#strats

#wormways 11

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

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)

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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

Thank you Sublime for sharing this strat!

pogo last worm and corner correct for full cycle skip with no time lost to waiting

cursed cycle... coyote frame abuse

0 cycle at the end, the 3 dive dashes are important and you shouldnt go for this without them

Using dash to stall in the air lets you climb this much more consistently. It's retryable, damageless, no silk needed, and faster. The only thing you have to watch out for is the pogo at the end, if you're too high for the pogo you can dunk (shown in 2nd clip)

I try to jump roughly when the head of the grom goes fully into the ground. From there you need to pogo near the peak of your jump (at the end of the next grom) and pogo again shortly after the next grom goes in range of your pogo. If you did it correctly you should be able to pogo the spikes and make it up

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

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