The 'Seen Whiteward' autosplit always triggers in ~1.8s. We can use this knowledge to nail 5 times to always get a good quitout.
This saves a second over reacting to the text showing up.
the videos are doing garama as the manual split*
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The 'Seen Whiteward' autosplit always triggers in ~1.8s. We can use this knowledge to nail 5 times to always get a good quitout.
This saves a second over reacting to the text showing up.
the videos are doing garama as the manual split*
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:
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 ๐
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4This 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.
8The skull brute activates at the line shown in the videos. There is a period of time where the damage hitbox isn't active while the animation plays, so we want to get on the right side of the skull brute before it's active. Time your pogo to be at that line to make it more consistently :3