#strats

#dark deepnest 1

JackmanMarcus ๐Ÿ’™

A set of strats to make the big darkroom in deepnest consistent and fast for 1221 low%.

All the walking spiders spawn in the same spot facing left or right, and activate when you enter a certain radius (The first 2 activate upon room entry). This means that consistent movement between activation and encountering a spider leaves you with 2 possible positions for each.

You want to make sure you walljump twice on the right side in the beginning, to activate the 3rd spider as late as possible. Walljumping off of the left wall activates it early and gives worse positions, if you jump too high even one jump on the left can activate it.

The first set of 2 spiders has two easy ways to deal with them, shown in video 2 and 3. The way to tell which to do is whether you see a spider as you do your 2nd walljump or not. After them I upslash in case the weaverling spawned quickly.

Spider 3 can be dealt with as shown in video 2 and 3. It's possible to not get hit by the rng in video 3, but it's precise and hard to do in the dark.

Spider 4 is fireballed for 15 geo, as long as you aren't too slow from the activation range you shouldn't miss any.

Spider 5 can be dealt with easily by doing two full jumps from the darkest pole in the background.

Spider 6 will be in the corner where you wanna go up half the time, so walking off and pogoing twice gets you up to the wall without having to worry if it's there (the 2nd pogo is hitting the spikes under the breakable floor). This is the only strat that can be a little bit sketchy, since you only have a few frames to pogo before you fall into the spikes and get reset to the start of the room.

The movement shown in the first video showcases all of put together.
The image shows which spider I'm referring to with each number, and the line of the same color is their approximate activation range.

Spider_numbers.png