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Calamity: Fun Mode (Post-Moon Lord)
作者: Okami Tomato
Calamity challenge runs have been a thing I've done for a while, but most of them have been about removing my own abilities vs actual game difficulty... so why don't I change things up a bit.

Fun Mode; potentially the new hardest Calamity run I've done and potentially the hardest one I've seen. Current hardest difficulty, removal of features like Adrenaline and rage, and doubled boss health. A run so difficult it begins leaving the realm of 'fun challenge' and begins delving into a rage-inducing gauntlet.

Here's how things went throughout the Post-Moon Lord content:
   
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[Prior Notes]
The third and final part of Fun Mode, covering nearly all content from after Moon Lord's defeat until the end of the game.

The difficulty ramping from Hardmode to Post-Moon Lord isn't actually as extreme as the Hardmode jump before it, but that certainly does NOT mean that anything gets easier.

One good note, however, is that it seems Post-Moon Lord bosses got more unique changes to Pre-Hardmode and Hardmode, meaning that they likely got tested more during development so we hopefully don't get another fight like Ravager.



I will also note now that three things will not be covered in this page:
-Old Duke
-Terminus
-Eidolon Wyrm

The former I will discuss later.
Terminus was exempt from the boss list because certain bosses like Ravager, Moon Lord and some of the Post-Moon Lord bosses are awful enough to fight when they're weaker so I just don't have the stomach to fight them in a gauntlet that I'd likely have to retry over 200 times and spend a month on to write a paragraph along the lines of 'not fun'.
Eidolon Wyrm was exempt because the fight itself is identical, just with more defence, so there is basically nothing special to talk about when... every single other fight in the run has been made tankier too...



If you want a run-down of the rules I would check the original page, but in summary:
-GetFixedBoi seed
-Death and Master difficulties
-Rage & Adrenaline banned
-Doubled boss HP
-Most potions and exploits banned
-On-demand teleportation (Rod of Discord/Harmony, Normality Relocator) banned

With that all said, onto the third and final part of Fun Mode:
Post-Moon Lord, Pre-Boss
Difficulty: ooo
Attempts: 4
Time: ???


So the first thing I had to do at this point in the game was craft my Post-Moon Lord gear. Celestial Tracers, Elemental Shiv, Plague Keeper and a set of Solar Armour. Also got the Meowmere drop from Moon Lord which I was happy about because I refuse to fight it again.

Speaking of fighting it again I have never, ever been more thankful for the Luminite/Exodium Cluster Planetoid spawn because it provided me with more than enough Luminite for the rest of the run which meant I didn't have to fight Squidward a second time.


My first plan was to try and fight Polterghast in the underworld arena like I normally do. I'd heard a little about Providence and the concept had me worried and I had little hope in bee-lining my way to Devourer with my gear.

Unfortunately, my plan failed miserably because they gave Polterghast a ton of homing projectiles now. I assume they're mainly to punish stuff like, say, bringing Polter out of the dungeon into a larger arena and to that I say... fair enough I guess. Tried it a couple more times including an attempt in the dungeon but it wasn't even close.

Looks like I need to find another way to get some good boss-level gear from something...
Signus
Difficulty: oo
Attempts: 1
Time: 24:33


The Fight:
Signus is deceptively tanky and hits like a truck, though his movement patterns are still exploitable with proper positioning and understanding how its weird dash attack works.

Signus' new mechanic is a stealth mechanic that apparently allows Signus to use stronger attacks but, either due to my constant moving or the several hundred bees I unleashed against him, it was fairly hard to notice the GetFixedBoi differences.

Plague Keeper did very well here. I know I had to fight it for an entire day but I'll happily take a day-long fight it it means I get to have a comparatively easy victory for the first time in a while.


Post-Boss:
Signus drops his usual stuff, most of which I didn't really use. However, his unique drops on this seed were the Nanotech and Etherial Talisman; items usually reserved for being Post-DoG. While I was playing melee and so couldn't really benefit from those two it did get me wondering if the other Sentinels dropped similarly-tiered gear...

Also, while my victory here was fairly simple, prior experience with Queen Slime in Hardmode taught me that the first 'victory' didn't necessarily mean anything and that death by difficulty spike could be lingering right around the corner, so I continued with caution.
Storm Weaver
'Cool' Weaver
Difficulty: o
Attempts: 1
Time: 0:10

'Normal' Weaver
Difficulty: oooo
Attempts: 7
Time: 20:50


The Fight:
Introducing a lecture on spawn mechanics from none other than Storm Weaver.

Prior to this fight I learned that Weaver was now 180 segments long, with the caveat that for every NPC over 20 alive it would lose a segment. With this knowledge a cunning idea came to mind...

I positioned myself in the Corruption, battle potions and water candles gathered and a standard Revolver in my inventory alongside my usual Post-Moon Lord gear. I created a box in which to trap Corruptors and Eater of Souls and a little tally by my side to count how many I had. My plan was simple: to reduce Weaver to the smallest state I could.

Eventually, I reached the 200 NPC cap by dealing with enemies I didn't want to trap/couldn't trap like Devourers and World Eaters, as well as the odd Harpies and Wyverns trying to ruin my fun. With 200 enemies in a box I disabled any spawn rate boosters and put phase 2 into motion.

I used the Revolver to carefully kill a single Eater of Souls in the box and then immediately spawned Weaver.

'Cool' Weaver was thus born; a Weaver made of only the head and none of the other segments. It could not move or use its lightning attacks and, as soon as it lost its armour, dropped nearly instantly to any attack. Funnily enough it even still drops its loot like this so, if you wanted to completely skip Weaver, the option does exist.

'Normal' Weaver was fought similarly; by killing a few more enemies in the box I managed to spawn a Weaver only around 7 or 8 segments long that retained Weaver's normal attack patterns and thus could be considered 'legit'. I had to fight it near enough to the box to prevent the Corruptors and Eater of Souls despawning because I did not want to repeat that process, which in-turn got me killed a few times, but the fight was fairly manageable with careful movements.

I'd always recommend trying to minimise its length, since it makes dodging Weaver itself significantly easier. You don't need to quite go to the extent I did, unless it's a fight you particularly struggle with.


Post-Boss:
Alongside its normal drops, Weaver also drops the Elemental Quiver and Elemental Gauntlet; the latter of which being the thing I was most excited about given my melee build.

2 out of 3 Sentinels downed and the fights weren't honestly that bad. Maybe I was wrong about Post-Moon Lord and I'm fairly prepared for it after all...?
Polterghast
Difficulty: ooooo
Attempts: 22
Time: 108:30


The Fight:
To answer my previous question: No.

My first note on Polter simply reads 'Awful Horrible.' with no explanation but given the timer and the number of attempts you can probably take a guess why.

I was stuck between a rock and a hard place at this point. Do I fight Providence, a fight that often causes problems in challenge runs and who apparently... lost its immunity frames to make things much worse, or fight Polterghast with woefully underpowered gear and go in for the long-haul like I'd done in challenge runs before? As it turns out, the latter options (the one that I picked) was the wrong one.

Polterghast took virtually no damage from all my attacks, made worse by a lot of my projectiles either lacking the speed to keep up with it or being unable to pierce walls to hit it often. Meowmere had good damage but had a tough time finding opportunities to hit it. Plague Keeper lacked the range when trying to distance myself from the boss or when it tried to distance itself from me for its charges. Elemental Shiv could hit Polterghast anywhere, but its DPS seemed inconsistent and jumped between several thousand DPS and several hundred every few seconds. I clearly needed a new plan.

Eventually I swapped to mage and used the Etherial Talisman and Nuclear Fury. The Fury's DPS was generally better and more consistent than my other options, but it still wasn't doing much damage to Polterghast when it was inside the walls. While I could have opened up my arena further Polterghast's increased aggression and projectile spam made that seem like a bad idea.

To make things worse I was stuck using the Blood Pact throughout Post-Moon Lord. Every boss did so much damage that, more often than not, the crit chance RNG was worth risking if it meant being able to potentially tank lethal damage every now and then. However, as you can imagine by looking at the time at the top of this page, getting an hour into a boss fight and then dying is... an experience.

If the fight had been more reasonable in length it'd have been a 3 or 4-star fight in terms of difficulty, but due to me fighting it early it easily earns the fifth.

Would honestly recommend just using the old Polterghast hoik.


Post-Boss:
Abyss enemies are now able to drop new things, which is neat. Most of Polter's drops weren't all that useful to the loadouts I was currently using, which was a little disappointing, but I wasn't willing to fight it again. I did use the Affliction a couple of times in the run for its generalist buffs, however.

Ruinous Souls were exceptionally useful even before Providence is defeated. The Crescent Moon and Galileo Gladius are great items that I used for the Guardians and... uhh...

Outside of that, I also grabbed the Soul Edge, Bobbit Hook and Reaper Tooth Necklace. The former as another melee option, the second as my final hook upgrade, and the latter as an accessory I farmed for and then never used... but at least I got to see the Reaper Shark changes and they were kinda silly
Profaned Guardians
Difficulty: ooo
Attempts: 4
Time: 7:55


The Fight:
Due to me not being able to play Terraria for ages this is my first experience with the new Guardians and... the concept I actually like it quite a lot. Not even the GetFixedBoi changes really hurt it too much, which was unexpectedly pleasant.

The Guardian Healer needs to be dealt with ASAP in this run because its main GetFixedBoi change is that, alongside healing the other two Guardians to full health every cycle, it also grants them an additional 7,500 health each time it heals. The Galileo Gladius' super fast projectiles generally did a pretty good job of dealing with it as they could keep up with it easily and dealt great DPS. After 2:26 the Healer was down.

The Guardian Defender actually got a big weakness in GetFixedBoi, as it now blocks all piercing projectiles but in turn takes more damage from them based on their max pierce cap. Now... given that I have the Blue Moon, a flail with high pierce and its own homing projectiles, you might be able to tell where this is going. I was able to reach 5-digit DPS quite comfortable against it and, so, after 1:39 the Defender went down with little issue.

The Guardian Commander was easily the toughest part of the fight and the cause of the 3 prior deaths. Its charge attack seems to be a little... broken... sometimes just stopping mid-charge on top of me, though most of the time it seemed to be ok. Charges are best dodged by just ramming them with the Asgard's Valor dash, as with most bosses with charge attacks. Outside of the slight weirdness with the charge the fight was alright.


Post-Boss:
The Guardians don't drop anything too useful for the run normally, but for some reason I was given Divine Geodes. While I didn't have Uelibloom yet I did get access to a few items like the Mourningstar and Yharim's Insignia which have the potential to be useful.

With most other options exhausted, it was time to face my fears and take on Providence.
Providence
Difficulty: ooo
Attempts: 2
Time: 16:05


The Fight:
Providence is a fight that is entirely won or lost by accessory composition. I know this is strange to point out, since most fights are similar to that, but Providence's case is very... unusual.

Providence does basically no damage with her attacks, but instead inflicts debuffs that slowly drain the player's health. These debuffs can stack, which is where the difficulty of the fight comes from, as a few stacked debuffs can shred the player's health bar quite rapidly. With Providence's insane attack speed in GetFixedBoi I'm just going to outright say you're probably not ever going to no-hit this fight.

My first attempt did not go well. Providence's rapid movements effectively invalidated all of my weapons as none of them, not even the Galileo Gladius' projectiles, could keep up with her. That, combined with my accessory loadout, lead to me slowly getting shredded by debuffs until I couldn't keep up anymore and lost.

My second attempt had me trying summoner, using the Calamari's Lament that Moon Lord had dropped (though I could've gotten one from the abyss since I fought Polterghast early) to keep up with Providence and the Kaleidoscope for a slight DPS buff whenever Providence passed by overhead.

For accessories I couldn't use the Nucleogenesis dropped by Ceaseless Void due to some... issues... so had to resort to Statis' Curse to boost my minions, though the main accessories in this fight were defensive. Blood Pact doubled my health for nearly no downsides because Providence's crits barely mattered, Infected Jewel helped offset Providence's numerous debuffs, the Absorber's aura could remove debuffs if I ever got hit by too many projectiles, and the Ambrosial Ampoule's various effects were nearly all beneficial for the fight. The Asgard's Valor and Celestial Tracers are, as ever, also helpful.

Providence's toughest phase is when the Guardians are spawned. All three provide noticeable buffs for Providence; allowing her own DPS to matter outside of just debuffs to a degree, buffing her own durability, and healing back lost health. Trying to focus them down with Providence's speed was incredibly tough and so I just had to hope I could hit them with the Kaleidoscope as they passed by.

The end of the fight reached a little past 7:30 PM. I expected the worst at this point since I more than expected Providence to enter a nighttime mode but... she didn't? I don't know if that's intended but I'm happy if so since it doesn't mean I get shredded at the last stretch of the fight for once.


Post-Boss:
Providence managed to become my second favourite boss in the run behind the Empress, which is kinda funny since it means the three Hallow bosses have the best rep in the run.

As for actual benefits provided from beating Providence, I get access to both Uelibloom and Bloodstone; meaning I can get Bloodflare Armour and upgrade from my Moon Lord-tier armour sets... halfway into Post-Moon Lord...

She also drops both the Elysian Wings and Aegis; the former useful as a material later since I want to try and keep my horizontal speed and the latter replacing my Asgard's Valor.

Providence also drops Ascendant Spirit Essence which, while not useful now, will be useful later since it saves some time compared to grinding out three different events.
Ceaseless Void
Difficulty: ooo
Attempts: 28
Time: 4:43

The Fight:
Ceaseless Void was... problematic. Void is another boss that is made infinitely harder by the health scaling, as it means that destroying the Dark Energies takes a long time and so you're much more likely to get hit and die. That, combined with the increased amount of Dark Energies, meant you had to 'thread the needle'; moving with small and precise movements... except that this wouldn't work if Void decided to move.

After Melee and Summoner turned out to lack the DPS I needed I turned to mage again and saw the SHPC had been giving damage scaling once again. It dealt great damage but, once again, I couldn't deal with the Dark Energies fast enough. I needed some way to dodge Void entirely...

...Eventually I came up with a solution: the Portal Gun. I would make two portals decently far apart and fire on Void from a distance. Whenever it approached I would dash through the portal to the opposite end of my arena and repeat the cycle. This gave me ample time to deal with the Energies, though there was still a risk of me mistiming a dash and getting hit, so it wasn't a 'free' solution.

The absorption segments were still similar to normal, with my damage against Void itself not being too far behind normal damage. The vortex of projectiles did kill me a few times, admittedly, but it was comparatively smooth sailing compared to my prior attempts.

I repeated the cycle a few more times and, eventually, Void was defeated and the final Sentinel was down.


Post-Boss:
The Eclipse Mirror and Nucleogenesis are the main rewards from this fight; further useful upgrades for Rogue and Summoner.

None of the items Void normally drops ever got used for anything and the Sentinels aren't even required for the Devourer like the Guardians are for Providence, but it would just feel 'wrong' if I didn't fight them before DoG, y'know?
The Devourer
Difficulty: oooo
Attempts: 43
Time: 3:52


The Fight:
The Devourer is actually a fairly fun fight on this seed... a sentence that is very, very strange to say given A. The Devourer is normally an awful fight in challenge runs and B. this is Fun Mode. So why do I say this? Because the Devourer fight here barely plays like a Devourer fight at all.

The Devourer has a monstrous 6.8 million health; easily the most of anything we've seen. However, it comes with a built-in weakness to the Lacerator; where the yo-yo does 4000% damage to the Devourer on-hit. This gives me an incredibly efficient option for dealing with the Devourer. So, what's the catch?

Well, on this seed the Devourer is small and highly aggressive. Where Weaver was (intended to be) longer the Devourer got the opposite treatment. He also does wild damage where surviving contact with its head is nearly impossible without items like the Blood Pact which, again, means risking crits.

Because of these two changes the Devourer goes from a lengthy fight that risks being drawn out by the Devourer's health and durable body segments to a fast-paced and volatile fight where both combatants can land devastating blows on each other at any time.

If it weren't for the laser telegraphs being entirely removed and the Cosmic Guardians being annoying I'd even potentially be willing to move the Devourer to the second highest spot among my rankings, even. (Unfortunately this is just the beginning of my 'boss minion' troubles but we'll get to that later, too.)

In Phase 1 be aggressive. When the Devourer switches from its passive Crawltipede-like AI to its aggressive burrowing AI it drops down and gives you a massive window to potentially deal millions of damage in only a few seconds. Well-spaced platforms can also let you hit the Devourer while it flies overhead, but this can be a little risky.

Phase 2 requires more defensive play. The Devourer will charge and teleport often so use the Elysian Aegis to ram into it to avoid contact damage and hit it when it passes. You want to keep your distance here and wait for the Devourer to come to you since its deceptively good at turning and its teleportation grants fewer opportunities to exploit its more vulnerable states.

Overall quite a fun time and a surprisingly short boss fight for being this late into the mode. Even with some of its slightly more awkward parts the speed of the fight means the bad doesn't get to linger and dying is far less infuriating than with the longer fights since making significant progress is much faster. Well done, Devourer, you get to be cool here


Post-Boss:
You gain access to Cosmilite Bars and the other non-Polterplasm 'Spirit Essence' materials. Of course, Slayer Armour, the Asgardian Aegis and Elysian Tracers are all on the table for being crafted. I also made the Empyrean Knives, Scourge of the Cosmos, the Sponge, the Cosmic Shiv and the Event Horizon.

From the Devourer itself I also got the Excelsus and Nebulous Core, as well as the Cosmic Discharge when I fought it the second time for more Cosmilite. GetFixedBoi also let it drop The Wand which will be useful later.

Honestly, seeing how the Devourer was, and how Providence was before it, I was quite excited to see the changes for the other endgame bosses moving forward. I then realised I'd forgotten someone and did a quick detour to the Sulphurous Sea, expecting an easy enough time...
Old Duke*
Difficulty: ???
Attempts: 18
Time: N/A


So this is one of the three bosses addressed at the start of the page, and the only one of the three to not be endgame 'bonus' content. Old Duke is normally included in challenge runs, so why not here?

The simple answer is; Old Duke is broken on my world. Not 'Storm Weaver spawn' broken where I have to actively do something to break it, nor broken in the sense of being overpowered, just 'bugged' broken.

I'd start a fight and the Old Duke would go for a dash, as normal. However, when I went to dodge, the Old Duke's charge would also change direction with mine; making sharp 90-degree turns until it was on top of me and I died. I tried running away but it was too fast and I died. I tried teleporters and it... just despawned nearly immediately even though the teleporters weren't that far apart and barely took the Old Duke off-screen.

I also noticed that, while the Old Duke was 'stuck' on top of my character, that its sprite would sometimes just... flip upside down. Now sure some of the changes like Duke Fishron have made some weird changes that make bosses 'look' more broken, but Old Duke actually behaved like a broken boss.

Simply-put, either it's currently not really tested properly with how the world generation works on GetFixedBoi, or my Old Duke is just completely and irreversibly broken, but unfortunately it means I just... can't fight it.

Thankfully Old Duke is an optional boss, so it's not like the run ends here or I have to cheat in its items. It does mean I don't get a Shattered Community early and have to forfeit the Duke's drops, but I'm already beyond the point where they're meant to be used so little harm done.

Sorry to the dozen or so people whose favourite boss is Old Duke but right now... this fight isn't happening, sorry
Dragonfolly
Difficulty: ooo
Attempts: 1
Time: 7:32


The Fight:
Oh heck I forgot to fight Dragonfolly again how does this keep happening in these challenge runs it's literally in the Boss Checklist

Dragonfolly is similar to normal, just with increased damage and health. Dragonfolly is already very fast so it doesn't really need more speed, its contact damage is still very high even with Post-Devourer gear with all the difficulty stacking, and it is another boss with lots of minions so boss health scaling applying to minions really does drag out this fight.

Folly isn't really all that different, so there isn't much to talk about. The minions now drop lightning on death but their doubled health actually makes them quite tanky anyways so you're not going to be killing many of them. If anything they now have defensive utility by absorbing lots of attacks for Folly itself.

Got quite close to death a couple times but my gear was still good enough to pull out an easy enough win. I imagine that if I'd tried to fight Folly at the correct time this fight would've been very annoying, but here it's fairly tame.


Post-Boss:
I've outgrown most of Dragonfolly's drops by this point, but the Effulgent Feathers are still necessary as materials for the next boss' summon and for Silva Armour. The Dynamo Stem Cells were also useful for their immunities later.

The familiarity with the Folly fight turned out to also be fairly crucial due to some of the upcoming bosses...
Yharon
Difficulty: oooooo
Attempts: 154
Time: 24:11

The Fight:
Introducing the second least fun time I had in all of Fun Mode; beating Moon Lord in the garbage department and only losing to Ravager; the thematically appropriate MVP of bad times. I cannot even repeat my initial notes for Yharon because half of them are manic ramblings that make little sense and the other half single-sentence profanity.

Yharon is a fight designed to make you unhappy. Its changes are small and simple but everything works together to create an especially miserable experience.

The arena borders are even smaller, granting little horizontal room to dodge Yharon, forcing you to make a tall, mostly-vertical arena. You can't afford to use platforms so you have to go with the 'track' arena that has rows of minecart track throughout. This seems fine, but if you try to use a mount like the slime mounts and accidentally mount a minecart instead consider your Yharon attempt dead.

The changes to the Flarenadoes will also lead to stray hits as part of a flarenado spawned 30 seconds ago has randomly found itself perfectly in your way while you ascend to escape Yharon's Bullet Hell Vortices which now chase you down at a speed a little faster than base falling speed or the bullet hells themselves.

Worst of all, Yharon gains frankly monstrous contact damage. While the wiki only shows 624, barely more than the fireballs, I was able to take almost 1,000 damage from messing up dashes. I wondered 'hey could it be Blood Pact crits?' until I noticed the buff for being crit didn't activate... then I saw 2,600 damage pop up from a different hit and... yeah.


Now you might say 'just time your dashes well' but, remember, 24-minute fight. Your safety nets this fight are the Nebulous Core's revive which leaves you on death's door and has a 45-second cooldown, healing potions if you survive a hit (big 'if' depending on your loadouts), and Ravager accessories that can provide reduced contact damage with a 20 second cooldown from the Flesh Totem and the Blood Pact provides doubled health with a 25% chance of just exploding into a ball of dragonfire if you get crit.

Seems like a lot, sure, but may I remind you that Yharon is aggressive and doesn't exactly have a weak attack you can afford to get hit by. Everything hurts and it is very, very easy to find yourself without a safety net at a bad time at any point during the fight and just... having to redo the entire thing. A misplaced or slow dash, a failed grapple, mounting a rail, a flarenado just deciding it doesn't like you, there will always be something to go wrong.


In case that wasn't bad enough, you'll never guess what else Yharon can do. Yharon, once reduced to about half health for the second time, begins summoning Dragonfolly. Not Draconic Swarmers, mind you, Dragonfolly itself. Reminder that killing one of them moments ago took 7 minutes... and Yharon can summon multiple.

Now you have to dodge Yharon's devastating charges, hundreds of fireballs from the bullet hells, homing vortices, weird flarenado behaviour and now Dragonfolly's attacks as well.


Finally, there is the final phase. Yharon's moveset is fairly simplistic here... but in the worst way possible. Yharon's pattern is reduced to two charges; one a basic charge and one following a teleport, a bullet-hell, and then an attempt to spawn Dragonfolly. The Yharon charges are harder to dodge than ever, the bullet-hells flooding the arena with fireballs, and enough Dragonfollies are flying around by now that I never want to see one of them again.

This also lasts for 20% of Yharon's health by the way which, for anyone curious, is roughly 10 million not counting the healing phase.

Never. Again.



Post-Boss:
I have gained a newfound hatred for Dragonfolly. Fabsol might have called them Bumblebirb again on this seed but these things are not birbs.

Got Yharim's Gift and Drew's Wings, as well as a few decent Yharon weapons. I even got the Yharim's Crystal which... oh... ... oh.

Gained access to Auric Tesla Bars which meant I got to craft Auric Tesla Armour with all 5 different helmets in case I needed them in the future. Made Dragonfruit, the Aetherflux Cannon, Helium Flash, Purity, Rampart of Deities, Seraph Tracers, and finally the two main superboss summoning items...
Exo Mechs
Difficulty: ooooo
Attempts: 73
Time: 40:10


The Fight:
Oh, cool, I end a really annoying boss that took a stupid number of attempts and enter another boss with annoying additions that took ages. Despite this, Draedon was a much, much more enjoyable fight.

The first step was the 'world arena' where I basically wiped out half my world. Game crashed during this process and put me back a lot because autosave didn't like me apparently, but otherwise things were smooth-sailing.

My initial plan was to start with Ares, my usual plan for the Exo Mechs. Ares wasn't too much tougher than normal and was mostly manageable, but it did take a few deaths for me to get back into the rhythm of the fight.

After Ares came Thanatos and the duo of Artemis and Apollo, revealing that Draedon's mechs had the combined health of 26,946,000. May I remind you that Yharon had around half that while the Devourer barely had over a quarter of it. I knew from that moment that this fight was going to be a long and gruelling endeavor.

As I found out the hard way, Ares was the easiest mech of the three to deal with. Thanatos seemed to be this run's own 'problem mech'; a common challenge run issue where one Exo Mech proved significantly harder than the others to kill, meanwhile Artemis and Apollo were proving insanely problematic when paired with any other Exo Mech.

Attempts starting with Ares ended after attempt 5.

Next I tried starting with Thanatos but that didn't help much, so after attempt 7 I decided to start with Artemis and Apollo since they were proving to be the biggest issue when paired alongside the other mechs. This was definitely the way to do, as Ares and Thanatos together somehow proved to be significantly more manageable than when Artemis and Apollo were paired with another Exo Mech in 'phase 2'.

On attempt 8 I'd actually managed to initiate 'phase 3' where all 3 Exo Mechs were together. I managed to even beat the third phase and return to fighting Artemis and Apollo on their own. It was at this point where things took a turn for the worse.

So one 'fun' little detail with the GetFixedBoi Exo Mechs is that, when they reach their berserk phases, they don't stop. They will spam their berserk phases until they die. This, needless to say, is a huge problem.

You are at the mercy of Artemis and Apollo's RNG through roughly 4 million health's worth of boss fight. Apollo's zigzag charge has a telegraph that gives you enough warning to maybe tap dash before it charges at you - nowhere near enough time to reposition yourself properly, while Artemis will move to random locations near you and continuously fire off 360-degree sweeping deathrays that would be hard enough to react to on their own even without Apollo spamming its berserk attack at the exact same time. Good luck ever dodging this legit long enough to win the boss fight under Fun Mode's rules.

So I needed a plan.

23 runs in and seemingly stonewalled by these mechanical monstrosities, I constructed 4 teleporters around the arena near its corners. Yes, I had to resort to teleporting away from the boss during a specific phase yet again, but it was either that or just being stuck here forever. (Plus it's just for a single phase it's not like I'm cheesing the entire fight.)

The plan was that, as soon as I got back to the 'solo' Artemis and Apollo phase, that I would rush to the teleporters. I would spam The Wand and Event Horizon whenever they weren't on-screen and, as soon as I could see either of them, teleport. DPS slowed down significantly, sure, but I could actually survive this phase now.

Of course, things didn't go off without issues. Sometimes I'd fall short of reaching the teleporters in time from being far away from them in a prior phase. Sometimes I'd just screw up and Apollo's blink-and-you'll-miss-it-telegraph dash would slap me upside the head before I could teleport. One time I went so fast on accident that I reached teleporter 1 again and got melted by Artemis' laser.

Eventually, though, I pulled through on attempt 42... which still left me with 2 angry automatons to take down.

During 'phase 5' with Ares and Thanatos back in the picture, I decided to again focus on the latter. Ares hadn't proved too scary this time while Thanatos was proving to be quite a tricky target to take down. Took a few attempts but I could make it past this phase too eventually.

'Phase 6' was Thanatos by his lonesome. Thanatos' berserk attack seemed much tamer compared to Artemis and Apollo's and so I didn't think it'd be too threatening but I was wrong and stupid and dumb for thinking that. Not only does Thanatos show its love of slither.io by wrapping around you constantly, but Draedon has a gun. Yes, they gave Draedon a gun and, yes, it hurts. Being trapped in Thanatos requires an infinite-flight mount like the Brimrose to be safe and to help you manoeuvre but sometimes that's still not enough and you can be RNG'd to death.

This was not acceptable. I needed another plan.

My old teleporter setup, while fine for Artemis and Apollo, was too close together for dodging Thanatos' Gamma Disintegration Beam. I had to make another teleporter with both teleporters positioned on the far ends of my arena. In hindsight I should've also made a teleporter somewhere near the middle to take me to one of them but I'm stupid and forgot and just decided to run away from the worm and hope for the best.

By attempt 65 I got to test out the teleporters after several failures at earlier points in the fight and the odd failed attempt to reach the Thanatos teleporters (which still apparently didn't give me the idea to build a teleporter over there, too).

Whenever Thanatos seems to be getting close on the minimap teleport to the other side and spam the Aetherflux Cannon back in the direction of Thanatos. This should mostly prevent Thanatos from ever charging up the Beam. If Thanatos does you'll see the 5 red visual beams begin converging, which is a sign for desperate manoeuvres. Now, whenever Thanatos makes it onto the minimap, teleport. Eventually you'll notice Thanatos' movement slow down or a significant delay in him reaching you; either means he has fired the beam. Rince and repeat the cycle until Thanatos goes down.
Exo Mechs (Continued)
'Phase 7' is just a fight against Ares. Now, when I said Ares was 'easier' than the others it still isn't an easy fight, just less egregious than the others. Ares' berserk attack is the 'blender beam' and you get two options for it: the not-cool way or the cool way.

The not-cool way is achieved by just using the Thanatos teleporters. Ares is as weak to them as Thanatos is, if not moreso since it has to fully stop for the blender beam to be fired. Use the Wand and whatever magic weapon you want for damage and teleport whenever Ares stops moving since the window for teleporting safely is quite tight.

The 'cool way' is by not using the teleporters at all and instead running away. The beams always rotate anticlockwise in this fight so you have to dodge with a strange square movement:
- When moving from left to right simply fly up a little as you escape the blender beam. You should make it out unscathed most of the time.
- When moving upwards dodge to the left to move with the blender beams
- Moving right to left is tricky. Use the Hexxed Branch's tree mount to run. Drop through platforms to dodge here. You may get hit once or twice but it's fairly consistent.
- Moving down is again similar to moving up, though you dodge to the right to move with the beams instead. If your arena has platforms this can also be fairly dangerous
This square shape is fairly consistent at dealing with Ares here. Sometimes you may want to drop down or move up if you approach the top/bottom of the arena which you can do while Ares is trying to catch up with you. There is also a chance Draedon aligns himself with you here and can shoot you, but again falling through a couple platforms or flying up a little will often dislodge Draedon from these positions.

Draedon is going to complain at you constantly at this point, saying 'How Foolish. You cannot escape.' while he watches you escape constantly as you whittle down Ares'... 6 million health.

But if you can do that you have won. Draedon, the most mechanically complex fight in the mod and this challenge, is finally defeated.


Post-Boss:
Wow that was a lot of talking. To be fair though this is essentially 3 endgame bosses rolled into one so it was almost inevitable this segment would be colossal.

So the main thing you get from defeating Draedon is Exo Prisms. These are used for Miracle Matter initially, but also for Shadowspec Bars after defeating- wait a minute.

Cal Clone, back in Hardmode, dropped Ashes of Annihilation. That means that, by defeating Draedon, we gain immediate access to Shadowspec items.

With Shadowspec available I decide to go for the 'tried and true' set of the Scarlet Devil and Nanoblack Reaper; the former some of the highest raw damage I can achieve which should help with the health scaling, and the latter a good spam option when gathering stealth isn't worth it or throwing the sluggish spear is too risky.

Decided not to upgrade the armour because I like some of the Auric Tesla boosts... I was also short on Yharon Soul Fragments and I'm not fighting Yharon again.
Supreme Calamitas
Difficulty: oooo
Attempts: 1
Time: 9:00


The Fight:
So, first things first, I'm breaking out of the arena. I'm not stupid enough to try and fight SCal in the arena after every other boss tries to punish me for the horrible crime of 'existing wrong I guess'.

The arena generates weird for some reason, with blocks scattered in various places, so I did have to take a few deaths while marking it out - I don't count them towards the death count since I never intended to really 'fight' Soup Meme Clamitas while making preparations.

Once the arena was marked out and the blocks actuated, the fight really began.

String Bean Calameme's fight starts similar, but different. You do start with a bullet hell into killing the Brimstone Hearts, but exclusive to GetFixedBoi you also have to fight Sepulcher itself after destroying the hearts. It has reduced damage reduction here so it doesn't take 10 years to kill, so I actually don't mind this.

Sip Lean Aubergine fight is otherwise pretty similar to normal, with the main change being a switch-up of some projectiles. Makes the fight a little trickier, but isn't really that bad.

By 2:59 the brothers were spawned. I tried to defeat them outside the arena but, either due to me misremembering the fight or something being updated, they have Shifty Tambourine's damage reduction outside the arena, too. Did almost die trying to get them back in-bounds but they took my stealth strikes far worse than I took their fireball attacks.

By 7:29 the Sepulcher returned and had I had to beat it up again. A lot smoother than the first time I had to fight it because the first time I... actually lost it for a while before I could fight it

Overall, the Mean Green Clean Machine's fight wasn't that bad and I... didn't really have much else to say about it other than the Sepulcher fights being kinda cool...


...Wait I think I misspelled Calamitas' name a little...


Post-Boss:
First things first I am very happy to have a simple, 1-attempt fight after the gauntlets that were Yharon and Draedon. Pretty sure I'd have quit here if I had a long string of Supreme Calamitas deaths, too.

There isn't really much else you'd want from Supreme Calamitas here, since her main unique drop was dropped by the clone on GetFixedBoi. The NPC is useful but I completely forgot to try the enchantments during the run...

You also get a... Slurper Pole? Okay then? I feel like I'm missing a joke here.
['Final Notes']
And that is all the content there is. Yep. Definitely all of it.


Post-Moon Lord has now entirely been defeated outside of the things listed at the beginning.


Definitely no more content beyond this point you can leave now if you want.


Thanks for reading 'v'














...okay there may be a few more things...
Special Boss: XB-Infinity - Hekate
Difficulty: oooo
Attempts: 4
Time: 13:44


The Fight:
Hekate is best described as 'Mirror Exo Mechs'. While the Exo Mechs consist of 3 disconnected enemies that swap in and out of the fight and wildly fly everywhere, Hekate has the 3 mechs joined together, fighting together and staying together until destroyed. In a way I guess it's actually a little easier than the Exo Mechs, if only because it doesn't have the stupid berserk phase spam.

In Phase 1 all 3 Exo Mechs attack together, slowly moving towards the player like vanilla Mechdusa (and thankfully not like Exo Mechdusa). At this point only the 'Corrosive and Blazing Eyes' and 'Spine' are vulnerable; the parts of Hekate made of Artemis/Apollo and Thanatos, respectively. I decided to prioritise the eyes first since getting them out of the fight was fairly simple but would help with later phases.

Having Shadowspec-tier weapons makes this fight significantly faster than the normal Exo Mechs, as each stealth strike of 'Calamity's strongest Touhou reference' takes a hearty chunk out of Hekate's health bar. At half health the eyes do gain access to Artemis and Apollo's berserk attacks, but thankfully unlike the Exo Mechs before it they don't simply spam them until they are destroyed.

By 2:08 I managed to take down the 'Blazing and Corrosive Eyes of Hekate'.

Thanatos, or the Spine of Hekate, is the next target after the eyes are defeated. The Spine feels a lot tankier than the eyes because of Thanatos' armour mechanic. Unfortunately it seems that hitting Ares' body does not bypass this or I imagine this phase would've gone faster.

Once the Spine gains access to Thanatos' Gamma Disintegration Beam the fight starts amplifying significantly in terms of difficulty. The Spine will end up coiling around the player like Thanatos normally does. Ares/the body can still attack the player during this attack, so there's a high risk of being hit by the body while trying to dodge the Spine.

I had the eyes and 'Spine of Hekate' defeated in 5:38, leaving just the body/Ares left.

Ares/the body acts nearly identical to normal Ares, including entering its berserk phase once down to half health. However, at this point there are a couple of differences I noticed, intentional or otherwise. The first being that Ares/the body could seemingly rotate the blender beams either clockwise or anticlockwise, while the Ares I'd fought in the normal Exo Mech fight only ever rotated them anticlockwise. The other thing I found was that, for some reason, it would always enrage even if you survived the blender beam legitimately.

Thankfully, as covered on the Exo Mech page, we have plans for dealing with Ares' berserk phase, so it just depends on if you want to fight it the not-cool way or the cool way I guess.


Post-Boss:
You always get the Ares drops since that's the part that has to be destroyed last, but aside from that there's little else to mention about the main drops.

However, there is one unique drop; the Pot of Pain:
Soup Time :)
Difficulty: oo
Attempts: 1
Time: ~17:30


The Soup:
The Pot of Pain is an infinitely-consumable food item dropped by Hekate. It grants Exquisitely Stuffed for 33 minutes with the mild drawback in also trying to inflict On Fire!, Cursed Inferno, Frostburn, Shadowflame, Brimstone Flames, Holy Flames, God Slayer Inferno, Dragonfire and Vulnerability Hex for 33 minutes also; stacking up a respectable 96 DPS as well as -20 defence, -10% damage reduction, 25% reduced flight time, reduced natural life regen and a Darkness effect.

Now I don't know what the 'canon' soup contains but this is Tomato Soup for the sake of the run; superheated through what I can only call 'correct' use of the codebreaker. This is not at all important but this is a time where I'm allowed to be silly so silly I shall be.

My goal here was to survive the Pot of Pain, starting with items I had equipped after defeating Hekate. No nurse because that's be too easy and teleporting was also banned because I figured it'd be more interesting that way.

Soup Time.

Immediately the DPS started taking large chunks of my health away, only kept relatively in-tact by my Asgardian Aegis removing the God Slayer Inferno, Frostburn, Holy Flames and On Fire! debuffs to slightly alleviate some of the damage I was taking and the Blood Pact's doubled health acting as both a safety net and as means to slightly increase my natural life regen.

I dashed home and made it to my accessory chest with almost a third of my health quite literally burned through. I allowed myself only one accessory from the chest so that I couldn't just stack up on immunities and cheat. I could've picked the Dynamo Stem Cells for the Dragonfire immunity which would've taken away a lot of the damage over time, but I instead went with the Purity: an accessory that grants increased max life, more regen when missing health, more life regen perks and halves the duration of damage over time debuffs; the perfect accessory for what I was doing.

At home even the Purity wasn't enough for a safe time as my health was still slowly draining away even while stationary, though it was strangely inconsistent. This wouldn't do: I had to make it back to the arena.

Thankfully, my arena was close to home, so making it back there didn't take me far below half health. The added Campfire and Heart Lantern regeneration was just enough to turn the tides and put me back into positive life regen at a rate of around 10 health per second while stationary.

With that I just had to wait out the remainder of the debuff timer and the soup had been safely consumed.


Post-Soup:
Soup was pretty good, though a little spicy

I learned later that the Fearmonger Armour would almost trivialise my soup endeavours since it grants immunity to every debuff the Pot of Pain inflicts outside of Vulnerability Hex. Unfortunately I didn't have the materials to make if even if I knew this in advance but it's (probably) a good thing to know if you want to drink hot soup during a run I guess


I should probably go back to fighting bosses soon, though, right?
Special Boss: Supreme Alchemist, Cirrus
Difficulty: oooooo
Attempts: 57
Time: 15:20


The Fight:
Cirrus heard that I had an easy enough time with Supreme Calamitas and decided to make sure I didn't get an easy sweep of the endgame.

Cirrus is, essentially, worse SCal. 'Worse' is, unfortunately, used for both definitions: it's a harder fight but it's also a significantly less fun one in the end due to some... interesting choices.

The bullet hell at the start is fairly easy since it's moreso a weird variant of SCal's rather than a 'more difficult' one, but this is immediately followed by... 10 Dragonfolly. Now earlier with Yharon I told you why this was a problem with only a few of them but, now, there's just. 10. Honestly the best thing to do here is just drop down out of the arena and get far enough away that they all just despawn.

Cirrus' attack pattern is similar to SCal's except she also has a unique dash attack that spawns Fabstaff rays that deal stupid damage; around 1,500 according to the wiki. Outside of stacking healing accessories you might as well kiss your Nebulous Core revive goodbye because there's a 99% chance you just get hit by it even when you expect it. In all my attempts it was used twice shortly after she fired the second Brimstone Fireblast. I did dodge it a few times but, truth be told, I have no idea how. This is the first attack I'd call a 'super fun insta-kill mechanic'.

Eventually during one of the bullet-hell phases she will pull out a Photon Ripper; revealing 'super fun insta-kill mechanic' number 2. Unlike the Fabstaff stacking things to boost your health won't save you as it deals over 22,000 damage. You are not getting 22,000 health for this fight.

After that you have what I consider the hardest part of the fight. Cirrus will spawn 2 Devourer of Gods at the same time and will continue attacking you while they're alive. I, again, had to pull out teleporters for this part.

Cirrus is somehow faster than the Devourers depending on her attack, so you can bait her away from them, teleport near one, hit it with a Scarlet Devil stealth strike and then teleport away. Yes it's cheesy but I'm also not in the mood to be put on death's door by a Devourer headbutting me for the 200th run in a row.

Once the Devourers are down (which for me took like 6 minutes because my teleporters were not efficient) you can go back to focusing on Cirrus and, congrats, the worst part of the fight is over. There's still stupid stuff left to go but the worst of it is behind you now.

Cirrus, at 20% health, will summon the phase I will simply refer to as 'Hallow Spam'; 2 Queen Slimes, 2 Empresses of Light and Providence. This phase is interesting because there's actual strategy here for the order you should take them down. Start with the two Empress of Lights since they have fairly low health and don't provide the player any benefits. After that, focus down Providence. The Queen Slimes will likely die on their own from stray projectiles or, if not, still aren't needed to progress.

At 10% health there is another bullet-hell, but this one is significant for its aftermath. A mere 2% health later Cirrus will spawn Dragonfollies, so feel free to try to trigger this phase near a teleporter to just despawn them all. Yes, these did kill me in 2 attempts. They are still not cool and I did not expect two bosses to have annoying Dragonfolly minions.

Finally, at 1% health, she begins her third 'super fun insta-kill mechanic'; a spinning barrage of deathrays very similar to Ravager's. This caught me off-guard the first time and I couldn't dodge well enough on a couple of other attempts. Like Ravager, I had to bring out the old reliable Anti-Gravity Hook and latch onto a platform for a consistent, 30 second spin fest. Never expected the Anti-Grav Hook to save me on 2 boss fight desperation attacks, but here we are.


Post-Boss:
Cirrus drops Calamitas items and the Alicorn on a Stick; basically the 'Coldheart Icicle at home'.

Gotta be honest this wasn't really a fun fight. It's basically just Supreme Calamitas, with a side helping of insta-kills and boss spam. I get that that might've been the joke but I assume there was probably a more fun way to do it... maybe the Calamity devs will change stuff in the future but it's a 'joke boss' so idk


And with that we've definitely beaten all of the GetFixedBoi Calamity content- oh who am I kidding I did this joke before and people can read there's a whole 2 sections left yet...
Special Boss: THE LORDE
Difficulty: (I don't even know what to put here)
Attempts: 1
Time: 4:15


The Fight:
A classic silly Calamity boss returns.

I will admit I am especially hyped for the Lorde for one reason: my first ever Calamity run was at a time on the tail-end of the Lorde's existence. I was roughly halfway through the run before Calamity released a major update, which I immediately updated to. This updated removed The Lorde, though I didn't even know it existed at the time. I only found out later that, if I had kept that older update just a few days longer, I would've been able to fight The Lorde myself. Years later, here we are; with my first ever 'proper' Lorde fight.

The Lorde was immune to the Scarlet Devil's stealth strike, since it apparently did enough damage to trigger Calamity's old anti-butcher mechanic. Thankfully I had the Nanoblack Reaper on me, too, so I was still able to damage it.

Lorde ended up hitting me by becoming Queen Bee once and a Nebula Floater for a full 30 seconds. However, for some reason, I didn't get debuffed. I did notice The Sponge blocked a few points of damage, so I don't know if it was linked to the Sponge just absorbing the hits and the debuffs with them, or if The Lorde is just bugged right now.

The Lorde also only had 5,000,000 health; significantly lower than even the Devourer had. My assumption is that it currently isn't affected by the boss health scaling, since it having less than a fifth of the Exo Mechs' health seems wrong.

Even if the No U debuff was inflicted, my plan was to simply drop down some levels in my arena and to just... hope for the best. I might've been fine but I might not have been - you never really know.

The Lorde is a very weird and unpredictable fight but I was still caught off-guard by its weirdness. Truly, this is the boss of all time.


Post-Boss:
100 or so pieces of Delicious Meat and a funky new Light Pet. Now both my pets are kinda silly. Cool 'v'
[Final Notes]
And with that, the worst Calamity run ever is finally done. I'm not doing this again because, unlike the name, this was not a 'fun' run for the most part.

Overall, I'd say Post-Moon Lord was a more enjoyable experience than Hardmode. Both had easy/fun bosses and their fair share of bad times, but Post-Moon Lord just seemed... better with its changes? I'm sure there's a better way to word that but I've got nothing right now.


This was definitely not the challenge to 'return' to Terraria with, but at least I'm... prepared for any future challenge runs being weirdly difficult. Will I do more silly runs? Sure. Will I do more runs on the GetFixedBoi seed? If some things are changed I'm up for it... though probably on a lower difficulty.


Other Terraria content is being worked on, but no dates as of yet. Need to eventually finish Boss Ideas 14 because that page has been WIP for years and people are probably... not happy about that... as for Calamity challenges I'm still deciding what to try next so we'll have to wait and see.



I would like to again leave a small note to say, no, 'Calamity bad' is not my message in this. Sure there's broken stuff both figuratively and literally, but the update's new and there's always time for things to be changed - the boss design isn't set in stone or anything. I finished the run just before October so some stuff might end up changing in the future, but we'll have to wait and see.



Well, thanks for taking some time to read through more of my weird Terraria/Calamity ramblings. Again, lots of stuff to talk about here, but to be fair there's a lot of content so it was kinda inevitable in some regards.

Again, kinda glad to be done with this run so that I don't have to take another 3 days attempting a boss... *cough* Yharon


[7/10/23] Update: So apparently the Rod of Harmony does not inflict Chaos State yet and so does not summon the Primordial Wyrn/Eidolon Wyrm... so I could've used it the whole time...?
...I'll just... add that to the rules list and pretend that was intentional


Hope to see you next time when I do another silly challenge run 'v'
29 件のコメント
Okami Tomato  [作成者] 2024年8月31日 9時40分 
Thanks 'v'
DevourerOfDragons 2024年8月30日 23時42分 
You were magnificent.
ShiftSticklerz 2024年3月10日 16時26分 
friendly reminder to report spam comments!
Okami Tomato  [作成者] 2024年2月25日 11時17分 
Iirc it was the Princess Set
Burner Phone (They/Them) 2024年2月24日 9時16分 
What vanities do you use on your character they're super cute
Okami Tomato  [作成者] 2024年1月18日 10時19分 
Since the run I have been taught how to deal with Yharon in an easier way:

Just stockpile Teleportation Potions and peace out whenever he gets close



Honestly seems way easier than trying to dodge him with skill for hours of attempts


Aside from that? Good luck 'v'
gabriel ultrakill 2024年1月18日 8時04分 
this seems so fun, i cant wait to cry
juliemarshall2000 2024年1月4日 13時45分 
░░░░░▐▀█▀▌░░░░▀█▄░░░ bob
░░░░░▐█▄█▌░░░░░░▀█▄░░
░░░░░░▀▄▀░░░▄▄▄▄▄▀▀░░
░░░░▄▄▄██▀▀▀▀░░░░░░░
░░░█▀▄▄▄█░▀▀░░
░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE
░░░░░░▐▌▀▄▀▄▀▐▄░░ WORKSHOP
░░░░░░▐▀░░░░░░▐▌░░ AND ALL HAIL
░░░░░░█░░░░░░░░█░░░
░░░░░▐▌░░░░░░░░░█░░
Okami Tomato  [作成者] 2023年12月29日 15時19分 
Thanks 'v'


Also Blueprint I wouldn't worry anymore, it has been a while and we've had no more incidents
Time_pug 2023年12月29日 12時38分 
As usual amazing art, super cute!