickly and land in front of her instead or get really lucky and fall between fireballs.
Some notes about THE ELBOW: It can hit you out of a jump kick, which is why I don't do rapid head stomps. It is her fastest close-up move by quite a lot, but I believe she never does it twice in a row, so there is a bigger opening to hit her after THE ELBOW than it might seem.
Overall, unless her behaviour is different between hard and nightmare I think she is much easier than O.D. and many other bosses. I don't think I could do a no-hit run of O.D. if I worked on it for years.
Thanks for the info, on Tis Rozain.
Finished with the Final Bosses, both of their sections have been updated. Videos will be up soon. Videos are up! EDIT: blooper: "Dominique is a Dirty Cheater"
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Post by lai on Jul 3, 2019 13:21:13 GMT -6
Update: Remembered 8-bit overlord, theorycrafted for all bosses, and added a list of things I need info on.
I'm going to finish up OD first then Gremory followed by 8-bit and the final bosses in any order. After that I'm going to start a new Nightmare playthrough and work my way up from there.
EDIT: BEAT OD VID IS UP!
EDIT 2: Sweet RNJesus Gremory too. I'm going to be taking a 2 day break from Bloodstained to recover.
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Post by lai on Jul 3, 2019 12:22:45 GMT -6
I wouldn't go as far as to say incomplete (90 hours in and still not bored) but I do agree that there are signs of cut content. I agree about Focalor, it just lines up way too cleanly. One-off mooks aren't all that uncommon in IGAvania's pretty sure OOE had enemies that were restricted to post-game areas and there is one that comes to mind that only shows up in one room (I forgot the name though). I also think there was meant to be a third-endgame area between the den of behemoths and glacial tomb but not for the same reasons you suggest, sharp transitions are things IGA has done before. My current theory is that it was a gambling themed area where you would fight Valefar while the Den would have its own boss. This is supported by some early info that bloodstained was supposed to have gambling themes which don't exist in the final game outside of Valefar and a backer room (which doesn't count). The race is fine imo. It very much feels like something they designed so it could be put just about anywhere. Although if you combine it with my theory about the third end area then chances are it would be there as a sort of analogue to real-life race betting. I do agree that Secret Sorcery lab is something that was made after the train. Like they knew they wanted to do the train but didn't really think of what to do after it, maybe in the initial plan it was meant or it to take you to the Den of Behemoths or something. I don't think they'll re-add the cut areas and if they do add no areas they way to get to them will be the same as the Gremory portal/8-bit nightmare rather than as a part of the castle. Ok I need to get this down, so my current theory on the initial order plan: Everything up to Valac is the same as the original plan. Instead of Valac giving silver bromide, the secret sorcery lab (or its replacement) would be to the right of the towers Then everything is the same till Gebel except you get aqua jet from Focalor after draining the blood fountain. Instead of slashing the moon you would instead take the train to the final section which would be a gambling area, Den of behemoths, and finally the glacial tomb (albeit expanded) Unfortunately this cuts out the photo ID thing (which I like quite a bit) since I believe Dominque is meant to be gone after the Gebel fight (instead of dissapearing after the Alfred cutscene). It also means that OD would be completely missable. EDIT 2: Just read the backer artbook and Den of Behemoths was meant to be the gambler area but I guess time restraints turned it into the giant garden we got.
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Post by lai on Jul 2, 2019 11:39:46 GMT -6
Does anyone know if the harder modes have any extra content in them that aren't in normal mode at all, like any new enemies, weapons, shards, rooms, etc..? The content is the same. There's nothing grated behind the higher difficulties. Edit: To answer the main post, nightmare is the same as hard but you and your familiars are locked to level 1. Hard has different enemy placements, some enemies have new attack patterns, mooks have more health, and bosses are faster and have new or modified attacks.
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Post by lai on Jul 2, 2019 0:11:43 GMT -6
IntroductionBloodstained's bosses is are a rather difficult bunch for one of IGA's games. So this thread has videos and tips on all of the bosses in ROTN beaten on Nightmare NG without taking damage, using any shards except passive and skill shards, and no guns. Use this thread as a resource to help you learn how to dodge certain boss attacks, get help with beating bosses without resorting to cheese, or just watch videos of the bosses being beaten. Enjoy! Fight PlaylistSo in short I can use the following against bosses: - Any weapons/armor/accessories/techniques that are obtainable in a new playthrough before the boss without glitches
- No guns though
- No Shield Weapon
- Passive shards that can be obtained before the boss
- Skill shards that can be obtained before the boss
- No Invert cheese strats, I have to dodge
- Any combination of books
- Grinding for materials, food, and more passive shards is fine
Feel free to: - Add any advice of your own
- Let me know if you have had trouble with an attack I didn't mention
- Post any videos of boss kills that meet my conditions
- Just talk about the boss fights
The Bosses
Some quick things before I begin: - DONE = I have a successful attempt
- Actual difficulty = How much of an objective challenge the fight will be in a vacuum.
- Relative Difficulty = How hard the fight is compared to doing it with shards and taking hits aka casually
- Easy means that is/should be only slightly harder than doing it casually
- Normal means it is/should be noticeably harder than doing it casually
- Hard means it is/should be theoretically possible but there is something that makes it impractical
- I won't be covering the backer room enemies since those are more uber-tough mooks than bosses
Vepar (Relative Difficulty=Easy, Actual Difficulty=Normal, DONE) Video: Problem attacks: - The water gun that has to be blocked with Seama
- Stunlocking Seama seems to be the best way to avoid being hit
- If she launches Seama and doesn't immediately do the water gun then kill the Seama ASAP
- If she is going to do the water attack wait for the seama to turn around (towards Vepar) then jump over them and stun lock them with the whip
- This strat guarantees the seama will live long enough to block and be stunlocked
- I've noticed that when she rocks the boat her water beads can be a bit unpredictable
Other notes: - She kills you in 2 hits anyway so a no-damage run is not all that different from a casual run
- Shards are primarily just DPS boosters so a lot of early fights will have an "easy" relative difficulty
Zangetsu 1 (Relative Difficulty=Hard, Actual Difficulty=Hard, DONE) Video: Problem Attacks: - Horizontal Slash
- I swear this attack has a higher hitbox than it has any right to
- Crouching or jumping should work
- Ceiling Chain
- Not that hard to avoid just really ambiguous at times
- Theoretically you should always be able to tell which direction he's going to face
- But the line that determines whether or not he'll turn around is not on the end of the chain but rather just to the side of it (by about 1 Zangetsu)
- Parry
- He will only use it after a tele
- Hit him from behind to disrupt or just wait
- If you wait he is guaranteed to do a tele slash which makes an easy parry for extra damage
- Running forward
- All of his running animations look about identical.
- At the end of his run he will do one of his 3 slashes
- The fastest variation of this is unreactable from half a screen away
- Usually this unreactable version will end in a horizontal slash
- Most consistent method I found is just to jump away from him
Other notes: - When you break it down Zangetsu 1's attacks and patterns are rather simple. This fight is more difficult due to the lack of a double jump and divekick than anything else
- Also this fight requires insane reactions or just lucky guessing
- In fire mode, Zangetsu's smash can 1 shot you
- Zangetsu does not deal contact damage
- If you get cornered your best bet is 11th hour (katana parry)
- Use poison to rack on some extra damage since you are going to spend a good chunk of the fight running if you don't use shards
Craftwork (Relative Difficulty=Easy, Actual Difficulty=Easy, DONE) Video: Problem Attacks: - The flick
- It goes far, as soon as it starts, run
- Or just jump towards him, the timing is surprisingly lenient
- Charge
- During Phase 2 Craftwork will end this with a jump, making going over it difficult
- Both Phase 1 and Phase 2 versions of this can be avoided by simply crouching on the ground
- Yes really......
- You don't even have to space it, just crouch
- No other vid of the Craftwork fight has shown this so I'm assuming I'm the first to document it if not discover it
Other notes: - Craftwork is already pretty easy, just keep your distance and watch his fairly slow tells
- Don't let yourself get cornered, that's also important
Andrealphus (Relative Difficulty=Normal, Actual Difficulty=Normal, DONE) Video: Problem Attacks: - Rush
- Really the only thing that keeps this boss from being easy on both counts
- No real tell, he just starts violating your personal space and doesn't stop until he feels like it
- Can be avoided by jumping over him but if you attack him you won't have time to do so
- Play it safe and watch your movement
Other notes: - He has other attacks but they can be avoided with simple movement and jumps
- Sometimes he goes high to fire his shots (He'll go on platforms and wait for you to chase)
- Watch his shadow on the ground to see where he'll land for some easy hits
Valac (Relative Difficulty=Normal, Actual Difficulty=Normal, DONE) Video: Problem Attacks: - Twin Fire
- Best way to avoid this attack is to just spam divekicks on top of the right head, lots of damage and you don't need to think.
- Use boots to deal more damage
- Even if you don't have boots, this is still my recommended way of avoiding this attack
- Be careful when the fire attack stops you can sometimes get hit as it ends if you don't manage your divekicks properly
- Otherwise just move with the fire
- Double Chin Crush
- Only way to avoid this is to crouch in a specific spot
- Use the decorations on the ground and the pillars in the background as your positioning tools
- Tongue Slam
- Has two ways to dodge the double slam
- Jump very precisely with good timing
- Find the blindspot next to the left head
- They will double slam twice so get moving after the second one
Other notes: - Can't clip underneath them since you have to get hit for that
- Any items in the upper section Cathedral are allowed since that area can be reached with divekicks
Glutton Train (Relative Difficulty=Easy, Actual Difficulty=Easy, DONE) Video: Problem Attacks: - The timer
- Shards are Miriam's main source of high dps without them this fight is going to be a long one
- The Train
- If you get hit once then you have to do the train segment all over again
- Not hard but it is frustrating to repeat the entire segment
Other notes: - Until he moves to pull down the armor, Zangetsu is just gonna watch
- Once he does pull it down he'll end the fight in no time
- This is a very easy boss just don't get hit
Bathin (Relative Difficulty=Hard, Actual Difficulty=RNG, Done) Video: Problem Attacks: - Tail Laser
- Start moving away from him or
- Get behind him
- He won't turn around during it so get some free hits in
- Repeated divekicks on top of him also work
- "I move so fast..."/Reflector Ray
- This move is intimidating but it actually has a weirdly lenient hitbox
- Just stay out of the laser's area
- However the laser still covers a lot of ground
- Keep moving if no safe zone exists
- Abuse technique invuln frames if you have to
- His reflector ray has a lot of variance on its coverage making this fight a bit of an RNG fest to no hit
Other notes: - His pillar attacks will always be in the same place
Abyssal Guardian (Relative Difficulty=Easy, Actual Difficulty=Easy, DONE) Video: Problem Attacks: - Jump
- Go under him
- He slides alot so going to a corner won't work
- Tail Swipe
- Has a higher vertical hitbox than it looks, jump early.
Other notes: - Recommended Weapon: Misercode from food quests
- Can be fought before Bloodless with divekick sequence breaking
Bloodless (Relative Difficulty=Hard, Actual Difficulty=Hard ,DONE) Video: Problem Attacks: - Blood Rain
- This is easily one of the most inconsistent attacks in the game
- Avoid it by staying under the umbrellas or by finding a spot that isn't covered in blood and standing there
- The umbrella's move and the blood rain comes in the form of projectiles and the area the umbrella's cover isn't very big
- Bloodless will also use this time to throw a cheap shot at you
- She won't use Scarlet Cyclone during this attack so all of her moves can be avoided by double jumping
- To make a clean spot on the ceiling stick to one side of the arena
- You can also interrupt her Scarlet Cyclone to make sure she doesn't cover too much
- Backdash
- Sometimes when you double jump over her she will backdash right into you
- This has 0 startup or warning so part of this is luck
- Your best bet is by not jumping behind her and instead relying on double jumps to avoid most of her attacks
- Floating umbrellas
- These aren't hard to dodge just another thing on the long list of things to look for
- When one sweeps you the other will follow shortly
- Simple jumps should suffice to avoid it
- Blood Steal
- Visually busy so watch for umbrellas
- She will heal for more than her own max hp
- Hitting her before the healing stops is useless
- She will just heal back up
- Wait until you stop hearing the blood flow then resume hitting her
- Even if you somehow drag her hp to 0 she will not die until after she uses this move giving her double her actual hp
- If her dress looks small enough for her to use it, stop attacking her and just focus on dodging
Other notes: - Items from the Hall of Termination are allowed since it can be reached before Bloodless via divekick sequence breaking
- Most of her attacks can be avoided by double jumping straight up
- The hardest thing about Bloodless is the amount of things you need to track, blood on the ceiling, floating umbrellas, Bloodless herself, and Miriam
- Changing the blood color in settings will change the color of Bloodless's dress and her attacks so if you are having trouble with seeing red change it to something like green
- There's a hard limit to how much blood can be out at once, this can be abused to create safe zones from blood rain.
Alfred (Relative Difficulty=Very Hard, Actual Difficulty=Very Hard, DONE) Video: Problem Attacks: - Time Slow
- If this move comes out either kill him quick or restart
- Even with Jinrai it is nearly impossible to keep pace with him
- A DPS race is your only hope
- Good Luck
- Accursed Order
- Noteworthy for having some insane tracking at times
- I think you can usually avoid it by just running left or right but I'm not sure
- Insane Cardio
- I'm including it here because this grandpa can run
- 95% sure your base walk speed cannot catch up to him
- Use both the tailwind tome and the speed belt to outrun oldsain bolt
- The speed belt is a quest reward for killing Deeseamas
Other notes: Doppleganger (Relative Difficulty=Hard, Actual Difficulty=Very Hard, DONE) Video: Problem Attacks: - Uhh everything?
- Doppleganger is fast but their moves are all avoidable from any position except one down below
- Fire
- If you are cornered by the boss and it uses this move you will get hit without a shield
- Jinrai can provide an easy out
- That means restart if you are doing shardless no hit
- Watch your positioning always have the boss closer to you than the walls
- This move has 0 startup but usually it starts in the direction the boss is facing so attack the back
- Usually, if the boss does this after being stuck in a wall or a divekick it will turn around instantly and blast you with that frame 1 fire.
Other notes: - Doppleganger does not deal contact damage
- Doppleganger has no particular weaknesses or resistances outside of curse and stone resistances
- Poison and run for some damage while you focus on dodging
Orobas (Relative Difficulty=Easy, Actual Difficulty=Normal, DONE) Video: Problem Attacks: - Fire Walk
- Both the inverted and normal versions of the move are both hard to dodge
- There is no easy strat here, you have to learn the timing and move
- Invert Jump
- Not hard to dodge just somewhat unpredictable and with a really weird arc that messes with your brain
- Double jump over(under?) it at the arc of its leap
- If you have tailwind+speed belt you can divekick away
- Laser
- Crouch for the grounded version
- Time your double jump for the inverted version
Other notes: - While it is on the ground it basically can't touch you while in sword range
- The Ayamur from the Alfred fight or the beast killer from Lamashtu are both good weapons to use
- You can get the risk ring before this fight
Zangetsu 2 (Relative Difficulty=Hard, Actual Difficulty=Very Hard, DONE) Video: Problem Attacks: - Flame Trail
- During certain teleports he leaves giant fire columns
- Either space it correctly or
- Divekick in the direction he's traveling
- Fire Ofuda
- The Ofuda can be destroyed by melee attacks or any attack Zangetsu can't block
- Run to the opposite side of the arena and hope it's enough
- If he get's close, wait for the Ofuda to bunch up then Jinrai at him and immediately Jinrai again in the same direction
- Thunder Ofuda
- There are two ways to avoid this
- Run all the way to the right of the arena
- Actually space it correctly
- In my experience he usually does a flame trail after this so good luck if you ran all the way to the right
- Ice Ofuda
- Zangetsu covers the entire border of the arena (ground, walls, and ceiling) with Ofuda
- After a brief delay they will explode covering the ground in harmful ice
- Run all the way to the left and invert
- When the ice is about to reach you double jump and delay invert
- Zangetsu will still go after you during this attack so start from the opposite end of the room and run to the left corner.
- DOOM Ofuda
- Zangetsu will plant his sword in the ground, become invincible, and begin speaking the language of his people
- After a short delay a circle of Ofuda will surround you
- There are several ways out.
- Immediately invert and spam the hell out of high-jump. (likely to work depending on your mashing skills, the faster the better)
- Run as far away from him and invert as the circle drags you to him (100% guaranteed)
- Use technique invuln frames to avoid the blast
- Sometimes you can slide kick out.
- If you do not escape after a certain period of time this attack will kill you
- If you are using shards, Directed Shield can block this.
- Fun Fact: This attack does over 5000 damage
Other notes: - He will never parry you, swing away
- Free hits while he changes elements
- Use poison to help whittle his massive healthbar
Gebel (Relative Difficulty=Easy, Actual Difficulty=Easy, DONE) Video: Problem Attacks: - Teps oceus?
- Gebel will mark several points around the room, don't be between them that's where the lightning will be
- Riga doi?
- Not really hard to dodge just jump behind him
- Although sometimes for the last fireball he turns around and it immediately fires in your direction (pretty sure this is a glitch)
Other notes: - Gebel's attacks are slow and telegraphed
- Remember not to kill Gebel and to slice the moon when it turns red
- Accidentally killing Gebel is much harder with no shards since you are less likely to dps him down before the moon fully turns
Valefar (Relative Difficulty=Easy, Actual Difficulty=Easy[If poor]->Hard[if rich], DONE) Video: Problem Attacks: - Coin Flip
- The coins bounce which make them somewhat unpredictable
- Watch the directions his hands are pointing then try to calculate the angles
- The angles that he launches the coins is based on your current position
- Melee attacks can destroy the coins
- Spamming either Rhava in the corner is guaranteed to protect you
- Grab
- It comes out fast and has a very subtle cue
- Not too hard to avoid if you see it coming but it can easily catch you by surprise
Other notes: - Go in broke for a funny voiceline and easy fight!
- Seriously, I won't judge you. That line is worth it, trust me
Still, don't go in with too much cash. Valefar caps out at 99,999 hp 10 times more than the super bossesIf you do, good luck. May your endurance be legendaryI regret doing it so you should not unless you are NG+ or somethingIf you do give him 99,999 hp, poison does more dps than any weapon you can wield
- Nevermind they capped his hp at 9999 now fight is just hard instead of impractical if you go in rich
- There's a super poison glitch that can happen in this fight, still investigating the causes.
Gremory (Relative Difficulty=IDK, Actual difficulty=RNG, DONE) Video: Problem Attacks: - Giant Laser
This is the only attack I have had trouble with lol I'm a liar- This is the first attack she will use during her second phase
- You're supposed to dodge the lasers by making loops around her while dodging the crescents
- My current theory is to use Jinrai to cross the laser, go under her, Jinrai, repeat till laser is done
- Crescents
- Without shards these are much harder to avoid because you can't remove them from a distance
- Gremory likes to spawn them wherever she likes including right in your only path of escape
- The hitbox to destroy them is smaller than their contact damage hitbox
- Use a Greatsword or Jinrai to get out of being surrounded
- Hands
- Unlike in normal this one will loop around several times
- Use invert and be vigilant, the hands are really fast
- The hands 'shadow' your movement so smaller steps in a single direction can work to avoid it.
Other notes: - The Zangetsuto gives guaranteed crits so a dps run might be feasible
- Even when discounting Crescents 6 out of 8 of her attacks involve rng. WHY?
I think I can do this once I figure out the laser oh what a naive child I was- I hope your jinrai is on point
Final Boss 1 (Relative Difficulty=Hard, Actual Difficulty=Normal, DONE) Dominique Problem Attacks: - Tis Rozain
- Either:
- Immediately get behind her and crouch (make sure to put some space between you two)
- High-jump and invert then take micro steps to avoid.
- "Gee Dominique how come 'the shards' let you have two 'TIS ROZAIN's !"
- Riga Storima?
- Run all the way to the right
- Or space inbetween the pillars
- Bouncy Bouncy
- She goes up then down
- Hits on the way down
- Hard to react to, just keep your distance when she goes up
- Riga Dohin
- Crouch right in front of her to avoid
Other notes: Final Boss 2 (Relative Difficulty=Hard, Actual Difficulty=Normal, DONE) Chaos Bael Problem Attacks: - Human Head
- Not hard to avoid but fireballs hitbox lingers for a full second after they land
- Dominique on Toad
- There is a safe spot right above the Toad head
- You can invert in this spot or you can spam divekicks here for a lot of damage
- This is the easiest to avoid
- Dominique on Human
- The Cat will shoot you while the Toad will blow bubbles beneath you
- The bubbles can be destroyed by divekicks or any weapon
- Dominique on Cat
- The Toad will fire a single tracking bolt while the Human will fill the bottom half of the screen with lava
- This is by far the hardest one to avoid, requiring tight movement to dodge
Other notes: - Baels Toad and Cat heads have spots where you can take contact damage but not hit him
- Boots are recommended since divekicks are the safest way of dealing damage.
- Each head has its own life bar
- Hitting the other heads enough makes them go dormant for awhile
- The goal is to kill Dominique who has her own lifebar
- Hitting the head Dominique is attached to will damage her lifebar instead of the head's
- Use Invert to keep hitting the head Dominque is on
- Do not have to do Dominique and Bael back to back they can be done individually
- This isn't a particularly hard fight but Bael's got wonky hitboxes, just be careful and eventually you'll win
8-Bit Overlord (Relative Difficulty=Hard, Actual Difficulty=Hard, DONE)Video:
Problem Attacks:- Phase 2 Fire Pillars
- This isn't too bad but the timing is strict
- Just jump and move in rhythm
- Phase 2 Fast Leap
- This isn't too bad either just really fast
- Main problem is you don't have accelerator to give yourself extra space and that you have to react to this in melee range
- Crouch if close
- Jump if far
Other Notes: - Hardest part will be your patience as 8-Bit has very few openings where you can get in to hit him in melee combat during phase 2
- Use greatswords as the extra reach (and the ability to hit him while on the ground) make landing hits much easier
- Can be attempted multiple times
Bonus Boss (Relative Difficulty=Hard, Actual Difficulty=Hard, DONE) OD:
Problem Attacks:- Timestop
aka ZA WARUDO TOKI WO TOMARE
- Unlike in normal OD throws his sword at the end of this move, making the strategy of sitting in a corner invalid
- Has a long startup
- I know of the following methods to avoid it
- Spamming the shield weapon as the time stop ends from the corner
- Hug the wall and spam a divekick input until the timestop ends (as shown in the video)
- The invuln frames of some techniques could theoretically avoid this attack but the timing is very precise
- Fire Pillars
- I don't think there's any safe spots in between them
- If he swishes his cape and nothing immediately happens GET BEHIND HIM ASAP
Other notes: IGA (Relative Difficulty=Very Hard, Actual Difficulty=Very Hard, DONE) Video: Problem Attacks: - Swordwhip
- Will only come out after other attacks
- Timing is consistent but he will not always use the swordwhip after an attack
- Sometimes he just switches to another attack
- If you are grounded it has a giant blindspot right infront of IGA
- If you are in the air it will hit you
- I would recommend crouching just to be safe
- Can be crouched under from farther away
- But too far will get you hit anyway
- Parry for style points
- The Ice
- This attack spawns a many more and a wider angle of ice shards than normal
- Going under is no longer a viable method of avoiding this attack
- Double jump over the chunk as IGA reappears
- You have to be in the air before IGA reappears
- You have some time before he swordwhips or moves to another attack so either crouch or if you are confident go for a few hits
- Teleport Fire
- Has two versions one where he appears high (if you are low) and appears low (if you are high)
- Both can be avoided with well timed double jumps
- He can act faster out of the appear low version so be careful when you land and watch his movements
- Rapid Fire
- This attack comes out much faster than it does on normal
- Does not care for your mercy invincibility, if you are running Risk Ring this attack will kill you in a blink of an eye
- Avoid with either a double jump or a high jump
- He can follow up with either a swordwhip or Teleport fire
- If swordwhip
- he should do it before you land in his range
- if he doesn't, high jump and land asap
- If teleport fire
- Land and double jump again almost immediately
- If you can, jump towards him
- he should do the sword whip before you are low enough to hit
- Phase 2 wineglass
- At 5000 hp and below IGA will use this in place of his other wineglass attack
- There is no tell for when you reach this point gauge glasses are highly recommended unless you want to count your slashes in this chaotic fight
- This requires a very tight double jump to avoid
- Timing is less strict if you jump away then double jump towards him
Other notes: - If he doesn't throw out his swordwhip he can get fast, keep close to him so he uses it
- It might just be me but he uses the swordwhip less as his health decreases and instead chains spells more often
- He is resistant to everything so use whatever you like
- I don't recommend the Rhava Velar because you won't be able to hit him for long enough for it to stack enough damage and it doesn't do much to him to begin with.
- IGA's patterns are etched onto my soul at this point so I might be underestimating a few things
Rankings (Time): - Gremory (5 hours)
- Zangetsu 1 (4 1/2 hours)
- Bathin (4 hours)
- IGA (3 hours)
- Dominique and Bael (3 hours)
- Valefar, 1 million gold (2 1/2 hours)
- Zangetsu 2 (2 1/2 hours)
- Craftwork (40 minutes)
- Andrealphus (40 minutes)
- Doppelganger (30 minutes)
- Orobas (30 minutes)
- Vepar (30 minutes)
- OD (30 minutes)
- Glutton Train (30 minutes)
- Alfred (20 minutes)
- Valac (20 Minutes)
- 8-Bit Overlord (20 minutes)
- Abyssal Guardian (7 minutes)
- Bloodless (6 minutes)
- Gebel (4 minutes)
Fights I might redo (and why):- OD (no fire pillar attack in my video)
- Valac (boot cheese used)
- Bael (boot cheese used)
- Valefar (Rhava cheese used)
- Alfred (no time-slow shown in video)
- Vepar (discord notification sound in the video)
- This post (needs cleaning: spelling, grammar, wording, etc)
I'll also take requests to redo fights, but no guarentees
Nightmare NG, No Damage, No Shards boss fights by other people:
Player: Red Bosses: All non-DLC bosses
I hope this was helpful or entertaining for some of you!
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Post by lai on Jul 1, 2019 21:11:51 GMT -6
I've been doing a NG nightmare, no damage bosses, and having plenty of fun with it. I'm taking a break from the game now, but eventually I plan on beating all bosses nightmare NG, no damage, no shards (except passives), no guns, and uploading my successful runs to youtube. Already have IGA down with proof that OD is possible. Now I just need to theorycraft for every other boss in the game. Here's IGA shardless and no hit for an example:
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Post by lai on Jun 30, 2019 11:21:01 GMT -6
Unfortunately, Valefor caps out at 99,999 hp which is still 10 times more than the super-bosses. The whole fight took me about two minutes and a quarter (2:12 to be precise) with full diamond bullet+recycle hat+invert+timstop abuse to successfully no hit. It could probably be shaved down to 2 minutes with proper optimization and not going for a no hit run like my dumb ass
I'd post the video of me doing it but the recording bugged out and it now needs a seizure warning.
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Post by lai on Jun 23, 2019 14:00:37 GMT -6
New game+ Nightmare aka lvl 1 only
Weapon - Ambivalence (8-bit coin whip, fully upgraded) or Adrasteia with Diamond Bullets Head - Demon Horns or Recycle Hat when using guns Body - Coronation Gown Accessories - Double Plunderer's Ring Scarf - Over the Rainbow
All food bonuses
LVL 1, HP 1095, MP 663, ATK 154, DEF 107, STR 66, CON 70, INT 73, MND 73, LCK 64
SHARDS Insatiable R9 G2 Accelerator R9 Tis Rozain R9 G9 Familiar - Boodbringer R9 G9 Passive - Augment LCK R9 G9 All Passives rank 9
Just started a new playthrough so I'm not sure how far my gear will take me before the game becomes a challenge again.
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Post by lai on Jun 22, 2019 18:32:46 GMT -6
Quick question for those who have all the boss coins (I have a feeling there are a few of you out there already) do you get anything special (other than bragging rights ) for having all of them? I believe it's just bragging rights. I'm not sure if they are needed for 100% item collection though. Also you can only have 1 of each medal, doing the fights no hit again in new game+ won't earn you more medals.
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Post by lai on Jun 22, 2019 14:55:15 GMT -6
Nope cause my weapon of choice, whips, only have one and I get better dps just rapidly swinging with landing cancels.
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Post by lai on Jun 22, 2019 1:55:36 GMT -6
After 40 hours of playtime and getting 100% on normal I'm gonna gush about this game. StoryLike others have said here the Dom reveal feels a bit clumsily done, I saw it coming when you see her in the lab after the train segment it. The whole execution just feels off in a way I can't put my finger on. Although it was really fun listening her monologue at the end so I'd say it was worth it. As for Anne, poor little girl is irrelevant for the entire game. I think if she wasn't mentioned in the initial Kickstarter she wouldn't be in the game at all. Maybe there was something for her early on that got scrapped but right now she's kinda just there.
Gebel being controlled kinda kills his agency as a villain but then again he isn't supposed to be one and his role towards the end kinda reminds me of Albus at the end of OOE's first half. Bael may as well be a giant space flea for all of his story significance so idk what else to say. Just really meh.
I actually like how they handled Alfred aka basically Albus from OOE if he was your granddad instead of your brother. Everything Alfred does makes sense when you learn what he's really trying to do while being threatening if you don't. Not to mention THE BOOK. Not bad at all.
Overall, not bad, not really all that great, two Albus types for one game, but then again that's not why we're here. Gameplay Bloodstained is definitely Sorrow/SOTN mix with the scale of the latter and the combat of the former. In combat I almost exclusively used whips due to their range, damage, and the fact you can cancel all of the lag with a landing made it really rewarding to use them even if all the special moves where given to the other weapons. I never found myself using shards much outside of trying to DPS down bosses. That is until I got Tepis Rozain aka why you don't make lasers do damage in bursts, don't bother keeping it sustained on a target just swing the thing around in a circle like a giant club and barely burn any mp. Also luck is kinda the king stat if you are good enough at the combat to not care about the statistical disadvantage. By investing in luck you get more money and drops which translate into more power via crafting rather than levels which incentivizes skilled play while still leaving the option of just out-grinding bosses on the table. Shame that it doesn't use OOE's glorious glyph system but, Each weapon type suits a particular playstyle and although I settled on whips all weapon types are valid options unless you are too poor to use guns. Difficulty-wise I would say Bloodstained is around Aria levels, you can't turn off your brain half-way through like in SOTN but the game won't leave you bloody on the curb like OOE. I would have liked it harder but then again huge OOE fan here so I'm probably just biased.
The game has a linear order that you must go through with the only real divergent point being going for Gebel or 8-bit nightmare at any point after killing Bloodless. The castle is huge but the warp points are in fairly convenient spots and once I learned out to properly chain backlashes (use crouch) exploration became much more manageable. There are only 2 instances where I actually got stuck. The first was I couldn't figure out what to use to initially swim underwater, despite the description of the water jet shard blatantly saying it could be used for swimming. I actually don't have an issue with this, it is kinda my fault for not reading the shard descriptions and it is a clever use of game mechanics ala getting extra height with a divekick or distance with the triple kick.
However the second instance is something that isn't hinted at in the game whatsoever, using invert at the bottom of the Valac tower..... Ok how was I supposed to know a chest was there infact I already found something there, the valkyrie dress, so I assumed that was it. I saw the chest but the bit of jutting out tower doesn't exactly scream "use invert at the bottom." It doesn't help that if you don't notice either chest the only hint you get is empty spots on your map, that can be filled out without invert if you know how (or maybe I'm misrepresenting that last point). They could have made it so that the aegis chest is given a marker when you first enter the Valac fight, telling people to return here at some point, but that may just frustrate players as they return to the tower only to find nothing.
BUT outside of those two issues Bloodstained is a never-ending cycle of combat, platforming, and satisfaction. Finding a new area or exploring a new space with a new ability is always a blast and fighting enemies never really gets boring until you start doing late-game grinding. Also you get to keep the Accelerator Shard in new game+ which makes repeat playthroughs less of a retread and more like a poorly done speedrun. Drop rates, if you build for luck can't speak for other builds, are pretty fair and if you grind for an item you will typically get it sooner rather than later. BossesMuch to my pleasure the medal system from OOE has returned! So being the absolute idiot genius I am, I decided that for my first run I would get all medals. Oh boy was that fun, but I managed to do it.
For the most part the bosses range from meh to holyshitthisisawsome. There's not any particularly bad bosses and at worst they are forgettable but there are a few highs. Zangetsu proves once again that the other playable character will give among the best bossfights in a metroidvania. Alfred and Valac in excellent uses of the 2.5D in a boss fight with their rotating arenas although Alfred's is one that could only work in 2.5D turning a small room into what is effectively an endless corridor. The Doppleganger gives lightning quick bouts of trading blows and avoiding specials. Although it was so fast I had to switch off my tried and true whip for the Doppleganger and just shoot it to death and it was still a hard fight. Unfortunately, I accidentally grinded too much for Gremory, Dominique, and Bael to be any real challenge, even when going for no it, although that's what I get for doing IGA and OD first, speaking of IGA and OD.
However the real star bosses here are the post game ones. IGA is lightning fast, hits like a trick and his attacks all hit a wide area, but all of his attacks clear tells if that helps at all. Even if you know all of his tells and how to dodge his attacks he is still a hard boss to even beat since chances are a slip up will happen and the dodge windows for some of his attacks are really tight but consistent. But once you know his moves this fight is an absolute blast, just on the line of feeling in control and descending into absolute chaos in a lightning fast challenge. OD, who can be fought at any time in the glacial tomb as long as you have the tome of conquest checked out, is much slower but many of his tells overlap and unless you know where to go, his timestop is near-guaranteed to hit you. Thankfully almost all of his attacks don't hit above or behind him so that's how you avoid him, just keep moving when he vanishes and watch his cape. Still you have to be alert because sometimes he'll just teleport right next to you so using the accelerator shard is worthwhile even in the tiny room you fight him in.
Here is my tier list for Bloodstained bosses from top to bottom in my no-hit journey:
Post-game Vamps: IGA OD
Zangetsu: Zangetsu 2 Zangetsu 1
Hope you have a strong controller:
Doppleganger
Dominque
Ring around the Rosie:
Alfred
"I have one attack that will fuck you up but will be easy to dodge otherwise.": Bloodless Valac Gremory
Easy to no-hit: Vepar Clockwork Gebel Valefar
Hope you like redoing entire segments: Bael 8-Bit Overlord Glutton Train/10 reasons why Zangetsu is the GOAT
I shouldn't have done the post-game content first: Gremory Dominque Bael
I legit forgot about them until I made this list which means they were pretty easy to no-hit: Clockwork Abyss Dragon thing, idk what the name is Andrealphus Bathin Orobas
And because I'm a show-off here is me beating the two post-game bosses no hit, enjoy. OD
IGA
Overall, I'd say that this is definitely a contender for my favorite game of 2019, alongside DMC5, and easily my number 2 IGA metroidvania (OOE is my number 1 and favorite game overall, Aria and SOTN are now tied for 3rd) but even then it is very close to either tying or just straight up being my favorite IGAvania
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Post by lai on Apr 1, 2018 14:57:31 GMT -6
Well that was fun. I feel bad now. Poor thing.
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