HowTo Network emblem How To: Gaming THE HOW TO CO. — EDITION 10
A forge yard at hard noon chalked out as a course: a start line scuffed across the flagstones, a white route line curving between anvils on blocks, tally scratches covering the pillar on the left, and a tall hourglass standing on a stone block at the far end.
PATH 03  ·  OFF THE FORGE YARD — THE MARKED RUN

GOING FAST IS
mostly going again.

Somebody chalked a line across this yard and started crossing it. The route between the anvils was never obvious — it is the leftover of every crossing before this one, and most of those ended before the sand was halfway down.

6 PIECES OF A ROUTEWORDS BY POPPYNO TIMES ON THIS PAGE
THE LAW OF
THE MARKED RUN

You are not getting better at the game. You are getting better at one line through it.

Close on a chalked route line curving around the base of an anvil block on a forge floor, an arrow scratched at its end, a lantern burning off to one side.
AT THE CHALK LINE

Playing well and playing fast are different hobbies.

Playing well means being ready for whatever the game does. Playing fast means the opposite: you decide in advance exactly what will happen, in what order, and then you remove your own ability to react to anything else. A route is that decision, written down and then worn into the floor.

Which is why good players are often slow at first. Being adaptable is the skill you have to put down. The line around the anvil is not clever — it is just the one somebody stopped changing.

A ROUTE IS A DECISIONADAPTABLE IS THE COSTSTOP CHANGING IT

The tally wall.

EVERY SCRATCH AN ATTEMPT    EVERY STRIKE ONE THAT ENDED THERE
01
THE OPENING

You will run the first minute more times than everything after it put together.

ENDS MOST RUNS · CHEAPEST TO END
02
THE ORDER OF THINGS

Not what you do. What you do first, and what that leaves you standing next to.

RARELY ENDS A RUN · QUIETLY DECIDES IT
03
THE ONE TRICK

The movement that works most of the time, which is not the same as working.

THE PIECE THAT IS ACTUALLY PRACTICE
04
THE BORING MIDDLE

Menus, walking, a door that opens slowly. It never fails and it is never free.

ENDS ALMOST NOTHING · SPENDS A LOT
05
THE PART YOU CANNOT SKIP

Everyone routes around it for a year and then admits it has to be learned.

THE ONE PEOPLE QUIT OVER
06
THE LAST DOOR

Hands you did not know were shaking, on the only attempt that had gone right.

ENDS FEWEST · ENDS THE MEMORABLE ONES

Six pieces, one wall, and the scratches never thin out — you keep running the parts you have already learned to get to the part you have not. That is not the price of the run. That is the run.

The reset bench.

SIX THINGS THAT GO WRONG EARLY    PLAY IT OUT, OR START AGAIN
The whole marked course seen from directly above: a dashed white route line beginning at a small circle, curving between anvils, bridges and stacked crates, and running off the far side.

THE WHOLE LINE FROM ABOVE. NOBODY WHO RUNS IT EVER SEES IT THIS WAY — THEY SEE THE FIRST TURN, OVER AND OVER, AND THEN THE FLOOR.

The Completionist

Plays every attempt out, because stopping feels like giving up. Knows the back half of the route better than anyone who has beaten the time.

PLAYS OUT 6 · STARTS AGAIN 0
SLOW START
MISSED PICKUP
BAD LUCK
ONE FUMBLE
LOST THE ORDER
TIRED HANDS

Gets very good at a run that was already lost in the first minute.

The Resetter

Starts again the moment it is not perfect. The opening is immaculate; everything past it is still a rumour.

PLAYS OUT 0 · STARTS AGAIN 6
SLOW START
MISSED PICKUP
BAD LUCK
ONE FUMBLE
LOST THE ORDER
TIRED HANDS

Has done the opening more than anyone alive and the ending not once.

The One Who Learns

Starts again when the loss is cheap to redo. Plays it out when the next piece is one they are worse at — a spoiled run is still the only way to practise the end.

PLAYS OUT 3 · STARTS AGAIN 3
SLOW START
MISSED PICKUP
BAD LUCK
ONE FUMBLE
LOST THE ORDER
TIRED HANDS

The only one of the three getting faster at the whole thing.

None of the three is wrong, and only one of them is learning the route. Throwing a start away is a skill, and it is the one nobody practises.

Three marks in the yard.

WHERE IT STARTS    WHERE IT IS COUNTED    WHERE IT IS MEASURED
A chalk start line drawn across a stone passage floor, its middle scuffed almost white where it has been crossed over and over, a lit lantern set beside it.
THE START LINE

Scuffed pale in the middle. Nobody wears a line out by crossing it once.

A stone pillar in a lamplit cellar covered in scratched tally marks grouped in fives, several groups struck through with a diagonal.
THE PILLAR

Scratches in fives, plenty of them struck out. Those were attempts too, and they still count as work.

A tall brass hourglass on a stone block in low amber light, its sand part run through, an open map and a lantern on the table beside it.
THE HOURGLASS

At the far end, visible from the line. Part run through, which is the only state it is ever in.

Quest Log

GUIDES BEING WRITTEN FOR THIS PATH
01How to Pick a Route You Can Actually LearnQUEST PENDING
02How to Practise One Segment Without Replaying the Whole GameQUEST PENDING
03How to Decide When to Reset and When to Play It OutQUEST PENDING
04How to Watch a Recording of Your Own Run Without FlinchingQUEST PENDING
05How to Stop for the Night Before It Stops Being FunQUEST PENDING

One piece practised, one full attempt from the line, then stop while the sand is still moving — that is how you do this without it eating your life. Nobody does it for the finish anyway. They do it because crossing the same line again, very slightly better, is the part they like.

FROM THE
CONTRIBUTOR

“I kept every run I threw away before the first turn in one folder, and the finished one in another. The first folder is enormous and it is the one that taught me anything. The second one is just the receipt.”

POPPY — CONTRIBUTOR PROFILE · HOME REGIONS: VIDEO & COLLECTIBLES