#strats

no room

safe 3 hit opener for clapper

Peter🍁

On our way to Hokers, we want to have about 6 Silk before starting Hokers so we can Silkspear the spines that fly upwards when hitting a Hoker (6 Silk gives us a minimum of 2 Silkspears on the 1st Hoker). As we transition out of Deep Docks Bellshrine, normally we dash out of room transition into pogo dashes, but sometimes this doesn't line up to hit the Brushflits that spawn towards the right side of the first pathway, because the Brushflits position is RNG. In Tener's 51m12s, I saw him do this line and it's quite consistent at collecting a large amount of Silk from the Brushflits without losing much time. The line is dash out of room transition -> pogo dash -> dash attack -> dash -> sprint jump -> pogo dash 3 times -> dash attack. (I haven't seen any other Bells runner do this line so my b if this is known)

If I compare to a line that doesn't collect any Silk, it seems like you give up about ~0.5s to have a lot more Silk consistently. Video 1 is tener's line, video 2 is normal movement(?)

jicoworker

video 4 in that strat post was really bad, we can do this on that rng and it's quite a bit better

jicoworker

This is organ cycle with a delay of 0.3 on cycle mod. This is MUCH more than any runner should have on vanilla.
I labbed the starting movement and this seems to be the fastest by far. As for the walljump section, the video shows what I find the easiest to execute. Everyone should be able to hit this for a massive 4s timesave with enough practice. If you miss anything up to the last drapefly, it's easy to cancel, farm silk, and make the regular cycle.

Some notes:

  • after the first ddg, do a high pogo to set up for the next ddg.
  • after dashing onto the small platform, jump as soon as possible (sounds obvious but try to do this intentionally).
  • there's a seam on the ground right after, but pogodashing like I do avoids hornet getting stuck in this seam.
  • for the last mantle skip, aim to jump near the end of the bump in the ground highlighted in the image. Hold jump the ENTIRE time and you should make it.
  • this is best to go for with 4 silk or more, as you want to start the phantom fight with a spear. Look for silk in the mist, there's a lot of it :)

Update: Some people can get worse loads than 0.2s (bad loads + pc rng) after which the cycle may be difficult to hit in runs. At that point, just farm the silk 💔

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jicoworker

This is mostly known, I'm just documenting it here :3

There's four main rngs I've found to watch out for in wave 1. All openers start with a dash left. Then three nails (nail, dash cancel nail, nail). After 3 nails, react to the flying reed.

The reed can stay in the air and parry.
If it does so then do the fourth nail, jump harpoon right, pogo dash through, nail landing spear, and clean up the final reed. React to if it parries.
Videos 1 and 2 are this rng

The reed can close in super quickly.
If it does so then harpoon it as soon as possible after the third nail. (if too slow to harpoon, it will back up and require different strats!). Pogo, land to the right of the charging enemy, and nail landing spear.
Here, the chorister on the left can either jump towards you (rare, sad) or do regular attacks (not rare, blissful). React and clean up accordingly!
Videos 3 and 4 are this rng

there's minor variations within these rngs that require small adjustments but that's mainly it. lmk if I missed anything important.

On average, double juggling is significantly better than reacting to rooms where only 1-2 options can save you time by not juggling. For example, if your room 2 exit is M2 bottom left, M3 is the only room that save time to juggling. Double juggling saves either losing ~0.35 on 5/6 rngs to react for M3, or a little over 2s on 1/6 rngs.
As far as I know, rooms that would utilize this are M3 side entrances, M2 top left, and M5 as your final room.

jicoworker

known but upslashing diagonal bells to avoid and deal damage is quite useful

jicoworker

It’s faster in rat maze to skip the silk hits, and also a lot easier to execute/greed for runs. I've attached two lines, one that does a ddg and a simpler version that doesn't.
For reference on how goated this is, I can consistently beat old roomsob times with this line in actual runs. Best thing since needolin lineup fr

nebula found this movement ty

blobby (she/her)

This lever skip takes you from the Trobbio Elevator shaft to the Grand Bellway

  • Jump up past the second broken wall on that's on the right side of the shaft (shown in the first image)
  • Then, once you get to the point where, as outlined in the second image, the spaces between the grey metal objects get smaller at a point
  • Then you needle strike where hornet is standing, make sure to stay next to the lever that you hit otherwise you can get stuck outside of the horizontal platform that appears
  • Warning: If you take the elevator then you may get stuck in the wall so it is completely safe to just wall jump
  • Sidenote: If you enter from the top, just drop down a slight amount as shown in the second video
Screenshot_2026-07-20_113106.png
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It's faster for EVERY silk skill podium (at least, that I could find) to interact from the right because Hornet does a little spin animation if you come from the left. Idk how much it loses to miss the interact I think it's like 0.2. It may be a little more obvious when interacting from afar so I included the 3rd clip

I HIGHLY ENCOURAGE ANYONE THAT RUNS THE GAME TO READ THIS

After death, bosses and arenas do a "slowmo" this is a post about how we are gonna use it on any% to save time, this can be even more timesave for longer categories since they do a LOT more inventory shenanigans.
On the time that the slowmos last you can open the inventory and do whatever you want, if the slowmo lasts for lets say 2s, you can open the inventory and break strings/move around/whatever for 2s without opening it, if you open it for 1.5s the slowmo will last for .5, so it doesnt lose time, if you open it for 2.5s you lose .5s, since the slowmo was gone for .5s.
Knowing this we can use it on any% to do this:

the slowmos for moss mother and bell beast are each 1.2s
total time to open inv + break 2 strings + close inv normally is ~2.5s
time to open inv + break 1 string + close inv normally is ~1.5s
so theoretically each string break should only cost 0.3s when done perfectly 1 on each slowmo, so 0.6s total as opposed to 2.5s total when not using this tech at all, meaning with tas execution this could save ~1.9s

So now the idea is to open a string RIGHT AFTER moss mother dies and the other one RIGHT AFTER bell beast dies. You will see a lot of runners doing this so you will know how its done (just open it asap after last hit lol) here is a video on how i timed it for bell beast in case someone is skeptical ig
https://youtu.be/AZw74sqtWaU

welcome back hollow knight tech

Vaguely known but not enough ppl know about it, better path from bellway to plinney hut. can be done without clawline but it's lowkey tas. biggy told me about it so it's never being posted if I don't do it

jicoworker

Simple setup for getting the first hit as clapper spawns consistently; do three nails when the particles come. On the third nail, do a full jump up, and then a full neutral wall jump. At the top of the neutral jump, nail, and it'll hit the clapper. This is pretty lenient with the timings.

tech I yoinked from tas, it's rta viable, enjoy

I've been labbing out the BS2 skip for while, and after chugging a 12oz beer I've managed to get it 100% consistent. I think this should be good for ensuring consistent pace

momentum cancel makes this cycle much easier and more bearable than dashing onto the platform

Don't see many people doing this but if u jump dash before a silksoar, needolin or interact u can buffer the input and it would come out as the same speed at if you were to perfectly release sprint (since u cant interact without stopping). It's not faster but not slower either and more consistent

Xena ^›⩊‹^ ੭

this is obviously an exaggerated clip with infinite silk, and this is already a known strat but not publicly made aware as far as i know. u can consistently spear Phantoms pillar/steam attack to deal an extra 27 damage on phase change by sprinting away from the steam -> jump -> turn around -> spear

additionally (found by and made popular by Nebula), you can have 8 silk on phase change, get 2 spears off on 2 steam attacks, then 3 more hits + your silk heart and still get enough silk to spear after phase change is over.

i personally only use a spear on steam attack if i know i can spear after phase change again.

(forgot to mention that u can know the spear hits by seeing silk fly off the steam)

Xena ^›⩊‹^ ੭

wave 3 strat that seems a lot more consistent than upslashing either the bell bearer or the reed. not sure if anyone was doing this before me but i figured out this is very very consistent

A collection of extremely fast or free silk hits (if you're going to do these at least do the ones from the 2nd clip)

I think this is about the same speed but a lot more consistent since you don't randomly lose your dash from the 2nd pogo dash and the slope boost varies a little bit

jicoworker

If you get bottom exit, this is some fast and consistent movement to get there. Line yourself up with the red line, and pogo towards the right as soon as you pass the bottom ledge

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Mist pregambles (maybe semi-gambles, not exactly sure what to call them)

In the first room of the mist, getting a gamble wrong does not lose anything. Additionally, you can use the music to hear if you got the gamble correct or not. Therefore, there are some situations in which it is optimal on average to do a gamble, and then re-enter the room again and continue as normal.

Here are some of these situations:

  • m1 if there are no right moths - use top exit
  • m3 always - use left exit
  • m6 if there are no right moths - use top exit

Here are my timing for reference if someone would want to time these themselves or for other potential situations.

There's a tech I saw in jarlyk's low te awoo run where he'd cancel the endlag of this pogo with a float to regain height. It's possible outsude of TAS but it's really difficult to be consistent with it, except for some reason in father of the flame. I think there's like some micro hitstun that makes the pogo hammer extremely consistent. Here's a clip; it has circlet and a higher level needle, but the core idea should remain the same.

https://www.reddit.com/r/Silksong/comments/1qh5zci/father_of_the_flame_but_i_cant_think_of_a/

Also sorry its on reddit, I switeched OS's and I haven't set up a lof of stuff, so I'm using an older clip.

blob_by_

silk soar up to pinstress

meemee (pings okay!)

(in order those are: pyuk setup, savy setup, meemee setup, old setup, idax setup)

First pogo can be done twice to pogo less on the last enemy, just personal preference

Spears travelling through breakable walls and gates are a combination of distance from them, but more importantly... fps :]
Breakable walls (you can see my fps in the lower right at all times) -

  • The further you are away the less likely you are to get the cancel at any fps. However at higher fps values, you can be further away and get the cancel more often
  • Note there is a sweet spot where any fps value simply passes through (see the last wormways clip) however this spot seems to be smaller for higher fps values (?needs more testing?)
    Gates -
  • Gates are more sound, and work as intended for the most part, however there is a sweet spot where both fps' simply always pass through, but again, a similar issue where this 'sweet spot' is larger for lower fps and smaller for higher fps.
cryo (#1 wooper)

you can attack the first guy early and low enough to never aggro the flower (you can still landing spear, its just a little more precise)

King Boron

probably not useful for any runs except low% maybe but this strat is pretty cool so I wanted to share it :3

clawline the middle of this guy to always get 2 silk (its not rng). saves time because you only need 2 hits on the maestro afterwards. only works on release patch

  1. You can nail slash lace 1 during the orb attack. The first clip is good in situations where you don't have silk or need some hits to get a landing silkspear. Its 2 free hits if you get them and you don't get punished if you miss it.
  2. Pogo silkspear is harder to get but I just included it for anyone that wants to try and learn the timing for it, you can also get a landing spear or a turnaround when falling. You need to pogo at the top parts of the orb otherwise you fall in to the attack and just get hit, like pogoing a cog.
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you can transition brew into basically any transition

  • clip 1 upward transiton brew just brew while about to go in an upward transition and it will cancel the brew animation, saves time no matter what
  • clip 2 downward transition brew same as upward just for downwards transition
  • clip 3 sideward transition brews work a bit differently u have to sprint jump brew into the transition and you come out the other side not sprinting but it still saves time over normally walking or popping brew with full animation

this drop is doable with a spear on the rosaries, you can barely make it before the aknid (slower loads win here)

u can wings and insta down dash to cancel hardfall without losing time

I've actually seen this before but many people have argued that this strat doesn't always work actually it always works at a certain height and distance you just need to get used to it getting used to it might be a little difficult but i think it can be worth doing sometimes

im not sure if it's worth doing in the runs but in this room you can use pogo dash cancel instead of normal dodging

consistent cocoon skip skip method. align yourself as shown in the images (hornets right foot should be inside the small pebble on the floor when neutral ). flea brew at the top of your jump (you should get slightly pushed to the right by the ceiling). at the end of your flea brew, buffer a jump then start harpooning to the right. if you get enough height, you can make it with 0 extra brews, but if you notice you didnt get that much, use some safety brews in case.

things to note:
you want to wait a bit before actually repress jump after the brew
delay the right movement ever so slightly after the jump buffer (look at my input overlay)

as you can see, i succeeded 7/9 attempts, and those failed are due to human error, making this skip very consistent and run viable

EDIT: it looks like it doesnt matter if you press jump and right at the same time. just make sure the inputs arent far away from each other timewise and that you press jump first

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much better strats for top reed, this way the pin will never get deleted (compared to spearing first)

the in my opinion best lake skip variant. this was done on uncapped fps. what makes this consistent is being able to buffer the pogo after the brew. the rng height doesnt matter in this case. you have to make sure you wings at the top of your jump and not any earlier tho

Another note: using brew here also makes the cling to the wall easier as your horizontal speed is faster in the air so you lose less time trying to get to it

blob_by_

So in the wr run for TE (at the time of this post), Cloaks of the Choir is invisible on the Songclave wishboard, but claimable, this happens when you collect the last pin for the Fine Pins wish, TPE to songclave, then bench (outside of the bell), turn in pins (don't TPE again), then open up the wishboard and you can claim the Cloaks of the Choir wish
As shown here in Lunia's recording:

Ranalie

if you count hits and pogo spear lace on 11th hit when she is on the edge of platform, you can get a free silk spear on her before she dunks in lava, then silk spear (or nail if you dont have silk for silk spear) when she gets out of lava.

(i didnt hit the silk spear when she was jumping out of lava because only wanted to show the first silk spear and forgot about the second :d)

Ranalie

if you have enough silk for 2 silk spears when lace does her circle slash attack, you can silk spear her in the middle of it and then dash and pogo silk spear immediately after as soon as she finishes her circle slash attack.

this may result in you getting hit if she doesnt stagger or doesnt die after this, but its not a big deal since you dont need hp next split anyway (if you are confident that you wont fall into lava) and iframes after getting hit will allow you to attack lace for free for a short while so you still do more damage overall.

act 1 runner

drop to Slab after getting wings,
in the first room you can just hold right,
in the second room wait for hornet to fall 3 or 4 hornet lengths and then hold right to weave through the platforms,
in the third room start holding right and then hold left after you pass the enemy, and then weave around the enemies and harpoon when you see the ring, i harpooned a bit early here
@danl (professor ant queen) i mentioned this in ur stream

Xena ^›⩊‹^ ੭

um i guess this is also possible too? i did it by accident but u can pogo dash through into a pogo instaspear as well lol not sure which is faster but to me it just looks the same

Xena ^›⩊‹^ ੭

you can get a landing spear here from a pogo through, its rly clean tbh and not that hard

Melody2

first clip strat is what comsob does, second clip is for sure faster and way easier, backup just in case

category that gets volts

Ranalie

you can hit last judge when she does her spinning attack in first phase. probably useful if you dont have silk for silk spear when she does it.

danl (professor ant queen)

for any route that gets cloak after widow can do whatever this is

Ranalie

you can do nail cancels on moorwing when he is stunned or is against the wall. kind of hard to do but should be consistent with good amount of practice.

the fight is kind of bad but you get the idea :o

Toby (tRavage)

| Widow scream Skip Setup (dont know if thats known). Stay on the left wall and needle 5 times as soon as she dissapears

(dunno if it's faster, but it might be)

roughly .1 free timesave (pb without pogo was 1.98 and with pogo was 1.86)

A pretty consistent way to lure the specter, in order to go quickly at the top / top left of the map

threadstorm-less groal skip on LP using a pimpillo rebound to break the chain

The lava activates about here, having 2 silk for harpoon means you can cycle skip without flea brew pretty easily. Might need to change your movement up to it to have the full 2 silk so attached a clip of everything up to that

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This setup at the start is super nice for act 2, you hold dash just long enough to get the frontflip animation. Act 3 drop is a lot simpler at the start but works all the same

guide how to damageless every stilkin in both of the annoying rooms where you can get hit really easily. these are safe strats and, timewise, not optimal. apply these when neccesary for your health because optimally youll just want to damage tank them

Ranalie

some more upslash walljumps

Ranalie

upslash walljump from platform in widow memory, should be faster than mantling

Follow up to my last post. Loses no time at all and grains a free journal entry 🔥
Ty @Nebula for footage and helping me cook this

clawline -> spear is an animation cancel, particularly useful for this fight, especially in second phase. the clip shows an extract of what i mean. just dont do it if you think shes going to move to the other side, lol

free bird kill if you miss the ones after lace

#1UsagiRingo fan
jpeghub

noticed this is possible, idk if its useful but its interesting. just dash cancel 4 needles and it can push her off without a stagger

Thank you Sublime for sharing this strat!

💙AlejsXY💙
earlynot

very consistent 420/400 damage clover dancers phase 1 for its initial pattern, this allows for a usually free 0 cycle (no invulnerable attack) and leaves you with silk to heal up

A slightly different strat from what i saw previously.
From my test, it's reliable (i heard that this strat could be room load dependant)

everbloom

skip ledge grabs at the end with a correctly timed 2nd jump

since loads seem to be becoming increasingly important, ill drop a guide here that will very drastically improve ram performance (10-20% compared to stock XMP, which is the automatic overclock). should help with loads (probably). i use these as well, but note it only works with ddr5 ram (WITH HYNIX CHIPS!!! important detail) and a 7000 series cpu. i also reccomend you look into it with ddr4 ram, tho there is no exact guide for this so it might be a bit harder. also you dont need to be a giga nerd to do this guide, you can just look at the values, type them into ur bios and ur done
https://www.youtube.com/watch?v=dlYxmRcdLVw

Elessar

this is probably known, but i figured it'd be good to put here. this is how far you can stand from the bell door to needolin it

PM3nFDH.png

Some examples of how to stun wraiths/deal with it if they don't stun immediately. 1st vid is some backups and 2nd vid has some examples of what you're ideally aiming to do. Don't try and do 2 at once unless you have specific setups for it. Their attack arc is a little delayed so you can manip it very easily. You want them to be above/below you.
The first part of the first clip is extremely important to know. You can simply react to if they didn't get stunned, jump over the attack, and insta needolin again. It will basically always work if you are quick with the needolin.

cursed cycle... coyote frame abuse

danl (professor ant queen)
Qentiko

you can dash here before the clawline to better time the return of the silk

Xirtsym

found out this strat is way more consistent if you add 1 nail on the left guy
doing no clawline is a bit less consistent after i tested it some more

MattStrats

also another one i haven't seen anywhere here

MattStrats

haven't seen it anywhere so, depending on what equip you have here you can p1 skip with this since the scream is so long ignore all my other face taking (:

Ranalie

same first phase as onaku's, but with a silkspear in the end, which makes it faster but riskier, since you wont have enough silk to heal for the next phase, if you need to.

Xirtsym

I think this might be the faster than clawline, the wall dash into upslash is a little tight
and you want to slide up the wall with your sprint jump after lantern guy so you can skip the mantle

as it was requested to be posted: after the first stagger, her attack where she slashes forwards 3 times, the slashes themselves don't have a hitbox anymore. You can still get hit by the square hitbox that is right in front of her though (or by just directly hitting her body)
First 5s in the vid are before the stagger obviously

30s lace 2 with barbed

Newest ep of the bell route guide is up, however the main reason i'm posting here in strats, is from the new setups and openings i discovered from my time playing around in HHA - it should be noted some of these opening are not the "most efficient" but more beginner friendly, easy to learn, strategies for each wave - taking advantage of enemy spawn position, some of which even take adavantage manipulating their spawns! (timestamped link here, each wave timestamped in description)
https://youtu.be/2jfVxdrjMjo?list=PL4aX24rbBNH3ccDaEfLqfxIVlGoH53Ukz&t=752

optimal wormways movement, best possible time should be around 42s from enter to exit (lrt)

You can do this without flea brew, but it's much harder

Starting with the left guy you can get 3 slashes and 2 spears if you start with at least 5 silk :buhFlipExplode:

A very solid opener for Cogwork Dancers with more of the iframe pogo needle refresh stuff

mr craw skip (namlaE)

alt way to handle this maestro fully. IMO easier overall. Would recommend wall clinging for a slight moment before jumping.
https://media.discordapp.net/attachments/1365522384332783637/1433287386904920084/proof-58.mp4?ex=69042466&is=6902d2e6&hm=7dbdc556c9b35761cf7b98bf6c72390efe2d030279a496f9e132603528e72aa1&

wormways skip that saves about 5 (possibly more) seconds, pogo twice then spear but dont spear too high or youll get knocked into spikes. after the damage tank do a pogo without moving then turn around and pogo again, looks hard is actually quite easy

possible without spear (thx @EverettM) but it makes the pogos much more lenient to mess up

optimized key rosary rouet

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You can stagger with dash attack > spear and still get 2 nail hits and another spear, pretty consistent as stagger builds but doesn't trigger during her swipes/running attacks
If spear recovery isn't cancelled by the wall you can only get 1 nail hit but that spacing is unlikely

caw skip Faster and in my opinion easier caw skip. (wrong clip real is in thread)

Finally burying bell beast math for good (pretty please no one else find something new) The first set of tables show every single attack pattern BB can have, and how you should respond - Assuming you enter the arena with 8-9 silk (with possibilities for a 7 silk entry)
The second table is a set of much much more difficult attacks (or just some attacks that are slower :P) - however each of them can actually enter BB's arena with only 4 silk, not get the refund, start the fight at 0 silk, and still get the phase change in time!
Big thank to @Rose @Yurong01 @quasi_semi_group @Megamin (#1 Mist Hater) for mathing the math, and labbing this i just made it pretty lmao

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opener for not having enough silk for 3 spears + heal

ᴡᴀᴛᴄʜᴘᴇᴀʀ ᴏꜰ ᴊᴜᴅɢᴇᴍᴇɴᴛ

chorus skip i think i did it in a lower time than nebula's WR

Ranalie

if you do a proper pogo on top of first hha boss you can gain early control during it's scream, allowing you to deal more needle hits or a silk spear
https://youtube.com/clip/UgkxaeZUYbgKQONCQMIp2_npY4zlBQ25wopw?si=cSMiMc3lrUN3_bkH

Dadison

For all my barbed bells lovers, this is the way to get it, i didnt have a timer so i dont know the exact time but id say an optimal execution should be around 1:20. Maybe this will be optimal if barbed really becomes 1.5x

cadezek (he/him)

somewhat consistent pogo skipping the lever

3 little nice-cessity if you stand right beneath the reed spawn in wave 3 you can make them spawn on the same side and silk spear them instantly without having to lure i think it makes this wave much nicer (see image for reference of where to stand)

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chorus skip ive found a very easy visual way to do healless 4c skip, this is mainly for setting up the coyote jump, you still have to time the cloak and the dash but with these coyote frames its much much more lenient. basically you want to dash and buffer a jump right as you stand in the middle of this little hole

test4c.png
Asits61

you can dashslash for a very consistent scream skip for widow https://www.youtube.com/clip/UgkxKLRMXpT884IGvrfPCApizXXT3Qhlg-av

vlackSR

Instead of using the harpoon to hook onto the third ring, use it to head towards the waterfall. Once you're in the water dash to the right so you don't fall and then all you have to do is climb onto the platform above you on the left side. This skip saves approximately 0.8 seconds.

fast movement for this climb here, also cloakless

joeleren (may ping)

You can scream skip Groal if you are floating above him when he scream, it's not really precise. Also if you have flea brew here is an easy setup where you have to use the flea brew when the bubbles appear on the water and then walljump into wings into float. With this setup, you can hit Groal 12 times into grapple into hit and then it starts his first stagger + you can freely heal. After the first stagger you want to do 6 nail hits into extended TS. Then while he does the fireballs you want to poggo him and do another extended TS, with this Groal remains at about 20-30% health. Here are some examples of the fights (sry for the poor explanations)

MattStrats

not sure if this is known or if it was thought on but, if you happen to have spare silk, you can position yourself in one side of the room, do 4 slashes then spear (start the slashes as soon as she goes off screen) to punish her phase transition. This is pretty lenient from my testing, you can be a little early or a little late, not too much tho

I'm not a runner, don't have the room number, but this might be a minor optimization on the GMS climb; looks faster than any pathing that I've seen in runs
Found it in my Twisted Child run, but Hunter's Crest should work too
[Edit: Aww shit, forgot that the spike plat starts higher; this only works on the runback. My bad.]

slaurent (reply ping)

Setup for Beastfly Pogo from the right. Usually works. Helped at least one person to see so I'm posting here

Vespher

Swing needle 3 times for ez cycle skip

Wagr0 (Keys > Fleas)

Consistent Chalamet skip cloakless with Hunter using bind. Courtesy of SSBDoppler

skillja

Healing right after dashing makes you float a lil. Makes this jump waay easier

JackmanMarcus 💙

This conchfly pogo saves ~0.4s compared to going up the right side based on my timings (more if you're going for the mantle setup for the next skip). You go right until you touch the chain in the background to activate the conchfly, then dash back left so it gets baited over a little (Otherwise it's too far right and down).

#1UsagiRingo fan

updash when grabing wall make this skip easier

halls arena consistent way to kill the maestros in wave 5. You'll take dmg sometimes though

ins0mnia (she/her)

TE Room strats master thread so I don't make 8 morbillion posts here. Strats will be tagged as normal, however the idea is they will be compiled and most easily searched through here: https://docs.google.com/spreadsheets/d/1sGB2x6jJMp4Y0PFN9cDoL6KFepHTM7JZ3UPSC4VlAIY/edit?usp=sharing

#1UsagiRingo fan

find this point, dash, buffer jump

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Kind of known but just so there's video of what the backup looks like, it flows very well a lot of the time if you miss the fastest skip

viraldL

did by accident on my first run, not sure how hard it is to set up but if you die with the last hit it will black out the cutscene (kill animation and white screen with lore). Probably doable with other memories bosses. Saves like 14s

stichman34

Made it past the first jump here without clawline (and technically without claw for randomisers), unable to test further because of running out of plasmium.

HCDarkNight

Widow Scream Skip. Compared to the strategy I posted last time, this strategy may be simpler and have a higher success rate

Toby (tRavage)

Widow Scream Skip in a Run, but its rng, cause of the Bell https://www.twitch.tv/travage_/clip/GoldenWealthyHumanBigBrother-2AAmILBW2DAnn3ev

Deleted User

harpoon dash down pogo, works good

Deleted User
Firethief1(Awoo!)

funny fast cycle that saves like 4 seconds but isn't fun (edit: getting this somewhat consistently, off the third platform full jump then as soon as you land jump and immediatly pogo on the skull, then dash right when you land(still sucks but is slightly worse))

viviash

PSA: open ur inventory when ur going to get nail 1!!!! ur losing almost 2s to nothing!!!!!!!!! ive seen several world records not do this even though it works on all patches (as far as i could tell)

what's happening here: area title cards can be cancelled by opening and closing the inventory quickly, allowing you to interact with things again (since u cant do that while the area title is on screen)

example applications:

  • entering plinney's hut when in bellhart for the first time
  • going to cogwork core's bench room without losing 7s if you fail the movement check
HCDarkNight

Widow's scream skip. I think this is a relatively stable strategy.

24e3dce4fd267f2d7b171e0a273f07c0.png

here's an idea for a sort of combo you can do for GMS, the main idea is harpoon > slash > dash > slash > repeat, I didn't pull off any long lasting combos in this clip but I feel like there's potential with something like this rather than just upslashing and you can definitely fit in some silk spears if you're confident enough

bumping into this wall puts you perfectly on the left side for scream skip 😁

Firethief1(Awoo!)

funny silkspear to save ~1 second

Firethief1(Awoo!)

little funny movement thingy

Firethief1(Awoo!)

little pogo skip probably saves ~1.5 seconds

USE DASH NAIL CANCELS. It increases your dps by a lot

Every wr I've seen of this part uses the cloak once or twice to make the gaps so this shouldn't be very hard since it lines up really well, you could also do another dash before the pogo but this is very comfy. I dont know how to savestate so just pretend that the breakable wall is still there and it looks very fast and cool :shroomSmile:
(you can also go through the dog in the last clip as long as you dont pogo too early off it and dash into the tail)

Fishi🌸

sooo hi am new here and learning the any% route and i think i found a micro optimization, there is a destructible wall in moss grotto that lets you do [pogo nail nail pogo] and it gives you the slight boost from the diagonal pogo instead of the normal [pogo nail nail nail] i dont think it works on any other wall in mg tho the other vid is for comparison

Here's scripted cogwork phase 1 but even faster (and with silk spear)

Firethief1(Awoo!)

if you get the bench and get locked by this cycle, you can actually go all the way up

bug pogo that skips a small part after bellhart

MonStahLer

Did a comparison video for mount fay trip
Very rough movement so obviously not exact timings but it delivers the idea
Beast boost ~1:00
Cocoon skip ~1:40
Intended path ~2:20
https://youtu.be/fmCadeBQdew

scream skip for phase 2

Same idea as Nebula's post but with spear to get a slightly faster 1st phase

you save almost 10s doing this lol, you can maybe get it in 4, dont dash , and clawline before you float or you'll drop too much height
the walldash is slightly easier to get the right height for the wall, a normal walljump bonks me a lot, currently every category will use this? iirc the pickup also gives you full silk

Cogwork Dancers phase 1 and 2 makes decisions in groups of 4 moves, and there are only a limited number. Phase 1 is hardcoded to pick pattern 1C first and Phase 2 can pick from any of the options in this pool as the first sequence. Mirror options have a 50% chance to happen if that pattern is selected (excluding Phase 1 start). I've put an image showing where the location numbers correlate to, and Dancer A is the one that spawns on the right.

image.png
cogwork_positions.png

here's scripted cogwork phase 1 but even faster

dont know the roomcode ill get back to this eventually:PoroSad:
This opening sequence of cogwork dancers is actually entirely scripted. They will always do these first 4 moves, which is just enough time to guarentee a kill

Kind of a known strat but to get numbers on it, it's about 8-9 seconds lmao. you can do this cycle, and stop to farm for a heal, and it's still worth it by a good amount. also dont hardfall, im a fool