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Cromarty: 2008-06-06 10:48:22 am
astral guard
I'm bad at introductions.
Thus..

In this topic, discussion of Swordcraft Story and running thereof.
~~~
Recording progress
Part 1 - 0:00:00 - 0:10:xx
Part 2 - 0:10:xx - 0:15:xx
Part 3 - 0:15:xx - 0:19:xx
Part 4 - 0:19:xx - 0:29:xx
Part 5 - 0:29:xx - 0:34:xx
Part 6 - 0:34:xx - 0:39:xx
Part 7 - 0:39:xx - 0:50:xx
Part 8 - 0:50:xx - 0:56:xx
Part 9 - 0:56:xx - 1:01:xx
Part 10 - 1:01:xx - 1:10:xx
Part 11 - 1:10:xx - 1:17:xx
Part 12 - 1:17:xx - 1:22:xx
Part 13 - 1:22:xx - 1:36:xx
Part 14 - 1:36:xx - 1:45:xx
Part 15 - 1:45:xx - 1:55:xx
Part 16 - 1:55:xx - 2:00:xx (RIP micro turbine)
Part 17 - 2:00:xx - 2:10:xx
Part 18 - 2:10:xx - 2:23:xx

Testing progress
Test 1 - 6:43:xx
Test 2 - 3:26:xx
Test 3 - 2:55:xx
Test 4 - 2:48:xx
Test 5 - 2:39:xx
Test 6 - 2:40:xx
Test 7 - 2:34:xx
Many micro turbines died to bring us this progress.

Route in next post.
~~~
Crap from original post
Overall, I find drills to be the best weapon.  Elemental improvements will be unnecessary.  Keeping multiple drills, raising TEC with a higher-end drill, or both will be necessary to break Ariel's drill, which will then be my weapon of choice for the rest of the game except for Sanary and the end boss.  I'm used to using the sword there, haven't tested anything else.

Some leveling is required for spells, and probably for extra AGI to jump over certain enemies that are killed faster this way. (edit: haven't confirmed this myself, but apparently AGI also affects attack speed.  For test 3 I will put all points into it to see if anything gets easier.)

For the summoned ally, I think Rasho will be the best choice, for early weapon guard (if I remember right).
Thread title:  
Edit history:
Cromarty: 2008-06-22 07:08:33 pm
astral guard
Day 1
Recruit Zantek.
Assign weapon enchant.

Day 2
Talk to the guy outside the central tower 1f for 3 mystic ores.
Answer Sanary's "quiz" for a matchbox.
Forge novice knife.
Save: central tower 1f
Kill three slimes to gain one level.
Kill two spell swords - first will require weapon enchant, second will not because of extra STR/TEC by killing the first.
All stat points go to STR.
Take both iron ores on b2f - box, and then the door by the stairs down.
Smash things for a bottomless cup.
Melt down novice knife.
Forge novice drill.
Rest to regain weapon enchant.
Save: central tower 1f
Weapon break Chaves.

Day 3
Story crap in Vance.
Forge nano rotor.
Save: central tower 1f
Kill stuff until Zantek is 1200 exp from level 9.
Always kill enemies that have mystic ores - collect 3 here.
Take all five martial ores on b8f - center and far left in first hidden room, far right/middle/near left in second.
Reject Nigelle's offer, get match notice from workshop, agree to help Sanary get weapons back.
Save: central tower 1f
Beat Varil.
Assign astral guard.
Weapon enchant+astral guard vs Kenon.

Day 4
Forge micro turbine.
Save: central tower 1f
Collect 3 mystic ores.  (Seems to be a good encounter rate for spell axes on the floor above Kouren.)
Squish the Yasha Spider with weapon enchant/astral guard.
Rest before leaving the area.
Save: central tower 1f
Weapon enchant+astral guard vs Razzy - use micro turbine, attack when she does.

Day 5
Forge ladle (required by story) and do curry stuff.
Buy iron ring.
Save: central tower 1f
Get micro turbine to max TEC.
Collect 4 mystic ores.
Must have at least 15 mystic ores before leaving the
labyrinth to fight Ariel.
Take core parts (first door, center box) and conductor rod (second door, right box) on b18f.  Spirits drop conductor rods - if one drops, the one in the box is unneeded.
Forge gladius (required by story).
Save: central tower 1f
Use micro turbine to weapon break Ariel.

Day 6
Melt down gladius for materials.
Forge Ariel's drill and zantetsu blade (required by story).
Talk to Rondeau.
Save: central tower 1f
Weapon enchant+astral guard vs Heavy Metal.
Beat the soldier.

Day 7 - Marine Dungeon
Save: workshop
Stand at "windmill" distance and use Ariel's drill against Giant Serpent.
Get caught to skip to boss fight against King Crabber.
Attack King Crabber's right eye for "backstab" damage.
Equip Spiral Ring.

Day 8 - Kagro Volcano
Save: workshop
Beat Chaves for easy exp.
Save: Kagro volcano before Ureksa
Weapon enchant+astral guard vs Ureksa - stay close to provoke regular attacks rather than let him heal.
Beat Kirin.
Equip Magatama Necklet.

Day 9 - Cape Lighthouse
stuff
Save: cape lighthouse prison cell
Weapon enchant+astral guard vs Ureksa.
Get the Ancient Ring and equip it.

Day 10 - Fort Mirana
more stuff
Save: Fort Mirana upper level
Beat the soldier.
Weapon enchant+astral guard vs Lubert.
Weapon enchant+astral guard again vs fragment of Parista.
Visit anybody because all scenes require 2 choices and have similar lengths.

Day 11
Hammer time - Bron->Amariss->Rondeau at home->Sakuro in tower 3f hidden passage->Bron.
Assign weapon guard.
Save: central tower 1f
Weapon enchant+astral guard vs Sanary (goodbye, micro turbine).

Day 12
Equip ladle and Ariel's drill (in that order).
text text text
Save: labyrinth b11f
Kill iron giants.  (First and third giants give levels, may vary depending on leveling segments earlier.)
Save: labyrinth b46f
Weapon enchant+astral guard vs Ureksa.. again.
Fight Parista - ladle+weapon guard to get enough hits in to end the fight.  (Losing the fight will also work, but it might actually take longer because of waiting for Parista to attack/having a lot of HP left after Ureksa.)
"I'll sacrifice the soul" to go directly to end boss - make the sword.
100% run should run outside to activate the teleporter before talking to Kuhyra to choose what to make.
Weapon enchant+astral guard vs Parista part two, stand really close for backstab damage (also applies to rematch of first form).

Day 13
Save: workshop postgame (end of any% run)
100% run should save at central tower 1f instead of the workshop to be closer to the labyrinth entry.
Reassign spells since they get cleared after the ending - weapon enchant, astral guard, weapon guard, healing spell in that order.
Get windproof shoes on b56f (teleporter floor).
Save: labyrinth b58f
Get the demon's rage sword tech on b59f.
Beat Evil Metal - move spell cursor to weapon guard after casting weapon enchant.
Get beast fossils and martial ore on b69f (far door).
Get ancient necklet on b73f.
Teleport out from b76f, forge fanged drill and demon's rage sword.  (Use large fishhook, dragon fossils, windproof shoes, beast fossils, martial ore, eerie mask for materials.)
Switch ladle for demon's rage sword before saving.
Save: labyrinth b78f
Use demon's rage sword to beat Omen Fish - attack twice instead of using the full combo.  Keep some distance to provoke upward fin slash rather than fly-off-the-screen - guard the first slash and then attack again.
Reequip ladle after killing Omen Fish.
Switch ladle for fanged drill before saving.
Save: labyrinth b98f
Beat Inferno Kirin.
Save: labyrinth b98f
100% runs=great to watch
I wish you luck and this sounds awesome overall....first time I saw this game I said to myself "One day someone is going to Tengen Toppa this shit and it'll wind up on SDA"
Edit history:
Cromarty: 2008-04-26 02:42:24 am
astral guard
Smiley
Thanks.
I think it's going well so far, my current test run is 1:45:xx before heading for the island on day 7.

Tengen Toppa Gurren Lagann, right?  I don't follow these things..
100% runs=great to watch
Quote:
Smiley
Thanks.
I think it's going well so far, my current test run is 1:45:xx before heading for the island on day 7.

Tengen Toppa Gurren Lagann, right?  I don't follow these things..


Right you are.  Don't worry about not following it directly, the awesomeness will still indirectly work itself into your system as you sleep, eat, drink, etc.
astral guard
Man, the utility companies don't tell us anything.  When did they start piping awesome through the water lines?

On-topic: test 2 is done, postgame save was at 3:26:xx.

To do in test 3:
recruit Sugar
put all points into AGI
follow initial segmenting plan
get shoes from garrefs
bore holes in Giant Serpent's fishy face
waifus are laifu
Ooo, good luck. I loved playing this game.
astral guard
^Any ideas for fighting Razzy? :K

Test 3 is done, postgame save at...
2:55:xx.
Probably gained most of that time by fighting only encounters I planned to.

Recruiting Sugar worked out well, enchant aqua is definitely better than enchant flare.
Couldn't really see a difference from boosting AGI as far as attack speed.  On the other hand, against both Razzy and Ariel, I didn't have enough STR to break their weapon before mine was about to break.. so I ended up having to let them hit me (yay astral guard).
Killing Giant Serpent with Ariel's drill wasn't so hot, until I got into the range for it to do the "windmill" swing which has enough windup for me to jump-attack and interrupt until it dies.
waifus are laifu
It's been over a year since I played the game, so I really can't remember. I know that I used drills and I broke her weapon. If you're having trouble doing that, maybe put some points into strength at the beginning and then do agility (if agility helps anything)

Also, you could always carry around an extra strong weapon to block with so breaking goes easier, if possible.
Edit history:
Cromarty: 2008-04-28 04:32:45 am
astral guard
It's just that after reducing her weapon by about 1/3 of its durability, she puts weapon guard on and I have to wait it out (30 seconds or so).
My other idea would be to use astral guard and attack while she's attacking to win by HP damage, trouble with that is running out of astral guard.. I think I had two on test 3, probably need at least that many for it to work.

I haven't noticed any direct benefits to increasing AGI, other than being able to jump over red dragons in the endgame.  STR doesn't matter after the fight with Ariel because I get weapon guard before Lubert, so next time I'll try putting everything into STR before I get Ariel's drill, and then AGI afterwards.

Also - took long enough for me to notice, none of the bosses are wind or lightning element.  I'm already getting a lightning weapon, so it might make more sense to recruit Kutty for enchant wind.. that's something else to try.

Edit: test 4 done, postgame save 2:48:xx even with a couple of accidental detours that cost maybe a minute.
Changes:
recruit Kutty
boost STR until after Ariel, then everything into AGI
astral guard vs Razzy, Lubert, Parista part 2

Edit is striking again: test 5 done, postgame save 2:39:xx.  Kutty didn't get astral guard in time for Varil and Kenon.  Ended up breaking Ariel's drill with my face again (1 DUR remaining, so maybe I could actually break it without having this problem).  Fighting green pumpkins sucks.  No brutish monks showed, so no combat in Kagro Volcano.  Amulets didn't seem to help at all.
Changes:
astral guard vs Chaves part 2 and Ureksa all three times
put points into STR after AGI hits 80

To do in test 6:
recruit Zantek to see if he gets astral guard sooner
fight less
Blah.  Can't think of anything else that would be useful, so all that's really left is testing partners.
Edit history:
Cromarty: 2008-04-30 04:33:08 am
astral guard
Test 6 is in progress, but haven't gotten all the way through it yet - stopped at the save before Ariel.
Both Kutty and Zantek get astral guard at level 9, so I'm guessing everybody gets it at 9.  Not sure whether the better idea is to set up to hit 9 by defeating Varil, or to overlevel to have it before then.  Either way, having astral guard makes Kenon drop a lot faster.
Between Kutty and Zantek, dunno which would be better because their enchants are equally useful.

Edit: 6 is done, 2:40:xx.  I think I hit too many random encounters.. and I wasted time trying to get mystic ores.  I should set targets for how many to get from specific segments to spread the load out.
No idea how much the time changed by skipping any TEC-building for Ariel's drill.  Maybe I gained about the same as what I lost collecting ores, hah.
Got weapon guard in Kagro volcano, doesn't really matter since I don't use it until Sanary.  Astral guard is unnecessary for Kirin (as if I didn't already know).
Going to skip fighting red dragons and evil swords in test 7, killing them is slower for less exp than iron giants.  This means having 80+ AGI will be unnecessary and I can potentially put everything into STR.
Also, I need to pay attention to when Zantek and Kutty learn enchant aqua - if they get it before Kagro volcano I can switch that in.  This will probably decide which of the two to use.
Edit history:
Cromarty: 2008-05-03 01:59:02 am
astral guard
Test 7 done, 2:34:xx.
Zantek got enchant flare after defeating Ureksa at Kagro, and then enchant aqua later.  Kutty probably gets these in reverse order, so that'd be better because there's no way I'm overleveling to have enchant flare for Marine Dungeon.
No new boss strategies, so I'm assuming the extra STR is what made the time difference.

To do:
Test weapon enchants to see if elemental enemies actually take more damage from any elements.
Edit: enchant spark+ladle vs gremlin (fire element), 102 damage.  Enchant aqua+ladle vs gremlin, 102 damage.  I guess not.
astral guard
I have nothing left to test, so I am recording.  Parts 1-4 are recorded so far - see first post.
Turned up a fourth and then a fifth spell sword in part 4, which is a huge bonus.

Here is the first bit of part 3, the boss fight against Chaves.
Thoughts, comments?
100% runs=great to watch
Congrats on advancing things to this point in such a short span or time...can't wait to kick back and marathon the entire video on SDA.  8)
Edit history:
Cromarty: 2008-05-05 04:44:12 am
astral guard
Well, if I put it aside for too long I'll get rusty and won't be inclined to finish. Tongue

Edit: 5-7 done.  Varil is a jerk, but after a bazillion restarts he cooperated and I was able to beat him without taking any unguarded hits.  At the moment I think it's the best fight in the run, but I may change my mind after dealing with Ariel.  Got another lucky encounter in part 7 - killed a spell axe on the way to checking the locked door in the labyrinth, so only 2 ores to go.
Edit history:
Cromarty: 2008-05-20 12:21:01 pm
astral guard
Parts 8 and 9 are done.  Spirits drop conductor rods often enough that I didn't need the one in the box.  Ariel is annoying, she doesn't hold her guard up as long once her drill is below about half durability, and doing too much HP damage with down+A is bad for my micro turbine.  Other than that she's very easy to predict and it wasn't hard to get a fight where I took no damage ("just guard" is awesome).
Also, I'm glad to be done with fighting random encounters for now.  Getting mobbed sucks.

Didn't take me all week to do these, I've just been putting it off to play Batrider for the SDA arcade tournament.
>_>
<_<

Edit: okay, I am seriously not going to have enough hard drive for the raw video, and I have a bad feeling about encoding before it's necessary.  Going to resume recording after my new computer arrives (go go 700+ gig drive).
Should be here very soon, and then I'll be back to the regular "schedule" where I work on it ceaselessly because I can't stand to leave it unfinished.
Edit history:
Cromarty: 2008-05-28 09:19:31 pm
astral guard
Part 10 is done (as of yesterday).
Note to self: make copy of route in case forum goes down for maintenance.
Onward!

Edit: 11 and 12 done.  Didn't take any damage against any of the bosses involved (Giant Serpent, King Crabber, Chaves).
Chaves is funny - he's impossible to knock over, so with good timing I can just hit him until he dies (video).
Edit history:
Cromarty: 2008-05-30 11:29:02 pm
astral guard
13 and 14 done.  Two fights with Ureksa in one day, haha.  Also Kirin, but that's not really notable because every monster boss is easy.
I'm hoping to get under 2 hours at the end, what with the 1:45:xx and 4 segments to go, but part 17 is forty floors of labyrinth and that takes forever.. hmmm.

If anybody cares which character's ending scene I get, now is the time to speak up because that decision is in the next segment.
100% runs=great to watch
If they make no difference on time just pick the coolest one.  8-)
astral guard
There probably is a small time difference, but they're all about the same length so I'd rather pick one that people want to see.  I'm already wasting a few seconds to rename my characters, after all.

Anyway, I have finished recording - final time on the game clock at postgame workshop save is 2:23:xx.  Sub 2 hour is not happening without a significant route change.
Gonna submit this, maybe look at a bonus dungeon route in the meantime if I haven't completely burnt out.

OT: I watched the first season of Gurren Lagann yesterday, it is awesome.
100% runs=great to watch
Excellent in more ways than one...I look forward to the day this makes SDA's front page.
astral guard
Smiley Me too.
I'm hoping for the best, but it seems this game isn't very well known.

The run is in the verification topic right now.
Edit history:
Cromarty: 2008-06-16 11:35:24 pm
astral guard
Edit: talked to Mike about 100% definition, 100% will be all 100 floors of the main dungeon
~~~

Anyway, I've been running around the extra levels today to test things.
1: Many enemies are difficult to escape from, notably wolgans (red wolves) because of their screen-long jump.  Getting surrounded means I have to kill things to escape, so at that point I may as well kill everything.  Only a couple enemies completely suck to fight though, like mud suckers and dragon puppies.  Worst case scenario - surrounded by dragon puppies with a dark dragon in the background, which basically requires astral guard.
The other thing that sucks here is it's really, really hard to avoid taking damage in some of these trap encounters so I may have to use healing spell.
2: Evil Metal hits too hard to depend on astral guard.  I'll have to back off when I see it preparing a thrust (can't interrupt).
3: Omen Fish doesn't use the windmill, so the loop that worked on Giant Serpent is unreliable.  Fortunately, there is a simple solution - get the tech for demon's rage sword (b59f) and use that with astral guard.  Killing it with Ariel's drill is too slow and too dangerous.  I think enough materials crop up during the main game to make the sword without having to go out of the way.. haven't looked at the counts yet.
4: Inferno Kirin can be killed with Ariel's drill if I use weapon guard.  This means I don't absolutely need the sweet drill.  ATK is ATK though, so I'm going to try out the fanged drill (tech dropped by Evil Metal) next round.
Also need to pick up the ancient necklet on b73f so I have enough AGI to avoid the longer-reaching wind slash.
5: Assuming I don't need to collect any extra materials, the only change to the existing main game route is to say no to Kuhyra's first question so I can run outside briefly to activate the teleporter (b50f).