[Outdated] Slender Any% Speedrun Guide (Basic)
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[Outdated] Slender Any% Speedrun Guide (Basic)
Updated 6 years ago by DankBoinkRipper

The fact that I'm a Slender speedrunner makes this guide useful. Use this if you want to become a speedrunner for Slender the Arrival.

Prologue: This is the least of your problems. As soon as you find a short white fence, take that way to the house. Then grab the flashlight and key. As soon as you get the key, stop running. Unlock the door and go outside, still walking. As soon as you pass the gate, the sprint will be fully charged and you won't have to worry about much. DO NOT TURN ON THE GENERATORS! If you do, you'll lose time. Find the quickest way/ways to get to the Oakside building without activating any generators and going into the burnt house. Then get the book in the Oakside building and advance to the next stage.

The Eight Pages: Another stage with few problems. If you're on easy, you only need four pages. As soon as you get the fourth page, find Slender and run into him. Everytime he teleports you to a different location, find and run into him until you advance to the next stage.

Into the Abyss: This is a partial challenge. If you spawn near the boarded up shed/house, you'll advance to the next stage quicker. Basically run into the mine while running. As soon as you go through the first door into the mine (not the huge opening) stop running. Once you activate the first generator, look left 145 degrees and run over there. Then activate all the other generators and go up the elevator as quick as possible.

Flashback: This is the easiest stage yet. Run directly to the shack with the two VHS tapes without stopping. The Memories stage is not to be played unless you do an all story-stages run. Grab the tape with the label,"Matheson Farm" and play it.

Homestead: Another challenge. Go to the wooden shack, up the stairs, pull the lever, go through the wheat field, get the gas can and run through the wheat field. DON'T RUN ON THE PATH! Get out of the wheat field as soon as possible, activate the generator, get the key past the silo, and go back to the wheat field. Once again, avoid the path. Stay as close to the fence to the right as possible. Open the gate, go in the chapel, grab one of the toys on the floor, go up on the stage, and wait. As soon as Charlie kicks the door open and runs to the stage, run out the door to the other house. Then end the stage while running and advance to the next stage.

Escape: Another easy one. After closing the window in your room, go straight downstairs and close whatever windows and doors are open. Then go upstairs and close the rest of the windows. Then go into your room and advance to the next stage.

The Arrival: This is the same as just a casual walkthrough, except your running the whole time. One thing to be careful of is the falling trees in the forest fire. Avoid as many falling trees as possible. Once the screen cuts to black after Kate drags Lauren off screen, end the timer and viola. The run complete.

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