Scaffold 2
24 cob adjacent ch6
updated
This new strat involves dealing more damage to the zombies in order to have the waves spawn sooner. This is significantly faster and easier than the previous strat since you don’t have to worry about anything during the end game and you don’t place as many plants.
This was played on a version of the level where the timer is 2:42 and I had 3.66s left on the clock at the end so my final time was 2:38.34. This is a 5.9s improvement over my previous time of 2:44.24.
With more optimal plant placements and improving the sunflower stalling on w5, 2:36 is a plausible time
My first run took me 4 hours and this run took 7 minutes, the time spent in the top right isn't a lie
Solution: S6, Im-Nd/ND | PSD/JPDA | PPDD | PPDD | PPDD ( 12 | 6 | 6 | 6 | 6 )
Besides stupid rhythms ch4u ch5u and ch6u, idk any other rhythms this setup can play.
The rhythms this setup can play are ch4, ch5, ch6, S5, I7i, I5, I6+, I6-, and now S6 too
Level 8, pretty easy for an I-series rhythm
This setup is solved for ch4, ch5, ch5u, ch6, ch6u, S5, I7i, I5, I6+, and I6-. Pretty crazy set of rhythms
This can be played with inter ch7 if u want to and I actually did play inter ch7 in the second half of this sequence because those cobs reload early so you might as well
Same as fast 6 cob NE
Sequence explanation: pastebin.com/FCnRqCuv
Level 11 on the skill standard
1109 ice wave + 137 ice timing can rigorously kill diggers manually
Ix- or any rhythm with non-linear reuse with - after it means the cycle has less cobs than is required to play it. + means the cycle has more cobs than is required to play it
I6+: bilibili.com/video/BV1ydUDY7EUg
Solution: C8u-48s, IPP-PPDD | PSD/PDT | JPPDDcccc | IPP-PPDD | PSD/ASD | PPDDcccc ( 12 | 6 | 6 | 12 | 6 | 6 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?gid=0#gid=0
Level 11 on the skill standard
This rhythm is really confusing but after a bit of debate, the community decided that this is C8u-48s. This rhythm is an outlier because it's a Cxu rhythm that has a total sequence length less than 50s. This can work because it's daytime so ice reuse doesn't matter and besides that discrepancy, it has all the characteristics of C8u.
I thought this might've been I4s at first ( 12 | 6 | 6 ) but I4s is meant to be around 30s-32s and this is 24s so it's not I4s
Solution: ch5, IaC-B-Pd/PD | IPS-B-PPdd | PPSSDD ( 14.5 | 14.5 | 6 )
Idk if pogos on row 1 are rigorous but if they're not or if you're struggling with them, u can bring tall-nut and place it on row 1 after the second ice wave
Solution: S5, IPP-cB-PPDD | PD/PA (NdD) | PPDD | PPDD ( 18 | 6 | 6 | 6 )
Setup #2- Front pure 18 cob
Solution: staggered ch9, I-Pd/PD | PSD/Pd | NDA | PPDD | PPDD | I-Pd/PD | PSD/Pd ( 12 | 6 | 6 | 6 | 6 | 12 | 6 )
Setup #3- Divided 18 cob (designed by @nosheboy )
Solution: same as #2
The third one can be played with S5 but I think ch9 is better
0:00 - Double twin pure 18 cob
5:00 - Front pure 18 cob
9:20 - Divided 18 cob
Same solution as standard air bomb 20
Setup made by pjs
Level 4 on the skill standard
Level 3 on the skill standard
Almost same solution as sideless 14 cob PE
Level 3 on the skill standard
Fodderless solution: youtu.be/OKRFagrIWeA
Low level 3 on the skill standard
Level 3 on the skill standard
Classic 18 with doom/cherry substitution. Melons are required
this kinda works in de15 but placing the doom is very luck based and requires almost impossible hand speed in the worst case scenario
Level 9 on the skill standard
Solution: ch5u, IA(J)m-PD/Pd | I-PPdd | PPSSdd ( 16 | 14 | 6 )
Level 7 on the skill standard
Potato mine is only used to stall the diggers so the wavelengths aren't precise
Solution: ch6, IPi-Pd/PD | PSD/PDcc | IPi-Pd/PD | PSD/PDcc ( 12 | 6 | 12 | 6 )
Level 8.5 on the skill standard
Level 3 on the skill standard
Solution: P6-N, PP | PP | PP | PP | PP(Aa) | N ( 6 | 6 | 6 | 6 | 6 | 6 )
Level 2 on the skill standard
Same as fast 6 cob DE except dolphins but u can add tall-nuts in the pool if u want
I got this setup from pjs
Solution: S6, IaC-P/Pd | PD/PSD | PPI | PD/PSD | PD/PSD ( 12 | 6 | 6 | 6 | 6 )
Level 5 on the skill standard
Sequence and setup made by pjs
Solution: Adjacent ch6, I-PPDD | I-PPdd | PPSSDD | PPDD
Same as tai chi 18 cob, easier than normal pure 18 cob
W10 can be played a lot better with umbrella leaves
Solution-
First half: Adjacent ch6, PPSSDD | PSD/PDcc | IPP-PPDD | IPi/PS-PPDD ( 6 | 6 | 12 | 12 )
Second half: Opposite ch6, PPSSDD | IPP-PPDD | PPSSDD | IPP-PPDD ( 6 | 12 | 6 | 12 )
Level 7 on the skill standard
ego-poulsen's vid of this solution: bilibili.com/video/BV1bpSHY3Eq4
He played adjacent ch6 in the second half instead of opposite ch6 which is why I played it
First solution: ch5, I-PPDD | I-PPDD | PPSSDD ( 15 | 15 | 6 )
Second solution: ch5, I-PPdd | I-PPdd | PPSSddA(J) ( 15 | 15 | 6 )
Both are level 7 but PPSSdd is easier
In the second solution I swapped between cherry and jala to deal with pogos on row 1 cuz I played PPdd on the second ice wave but thats easily avoidable.
0:00 - PPSSDD
6:14 - PPSSdd
EDIT: Double cob replacement does NOT require NJDA. Play NDA like in the other solution, u can reuse the crater on w19 and there will be no crater issues if u play more than 2f. I'm too lazy to rerecord this so hopefully no one accidentally plays NJDA in the future because they watched this video
Both have the same sequence- C6i, I-PD/Pd | I-Pd/PD ( 12 | 12 )
and they both play w9 and w19 the same-
w9: I-Pd/PDN
w19: I-Nd/NDD
(You can play w9 and w19 the same as in this video; youtu.be/dpH4OACYeEw but it's less stable)
and they both play w1-w3 the same-
PPDD | ND'A | PPDD
The only difference is w20 and w10-w12
W10-w12 double cob replacement solution: PPdd | ND'A | PPDD
W10-w12 single cob replacement solution: PAn | PPDD | I-PD/Pd
In the single cob replacement solution, you can't ice on w20 if you plan to recover ices so you have to cob the ambush zombies which is way harder. I'd put the double cob replacement solution level 7 and the single cob replacement solution level 9.
You can of course use extra ices if u dont gaf about ice recovery which puts the setup level 7 any way you look at it.
People to play this (including Chinese players)-
2nd ever manual: youtu.be/MZaswn5p828 Greg from the USA (bad level 9 double cob replacement solution)
Invalid run: youtu.be/KA5pFIuyYIg Vexalion from Poland (low density and no pole vaulters, video was deleted)
3rd ever manual: youtu.be/1a3juOPgPkY Minh Cao from Vietnam (level 8 double cob replacement solution)
4th ever manual: youtu.be/_szuJkqOef0 SAR_58 from the UK (level 9 single cob replacement)
5th ever manual: youtu.be/k0BF-wNxJbQ Lazjansen1 from the Philippines (level 9 single cob replacement)
Common China L
0:00 - Double Cob Replacement
5:44 - Single Cob Replacement
Solution: S6, IPaC-PD/Pd | PPSSDD | PPI | PPSSDD | PSD/ASD | IPaC-PD/Pd | PPSSDD | PPI | PPSSDD | PPDD ( 11.5 | 6 | 6 | 6 | 6 | 11.5 | 6 | 6 | 6 | 6 )
Wave-by-wave sequence, level 7 on the skill standard.
No direct imp intersection, no cannon fodders required at all
Idk if w10 is rigorous because of jacks
Sequence: ch5, P/PSD | IP-P/Pd | IP-P/Pd ( 6 | 15 | 15 )
Easy level 5 setup. u can play w2 P/PD if u want to but it's more difficult
Original video: youtu.be/KiPZCsVFuUI
Overly difficult setup. Rhythm is confusing, wavelengths are very long, cob reuse is very tight and this requires a lot of precision. Not a great setup
Solution: ch7, IP-B-P/PD | IP-B-P/PD | P/PA | ND | P/Pdcc ( 18 | 18 | 6 | 6 | 6 )
Sequence explanation: pastebin.com/FCnRqCuv
Level 7 on the skill standard ?
The cob reuse on the cherry wave is late for the second cob so you have to play it accordingly.
Also, w9 requires doom on 6-7 and you can't ice on that wave either. I'd recommend stalling w9 longer than I did in my video because the doom on 3-9 needs to be reused on w19.
You CANNOT doom on 3-8 or 4-8 because it'll delete the ladder on 2-5. This makes w19 and w9 really inconvenient.
These are 3 viable solutions that you can play this setup with. All level 3
Solution #1: S6, PPDD | PPDD | PPDD | PPDD | IPP-N ( 6 | 6 | 6 | 6 | 11.5 )
Easiest solution in my opinion. The only thing you have to look out for is w19 which plays ice2 (PPI) because doom can't be reused that fast. Make sure you don't place the doom early.
Solution #2: Inter C8u, IPP-PP | PPDD | IPP-PP | PPDD | PPDD | PPN ( 13 | 6 | 13 | 6 | 6 | 6 )
The hardest solution in my opinion.
This is ch9 except the wavelengths and ice reuse are more precise. There are no advantages to ch9 except the sequence is shorter so idk why you would play this one but it's an option.
W6 of the sequence can play NDD if you want to and u can even swap it with the wave before but this is more unintuitive than it already is in my opinion.
Solution #3: ch9, IPP-PP | PPDD | IPP-PP | PPDD | PPDD | NDD | PPDD ( 12 | 6 | 12 | 6 | 6 | 6 | 6 )
This is much more intuitive than C8u and the wavelengths/ice reuse aren't precise. W6 of the sequence has to play NDD
0:00 - S6
3:42 - C8u
7:51 - ch9
These are 3 viable solutions that you can play this setup with. All level 3
Solution #1: ch9, IPP-PP | PPDD | IPP-PP | PPDD | PPDD | PPDD | PPDD ( 12 | 6 | 12 | 6 | 6 | 6 | 6 )
2nd easiest solution behind S6. This is pretty much the same thing except it's a little bit harder to keep track of where you are in the sequence which is about the only difference.
Solution #2: Opposite C8u, IPP-PP | PPDD | PPDD | IPP-PP | PPDD | PPDD ( 13 | 6 | 6 | 13 | 6 | 6 )
This is the hardest solution. There's not much reason to play this over the other 2 solutions but tbf the sequence does repeat after 3 waves so it can be a lot easier to memorize and you don't need as much awareness. However, the wavelengths and ice reuse are rather precise so I don't think it's worth it.
Solution #3: S6, IPP-PP | PPDD | PPDD | PPDD | PPDD ( 12 | 6 | 6 | 6 | 6 )
This is the easiest solution. Since there's no umbrella leaves, I iced on w11 but an easier alternate way of playing is to play PPI or PPDDI on w10 and continue the sequence as normal, reusing that same ice on w19. This prevents the 0.74s precise ice for the bungees on w11.
You should already be rather consistent at that timing if you are playing this setup but you might as well not play it if you have the option.
0:00 - ch9
3:48 - C8u
7:53 - S6
Sequence: S6, IPP-P/PD | PD/PSD | PPI | PD/PSD | PD/PSD ( 12 | 6 | 6 | 6 | 6 )
6th outside of China
Solution: ch4, IPSC-cB-PPDD | IPSC-cB-PD/Pd ( 18 | 18 )
Level 7 on the skill standard, much easier than ch5u even for me even though I'm bad at ch4. Idk if it's more stable than the other solution
Garlic is used on row 5 to protect the tall-nut from jacks.
Ch5u solution: youtu.be/6jDvXrAx0HI
No tall-nut needed and this can play with double twin so I prefer this solution by a lot.
Solution: P6-2i, PPSSDD | PPSSDD | PPI' | PPSSDD | PPDD | cNI | PPSSDD | PSD/PDT | AD/cPDD | cJSDD/PDD ( 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6+ )
W18-w19 is the hardest w18-w19 I've ever had to play in a setup. You have to shovel the fodder on w18 or else it can cause gigas to shoot their imps late. W19 was played completely terribly, the fodder is meant to stop one row of pole vaulters and the jala is meant to stop the other but they're extremely difficult and awkward to time. This is too difficult and I'm not redoing it
The fodder on w19 should be placed and shoveled in between the PP and DD operations but I thought I was gonna fail w19 because of the fog so I didn't shovel the fodder. This backfired and ended up causing an imp to shoot because I didn't do this.
This setup is way easier if u just do cherry precise dance on w18 but that's against the rules.
You would think no precise dance=easiest solution but NOPE you couldn't be farther off. This is the hardest p6-2i solution I've played for fe24
Easiest P6-2i solution: bilibili.com/video/BV1VmeDeCEMz/?p=1 (cob shifting is unnecessary)
Crbh's video: bilibili.com/video/BV1Kf421i7j7
Cob shifting is unnecessary and w18-w19 is played wrong.
This is a very very easy setup but it also requires knowing how to play each wave individually instead of just playing the same thing every wave which can be difficult for new players.
Sequence: ch4*-42s, Ice - 2 Cobs | Ice - 2 Cobs ( 21 | 21 )
You can play with 18s waves if you want which is way faster but you won't gain as many ices
I'll go wave by wave to show how to play this setup.
W1-
Technically, you don't need to use doom on w1 but I did it anyways because it's an easy way to save an ice. On w20, I used my doom late so if I kept playing, I couldn't have used doom on w1 which is completely okay.
No need to predict the spawning of the zombies, you can place the coffee bean when the wave spawns in.
W2-
W2 is played by shooting 2 cobs when you see the zombies spawn in. No need to predict the spawning here either. This is what you would play as w1 if you didn't use doom.
W3-w8-
If you didn't use doom on w1, this would be w2-w8.
This is played by waiting until the zombonies reach column 6, and shooting 2 cobs on column 8. Place the coffee bean when the second cob lands. Repeat
W9-
You must be able to tell when you reach w9 by either counting the waves (not recommended) or by looking at the flag counter in the bottom right.
You don't have to wait til the zombonies reach column 6 to shoot your cobs, you can shoot them as soon as they reload. Don't ice after you shoot your cobs and instead use doom. I'd recommend placing doom after your cobs have already been shot because jacks can be an issue.
W10-
This is the hardest wave of the setup if u play it like how I did. Shoot the two cobs after the text disappears and ice very slightly after the first cob lands. The timing doesn't have to be as precise as I timed it but it does have to be well timed because of bungees in the pool. If you play with natural spawning, you also have to use cherry on this wave to force w11 to spawn in time.
This ice timing is very consistent even though it might not feel like it at first. The window is 0.74s which I always hit on the dot without thinking about it.
Alternate way of playing is to use doom on 3-8 to kill bungees and use two cobs on w11 like I did w1-w2. Much easier but this means no doom on w9. I'd recommend doing this but I forgot this was a method of playing before I recorded this so it's too late now
W11-w18-
Played the same as w3-w8
W19-
Played the same as w9, it's easy to think you're on w18 when you're actually on w19.
W20-
Shoot 2 cobs after the text disappears and place coffee bean on an ice like 3 seconds into the wave. The ice timing is very lenient. You can then shoot more cobs and/or use doom but it doesn't really matter tbh.
One thing to note is that ices on 1-5 and 6-5 are not 100% defended by bungees. You can bring umbrella leaves if you'd like.
Also, I put pumpkins on the ices there just to be safe from imps.
If everything is done correctly, this should be a very easy consistent setup. You can gain upwards of 3 ices per 2f so ice storage shouldn't be an issue
Sequence explanation: pastebin.com/FCnRqCuv
1st solution: ch6, IP-PD/Pd | PPSSDD | IP-PD/Pd | PPSSDD ( 11.5 | 6 | 11.5 | 6 )
Level 6 on the skill standard, optimal solution
2nd solution: ch6, IPP-PPDD | PSD/PDcc | IPP-PPDD | PSD/PDcc ( 11.5 | 6 | 11.5 | 6 )
Level 8 on the skill standard. The fodders don't have to be placed very quickly because the pole vaulters don't have to be frozen.
This is the common solution on bilibili, idk why. I've never seen someone outside of youtube play the first solution even though it's so much better
People to play the first solution outside of China-
youtu.be/xdiQMooJRzI PJS from Vietnam
0:00 - PSD solution
5:05 - PSD/PDcc solution
Solution: ch5*, IPP-PP | IPP-PP | PP ( 16 | 16 | 6 )
Intro: PP | IPP-PP | PP ( 6 | 12 | 6 )
It's impossible to fully recover ices and w19 is luck based
ch6 playing: youtu.be/i3y7PI3Ibkc played by advy
Ch6 only actually requires 8 cobs so the other 2 are for decoration pretty much
Solution-
1st half: S6, PDD/PD | PD/PDD | PDD/PD | PD/PDA | PDcc/JPD | IPaC-PD/P'd | PPSSDD | PPI' | PPSSDD ( 6 | 6 | 6 | 6 | 6 | 11.5 | 6 | 6 | 6+ )
2nd half: S6, PDD/PD | PD/PDD | PDD/PD | PD/PDA | PDcc/JPD | IPaC-PD/P'd | PPSSDD | PD/PDD | (cc)PPI' | PPSSDD ( 6 | 6 | 6 | 6 | 6 | 11.5 | 6 | 6 | 6 | 6+ )
1st ever manual. level 13 on the skill standard
I accidentally played PDD/PD on w17 which works the same but it's slightly harder.
If there's a giga on every single row on w19, you cob two rows of gigas, you use squash to kill one row of gigas, and then you stall the last row.
Solution made by remliw but I made a couple tweaks
crbh's run: bilibili.com/video/BV1GwYMenE75
She lost the twin on row 3 because her variation of the sequence doesn't account for bungees so I can't count it.
Extreme spawning this time with max difficulty zombies
Solution: P6-2A, PD/PDD | PDD/PD | PDcc/PDD | PDTC/AD | NI | PSD/A'SD ( 6 | 6 | 6 | 6 | 6 | 6 )
Bad playing. 2nd ever manual
remliw's solution i think except i changed w4 of the sequence cuz i think there's a slight smash rate without spikeweed but tbh idk so i didn't wanna risk it
w19 is PD/PDD-PSS/J then stall until cobs reload
1st ever manual: bilibili.com/video/BV1pz421R7aP not low density
Natural spawning, no ladders/pole vaulters but this should be fixed in future vids from him
Solution: ch6, IPC-Pd/PD | PSD/BCc | IPC-Nd/ND | PSA(J)/Pdc ( 11.5 | 6 | 11.5 | 6 )
4 B cobs compared to 9 with remliw's solution (youtu.be/G7VWKfcWE-4 )
PLAY THIS INSTEAD! Easier than both solutions in this video
Finally played the C8u solution for this setup, idk why i waited so long
I also redid the S6 solution because i didn't demonstrate the jalapeno strat on the doom wave in the previous video (youtu.be/I1dJ9fyjBoY )
1st solution: S6, PPSSDD | PPI | PPSSDD | PPDDcccc | IPP-PPDD | PPSSDD | (J)ND/PNA | ccPPSSDD | PPDDcccc ( 6 | 6 | 6 | 6 | 12 | 6 | 6 | 6 | 6 )
Jalapeno on the doom wave is a really good idea when placing the doom on row 4 because it makes the window of error for the doom placement turn from 4 cs to 13 cs (0.04s to 0.13s) because of MJs spawning backups on row 1. 0.13s timing is not that bad and I hit the timing most of the time but 0.04s is too difficult.
Also, I played ccPPSSDD instead of PPDDDD. both are valid ways of playing, u can choose either way
2nd solution: Opposite C8u, IPP-PPDD | PPSSDD | PPDDcccc | IPP-PPDD | PPNDD | PDcc/ASD ( 13 | 6 | 6 | 13 | 6 | 6 )
Nothing really crazy about this solution except that you have to use normal ice on w11 and you have to place the imitater ice on w19 slightly early so it doesn't get smashed.
Also, I played the 6th wave of the sequence PDcc/ASD. PPDDcccc is also valid but I think it's a bit harder
Which solution is easier? Well, that depends on your skillset.
C8u requires more foddering skill than S6 in my opinion and it requires better wavelength control because of the 13s waves and the precise cob reuse.
However, S6 has a much harder doom wave and you can't use jalapeno for error tolerance in the first half of the setup because you use it on the doom wave. 13cs doom timing is extremely precise and is usually not played harmlessly unless you're really experienced or you've practiced it a lot. Also, the ccPPSSDD (PPDDDD) wave is kinda difficult and it requires good hand speed for the fodders or good timing for the PDD method.
In my opinion, I think the C8u solution is easier. I used to say the S6 solution was easier but I have since changed my mind. The C8u run in this vid was literally first try while the S6 run took like 15 minutes (I'm bad)
Also, if you're completely awful at quad fodders, you can consider the ch9 solutions (youtu.be/CvGbfLs4LQc ) and (youtu.be/FS81ayTS10M ) but I think these solutions are universally considered more difficult than either of the two solutions in this video. These are the third and fourth most difficult solutions for this setup
0:00 - S6
4:32 - C8u
Solution: Adjacent C7u, IP-PP | IP-PP | PP | N | PP ( 17 | 17 | 6 | 6 | 6 )
The cob reuse in this setup is pretty unique because the wavelengths of both ice waves matter instead of just the second one. I don't think ladders are rigorous so this is unendlessable
Level 3 on the skill standard
Solution: ch5u, PPSSDD | IPA(Ja)-PD/BPSD | IP-PPDD ( 6 | 16.5 | 13 )
Level 11 on the skill standard
I couldn't solve full-defensive re18 for the life of me, it might be impossible but you never know
Edit: youtu.be/MvIT3dxXyac It was solved but this re18 is still more stable
doom ice3 is like 1.5x-2x harder than normal ice3 + the sequence is way harder than me16 so this is miles above that
Edit: W10 actually doesn't work in the solution I'm playing in the video. The setup is still possible but the optimized w10 is way harder so this setup is even more messed up than it was before
Edit #2: I give up, this setup is not worth it. This solution probably isn't rigorous anyways
Solution: ch5, PPdd | I-PP | I-PP ( 6 | 15 | 15 )
No tall-nuts, level 3
Sequence explanation: pastebin.com/FCnRqCuv
Pure 8 Cob Solution-
1st half: Adjacent ch6, I-PP | I-N | PP | PPdd ( 11.5 | 11.5 | 6 | 6 )
2nd half: Opposite ch6, I-PP | PPdd | I-N | PP ( 12 | 6 | 12 | 6 )
Level 4 on the skill standard with no pre-placed ices. Level 3 with pre-placed ices because this can play ch5 with no issue
Pure 10 Cob Solution: Opposite ch6, I-PP | PPdd | I-PP | PP ( 12 | 6 | 12 | 6 )
Level 3 on the skill standard with or without pre-placed ices. Watch out for the ice reload in the second half.
Pure 12 Cob Solution: Opposite ch6, I-PP | PPdd | I-PP | PPdd ( 12 | 6 | 12 | 6 )
Level 3 on the skill standard with no pre-placed ices. Level 2 with pre-placed ices. Watch out for the ice reload in the second half.
Pure 8 cob is by far the hardest
0:00 - Pure 8 Cob
5:30 - Pure 12 Cob
10:24 - Pure 10 Cob


