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i did not expect to get this so quickly, i expected it to take at least a week or two to accomplish. but i fluked everything past the main chapter so i guess this grind is already a closed book?! definitely my biggest fluke in anything in this game and i doubt anything else will top it overall, this was a nice excuse to return to this awesome map pack. i have a lot of nostalgia for this campaign since it's one of the very first mods i played over 3 years ago, and glyph full clear golden was also the first challenge harder than fwg i ever did. i definitely think this is one of the best if not the best full game run out there quality-wise -- everything is so consistent and fun to play since no aspect of the run is too overbearing, and on top of that the atmosphere and music makes doing runs so relaxing, whether it be for practice or real attempts. i really liked playing this, and i'm sure that even if i had many deaths to the seasonsides as i initially expected my enjoyment would not have changed. the main difficulty was moreso just staying focused for a long period of time to avoid dumb mistakes or memory issues rather than any technical difficulty or true precision. there were very few rooms within the run i could call truly difficult, especially with new strats i found to skip multiple tight timings in the winter-side's void section, which imo is the toughest section of the run due to how precise some inputs are. in particular, the room skip at 40:08 by smuggling a double dash from the previous section and doing a very precise subpixel setup was a super useful find, as it not only avoids a 3f wallbounce but also the 2f wallbounce that comes after it (the only 2f input in the entire campaign due to poor red bubble frame alignment). additionally, you can also skip a 3f wallbounce out of a slowbubble at 40:45 by specifically fastbubbling three of the red bubbles beforehand and doing buffered spring dashes to stall yourself so you can hit the block later at the right time. other than winter-side, there's not many truly notable screens with regards to difficulty; summer-side does have a tight room at 33:30 and both void sides have a few fairly precise inputs (especially void-side b-side in winter with this ass camera wallbounce at 54:03 along with other select inputs in the winter & void checkpoints) but everything's still pretty consistent. raw session: / 2389773904 (part 1) / 2388958488 (part 2)