RNG-reliant at the end? Still not entirely sure how effectively the enemy pathing can be manipulated. Maybe it can be made consistent, but the window is incredibly small for this instance. I eventually figured out a semi-reliable route through the fight, but it took a long while before I could actually pull it off at the end of a solid run through the level beforehand.
This is a fun run, with or without turf abilities/mods, except for the fight at the end. That's real dang tricky, and I still don't have it anywhere near consistent. All the platforming is super precise and full of cool optimizations you can make, though. But I'm not sure what the deal is with the rooms being pre-cleared. I'm at a loss for what's going on there. I didn't even realize anything was up with that until I got my times and came here to post them.
I can still go fast if I instead elect to bypass the rooms, which is what I'd probably do if they were active, but I wouldn't be getting sub-30, that's for sure.
Mods used: Updraft, Light as a Feather, and No Time to Waste.

This is only gonna be a simple rundown of the submission rules:
- Please pick the correct platform and category!
- Please use the In-game timer field and leave the other time field empty!
- Remember that Demon Turf runs on Centiseconds instead of on Milliseconds. So don't just type "47" but