I have some notes, before they are way before the major changes in the route. Its been a while but I wonder if octo or James have some notes
Defying your expectations while being ignored. 2014 damage against coil snake.
I would be in favor of dropping the transmitter but would not be opposed to keeping it.
I'm going to have to do some timing after GDQ or maybe before if I get a chance to see what would be faster for routing.
So I just did some very basic testing - Looks like switching out twinshot is about a 15 second time save. I don't think there is any other out of the way POW that would save more time.
Going through the desert and getting the compass seems to be maybe about 10 seconds faster. Though that was fairly non optimal on grabbing the compass. .
So I am giving the Deathless run a look at right now and will probably give it some more serious thoughts after GDQ. For some reason I am unable to get dunnius's video to play.
Some of the route differences I was considering from Any%: -Potentially pickup 6 rations after getting captured on the way back to building 1 and then would pickup the balance of needed rations before the canal sequence (I haven't done the math yet how many are needed in a decent run to see if getting them before the tank is enough).
-Substitute the the POW behind twinshot for the one to the right of the canal to save on all the distance between the elevator.
-I'm not sure of the quickest way to the final building yet, Is it walking past the tank and truck teleporting around or potentially grabbing the compass and going up by the trained scorpions.
I'm sure there are other subtle things I am missing, but are there other major strategies that should be used in a deathless run?
I look forward to seeing it!
I know I haven't run the category but I think allowing the transmitter to be dropped would be good since you do end up getting it. I also think allowing zero ammunition of weapons allows for keeping the spirit while improving quality of the run.