Video summary
EVERMIZER Tutorial: Settings, Glitches, Routing, Tipps & Tricks + Showcase Seed
Main summary
Key takeaways
Storyline (Evermizer in context)
- The goal is to gather rocket parts so the tinker/professor can assemble a rocket.
- Core rocket parts mentioned as needed:
- Diamond Ice
- Gage
- Wheel
- Energy Core (only required/meaningful depending on settings and whether sequences are “fixed”)
- Progression generally follows the acts to reach multiple bosses, culminating in the final boss—then, if possible, returning for the last required interaction to finish/trigger rocket assembly completion.
Gameplay / System Overview (what the video focuses on)
Settings breakdown (major concepts)
Difficulty
- Controls availability of items and hidden checks.
- On Easy, hidden rooms/checks may become exploitable (described as “hidden checks have exploded” / “nothing on it” / key-item availability changes).
Core randomization
- Energy Core can be:
- Vanilla: Act 3 location described under the chessboard area and after professor interaction unlocks access.
- Fragmented: “Triforce Hunt”-style—collect fragments, then assemble via professor interaction; fragment count is shown via requirements.
Alchemizer key items
- In vanilla, Alchemists require:
- Revealer
- Levitate
- Levitate uses discussed:
- Volcano stone placement
- Other Act 2 progression via opening checks
- Revealer helps with logic routes to temples/pyramids and certain paths (not always necessary if you already know the route).
Item polarization / pool strategy
- Key settings determine whether items are:
- Balanced (near-vanilla placement by category), for example:
- ~2 items on Alchemists
- ~5 items on GS / God-related bosses
- remaining items on bosses/pots
- Completely randomized (items can appear anywhere)
- Balanced (near-vanilla placement by category), for example:
- The video emphasizes using the tracker/distribution helper to see where items are expected in a given seed.
Additional gimmicks
- Sniffizer / Dogomizer
- Determines what the “dog” can access and how it accelerates routing.
- MusicMizer
- “Shovels music” (shuffles music; always-on behavior described).
- Callbomizer
- Shuffles magic spells across the four main NPCs; spells may move to different characters (“all mixed up” mode).
- Punk Mode
- A faster “dog” variant; extremely fast and significantly accelerates movement.
- Turtle Fashion
- Replaces offensive magic with Turd Balls and reduces/changes the damage profile.
- Short Boss Rush
- Reduces final boss rush HP (starting around Metal Magma and Caron with ~reduced HP).
Glitches and sequence breaks (core “how-to” content)
General framing
- Sequence breaks are crucial in Evermizer routing and are often tied to whether sequences are fixed.
Rock clip via dog menu
- Uses dog menu + positioning while the menu scrolls to clip into the volcano entrance area.
- Important detail:
- The dog must be positioned so it’s not immediately on-screen when selecting/opening the menu.
- If sequences are fixed, requirements can change:
- Sometimes Levitate becomes necessary; sometimes not.
Saturn Skip / frame-perfect lock entry
- A frame-perfect technique to trick the game into thinking the “boy” is above a lock during entry.
- Implementation described as:
- Use menu open/close timing
- Press combinations like Y + B, then switch selection to force the frame-perfect state
- Benefits:
- Avoids needing to complete Act 4 normally all the way for certain access.
Atlas glitch (advanced; the “hard demo”)
- Goal: manipulate stats so an “Atlas”-related effect occurs at extreme strength overflow (with underflow/overflow around 65,535 strength).
- Required ingredients/effects described:
- Pixy Dust (revive mechanism used for the glitch)
- Poison applied first (timing matters)
- ATL (mentioned as part of the setup)
- Possible need for Plaque / secondary status depending on variant
- Timing logic:
- Poison ticks drain strength over time
- You want to die at the right moment so strength underflows into the extreme range
- The video notes multiple failed/adjusted attempts and that incorrect timing may prevent the glitch from triggering.
Key combat “strategy” highlights
Alchemy is “overpowered”
- Prioritize alchemy spells over normal weapons when possible.
- Early spells and ingredient availability matter, but alchemy scaling is portrayed as dominating mid/late-game damage.
Aidcast / spell chaining
- Strategy: using the boy/dog menu interaction to chain up to 8 spells at once, potentially up to 16 depending on animation/projectile forms.
- Warning:
- If too many spells (especially during boss casting) appear on-screen, the game can crash/hardlock.
Perma Barrier / Perma Aura
- Uses status-effect stacking mechanics:
- You can permanently apply certain positive buffs by casting a sequence of state changes where the first positive becomes permanent when you reach a specific magic number of state changes.
- Constraint:
- Some effects cannot combine (e.g., Pixy Dust and Regenerate overlap in effect type).
Wings Glitch
- In rooms where teleportation/exit doesn’t occur normally:
- Using Wings makes the player “invisible” to enemies for the whole room.
- Benefits:
- Survivability and reduced dungeon difficulty
- Behavior depends on where you use it.
Routing / key route logic (when to do what)
General recommended progression loop
Act 1
- Do “easy checks” first (weak opponents) to obtain a starting weapon/spells.
- Avoid early “too strong” bosses until you have the tools.
After Act 1
- Often: clear to a point where you can kill meaningful bosses and obtain stronger alchemy components.
- Volcano-related checks are often worth doing.
Act 2
- Purchase/obtain Wings (described as extremely important).
- Do market/roof/boss-timer logic:
- Enter the market to start a 14-minute timer
- The Coliseum market fight becomes available when conditions/time pass
- There’s also a short window (~14 min + additional active minutes) where the fight can be done.
Act 3
- Recommended to clear the prison area (or sequence-break if available).
- Highlights:
- Enemies with high magic resistance and specific dangerous mobs require the right alchemy spells.
- Loot key side areas for spells/materials.
Act 4
- Often minimized/avoided if sequences are fixed or skips are available.
- Routing depends heavily on whether Energy Core is needed and how sequences behave.
Route gating by tools
Cutting grass
- You must have a weapon that can cut grass to pass early areas.
- Note: “except for the bone” (bone can’t), while other weapons can.
Bronze axe / Bronze spear
- Certain wall breaks and specific pyramid interior access require at least:
- Bronze axe (or higher)
- sometimes a specific spear threshold
- Some wall areas can only be broken with specific tool types; otherwise route around.
Nightbure / special axe
- Certain breakable walls require the Nightbure-type axe; other axes won’t work.
Levitate
- Often required for certain sequence breaks:
- Volcano entry routing
- Desert/temple access in various contexts
- If sequences are fixed, requirements can change.
“Core objective” execution (winning)
- Finish condition depends on settings:
- Rocket assembly parts (Diamond Ice, Gage, Wheel)
- Energy Core (depending on sequence-fixing/route)
- Final boss engagement:
- With correct routing (and if Energy Core restrictions allow), after rocket completion and professor interaction (or sequence break), you can approach the final boss efficiently.
- Bazooka ammo can matter for bosses with high resistance.
Key tips / best practices emphasized
- Use the tracker + distribution helper early:
- It shows where items are in the current pool configuration, which drives routing.
- If you want certainty:
- The video recommends “Always Seven Casts” for safe Aidcast usage (too many spells can crash/hardlock).
- Wings are one of the biggest time savers
- For dungeon teleport-out routing and survivability.
- Don’t attempt ultra-risky glitches without practice:
- The Atlas glitch is very timing-sensitive and inconsistent.
- Don’t fight the wrong bosses early:
- Example: avoid high-HP bosses like early Salabok unless you have sufficient items/alchemy.
Featured gamers / sources (mentioned at the end)
- Ren (mentioned repeatedly)
- Digi
- Xal
- Solar (competitor referenced for season victory context)
- Cyber (mentioned regarding “pop tracker” origin/authoring uncertainty)
- Silver (mentioned as possible tracker author/source context)