#strats

Crossroads_01

Here are the strats I use for consistent 3 damage tanks in well room. They work for both rngs of the bottom crawlid (but one is faster), and although not as fast as hoping for good gruzzer rng, they are reasonably fast. I have been getting mid to low 45 baldur entries which equates to a mid to high 50 death. I believe it's faster to do 3 damage tanks here than the consistent two in the next room.

PsyKlone

Optimal strats for getting well rock while taking 3 damage to setup for the baldur death.

If the husk is on the left, you want to damage boost to the right and then damage tank again right after your second up-slash on the rock. From there, if the crawlid is moving to the right, you can do a large pre-hop and damage boost to the left (note you'll have to jump further left if you lost time earlier in the room). If the crawlid is on the left, however, you'll have to go neutral and pogo the statue after damage boosting, as demonstrated in the second video. For the left husk rng in particular there can be a lot of variance in how far left it is due to random walking, but you should still always try to go for these rotations as even with terrible rng and an awkward backup you can still make the crawlid cycles.

If the husk is on the right, you want to hit both the husk and the rock with side-slash into two up-slashes, damage tanking right after the first up-slash. From there, if the crawlid is on the left you just want to damage tank backwards on the tiktik as soon as possible which will then set you up to a final damage tank on the tiktik. If the crawlid is moving to the right, you can damage tank on the crawlid a little sooner and save a small amount of time, but remember the tiktik has to be far left enough when you damage tank so keep the cycle lock in mind.

With this and the previous strats post in mind, well rock for ibaldur categories loses about 2.4 seconds on average for around 20 geo - getting it with dash and/or claw is slower than getting it on the way to the baldur death.

💙AlejsXY💙

this saves time on 1432, the timesave is a bit RNG but on average it was 0.1-0.2, it's all about mashing.
if you start with inventory open here you'll get inventory storage, so always close inv before the end of the hardfall(basically as soon as possible)

Early oob into transition storage. Mash map as soon as you do the input to close map to soob.
Optimally saves .2s (dash in air), if you hardfall cancel it's .1 timesave.
Doable both on the way to vs and on the way to thk

Soob well into transition storage to cancel the hardfall.
Optimally saves .4s, it's more likely to get .1-.3s over a perfect standard drop though. Easy to lose time from a bad hardfall cancel though.