Uploaded January 2025 | Updated September 2026, 4 hours ago
Streamed live at: twitch.tv/olive__r
hey im back from my break from ehs golden! heres a high 3 star map!
Mod: gamebanana.com/mods/557112 (Le N)
Total: 16:03:21 hours | 17238 deaths
Enjoyability: 93.5/100
For some reason I went into this map thinking it'd take not too long, probably estimated a week when I started the map. And initially, it seemed like I was correct. The map only has 5 rooms of gameplay, and I breezed past the first three rooms in about 50 minutes. Overall I was having a great time. Unfortunately, room 4 is possibly one of the biggest difficulty spikes I've ever faced. It took me 5 HOURS, which is insane when the previous room took me ~20 minutes. By far the hardest part when learning this room was the speed-chain. It is REALLY REALLY tight (unless they patched it after I cleared), and likely took me 30 minutes just to hit it once. The part after is also very difficult, something about the bumpers and having to get enough speed made it feel really jank, and the backboost into rcb never got consistent for me. But the worst offender of the room is that you can be TOO fast at the end. You're supposed jump into a portal after doing a gultra into the battery, but it's possible to clip past the hitbox of the portal and hit the wall behind it, canceling all of your speed. Luckily I never died to this in an actual run, but it HAS happened in practice. Really, room 4 is the only thing I don't like in this map, and thankfully final was enjoyable.
Final is split into thirds (similarly to LXVI Venus) and the rooms are seperated to prevent lag (also similarly to Sumber Abaddon). I'll talk about each third in order:
1/3: Probably tied with final third for difficulty, but it is suprisingly consistent. When learning, hardest part was definitely the juggling climbing that's only ever been utilized in The White Hole's Room 98. Another difficult part was the 2nd DDJH (mickey mouse) in the room, as you had to have entered the dream block from high enough in order to more easily backboost and make the distance to hit the bumper. At first it seemed these parts would never get consistent, but somehow it did.
2/3: The easiest third by far, got it deathless very quickly. I may just be backboost pilled but it's very consistent. The only problem is that as the longer I was playing into the session, the worse I was getting at the section, so I was basically forced to stop for the day to prevent myself from bashing my head into a wall over and over. The hardest input is the upleft dream smuggle into down drop into upright smuggle, which has to be done in an incredibly quick time frame.
3/3: The first part of this section took way too long to understand. On the first momentum springs, you can't buffer the backboost or else you'll go too fast. Wait a very tiny bit before backboosting, the rest of the inputs are buffers. The dashbounce was even harder to understand what was going. I believe that the wallbounce needs to be performed while still holding onto the flower pot, but as soon as you input jump, release grab to throw the pot forward then dash redirect into a downright. Hopefully you do the inputs fast enough to actually hit the dashbounce. Another tricky part was after the puffer fish, the battery backboost into cboost. You have to do it EARLY, or else the battery will hit the wall above (I died to this as you could see in the video). As for don't choke, nearly every single input is a buffer and there are two instances where you have to actually regrab and perform the regrab tech again. The very last updash is also buffered, and I also died to the dashbounce due to hella nerves.
Hopefully this is enough insight and info about the room, I generally had a fun time even with that tragic don't choke death. I personally think this is easier than Abadaddon, harder than Dejection. So still likely high 3 star on hardlist. Shoutouts to LuukasM and jackthewack for being first and second clearers. GGs.
ehs golden next video surely
lkajdshflkajsdshlfkjlahdsf new hardest celeste map?????????????????????????????????fdskalj;hfa;sldkjf
Streamed live at: twitch.tv/olive__r
hey im back from my break from ehs golden! heres a high 3 star map!
Mod: gamebanana.com/mods/557112 (Le N)
Total: 16:03:21 hours | 17238 deaths
Enjoyability: 93.5/100
For some reason I went into this map thinking it'd take not too long, probably estimated a week when I started the map. And initially, it seemed like I was correct. The map only has 5 rooms of gameplay, and I breezed past the first three rooms in about 50 minutes. Overall I was having a great time. Unfortunately, room 4 is possibly one of the biggest difficulty spikes I've ever faced. It took me 5 HOURS, which is insane when the previous room took me ~20 minutes. By far the hardest part when learning this room was the speed-chain. It is REALLY REALLY tight (unless they patched it after I cleared), and likely took me 30 minutes just to hit it once. The part after is also very difficult, something about the bumpers and having to get enough speed made it feel really jank, and the backboost into rcb never got consistent for me. But the worst offender of the room is that you can be TOO fast at the end. You're supposed jump into a portal after doing a gultra into the battery, but it's possible to clip past the hitbox of the portal and hit the wall behind it, canceling all of your speed. Luckily I never died to this in an actual run, but it HAS happened in practice. Really, room 4 is the only thing I don't like in this map, and thankfully final was enjoyable.
Final is split into thirds (similarly to LXVI Venus) and the rooms are seperated to prevent lag (also similarly to Sumber Abaddon). I'll talk about each third in order:
1/3: Probably tied with final third for difficulty, but it is suprisingly consistent. When learning, hardest part was definitely the juggling climbing that's only ever been utilized in The White Hole's Room 98. Another difficult part was the 2nd DDJH (mickey mouse) in the room, as you had to have entered the dream block from high enough in order to more easily backboost and make the distance to hit the bumper. At first it seemed these parts would never get consistent, but somehow it did.
2/3: The easiest third by far, got it deathless very quickly. I may just be backboost pilled but it's very consistent. The only problem is that as the longer I was playing into the session, the worse I was getting at the section, so I was basically forced to stop for the day to prevent myself from bashing my head into a wall over and over. The hardest input is the upleft dream smuggle into down drop into upright smuggle, which has to be done in an incredibly quick time frame.
3/3: The first part of this section took way too long to understand. On the first momentum springs, you can't buffer the backboost or else you'll go too fast. Wait a very tiny bit before backboosting, the rest of the inputs are buffers. The dashbounce was even harder to understand what was going. I believe that the wallbounce needs to be performed while still holding onto the flower pot, but as soon as you input jump, release grab to throw the pot forward then dash redirect into a downright. Hopefully you do the inputs fast enough to actually hit the dashbounce. Another tricky part was after the puffer fish, the battery backboost into cboost. You have to do it EARLY, or else the battery will hit the wall above (I died to this as you could see in the video). As for don't choke, nearly every single input is a buffer and there are two instances where you have to actually regrab and perform the regrab tech again. The very last updash is also buffered, and I also died to the dashbounce due to hella nerves.
Hopefully this is enough insight and info about the room, I generally had a fun time even with that tragic don't choke death. I personally think this is easier than Abadaddon, harder than Dejection. So still likely high 3 star on hardlist. Shoutouts to LuukasM and jackthewack for being first and second clearers. GGs.
ehs golden next video surely
lkajdshflkajsdshlfkjlahdsf new hardest celeste map?????????????????????????????????fdskalj;hfa;sldkjf

![[Hollow Knight] Any Radiance Clear
Total Time: ~32 hrs (began tracking time when I first reached the platform phase)
Climb deaths including far: x101
Far (last few platforms): x19
Final: x4
Charms: Strength, Quick Slash, Baldur Shell, Stallwart Shell, Grubsong
Shoutout @colorplease9570 vcing and @darkcaoslegends7641 giving me a working anyrad mod.
Even thought this took a dumb amount of time to clear, this boss was surpisingly fun (the first phases at least). The reason why I had so many deaths on climb was because I never practiced it and I was also bad at the platform phase lol. This was also why I had 32 hours on this boss, which was way higher than I expected. Ill probably go for ascended or maybe even radiant, idk. As long as the boss stays fun for me, Im probably gonna do some dumb shit. [Hollow Knight] Any Radiance Clear](https://i.ytimg.com/vi/8LO1Vk6e-U4/mqdefault.jpg)

![Satellite Center [FC] | Celeste Mods
skill issue (final room edition)
Map: https://gamebanana.com/mods/513356 (Schnippi)
Total: 11:45:15 hours | 13674 deaths
Enjoyability: 72/100
Likely high 3* - high 4*? This map before final is really fun! But final is basically a completely different map comparing difficulty. I was sorta able to blow through the entire map fc in 3 hours before I got to final, in which it took me nearly 9 hours (probably more accounting real life time spent playing). I will say that this map is very well designed and was quite fun, but what really held it back was balancing. This is true for the general map and kinda final itself. Final has (I think) three 1f windows, both of which are releases. I personally think that these 1fs being releases made it sooo much harder for me to get consistent at them. Theyre also at the start of the room, making it quite difficult to feel as if youre getting anywhere, and this isnt really helped due to all the gameplay being in a single screen. The 2nd half of the room is also very difficult, but felt more frustrating due to the slight lean in difficulty towards the beginning. The dont choke area was passable, althoug it, has some pretty rough areas that seem like total run killers for some people under nerves.
Even though I didnt really enjoy the map due to final, this doesnt mean the map is bad. I think its very good actually, and Im sure Schnippi will take the criticism well (hes already anyways lol) and use it to make his next map even better (hopefully). Satellite Center [FC] | Celeste Mods](https://i.ytimg.com/vi/AIP_vpRiDvo/mqdefault.jpg)




![Hand Sanitizer [Full Clear] | Celeste Mods
every friend group got: the hardlister 😒; the goldener 😂; the speedrunner 😎 ; the mapper 🫡
Mod: https://gamebanana.com/mods/572417 (SPLOwON)
Total: 9:20:18 hours | 13659 deaths
Enjoyability: 86/100
SPLOwON maps = a bajillion views for some reason (hopefully). It happened with Mature Grape+ and looks like its happening with this map also lol
This map is pretty good, I really like how the map looks and the general gimmick of the reverse dreamblocks, I definitely struggled a lot though. I personally think this nyoom mauvelike gameplay is one of my worst skillsets. I think in hypers uncut golden footage of this map, we were talking about how theres sort of three different main categories of skill: input density, input complexity, and frame-windows. I can see this being expanded on a lot and really like the idea of this, but for now Ill just say that whatever combination of these categories that makes up this map, that is my weak point. Hyper placed FC of this map in low 2*, I personally would place it in high 2*. That being said, I dont really have any clue whats going on with hardlist before, I know hyper made a lot of quality of life changes, but I feel like theres still a lot of debate regarding specific maps being on 1* or not.
Also I finally made it so OBS records multiple audio tracks instead of just one, so hopefully the audio balance between my mic and the game is a lot better. Also also, sorry if the video quality looks kinda iffy sometimes, I probably forgot to fix some settings when switching said OBS set-ups.
start - 0:00
backtrack - 4:32
moonberry - 8:44
end + journal - 9:33
STARFRUIT SUPERNOVA GOLDEN EHS NEDT I P[ROMISE I WONT LIE THIS TIME BUT ALSO I MIGHT PROCVRASTINATE IDK JUST FOLLOW ME AT https://www.twitch.tv/olive r Hand Sanitizer [Full Clear] | Celeste Mods](https://i.ytimg.com/vi/CPhqUNXOJLM/mqdefault.jpg)

