tModLoader – Flower Girl Challenge Playthrough

tModLoader – Flower Girl Challenge Playthrough 1 - steamlists.com
tModLoader – Flower Girl Challenge Playthrough 1 - steamlists.com

So the Draedon update dropped and released 2 more upgrades for the ‘flower’ summon weapons… so I decided to make a challenge based around using them and only them
 
 
Well, if you ever wondered the same thing (which I doubt the Draedon update’s only been out for like a week or so as of my beginning to write this) this is the ‘guide’ for you
 
 
Anyways, on we go!
 
 

[Prior Notes]

The third and final part of the Flower Girl playthrough, going through all of the Post-Moon Lord content
 
 
In the meantime I finished the next challenge run (sorta), though Eidolon Wyrm wasn’t happening there unfortunately… however, maybe things will be different for this run?
 
 
If you need the rules the main rule-set is listed on the Pre-Hardmode page; though in short I can only use the 5 ‘Blossom’ Staves; the Frost Blossom Staff’s upgrade tree.
 
 
Anyways, that aside, onto the final part of the run:
 
 
tModLoader - Flower Girl Challenge Playthrough - [Prior Notes] - 2C4BDFA
 
 
 

Post-Moon Lord

Summary:
 
So, Post-Moon Lord only really consists of 2 main things: Gathering boss summons, and gathering the final new staff for the challenge: The Flowers of Mortality. I decided at this point to take on a pseudo-Boss Rush using the newly non-consumable summoning items, just to see how much more powerful I was.
 
 
I will admit, it was surprisingly cathartic…
 
 
Below are a list of times using my newly-acquired gear. Note some bosses, mainly WoF and LC, are exempt from the Boss Rush because I didn’t want to farm for another Voodoo Doll nor did I want to trigger more Lunar Events. Needless to say, the new minions are quite potent.
 
 
Difficulty Increase:
 
★★
 
⏲ 0:00 (Desert Scourge… who died in like 2 frames)
 
⏲ 0:01 (King Slime)
 
⏲ 0:01 (Eye of Cthulhu)
 
⏲ 0:01 (Perforators)
 
⏲ 0:01 (Crabulon)
 
⏲ 0:02 (Queen Bee)
 
⏲ 0:01 (Skeletron)
 
⏲ 0:02 (Slime God)
 
⏲ 0:13 (Twins)
 
⏲ 0:07 (Skeletron Prime)
 
⏲ 0:05 (Destroyer)
 
⏲ 0:05 (Cryogen)
 
⏲ 0:07 (Aquatic Scourge)
 
⏲ 0:03 (Brimstone Elemental)
 
⏲ 0:04 (Plantera)
 
⏲ 0:48 (Calamitas)
 
⏲ 0:26 (Anahita & Leviathan)
 
⏲ 0:20 (Astrum Aureus)
 
⏲ 0:06 (Golem)
 
⏲ 0:12 (Duke Fishron)
 
⏲ 0:28 (Draedon’s Remote Mechs)
 
⏲ 0:21 (Plaguebringer Goliath)
 
⏲ 0:17 (Ravager)
 
⏲ 0:43 (Astrum Deus)
 
⏲ 0:46 (Moon Lord)
 
⏲ 5:20 (Total)
 
Flowers Present:
 
tModLoader - Flower Girl Challenge Playthrough - Post-Moon Lord - FFDB1DAtModLoader - Flower Girl Challenge Playthrough - Post-Moon Lord - BB7A2A7tModLoader - Flower Girl Challenge Playthrough - Post-Moon Lord - 17679B4
 
 
Aftermath:
 
-Now, with that done, I decided to get the summons for both the Guardians and Dragonfolly; whom I remembered to fight at the correct time for once
 
 
 

Profaned Guardians

tModLoader - Flower Girl Challenge Playthrough - Profaned Guardians - 79EBB0D
 
Summary:
 
So the Boss Rush showed that these flowers did high DPS and did especially well against bosses with multiple segments, the latter helped further by the fact they dealt contact damage to enemies as well as fired projectiles… so you can imagine that the Guardians had a rough time since they consist of 3 hitboxes…
 
 
And you’d be right to assume so, as flying close to the Guardians absolutely decimated their health and made the fight quicker than some of the Pre-Moon Lord fights during the ‘Boss Rush’.
 
 
Difficulty Increase:
 

 
⏲ 0:39
 
Flowers Present:
 
tModLoader - Flower Girl Challenge Playthrough - Profaned Guardians - FFDB1DAtModLoader - Flower Girl Challenge Playthrough - Profaned Guardians - BB7A2A7tModLoader - Flower Girl Challenge Playthrough - Profaned Guardians - 17679B4
 
 
Aftermath:
 
-I can now access the Providence fight… that’s really all I get from this battle unfortunately
 
 
 

Dragonfolly

tModLoader - Flower Girl Challenge Playthrough - Dragonfolly - 6B038D5
 
Summary:
 
Unlike the Guardians, Dragonfolly took a reasonable amount of time to kill considering I was actually using a weapon correctly-tiered for the boss.
 
 
Fortunately, the Mortality’s projectiles are fast enough to keep up with Folly and have homing properties, thus I was able to keep up consistent DPS against the boss.
 
 
Overall, an actual normal fight in a challenge run.
 
 
Difficulty Increase:
 
★★
 
⏲ 1:29
 
Flowers Present:
 
tModLoader - Flower Girl Challenge Playthrough - Dragonfolly - FFDB1DAtModLoader - Flower Girl Challenge Playthrough - Dragonfolly - BB7A2A7tModLoader - Flower Girl Challenge Playthrough - Dragonfolly - 17679B4
 
 
Aftermath:
 
-At the time being Dragonfolly doesn’t provide anything directly useful for this challenge since almost all of its drops are weapons
 
-I can, however, now fight Yharon when I get there… and craft Silva Armour in the future?
 
 
 

Providence

tModLoader - Flower Girl Challenge Playthrough - Providence - EECDDD4
 
Summary:
 
So, for anyone here who read the Lunic Eye run and my encounter with how the Omega Blue Armour works should know that anything that deals contact damage is amazing… and thus my previous point about the Guardians makes a quick return.
 
 
Flying inside Providence’s hitbox when possible allows you to deal extreme damage to Providence very quickly. While not as good as pre-nerf Omega Blue was proportionally, I don’t want to understate how much damage you can deal using this.
 
 
Overall, an entirely bearable fight because of that… even to the point where my fight to get the Elysian Aegis ended up with me accidentally summoning the nighttime fight… and still somehow winning…
 
 
Difficulty Increase:
 
★★
 
⏲ 2:09
 
Flowers Present:
 
tModLoader - Flower Girl Challenge Playthrough - Providence - FFDB1DAtModLoader - Flower Girl Challenge Playthrough - Providence - BB7A2A7tModLoader - Flower Girl Challenge Playthrough - Providence - 17679B4
 
 
Aftermath:
 
-With Providence defeated the player can get Uelibloom items, including Elderberries for more max life and the Tarragon Armour; the first Post-Moon Lord armour currently worth getting for summoner
 
–Please note the mention of Tarragon Armour here for something a little later…
 
 
 

Signus

tModLoader - Flower Girl Challenge Playthrough - Signus - 2DC8627
 
Summary:
 
Signus just can’t catch a break in these challenge runs, can he? Usually I depict him as the most unimpressive of the Sentinels overall… and unfortunately the same remains here as Signus is basically the same fight as he used to be.
 
 
Since Signus likes approaching the player and charging at them often, the Mortality’s contact damage came into effect often. Even without this, my ranged damage was also good for this fight, so no issues here.
 
 
Difficulty Increase:
 
★★
 
⏲ 0:58
 
Flowers Present:
 
tModLoader - Flower Girl Challenge Playthrough - Signus - FFDB1DAtModLoader - Flower Girl Challenge Playthrough - Signus - BB7A2A7tModLoader - Flower Girl Challenge Playthrough - Signus - 17679B4
 
 
Aftermath:
 
-You are now 1/3 of the way to fighting DoG. I know you can (or at least could) make the Cosmic Worm prior to defeating them but I strongly recommend weakening them before you fight DoG during weapon-themed challenges since your DPS normally falls off quickly
 
–Not so much this time, admittedly, but I will do it regardless just in case
 
 
 

Ceaseless Void

tModLoader - Flower Girl Challenge Playthrough - Ceaseless Void - D892192
 
Summary:
 
So Ceaseless Void had a complete fight overhaul in this update; being almost unrecognisable aside from the sprites and the gravity gimmick… and I have to say new Void is super interesting.
 
 
The Flowers, as expected, do very well here again since Void’s Dark Energies deal contact damage and thus have to get close to deal damage. It’s not quite so easy to damage Void Itself since it actually has a health pool now, but either way I like the new fight.
 
 
Difficulty Increase:
 
★★★
 
⏲ 2:06
 
Flowers Present:
 
tModLoader - Flower Girl Challenge Playthrough - Ceaseless Void - FFDB1DAtModLoader - Flower Girl Challenge Playthrough - Ceaseless Void - BB7A2A7tModLoader - Flower Girl Challenge Playthrough - Ceaseless Void - 17679B4
 
 
Aftermath:
 
-The player is now 2/3 of the way to fighting DoG
 
-The Arcanum of the Void is a potentially useful accessory, should you want it and have the accessory slot space
 
 
 

Storm Weaver

tModLoader - Flower Girl Challenge Playthrough - Storm Weaver - CDB99C0
 
Summary:
 
Weaver’s changes mainly just added the extra lightning that I believe used to only be present in Revengeance; in a ways similar to Aureus’ changes in this update. Honestly, it doesn’t affect much since I prefer using horizontal arenas for Weaver anyways, but it’s at least some extra spice for the fight.
 
 
Weaver itself was an alright fight and wasn’t too complex; hitting the tail wasn’t too bad using homing weapons and the armour-less Weaver was fought in the usual way.
 
 
I did, however, notice after this fight that I was still using Plaguebringer Armour… probably should’ve upgraded to Tarragon before I started dealing with the Sentinels but I forgot…
 
 
Difficulty Increase:
 
★★
 
⏲ 1:47
 
Flowers Present:
 
tModLoader - Flower Girl Challenge Playthrough - Storm Weaver - FFDB1DAtModLoader - Flower Girl Challenge Playthrough - Storm Weaver - BB7A2A7tModLoader - Flower Girl Challenge Playthrough - Storm Weaver - 17679B4
 
 
Aftermath:
 
-Now the player has all the necessary materials they can choose to now potentially fight the Devourer
 
-The new Little Light pet is surprisingly good since it provides a lot of light and sticks close to the player
 
-This fight also made me realise that Storm Weaver is now the only Sentinel without an Expert Mode drop after the newest update…
 
 
 

Polterghast

tModLoader - Flower Girl Challenge Playthrough - Polterghast - C138AB0
 
Summary:
 
Finally, a challenge run where I fight Polterghast at an acceptable time!
 
 
Yes, I actually got to fight Polterghast at the intended point in progression while using actual Polter-tiered gear for the most part. As expected, those runs made me very used to Polter’s mechanics so the fight was quite easy for me personally.
 
 
Honestly, still a little jarring to see a Polter fight take less than 3 minutes…
 
 
Difficulty Increase:
 
★★
 
⏲ 2:36
 
Flowers Present:
 
tModLoader - Flower Girl Challenge Playthrough - Polterghast - FFDB1DAtModLoader - Flower Girl Challenge Playthrough - Polterghast - BB7A2A7tModLoader - Flower Girl Challenge Playthrough - Polterghast - 17679B4
 
 
Aftermath:
 
-Bloodflare Armour can now be obtained, as can Omega Blue and the Reaper Tooth Necklace. This time, I decided to go with Bloodflare and forego both of the other items
 
–This was mainly because my weapons dealt good damage on their own for once, meaning I didn’t need to supplement them with either Omega Blue’s tentacles or the Reaper Tooth’s armour piercing
 
 
 

Old Duke

tModLoader - Flower Girl Challenge Playthrough - Old Duke - A7ED60C
 
Summary:
 
I am now beginning to reach a point where I can actually fight Old Duke at the right time, and also have weapons and items capable of dealing with him at this point as well… so Old Duke was fought Pre-Devourer for the first time in 2b2t my Calamity challenge run history
 
 
Old Duke was actually alright overall, with the main plan being to keep a distance from him at all times so his charges couldn’t reach me and his other projectiles and summons also had a hard time hitting me as well.
 
 
Overall, the fight didn’t change, but when I fought it did… at least for this run
 
 
Difficulty Increase:
 
★★★
 
⏲ 3:15
 
Flowers Present:
 
tModLoader - Flower Girl Challenge Playthrough - Old Duke - FFDB1DAtModLoader - Flower Girl Challenge Playthrough - Old Duke - BB7A2A7tModLoader - Flower Girl Challenge Playthrough - Old Duke - 17679B4
 
 
Aftermath:
 
-You still get virtually nothing for killing Old Duke in these challenge runs, making it basically the least useful Post-Moon Lord boss for me to face. Nevertheless, I fought it anyways
 
 
 

Devourer of Gods

tModLoader - Flower Girl Challenge Playthrough - Devourer of Gods - 74BCA4A
 
Summary:
 
Devourer got only mild tweaks this update with the main one being that, like Weaver, his health bars are now shared across the phases instead of appearing like 2 separate entities.
 
 
The first phase took some time, showing that slowly my flowers were beginning to finally lose steam, but it was entirely manageable.
 
 
The Sentinel phase, as you may have guessed, was very easy; with none of the sentinels taking even a minute to kill and each subsequent Sentinel taking less than half the time of the last.
 
 
Finally, Phase 2 is much like Phase 1 in the sense that it’s fine, just a little lengthier than in a normal Calamity playthrough. Unfortunately I did lose once to being telefragged since a portal appeared off-screen directly ahead of me, so that’s sadly still a thing to look out for.
 
 
Difficulty Increase:
 
★★★
 
⏲ 3:23 (Phase 1 DoG)
 
⏲ 0:52 (Void)
 
⏲ 0:16 (Weaver)
 
⏲ 0:07 (Signus)
 
⏲ 4:55 (Phase 2 DoG)
 
Flowers Present:
 
tModLoader - Flower Girl Challenge Playthrough - Devourer of Gods - FFDB1DAtModLoader - Flower Girl Challenge Playthrough - Devourer of Gods - BB7A2A7tModLoader - Flower Girl Challenge Playthrough - Devourer of Gods - 17679B4
 
 
Aftermath:
 
-Now I can make the… oh they… changed the Forge to the Cosmic Anvil? Ok fair enough.
 
–The Cosmic Anvil can be used to upgrade many useful accessories for the challenge primarily.
 
-Also, the summoner set of God Slayer Armour can… wait they removed that, too?
 
–Ok I guess the Silva Armour’s summoner set will have to do. A hefty blow to future challenge runs since the God Slayer Mechworm was probably the best armour minion in Calamity right now, but I’ll just have to manage without
 
-The new-and-improved Nebulous Core is now actually worth using, as it has inherited the God Slayer Revive effect from the armour… sort of. You don’t actually see the cooldown before the revive can proc again in-game, which is sorta awkward.
 
 
 

Jungle Dragon, Yharon

tModLoader - Flower Girl Challenge Playthrough - Jungle Dragon, Yharon - 3A3EFC8
 
Summary:
 
Yharon is the first boss to directly show off the fact that the Flowers of Mortality have truly begun the process of ‘falling off’; being the only boss thus far to breach the 10 minute threshold for boss times.
 
 
Aside from this, Yharon himself was very much the same fight as usual. The flowers hit consistently, Yharon returned hits hard, and somehow I avoided letting the Nebulous Core nor Silva revives from ever triggering.
 
 
Difficulty Increase:
 
★★★★
 
⏲ 12:05
 
Flowers Present:
 
tModLoader - Flower Girl Challenge Playthrough - Jungle Dragon, Yharon - 7379F1AtModLoader - Flower Girl Challenge Playthrough - Jungle Dragon, Yharon - FFDB1DAtModLoader - Flower Girl Challenge Playthrough - Jungle Dragon, Yharon - BB7A2A7tModLoader - Flower Girl Challenge Playthrough - Jungle Dragon, Yharon - 17679B4
 
 
Aftermath:
 
-Auric Tesla gear can now be crafted, which thankfully has been made FAR easier to do. As expected, I went for the summoner set since, well, I’m playing summoner.
 
–This also saw the return of all 5 flowers again. Not necessarily game-changing but it feels appropriate to end the challenge with all our weapons on display.
 
 
 

Draedon

tModLoader - Flower Girl Challenge Playthrough - Draedon - FE9B1E1
 
Summary:
 
A name that feels very weird to type into a challenge run heading, Draedon makes his first official Calamity appearance in the fl- wait… ‘in the metal’?
 
 
Either way, the fight is a hectic and intense one with a lot of stuff going on constantly. I went with Ares as my choice for the first Exo-Mech to fight for no particular reason, honestly.
 
 
Ares was quite intense and I’d say was the ‘middle’ in terms of difficulty. The Gauss Nuke and Tesla Cannon caught me out sometimes but the real issue came from the Laser Cannon; which managed to always catch me at the worst of times. The Spinning Deathray attack was also quite cool.
 
 
Thanatos proved to be a surprisingly potent issue, ending up as the toughest of the three in the end since it ended up managing to always outspeed me and forced me to fly through its body multiple times to avoid taking more damage… also the head deathray, especially since Thanatos is still free to sweep his head around, is really awkward sometimes.
 
 
Artemis and Apollo ended up being overall the easiest once I noticed their pattern, maybe just because they did the least damage per hit and couldn’t get as many surprise hits on me as the other two. The duo were the last to be destroyed during the fight. Artemis’ deathray caught me out a couple of times but I did well at avoiding Apollo’s frequent dashes.
 
 
Overall, a hectic fight and quite a good one. Not much of a fan of Thanatos, admittedly, but the other two are rad. Draedon, ya did good.
 
 
Difficulty Increase:
 
★★★★★
 
⏲ 6:12 (Ares Down)
 
⏲ 3:17 (Thanatos Down)
 
⏲ 2:17 (Artemis/Apollo Down)
 
⏲ 11:46 (Total)
 
Flowers Present:
 
tModLoader - Flower Girl Challenge Playthrough - Draedon - 4883EDCtModLoader - Flower Girl Challenge Playthrough - Draedon - 7379F1AtModLoader - Flower Girl Challenge Playthrough - Draedon - FFDB1DAtModLoader - Flower Girl Challenge Playthrough - Draedon - BB7A2A7tModLoader - Flower Girl Challenge Playthrough - Draedon - 17679B4
 
 
Aftermath:
 
-Honestly, there isn’t much that can be done Post-Draedon in this challenge, but that’s mainly because this is a challenge run where the Exo-Weapons and the Exo-Mech drops aren’t very useful
 
-The Gaming Chair’s pretty cool though… surprisingly comfortable too considering the guy who uses it is a robot and probably doesn’t get uncomfortable…?
 
 
 

Supreme Calamitas

tModLoader - Flower Girl Challenge Playthrough - Supreme Calamitas - D8B0FCF
 
Summary:
 
Supreme Calamitas barely changed in this update, so many of the usual things apply here. Unfortunately she is entirely overshadowed by Draedon’s shiny new fight and the smexy spritework on the Exo-Mechs… uhh anyways-
 
 
SCal is very much the usual deal here, though with less health but for some reason the same amount of damage which really doesn’t stack well with the nerfs to almost everything else Post-Moon Lord.
 
 
Honestly, the main feeling I got from this was a deep sense of regret for finishing the P90 challenge before SCal’s HP was cut down to less than a 5th of what it used to be…
 
 
Difficulty Increase:
 
★★★★★
 
⏲ 6:05
 
Flowers Present:
 
tModLoader - Flower Girl Challenge Playthrough - Supreme Calamitas - 4883EDCtModLoader - Flower Girl Challenge Playthrough - Supreme Calamitas - 7379F1AtModLoader - Flower Girl Challenge Playthrough - Supreme Calamitas - FFDB1DAtModLoader - Flower Girl Challenge Playthrough - Supreme Calamitas - BB7A2A7tModLoader - Flower Girl Challenge Playthrough - Supreme Calamitas - 17679B4
 
 
Aftermath:
 
-Calamitas will become a town NPC now. I decided not to use her enchantments though, since all of them come with a drawback and those that summon ‘hostile’ minions especially didn’t seem very helpful since my DPS was lower than average at this point so sacrificing more on enemies I was spawning myself didn’t seem too smart… maybe next run?
 
 
 

Post-Game

tModLoader - Flower Girl Challenge Playthrough - Post-Game - 642680F
 
Summary:
 
[This section covers BOTH the Adult Eidolon Wyrm and Terminus, since both are optional Post-Game content]
 
Adult Eidolon Wyrm:
 
The Adult Eidolon Wyrm is a new Superboss added to Calamity, made out of the former Dungeon Guardian-esque abyss enemy. Unlike SCal, which was generally deemed to be important and a requirement for a ‘full’ run, the same currently isn’t said for AEW so it will be considered ‘bonus’ content here, too.
 
 
The Wyrm fight was hectic, but mainly because I didn’t realise at the time that it had to be fought in the bottom layer of the Abyss. Bringing it to my surface arena kept enraging it, but I was none the wiser until after the fight ended… which in turn meant my first AEW kill was fighting its enraged form in a challenge run…
 
 
Honestly, the fight wasn’t very fun for me since even in the abyss (I checked later) it just felt too fast and the juveniles being spawned meant I was telekinetically thrown into the adult’s head more times than I could count.
 
 
Ended up eventually beating the enraged form after throwing myself at it a lot. Unfortunately, I don’t have the times anymore since my only recorded time was the very first attempt… and I don’t really want to fight it nor its non-enraged form again.
 
 
Overall, not a big fan of the current AEW.
 
 
Terminus:
 
Terminus has the same order as normal and lacks the new boss fights, so aside from the boss AI changes there is little to talk about here overall.
 
 
I will note, however, that unlike some other challenge runs Terminus is entirely possible this time and doesn’t require you to go insane unlike with the Lunic and P90 runs.
 
 
I… also forgot to record the time here properly since I was still a little salty about the Wyrm fight… I can estimate about 30-35 minutes, though
 
 
Difficulty Increase:
 
★★★★★★
 
⏲ ~10:00 (AEW)
 
★★★★
 
⏲ ~35:00 (Terminus)
 
Flowers Present:
 
tModLoader - Flower Girl Challenge Playthrough - Post-Game - 4883EDCtModLoader - Flower Girl Challenge Playthrough - Post-Game - 7379F1AtModLoader - Flower Girl Challenge Playthrough - Post-Game - FFDB1DAtModLoader - Flower Girl Challenge Playthrough - Post-Game - BB7A2A7tModLoader - Flower Girl Challenge Playthrough - Post-Game - 17679B4
 
 
Aftermath:
 
-You don’t really get anything useful for either of these fights
 
–Against AEW you get Polterghast-tier weapons and a ranged weapon I’m not allowed to use
 
–Against Terminus you still only get the Xe-Rock
 
 
 

[Final Notes]

And that was the third and final part of the Flower Girl Challenge, consisting of the Post-Moon Lord and Post-Game content
 
 
Overall, an alright run and definitely one people can attempt without going insane… which is unusual but quite welcome when compared to my other runs 😛
 
 
Also have to say the Draedon update was pretty good, with the obvious highlight being the update’s new titular boss. Some problems and some things that need to be polished (I am definitely expecting the Flowers of Mortality to eventually be nerfed a little considering it was genuinely viable all the way to DoG) but that’s to be expected from updates.
 
 
Also hope AEW gets some reworks that makes fighting it during these challenge runs actually viable. I don’t want to have to skip it but I also don’t want to go insane throwing myself at the same boss over and over.
 
 
Anyways, rambling aside, I hope you guys enjoyed the read and I hope to see you whenever my next challenge run thing gets released 😛
 
 
See ya then
 
 

Written by Okami Tomato

 
 
I hope you enjoy the Guide we share about tModLoader – Flower Girl Challenge Playthrough; if you think we forget to add or we should add more information, please let us know via commenting below! See you soon!
 
 


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