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It would be good if you specify at the top why exactly we're talking to Garmond and Zaza. I didn't realize it was just for the high halls fight. I couldn't get the to spawn in choral chambers (they didn't spawn for my refight of Moorwing either, so I'm guessing I didn't talk to them enough in Greymoor?) and wasted some time thinking they were needed for something.
Ready to run it back later and fight judge instead of suffering the mist to get the sub 5 hr now.
Second, I got The Wandering Merchant quest, rescued Jubilana, then purchased the Ascendant’s Grip. This allows you to cling to the top of the wall during the final wave of the High Halls arena, avoiding all of their attacks and allowing Garmond to defeat the final two enemies on his own.
If anyone is struggling with the final wave, Garmond’s assistance + the Ascendant’s Grip make it effectively free.
Thanks to Tay Bravo for putting this together! I highly recommend following their advice throughout this guide to make your own experience safer/smoother than my own.
I originally planned to go through the Mist and fight Phantom, but I hadn’t reached the area on my first play-through until I was well into Act 2. Without much experience regarding the area and boss, I struggled, so I looked for other options. I reverted to my Needolin autosave, and followed the Last Judge route from there.
Because I was winging my route, I lacked many of the optional items this guide recommends, such as mask shards. Don't follow my example; having only 5 masks adds noticeable difficulty to the tougher fights in Act 2.
That said, I did complete my run with only two changes for my own safety, both involving the High Halls arena.
My times were as follows:
Needolin – 1:24
Act 2 - 2:00
Clawline - 2:47
Vault Melody - 2:59
Cog Melody - 3:19
Conduct Melody - 3:33
Cradle Lift – 3:36
Game Completion – 3:55
SwiftStep: 0:27 (got straight pin, this helps a lot VS Lace1)
DrifterCloak: 0:45
Thread Storm: 0:58 (go right after I reach Greymoore, replace 1 pin with 3 pin ASAP)
ReaperCrest: 1:07 (checkpoint VS moorwing)
ClingGrip: 1:19 (Extra Pollip Pouch route: used the normal route, then before sister splinter fight, there is a room with a lot of flower, get your first pollip here, after cling grip, get the one nearby at SW, save quit, get the one on the road to bell tunnel, then the one on the shortcut to the bench, rest at bench get the one to the east (first room you enter shellwood), save quit, grab the last one to the west and talk to Greyroot)
Weaver/Needolin: 1:35
LastJudge: 1:59
Clawline: 2:43 (the segment from last judge to here is very long, with Cogwork Dancer and Trobbio in the middle, also it's advisable to farm 360 rosaries for the wheel if you want to make high hall easier)
VaultMelody: 2:59
ConductMelody: 3:16
CogMelody: 3:23
OpenCradle: 3:27
Game End: 3:32:47
You can reverse your save to certain checkpoints, making this a segmented speedrun. I only used it once on clawline, so my time can be used as a benchmark of sort.
There seem to be a bug where if your save file had ever reversed to an earlier checkpoint, you sometime have the mask near seamtress removed from the save file whenever you save and quit while having anywhere from 1 to 3 mask shard. You can go grab it along side with your second nail upgrade.
You can not encounter GarmondXZaza before certain things are done, if you are trying to find him, grab him right before you go back to bellhart for second nail upgrade.
My route has a little change, mainly to get 2 spools fragment, the pollip pouch and used reaper crest full time, skipping wanderer completely. The ones I took are in Weavenest Atla and SW of Forge Daughter. Also I bought the Cogwork Wheel from Twelveth Architect, it make the High Hall fight much easier.