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*
- π₯2
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 strat can fail if you jump up at the wall; To ensure the gnat goes down into the spikes, stay at the bottom and do not jump
The first video is showing what you should do and the second video is what to not do.
3100% consistent 0 timeloss shellwood gnat entry.
DO NOT UPSLASH THE GNAT!
ty @dill (nyleth enterer) for finding this <3
10a lot of stuff
Better Shellwood arena strats
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4I was testing some thorn jumps and came up with some ideas for this room. The thorn jumps itself are really easy to do, all you need is to buffer your jump and they are fully consistent.
First clip is with hitboxes on, you can see how small hitboxes are, that's why Hornet is not dying. First jump is really easy to do β all you need is to dash immediately of the bounce and then buffer you jump.
Second jump is harder, because you need to line up yourself and then buffer you jump. Visual cue is really obvious the place is right under the second ring pole. I also like to float just after the clawline since then buffering is exactly the timing of repressing the float (at least for me), but probably it's not optimal.
I did this room with 12.25 (second clip) despite not being a speedrunner (the comsob is 12.23 but roomsob is at most 11.86). Maybe somebody can improve it, I dunno. Also you don't need to use both of them, I think the first half has much more potential than the second.
Finally, you might want to learn these strats regardless, since they can save your run if you failed any other strat β all you need is to fall into correct part of thorns to jump off them (clips 3 and 4)
u can hit flea before scream, with evo it makes more damage, then do 3 hits, pogo and immediately spear, two slashes and pogo + spear again, its little tricky but consistent
upd: do not upslash before scream, flea moves up and you dont get hit for scream skip
Every phase 2 pattern killed in 4 attacks. For some of these, I'm not 100% sure if you can fully get it off before the offscreen, but I figured I'd post and let people improve upon them if they'd like to. There absolutely are optimizations to be had, or something to make them easier, because a few of these are quite difficult.
Faster final wave kill, do the 2nd clip if the shield guy spawns significantly faster than the bell guy.
5Better setup for the blind landing here, react to height after landing on the floor in bellshrine room, if you're really high do a small jump and go for pogo pogo buffered dash, otherwise just walk out and do a wings at the end to land at floor height, very consistent
2pretty much scripted palestag fight. standing between the two background pillars forces palestag to either spawn up top or on the lilypad. if you place tacks on the top platform before the fight, you can essentially force him to always move to the lilypad and pre throw volt vessels to completely obliterate him. additionally, the water hitbox stretches out beneath the actual arena, so you can throw a volt before the fight begins to make it even faster. credits to @CC for helping to come up with this
14fastest way of doing this spike pogo, make sure you hit jump at the end of the scuttle (see inputs) so that you dont fly into the spikes
improved version of the spliterbark skip.
the first nail hit doubles as stopping the splinterbark from floating anywhere which can ruin the first bait, and getting it to die while on your way up/killing it quickly if you decide to do the tornado pogo. you need to stand outside the large rectangular hitbox near the bottom of the splinterbark and walk back into it for the first bait. if you stand in it without reentering it can delay the bait and mess it up. see clip 2/3 for hitboxes. you should do the second bait once the splinterbark is parallel with the slope. you can either opt for clip 2 or clip 3 as your way to get up. clip 2 (the tornado attack pogo) is faster but a bit trickier, some may find it easier. try experimenting what you are more comfortable with. if you miss the pogo on the tornado attack you will pogo the parry which can also get you up, but it loses a decent chunk of time and you need one more hit to kill the splinterbark. if you do the tornado pogo version, you need to upslash him on your way down
4first useful instance of harpoon dashthrough. consistent quick kill for this arena that ends on the left, chorister will always triple slash
Intentional burn damage to prevent explosion knockback
This is with wanderer, someone else figure a proper hunter cycle for this lol (room time was 24.63)
27(not a new strat but a more detailed guide than anything i can find in this discord, apologies if somebody already posted something like this but figured i would post for anyone learning hundo/TE and struggling with this skip)
Deep Docks Arena Elevator Skip
i dont do any pogo dashes on my way to the elevator, i find it fucks up my timing, but you might be able to make it work
as soon as I trigger the elevator, i immediately jump and dash to mantle skip (i find that an upslash mantle skip is slower here, you just have to get the timing right without the upslash)
as soon as im on the upper ledge, i do one very tight and very low to the floor jump dash (very quick represses, you can't really see it in the video) and land slightly to the right of the shard bundle and immediately pick it up
i dont think you can buffer a dash input in the pickup animation so you just have to get a feel for repressing dash and right as soon as the pickup animation ends, there is no need to jump dash when you are heading to the right, you can just sprint and then dash down when you are above the elevator shaft
in the image i sent, the horizontal line at the base of Hornet's horns is a trigger point that causes the elevator to rise if it is at the bottom of the shaft and hornet is above the line,
if you pass the trigger point fast enough it will cause the elevator to stay at the bottom and not rise back up again
in the video:
-first attempt: successfully passes trigger point, elevator does not rise
-second attempt: ledge grab fate
-third attempt: jump dash was a little slower, hornet does not pass trigger point in time, elevator starts to rise, but there is still enough leniency to make the skip
6way faster version of this room with an easier and faster voltpogo. the enemy pogo is also faster timewise + lets you charge 1 hit of evo which is enough to nail art and 1 tap the second roach in the first room (which we nail art + 2 tapped in the past). saves about 2-3s in total
9throwing this voltvessel onto the bud spawner saves about 1s
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1Craw Skip Skip
didn't expect to find this on a monday
i don't fully know how this works but it is easy enough to get.
from what I have tested, to get this wall scuttle you need to something like the following:
hold right to go towards the wall, press jump a little before the range where a walljump works, and dash on same frame or next few frames after jump.
having a shorter jump seems to be better than a full jump
the brew buffer at the jumpable green wall can be annoying because the blue wall below is 0.0035 units to the right so bonking can happen sometimes
brew is used before the scuttle for more height, the scuttle can happen without brew
its weird but I bet someone can find a consistent way to do this :)
11Ant Pogo or Ant Stocks Skip
another monday strats post yay
This skip is useful when going to the trap far fields flea after lace 1.
I think that the skip overall is simple, but the setup is somewhat rng.
All you need to do is pogo a Skarr Scout mid jump then pogo off of a breakable rock.
First thing you want to do is follow the clip and stand slightly right of the last background pillar and wait for an attack.
This Skarr Scout has three attacks that it will do if you are standing in the correct spot: Jump, Throw, and Burrow.
This is where he RNG part starts, the wanted attack is Jump but it doesn't always choose that so time gain is luck based.
If it Jumps then you can pogo the skar and then pogo the rock, if it Throws you can attack to deflect the sickle, and if it Burrows try and keep the same distance that you started with while having the breakable rock between you and the skar.
There is good news because, if done correctly, it will always jump by the 3rd attack. So there aren't that many possibilities.
I can't fit them all in this clip so all the possible variations from testing are listed here based on the attack used:
First | Second | Third-------+--------+------Jump | ---- | ----Throw | Jump | ----Throw | Throw | JumpThrow | Burrow | JumpBurrow | Jump | ---- Burrow | Throw | Jump
Hopefully I put all the need information here and didn't forget anything :)
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2movement that saves 1,6 seconds compared to using silk soar
(doesn't need flea brew as per second clip)
12used to think this lava cycle is really bad, but it is actually kind of fine with the right setup. for the first part of the room you can either do two pogo dashes into a pogo dash in the air, or one pogo dash then sprint jump over. the second strat is tighter but safer since with the first strat you can get hit by the lava pillar with bad rng. one youre on the left side, slash the lava three times and jump dash over the pillar. once youre on the platform, you have to react to the lava pillar when you see it stop flowing and then hold sprint and pogo dash over (i was unable to find a slash/consistent setup for this). note that you cannot pogo dash too late or you will dunk into the pillar. you should time the sprint press as soon as you see the end of the first lava pillar. if anyone else finds a consistent timing before the last pogo dash to get to the flea, let me know. this cycle saves 1.4s over the usual cycle
u can clawline past the vaultkeeper to skip his scream in order to grab the cylinder. The positioning is very tight, u need to be hugging the trigger hitbox in order to clawline past and also need to be in the air while clawlining. You can use the quick map button to slow yourself down and position youself nicely (thank you monstah for this setup). The visual q is having hornet's left leg aligned with the part of the chair as shown in the screenshot
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5you can transition brew into basically any transition
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4Shoutouts to @Fallen and @InfiniteFun for discovery/setup help
There's a few different setups for this trick,** however this is the best universal one from testing**.
Skip seems to be unaffected by fps, tested between 50-600fps. Maintaining height is especially difficult below 60fps.
To get into the horizontal spot, neutral dash into the upper slope corner, as long as you clip the flat part we will jump off later your x position will stay 100% consistent. Use nail knockback when landing to end with a position of 21.90044, 249.56770. You can make a couple other spots work if you end up dashing too high/low on the slope, but this is the sweet spot.
Next you're going to neutral jump, and press flea brew when you have a Y velocity between 10.2 and 13.8. The best window is aiming 12.6. You can use debug input display or try to find the frame when hornets animation changes. Once you've pressed flea brew you can let go of jump at any point before it ends, and then buffer left+jump.
This should give you a wall jump, and you can turn back to the right afterwards and buffer floats out of clawline.
Note this skip is not officially confirmed legal, but likely will be soon
14fastest way to rescue flea and have enough silk for pollip after
upslash to prevent a ledge grab when going to spear the flea, upslash to prevent a ledge grab when trying to dash over the ledge
sometimes the flower is really annoying and if you dont slash soon enough or you get unlucky you'll take one contact damage but its still miles better than killing the guy
theres not really any point in getting more silk than this, as you lose one on the taunt and have a silkheart, so youd need to get 6 more hits to have enough to spear the next pollip which is like 0.5, and its currently not possible to get 6 hits for less time
5u can wings and insta down dash to cancel hardfall without losing time
12fast strat for the deep docks arena, not very safe but pretty fast and consistent, the shield guys will always jump if you stand far enough back (but not too far), you might need to adjust some things if the rng spawns are too desynced
9Easier more consistent way to do this bilewater voltpogo. It's definitely slightly slower but you don't have to rely on a tiny hitbox on the wall to make the voltvessels split
5consistent 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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3much 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
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
I think this can be run viable, attempting and missing should barely lose anytime and I think this saves a few seconds when made
1optimal movement after groalskip
snare setter drop at the end of the normal drop
2category that gets volts
consistent strats for early deep docks arena and leaving with 4 silk / spear to fight lace after
note for 3rd wave with the two flintstone flyers do to needle slashes as soon as u visibly see them on screen then do the combo as shown
for any route that gets cloak after widow can do whatever this is
35Free drop to pilgrims rest after statue skip
1Here's some stuff past me didn't figure out:
The opening I had in the previous post was a bit scuffed and awkward. Attachment 1 is a slightly faster and more consistent version of it. As long as your jump is after the second twig and last pogo is after the rightmost edge of the rightmost bush, it should hit the Skarrgard. Due to random inconsistency during pogo dashes, you may be much higher or lower than I was in attachment 1, but nearly anything works. All of the attachments use this opening, so this variation can be seen between them.
You can actually hit the Skarrgard an extra time during it's swing. This lets you kill it super fast if you get the perfect rng of 3 swings in a row (attachment 2).
The only reason for an upslash before a jump or burrow is to avoid the knockback of a regular slash - don't bother upslashing on burrows. If you find it hard to avoid getting hit by walking under jumps, you can just not slash before a jump and focus on the movement, or you can do a slightly tricky parry (attachment 3). It's really hard (but possible!) to actually hit the Skarrgard with the parry, so try to focus on perfecting the timing before that.
Other than all that's it's straightforward. If you're just trying to survive, try to work on perfecting your responses to attacks and then recognising them in the context of the fight. If you're trying to go as fast as possible, you can work on adding the harder strats
after spearing, stalling with flea brew gives the flower more time to move up and to the right making low spawns less of an issue
you can also hold right after spear for a similar but less significant effect
much safer alternative to dmg tank skip that saves 1s
3| Widow scream Skip Setup (dont know if thats known). Stay on the left wall and needle 5 times as soon as she dissapears
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4moving the lilypad is literally useless with silkspeed anklets
doing a walljump lower down lines up your height much better in my experience. general tip, you wanna drift backwards as you throw the pins. you can spear or nail to deflect the final pimpillo, or you can try to do it in 3 like in the 2nd clip, but the height is pretty tricky, as the pimpillo doesnt explode high enough
5silk gathering that lets you enter cogwork dancers with 2 spears no matter what amount of silk you enter that room with. You have to be careful with the spacing or they will hit you
consistent kill for the pilgirm hiker entry and 14 rosaries
Stop silksoaring for this free silk
6Silly chalamet pogo
This is called taiga skip, named by 8biggy
Guts setup for most first roach rng. Sit infront of him and react to what he does, from what I've seen the last 2 kills are consistant
With Nebulas drop getting both cloaks and all rosaries
4Some strats for the Skarrgard at the entrance to Hunter's March (assuming you have Silkspear and nothing else)
The Skarrgard has 150 hp, so it's optimal to start the fight with at least 5/9 silk, though more than 5 doesn't hurt, and up to 7 can help. You can get 6 silk really easily/nearly optimally from the enemies on the way to the Skarrgard from Bell Beast (including 1 from the Silk Heart)
The Skarrgard has 3 possible moves - a swing, a jump, and a burrow. You can tell that the Skarrgard is going to swing when it draws back it's weapon, and you can pogo the Skarrgard between the two individual swings to get in an attack. The timing is fairly tight but very consistent after some practice (see attachment 1). For the jump and burrow, the visual indicator is the same - a slight crouch. However, there is an audio indicator - if the Skarrgard growls before the attack, it will always be a jump. You should stay still if it is burrowing, and start moving towards the Skarrgard as soon as you see that it is jumping, to avoid getting hit. It's very easy to get hit if you don't react quite quickly. It's nice to get into the habit of upslashing just before either of those attacks, both because niche timings can make it so that a regular slash will only hit the Skarrgard if it burrows and not if it jumps, and because the knockback from a regular slash makes it easier to get hit on a jump. Very rarely, the timings make it so that you have to do a minihop before the upslash to hit the Skarrgard on either attack. Attachments 2 and 3 are examples of what a jump and burrow should each look like.
Same strat works on last guy aswell. Ignore the left guy in this vid its most definitely rng lmfao
1Very nice strat for first wave of HM voided arena and a nice silk spear for wave 2
1flea brew makes this orb juggle split incredibly free, barely even need height on the orb (haters will say its a skill issue)
Very fast abyss escaping using 3 flea brews for fast wall climbing
Follow up to my last post. Loses no time at all and grains a free journal entry π₯
Ty @Nebula for footage and helping me cook this
1clawline -> 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
this has been posted many times before but no one actually timed it (vibes only category)
i found this method easier than nebula's needle lineup and also its faster, just practice on 0.2 speed at first and ramp up slowly to get an idea of what youre doing. the most consistent way is to tap the opposite direction key when youre centred, then wait for peak height to pogo and ensure hornet's face is just in front of the fan. for the first fan just dash into the wall and do an almost full height wall jump to be just under the first fan.
the strat saves 8.6 seconds between the two best attempts i got at windless and with wind, its probably closer to 8 seconds with a more optimised wind activation segment
You only need to hit this lever 5 times. Once a little before the gate closes, twice after it stops descending for the first time, and twice after stopping for the 2nd. I use the smoke disappearing as a cue for the latter 2, but this can maybe be refined. The final lever hit to break it also has to be delayed, timing can be refined but yea. Hitting it extra times results in freezeframes, this clip saves like 4 seconds to spam hitting it lmfao
14consistent setup for this section, obviously youll have 4 silk on the first part, but for the skip you just want to pogo the dude on the floor, harpoon the spikes once, wings, harpoon again and then he should be in the perfect position to just pogo him.
This shell shard bundle loses a second to grab, super fast. A few clips with different strats, instawings help but aren't required by any means, you can do it with just early game equipment.
To avoid activating the elevator, you have to get below the activation line in time, but you don't need to to make the cycle. I'll make a thread with hitboxes
Silkspeed anklets ruining all my any% strats im crying
Saves 11 seconds over wr, fastest cycle atm
Spawns for the long room in bilewater
Blue and red are mutually exclusive so only one of these 2 can exist, the trigger boxes are small enough to clawline over>
Orange nad pink in image 2 are also mutually exclusive.
in 3rd image, blue and red are mutually exclusive , it is possible to clawline under or pogo the blue there
Spawns for the lower half of bilewater, right side stillkin room, I only have the right side entrance and top path but figured this might be worth sharing, in the 2nd image the orange and red are mutually exclusive so they cannot spawn together, if one happens the other will never happen. Might be worth knowing since you can pogo the red then clawline, if red does not spawn then you can just clawline over orange.
You can skip the trigger for this arena (I think it's the tall rectangle in the middle) using wings and clawline. Pogo the first background object for extra height then just double jump and clawline at the peak.
amending my previous post; credit to Psycho Hazard for finding this better strat. https://discord.com/channels/772964112908156938/1365522460132245616/1447093103956590736
neb pointed out to me that this was possible, i believe first discovered by monstah with reaper crest? this is a hunter's crest flea brew version that's actually somewhat consistent; hit it up three times, jump and hit it the fourth time, then input wings and pogo off of it; you can use flea brew after wings if you're a bit too low. It's somewhat tricky and the upslash bounce heights can vary, but if you fail, you can just go for the regular skip and lose barely any time. Saves roughly 3s over regular flea skip.
figured i should post this here; consistent setup for skipping the orb on the right side. make sure you hover slightly left as you do the double jump off the crab, then hug the right wall after the clawline, otherwise the enemy will bonk into the ceiling and be too low. also for bonus points, pogoing the first spike ball before it visually spawns is consistent for me by beginning to count immediately as i hit the orb, then counting to 4; you should be inputting pogo so that it lands where the orb is as soon as you hit 4
7very 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
idk if this is known but u can scream skip this fella and sneak in a needle art
rediscovered but slightly different form of this skip thatβs way easier than what some ppl are doing
9easy and extremely consistent lake skip, the first object to bounce on is lowest on the left side, the window for where to bounce on the second object is very lenient with the double clawline.
slightly faster but far more precise, not really worth it until the half a second it saves becomes important
i got both of these first try for the recording after ~2 hours of practice
the orbs respawn quick enough so that the bounce up to the first object can be retried very easily
this skip is fps dependant, these were originally done at 75fps vsync, it is slightly easier at a 60 cap. the difference looks to be the height you get from hitting the orbs earlier on higher fps. 30 does not make it easier.
more fps variability info https://discord.com/channels/772964112908156938/1446285683189616753/1446286355163381891
4fastest route I could find that still gets three journal entries. main things here are the flea brew skip at the beginning and the skip at the end; the flea brew is near 100% consistent by just using at the apex of both jumps. if you're not quite fast enough, the fly idiot will hit you as you try to dash to kill the idiot on the right side; killing the cogfly as you're jumping up is a bit tricky, but not too hard. there can be some enemy rng here, but i'd say it works out around 90% of the time.
the skip at the end is the hard part, but you should have enough silk to attempt it 2-3 times. if you clawline the right saw too low or too high, hornet will clip the ceiling and not have enough height; no specific visual indicators or setups i could find, kinda just have to eyeball it.
5(probably harder than Nebula's clip https://discord.com/channels/772964112908156938/1365521515356885032/1427882077361274920 but faster by about 1.5 second) Can probably be faster with cleaner movement and doing the climb on the left wall instead (my muscle memory won't let me).
I like to pogo when the top of Hornet's horns reaches the upper 4th-5th of the saw visually. (between the two red lines)
You can also hold down direction the whole time if you want to avoid accidentally swinging laterally since this doesn't use any dashes. I avoid dashing because I don't get as much height.
Important to note that the first gap is played differently because the walls are closer together. Because of this, I usually hold the opposite direction of the wall jump the first time until Hornet turns around, and only do a timed turn around for the next three gaps, while trying to make the input as short as possible.
The last thing to note is that the closer to the saw you start your pogo, the later you should start moving towards the wall. The farther away, the more you risk losing too much height.
Nebula's strat is probably more consistent so remains to see if the risk is worth the second of time save XD :grubnote: Time save comes from not swinging twice per gap and from jumping off the wall quicker. TE is probably not at the time where it needs these second time saves, but here you go :D
(I joined the server because I was curious if anyone had posted this strat about the flea, and yep XD "darn you, speedrunners! until we meet again!")
EDIT: it's also only 1 second slower than using the draft, so it saves all the time from activating it -1s. (probably around 10 or 11 seconds)
2pretty easy scream skip for skull tyrant
if i posted this in the wrong channel/did something wrong im sorry and if its already known im sorry
1Damage tank makes the first part of the room much more lenient and the overall cycle easier to catch for the price of losing health. You can miss the clawline and still easily catch the cycle as shown in the second video. The damage tank is fully consistent. Not sure if its any faster than the original strat.
You can do this without flea brew, but it's much harder
Pretty easy quick kill on the marrowmaw. The window for the seventh hit is quite large and the ninth hit is just timing. Definately old news but i havent seen it posted in this channel yet so whatever.
You can nail hit to stop your momentum and do this without activating the air current below. Doing a walljump on the lower part of the walls here lines you up better than doing it at the top imo, since you don't have to delay the nail nearly as much
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1I found a consistent heal stall version for a cloakless splinterbark skip
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5The quickest way I've found to collect this pollip without silk(for spear). The float before the last pogo is to keep the height so you can get above the flower to pogo it-if you don't go out of that pogo high enough you'll fail to reach the pollip flower to pogo off of. Might be possible to save a bit of time with a good dash movement instead of a slower float over. Of course if you have enough silk you can just silkspear it to break in 1 hit but I usually don't.
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)
3flea brew skip to save probably like 5-7 seconds(you need to pop once before and once on the way up)
10Labbed this room today, the underplat is very lenient with the visual cues I'm taking. Basically I time the dash into the wall with the vertical background line, then its buffered wall dash, buffered pogo and then clawline as soon as you cross the dark chain in the background
3TE 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
5any% runners in shambles. CC please do not ban me
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2Act 2 only as the first guy you pogo is dead in act 3, but the rest of the room remains the same
Strats for normal movement and mossberry+journal movement. For the latter there is also a third clip which is an alternate strat for the flying enemy kill/mossberry pickup that coinflips ages for a little timesave if you want to gamble in a 3+h cat ig
3Did 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
5All categories skip to avoid going over the top here by using a dive to make it to the ledge
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