Castlevania: Harmony of Despair (ntscus) (xb360) [Any %] [Individual Level] [Hard] [New Game+] [DLC] [Character: Simon] [0:14:36.77]
Run Information
Completion Date July 17, 2015
State Published
Runner Patrick 'PJ' DiCesare
Tag DLC
Tag New Game+
Tag Character: Simon
Segments 5
Internal Comments:
Comment State Information Checkpoint None

These are the 5 DLC chapters of CVHD. In-game time is used.

Chapter 7 [1:38.17]: Completed 2013-08-23
Chapter 8 [2:16.12]: Completed 2013-09-03
Chapter 9 [1:22.48]: Completed 2012-08-03
Chapter 10 [5:24.81]: Completed 2015-07-17
Chapter 11 [3:55.19]: Completed 2013-09-04

Links
Verification Thread
Run Comments

HUGE shoutouts to Omnigamer for recording all of these chapters for me in 1080p! It took me 4 years to finish this IL table, so it was very important to me that they were captured in the highest quality.

I am not going to write nearly as many overall comments for these ILs because I covered most of my history and background with this game with my no-DLC IL table. If you are interested in reading about that (plus some fundamental background with this game's mechanics), then please consult those comments.

I use mostly the same equipment setup in these chapters I do in the others, but I will reiterate:

Equipment:

Head: Fuma Helm
Body: Berserker Mail
Boots: Sonic Boots
Cloak: Retro Cloak
Accessory1: Fool's Tablet/Apollonian Ring
Accessory2: Fool's Tablet/Apollonian Ring
Item: Caviar/High Mind Up/Mousse Cake/Melon(???)

Sub-Weapons:
Changes every chapter. R.Dagger is always on down+A, the others cycle around.

Conclusions!

I can honestly say I never expected to finish this. CVHD has been an ongoing joke because we all knew there was no chance I'd ever finish the full table of levels with Simon without zips. It just didn't seem possible. Even if I did finish a level, we had no expectations that it would actually be good. Haha. Just being finished is a surprise enough, but the fact that every one of these stages is one I can watch back without regrets is really shocking. I have watched each level pretty close to 20 times each (some stages, like chapters 4, 6, and 9 have been played back probably close to 80 times each). I am absolutely thrilled to finally have finished this project after 4.5 years of on-and-off attempts.

I really hope you all enjoy watching these! I (rather, Omnigamer) have provided a video of all 11 stages encoded in one 1080p video without loading so it is much more convenient to view the entire run. I highly recommend watching that. Thanks!

Levels
Beauty, Desire, Situation Dire [0:01:38.17]

The randomness in this chapter is absolutely staggering. As with every stage, I could write a novel about what can and does go wrong, but I'll try to be concise here. Every ghost spawns in a random location, and every ectoplasm has minor variations in behavior and positioning that sometimes make it impossible to pass. Mummies also take action randomly, and the harpies at the beginning can deivate from the expected pattern. Astarte herself ends the run if she uses anything but temptation. The boulders and platforms are cycle-based.

Simon is a really fun character to use here, because his height grants him SLIGHTLY more mobility in these dangerous situations. He has a really difficult climb up the outside of the pyramid compared to Shanoa, Julius, or Soma, but the interior isn't too bad. Corner boosts in this level are incredibly important, and I got every corner boost I tried for except one really big one in the nova skeleton/bubbledog room before the boulders.

After hitting the switch by the final guard, I need to hit two corner boosts in order to make it to the first platform cycle. I hit the first two corner boosts, so I didn't even attempt the third in case I bonked the Malachi.

I use triple R.Firebomb for the reason that you see on Astarte. I need to cycle between them because each piercing subweapon can only hit once per active hitbox. Using three R.Firebombs and spacing them properly lets me damage Astarte like 6-9 times per tick. The damage stacks insanely fast and she dies before temptation actually casts.

My execution in this level is really good, although I do lose time from the one missed corner boost. This is my fastest time by ~2 seconds.

The One Who Is Many [0:02:16.12]

This chapter has, hands down, the most room for improvement. It is also the least likely out of any of these stages to ever see an improvement. The mistakes and bad luck in this chapter are pretty apparent, including using a melon on the boss fight because I thought it increased INT (lol nope).

The main reason this will not be improved is because of what we call the long corner boost. There are 4 underwater corner boosts in this level which save a lot of time each. I miss the first of these (fittingly called "the impossible boost"), but I hit the other three. The long corner boost is the one I hit when the in-game timer is at ~28:55. It looks like a standard corner boost, but if you don't have a good subpixel value, you will not actually make it into the water. I'd say in 9 out of 10 of my attempts here, this corner boost will land on the opposite ledge. This is a ridiculously stupid boost, but it saves a TON of time. I believe when I timed it out before, it was around 15 seconds faster to hit this first try.

Not only do you need to make it into the water, but you need extremely good luck on the ghost spawns. Since you have to continue holding right to maintain corner boost speed, the ability to dodge ghosts is extremely hindered. I do this boost absolutely perfectly.

Overall, I hit a LOT of corner boosts in this stage, including 3 of the critical water boosts and the two long boosts in the final corridor before legion, but I got tremendously bad luck all over the level, had a mediocre boss fight, and had a few long falls instead of canceling them properly. At the end, I am rewarded for my efforts with the beloved javelin. Totally worth it. This time is over 10 seconds faster than my next best time still. I will not try to improve this.

Lord of Flies [0:01:22.48]

Pretty simple stage. I kill everything at the start with R.Daggers and then triangle jump like crazy. Then climb the castle like crazy. Note: even though I made some minor errors on the approach and climb, I actually don't lose any time here because I hit the earliest possible guillotine cycle at the top.

Once I reach the top of the castle, there is one mandatory corner boost and one lesser corner boost. Much like in chapter 8, the outcome of the lesser corner boost is dependent on the subpixels. I got a bad value so I didn't land on the opposite ledge. Fortunately, that doesn't cost time because I still made it to the earliest flamethrower cycle that I've seen. It might be possible to make it one cycle sooner, but I never have.

Beelzebub is a really cool fight! I used to use mana prism here, but Arkhanno encouraged me to use caviar instead. The result is this really ballsy strat that only just barely works sometimes. I was one hit away from dying to a fly (axe barely killed him!) and my last attack killed Beelzebub before I ran out of MP. Very nice stage.

Origins [0:05:24.81]

Without zips, this level is a nightmare. I don't even know what to say. This level is so impossibly random that I refused to use fool's tablets here. Every single enemy in the entire level behaves randomly and dive kick boosts off of ravens behave randomly. I would estimate that over the course of the stage, there are around 600 different possibilities that I have to deal with. Using fool's tablets, I would have 1 HP for the last 4 minutes of the level, making it essentially impossible to complete without playing extremely carefully and accounting for each of those possibilities. I opt to use the Apollonian/Artemesian Ring instead so I can take damage boosts when I'm in a bit spot. The INT penalty is only like 4 points, which isn't too crippling.

I am not going to even bother mentioning all the things that can go wrong because I'd be here for literally 3 more months. Just assume everything is random, as I said before.

This run hits a good number of corner boosts, has significantly above-average execution and improv, manages to very quickly skip "stage 6" by jumping off of a random fireball and phantom bat, and kills The Count as recklessly as possible. My only regret is poorly spacing some of my R.Boomerangs on the first phase of The Count. He could have been killed one cycle sooner. This run is over 50 seconds faster than my next best time.

This can very definitely be improved, but it took me 3 years to beat this stage a single time in IL conditions. I could literally spend 2 more years running just this stage before I get a better run. I am very satisfied with this time.

The Legend of Fuma [0:03:55.19]

I thought this would be the hardest and least fun stage to complete, but in actuality, this was a really fun level to attempt! Again it is too long and too intricate for me to explain everything, but I'll my best.

This stage has 3 minibosses, each of which powers up as the kill the others. The best pattern I've found for Simon is to fight Decapiclops first, then Ox, then Chimyriad. This route just works out the best in terms of hitting the switches and visiting the room, avoiding the pejora's masks in the center hallway, and giving me the fastest pattern for Chimyriad.

There is essentially no randomness at all in this stage except Ryukotsuki, which is fantastic. There are a lot of elevators I need to ride so there's a lot of flexibility in the timing. I hit every time-consuming elevator as early as possible except for the second elevator (after hitting the Ox switch in the blue area). After killing all three minibosses, my time to the elevator was my fastest ever. I think I might've been able to make it to the 27:19 elevator instead of waiting for the 27:16, but I've never done so.

My fights went really well. Ox could've been done faster if I BDC'd faster but I wasn't prepared for the bottom sword. If he throws the top swords first, I can keep doing my whip special to finish him before I get hit. Decap and Chimyriad went really well. I hit a load of corner boosts in the beginning but didn't hit a single boost at the top of the screen, which is regrettable. There are some really significant boosts up there. I also had a few close calls with the Hellmonts up there. Somehow survived it all.

Ryukotsuki is an interesting boss. He has three forms. The first two are extremely trivial as long as the first form doesn't jump (as seen here). Simon just stomps them. The third form, however, is ridiculously hard as Simon. My MP is very limited and I have to have crosses in motion as he becomes vulnerable or else I won't hurt him much. I had AMAZING luck in this run. He used double punch at the very beginning, and didn't waste much time with the fireballs. I've only ever killed this boss twice with Simon, because I usually run out of MP trying to anticipate his vulnerability.

This run is quite strong. Definitely improvable, but Ryukotsuki is far too random for me to spend more time optimizing this. Too frustrating. For perspective, I've finished this stage exactly twice. The other time was 4:12.19 and also had above-average Ryukotsuki luck.