Crypt of the NecroDancer

Crypt of the NecroDancer

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Manual of Synchronized Dancing
By Lapinothodep
This guide focuses on the general interaction of movement properties in the game. Learning how to deal with each enemy is a hassle and a lot to remember. Instead, they can be grouped into two-three categories.

If figuring things out is fun, I do not recommend reading this.

Bard is unbounded by the rhythm of the game and thus the fastest character, bounded by the speed of thought (muscle memory) and tappy-tappy speed. When learning, read ahead.
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Properties
Space: Odd spaces (Diagonal), Even spaces (Adjacent).
Variables: Enemies that move every beat (Odd) or every 2 beats. (Even)
Enemies with 2 or 3 hp. (Learning to deal with 2 hp units can be used as the basis for everything.)

Buffer types. (Delaying a beat)
Digging/Attacking = 1 tile buffer. (Odd)
Back+Forth = 2 tile buffer. Returns to the same spot. (Even)
Scenario 1: Moves every beat


Even: 0/2/4 tiles away, It's adjacent or will be if Bard moves closer. Bard is synchronized with the enemy.



Odd: 1 tile away. diagonals are a tile away too.

Example: Wraiths
Moving toward it hurts Bard. As the spirit moves every beat and is an odd space away, buffering once narrows the gap. (As above, by digging/attacking something.)
Scenario 2: Anything that moves on an even beat [2 beats].
Skeletons telegraph their attacks. But a better way to think of it is they telegraph the "half-beat/about-to" of their 2 beat movements.

For clarity, here are some assigned terminologies for this guide:
Base-state: Enemy is not in it's half-beat.
Half-state: Enemy is in it's half-beat.
Synchronized: The first two points below are fulfilled.

In order to attack any enemy safely:

1. Bard has to be an odd number of space away from the enemy. (whereby fulfilling the next "number of enemy beats per move" leads to being adjacent)

2: The enemy has to be on a base-state.

3. Bard is adjacent.




The image above has the first and second point's criteria met, (Enemy in base-state) Bard is synchronized. If Bard is an odd space away from an enemy that moves every two beats (Diagonal or in a line), fulfilling the "next number of enemy beats move leads to being adjacent".

In this case, he has to "reduce" the number of tiles moved by 1 to be an even space away from it. (Adjacent being 0 space away)

1. Buffering back-forth retains Bard's position. As the enemy moved once (in the two beats), it's now an even space away. (In other words, when Bard moves the same number of beats it takes an enemy to move, the enemy's "Space property" changes.)



2. Buffering back-forth retains an enemy's "current state".

The image above shows how a half-state skeleton remains in half-state after buffering the same number of beats it takes to move. (I.e Back-forth Bard = Enemy moves every two beats)



If it's "half-stated", move a tile to the side to retain the odd space. The enemy will be in it's Base-state. Determine if buffering once or twice (back+forth) is necessary. (Based on how many beats per enemy's movement) If using the diagonal, it will always be a back-forth motion as both synchronization criteria are fulfilled.



If the Skeleton was in its base state with Bard an odd space away in a line, Bard requires two moves to be adjacent. (Reiterated in the next segment.)

I recommend trying this out with a Neon Warlock from Zone 4 if available as it trains one to observe it's movement instead of visual signs. (skeleton's arms in the air)
What to Focus on: [The Guide in Short]
1A) The beat that the enemy moves on the same beat as Bard. (Skeleton arms isn't the focus)
1B) The beat the enemy does not move on the same beat as Bard
If 1B, find the enemy's base-state first. (moving sideways)

2A) Being adjacent to an enemy. (Even space away)
2B) Being diagonal to the enemies. (Odd space away
If 1A is satisfied, determine if buffering twice is needed due to being an odd space away from the enemy.

The Diagonal
Being on the diagonal is safer than being 1 space in front due to armored skeletons, mages, liches etc. Personally, focusing on "being on the diagonal" is a prep-move to determine both criteria easily while giving time to evaluate the next move.

This is because Bard will/should never decide to move into an adjacent tile (due to being an odd space away) but buffer. It gives consistency. As a position close to the character, movement comparison is clearest. (Unless the game is zoomed out.)

This works on all units that move every 2 beats.

Note: Being synchronized with a 1hp enemy isn't necessary if Bard moves into a diagonal before the unit. Buffering back-forth can be skipped for a forward hit. For practice, treating these as 2hp units helps.

Note 2: Buffering Toward-Back from an enemy works if it's not Armored or a Spellcaster.

Beyond the Diagonal
What patterns can be discerned from this?



Refer to the first image above. To be in that position, the skeleton has to be in a half-beat a beat prior. That means that as Bard moves into the position shown, the skeleton moves into the Odd space too. In other words, "1A) The beat that the enemy moves on the same beat as Bard" is true.

In this scenario, Bard is already ready for synchronization. (Note how both move into the same colored tile on that beat.) This is because the enemy moves every two beats. To be in position (adjacent), Bard needs to complete the "fraction" of 2/2 by moving 2 beats.

Rule 1 of Synchronization above ("1. Bard has to be an odd number of space away from the enemy. (whereby fulfilling the next "number of enemy beats per move" leads to being adjacent)") is lenghty. (As with the base interaction of how space property interacts with enemy's x beat movement (shifting space properties) to be adjacent due to the requirement of characters making a move.) Thus, it's easier focusing on 1A. (The beat when the enemies jump x space away.)

(I.e. If they move on the same beat into the Odd tile, buffer twice in any direction or move to the side and up. I make it a habit to jump to the side due to spellcasters and armored units. (Which again, brings Bard into the diagonal.) Extrapolate into however many tiles away the enemy is.

Remember that this assumes the enemy has 2hp. If they had one (like the example in the image), moving toward them for an attack is safe!

Takeaway
By focusing on the beat when enemies move in certain tiles (odd spaces) away from Bard, it streamlines thought into muscle memory.

Think of what happens if the enemy was "on the same beat" on an even tile. For example, an L shape away. (Answer: Bard is not ready for synchronization as it moves every two beat but requires an odd number of moves, 3 in this context, to be adjacent.) It's the same scenario as "preparing for the diagonal" three images above.

The alternate version of this scenario happens frequently in Zone 4. (Enemy not on the same beat on an even tile, the outcome of which results in both Bard and a Neon Warlock (as an example) moving into adjacent tiles on the next beat.)(It's the same as a base-state enemy an odd tile away.) However, as there are usually others behind it and given the mechanics of teleportation, expending both 2/2 beat is a bad move. Treat these as a collective "enemy with a higher hp". (Striking once and backing off.) If a Purple Lich was in the front line, this wouldn't matter.
Dealing with enemies with Higher Hitpoints
Being "synchronized" allows for 2 hits as the enemy moves every 2 beats. (Refresh: Synchronize being adjacent as Bard moves on the same beat as the enemy.)

3hp, moves every two beats. (Black Liches, Black Mages, Beetles)



The image above is a refresher.
(1&2) The Lich is in it's "half-state" (there is a visual indicator by it's staff being lit), thus, Bard moves one tile away to find it's base-state (moving back causes Bard to be confused)

(3) Being on the Diagonal in the second image, Bard buffered twice (back-forth), the Lich moves a tile forward and is now adjacent.



Since these units are not defeated in 2 beats, Bard is only able to strike once. In doing so, he is unsynchronized unless a movement is made. (Paraphrasing: Striking once and moving is the same as using two beats. That preserves "synchronization".)

For all 3hp units: Synchronize, (strike once, move away), (strike twice).
Brackets are a set of 2/2, like fractions or a time signature.

(Black armored skeletons work the same as a 2hp unit due to decapitation.) Test this in the training room.

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This process works for anything that moves in 2 beats. For example, since Green dragons can't be dealt with in 2 beats, the process of striking an backing (in 3hp units) is repeated 3 times. 2hits for the final move. I.e: Synchronize, (strike, move), (strike, move), (strike, strike)

Red and Blue Dragons requires Bard to dodge a breath, using a back-forth motion. (To be adjacent with the Dragon.) In doing so, Bard is synchronized. But as the Dragon will move with Bard on the next beat, The order of hitting and moving the same as a dealing with anything above 2hp. Look up "Dragon dance" on Necrodancer's wiki. "Dragon Lore" in the game uses this.

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Black Horsemen
Horsemen move every beat. Synchronize. Buffer if needed. (odd space)
Striking it pushes the rider off, It will be (unless backed against something) an odd space away.



The Rider is in it's half-state after being knocked off it's horse. What should Bard do? (Remember Rule 1A.) Due to the rider being an armored skeleton, striking them from the side is safest.



Determine if it's an odd space away. (Assume it is in this context.)
By moving once to the side, both units will be in a diagonal position.

Second image: An even buffer (back+forth) aligns the spaces so that both will be adjacent. (Even space) React to one of the two possible tiles the skeleton moves to. (I.e. After knocking the rider off, 3 jumps is needed to hit them from the side) If Bard moves the wrong way after, it takes 4 moves to reset the alignment.

Note: Yellow and White Horsemen have 1hp, the buffering step isn't necessary. (They'll be decapitated before attacking Bard.)

Enemies that move every x beat means Bard has x-1 beats to attack. (Golems)

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Tricky Enemies
The #1 rule: Every wall dug, door opened or entering a dark region: Jump back. Reaction time lifesaver.

Use walls. A bend around corners prepares "the diagonal" easily.

Orange armadildos: Leaving them alone is usually a bad idea. Due to them moving at the same time as Bard only within a certain range, focus on entering one of the cyan tiles. The next set of cyan tiles in an outer ring will be an odd tile away too. (3 empty tiles away)



Moving back/forth aligns Bard with it's side. Strike them to a wall, chase them down.



Goblins: Chase goblins down to a tile-space from it to minimize digging. (Chase, back a tile, dig) It's safer using dagger throws to deal with them. Align to a nearby wall.





Goblin Sentries: Dagger throw. The main risk comes from them running into a confuse trap. (Dagger throwing deals with Conga 3 and 2 safely. (Goblins and red zombies))

Goblin Bombers: Due to diagonal movement, if they are an odd tile away on the same beat (usually to the front), either back-away or move toward them.It's a "Danger" pattern that's contrary to what was written in "What to Focus on".

Dire/Blue Bats: Synchronize as usual. (Same beat movement, diagonal, back-forth) Repeat until the Bat is adjacent. 3hp Direbat works the same as a Black Lich. Strike once, repeat "synchronization", strike twice.) It may take multiple back-forth movements for it to align.

Red/Black Bats: As these move every beat, they work the same as Wraiths. Synchronize on an even tile. In other words, avoid the diagonal. Problematic on fast levels. Avoid if possible..

Blademasters: Repeat the pattern. [Hit, dodge, hit], [hit, dodge, hit]. (Focus on hitting twice in a row after the first dodge.) Do not attack if they are backed against an object, unless an opening to move is available.

Ghosts: Back/forth on the same spot till adjacent or move towards ghosts. Leaving them is a bad idea.

Warlock: Never hit one if it's beside another unit. (Being "synchronized" allows Bard to hit once before needing to back away. Dealing with groups with a leading Warlock is the same as dealing with enemies of higher health.) On it's own, moving back and forth instead of finding the diagonal works.

Wind Mages: After "wind spell", strike once and back away. Repeat the process.

Groups: There will be many instances (especially in Zone 4) where enemies group up. For example, a Warlock, Lich and a Swordsman. Use "Walls" to trap one (as they move in the direction toward Bard) instead of finding the shortest possible route. Alternatively, keep backing away, striking the swordsman, displacing him. See them as a unit, think about synchronization (1A), odd spaces and being adjacent. It is no different than dealing with high hp enemies, striking once and backing away. (A tiny bit different since Bard may need to buffer twice again.)
Miscellaneous [Zones]
General
Zone 4: Dig horizontally to the opposite end before vertical. Mini-bosses will be much easier. Avoid narrow spaces. Freed bats can be funneled through an opening safely. (back-forth). Decapitate Yellow/Black skeletons to trap them. (For sarcophagus, this prevents more from spawning.)

Zone 3: Pick a direction (usually the nearest threat), clear it out. Prioritize ice/fire elementals and wolves. Dagger throw goblins.

Zone 2: Clear immediate area fast due to possible red dragon entrance at the start (especially on horizontal corridor spawns.)

Zone 1: Do not dig into walls, unless corner tiles. (Black skeletons and horsemen may be hidden) Dig vertically if in a narrow horizontal path. (Red dragons.)


Exits
Zone 1: Usually bottom right. If shop is on the immediate right, exit's on the bottom left. Otherwise, top-right.

Zone 2. If horizontal/vertical path corridor, exit's through the walls. Corner corridor, exit's usually through the corner wall.

Zone 3: Random looking, might be coincidences. Often on a different zone than the shop, through a shop's wall. (Though, it could be on the same zone just beside it too.) If a block of wall divides, exit's usually on the far end through it. (If there are "pockets" within walls too.)(Layout common with a shop on the left, an moderate open space, pocket walls on the right.) Otherwise, it's in a "horseshoe" configuration. There are several "static" sections that point to several possibilities but I'm not certain enough of the patterns yet.

[Secretly an Aria guide, hence the assumption of a dagger.]
Personal Notes
-Run Enders-
9/10 Missed Beat, poor rhythm sense on 4-3, 3-3
Zone 3, enter Cold areas at the start, the rhythm is significantly clearer.
Enable disco lights. Watch tiles instead of relying on audio.
Raise fingers higher on 4-3, 3-3, 2-3 to prevent double tap/double directions.

Others:
Bats on 4-3 causing a missed beat,
Spiders (Eliminate as soon as possible.)
Mummies on a horizontal path with multiple enemies, (Need more practice)
Orange Armadillo bounce trap, (Lure dildo out.)
Pushing machines (Lure pushings out)
3-3 Minotaur (Never step adjacent, strike with open spaces.)
Cornered by enemies that move every beat on odd tiles (Avoid corners.)
Wall pigs from dark regions. (Rely on luck)
Swordsman bounce trap, (Note bounce traps)

Walking into a Black knight on 3-3 from dark spaces, (Poor habit)
Walking into dark spaces. (Poor habit)

Stepping into Gigantism scrolls, (Step to a new tile after teleport)
Multiple Liches/Swordsman.
1 Comments
Not-Quite-Friendly Hoovy 20 Aug, 2024 @ 6:03pm 
Damn, what a guide. It took 90 hours and 1100 deaths beating Aria to internalize the guide you just wrote. Good work helping out the less head-smashy part of the community!