Outer Wilds All Speedrun Routes Guide

WARNING: MAJOR SPOILERS. This is a speedrunning guide for the any% category. This guide applies to the current patch of the game on all platforms, and discusses version differences where important.


This guide covers the full any% speedrun route. It contains spoilers for several major puzzles and the entire end game sequence. If you are looking for a basic casual walkthrough this is not the guide you want, as there are some easier strategies you can employ to beat the game, and this guide does not cover the majority of the casual experience.

Author: This guide was written by thestrangepie, world record holder for this category as of the time of writing, with a time of 8:45. This time excludes loads and time spent sleeping as those times are hardware dependent (It would be 9:41 with those included). The videos were mostly made before I held the record but are still accurate. This guide was originally written for speedrun.com but I decided to make a steam version for people not familiar with that site.

This playlist contains video guides on each segment of the any% route. This guide was last updated to replace the branch skip video with a squat jump video.

Full video playlist link:

Settings: Turn on instant text for free time save. Rebind recall scout to a different button from launch scout to make scout boosting easier. Optionally increase FOV and brightness. I recommend setting boost to manual. Everything else is personal preference for any%. For other categories, you may want to disable the time freeze options, rebind reverse snapshot to a different key from rotation, change language to Russian (for 100% and all achievements), or disable/enable automatic translator (depends on category).

Before doing runs, read the leaderboard rules. I also recommend joining the discord, which is pretty active. The discord is the best place to talk to me or other runners. We are very friendly and welcoming so come say hi.

Leaderboard link: https://www.speedrun.com/outer_wilds#Any

Outer Wilds Speedrunning Discord Server: https://discord.gg/vVEWXhb



Runs are started from a new expedition. The first trick is to get up to the shortcut path to get to the observatory faster. There are several ways to do this. In order from fastest and hardest, to slowest and easiest:

1. Squat jump: Do a full jump. After releasing the jump button for the first jump, wait one frame then press jump again. If you time it right (it is frame perfect at 60 fps on PC and 30 fps on console) you can get another jump mid air. Release this second jump at the right time and you can get enough height to get up onto the path. This can be made easier by using a different jump button for each jump. On PC you can use a controller and a keyboard for this. You can also use third party software to bind two different keys to jump. You are not allowed to use macros, only rebinds.

2. Branch Skip: To the right of the elevator there is a corner with some rocks that can be jumped on. From there you can jump up onto a root protruding from the rocks, then jump up onto the higher ledge. If done optimally this loses 3 seconds to squat jump.

3. Rock Skip: Head toward the intended path and jump onto the side of the tree. From there, jump onto the rocks side. You can jump along the side to reach the shortcut path. This loses roughly 12 seconds to squat jump. This is covered in the squat jump video.

4. Tilt Jump: Exclusive to the Xbox version, this trick is actually only slightly slower than squat jump. Press the home button at the height of your jump. This turns the character sideways, and if done with the proper positioning can be enough to put you up on the ledge. This is covered in the branch skip video.

5. Go through the village instead. If you really want to start doing runs ASAP this is the best choice, but it is much slower. You will have to learn a better strategy eventually if you want a better time.


Head to the observatory. If you jump backwards right before talking to Hornfels, you can travel back to the top of the ramp during the dialogue to save a bit of time. If you don’t do this jump, make sure to spam cancel (q on PC, B/circle on console) through the dialogue to avoid accidently talking to them again. After this head to the statue. If you jump right when you hit the cutscene trigger you can travel a bit further during the cutscene and save about 1 second. If you don’t do this it is better to walk into the trigger than to jump past it. After the cutscene, jump over the ledge and die. If you bounce off some geometry and survive you can drown yourself in the waterfall. When you respawn, jump onto the fire to die again and unlock sleeping.


ATP Flight:

Sleep as long as you can while still leaving enough time to reach the first ATP entrance. This should be 6:30 to 7:00 depending on your skill level. The setup for the optimal flight here is to fly up and right. Lock onto Ash Twin and rotate so that there is a guide arrow pointing up but not to the side. Look just below the top of the sun and thrust up and forward. Vertical thrust is separate from horizontal thrust so diagonal flight is faster. Hold this until you reach 700 m/s relative speed, then look straight at Ash Twin and begin thrusting backwards. Rotate the ship 180 degrees and aim to hit the atmosphere on the sunward side. Curve around the planet and land under the bridge between the towers. Enter the ATP when the alignment happens. You can use your scout to help with the timing if you need to. Make sure you recall your scout if you do this or it will block the return warp from activating.

ATP Interior:

When you enter, turn around and jump over the railing. As you land, aim for the Nomai control orb on the floor and begin moving it. Once you touch down, look to the right and move the gravity control orb up, then look back at the floor orb and finish moving it. Once it enters the center column, look away from the orb and then back at it. Jump up while moving the orb up, and head to the center. Grab the core and fly to the return warp. If you forgot to recall your scout, do it now and move away from the warp until it glows.

If at any point you fall off the side of the walkway while it is spinning, fly towards one of the poles (either north or south, whichever is closer) and then fly to the center, then down to the walkway. You can also deactivate the gravity using the controls if you are in a good position which is faster.

Dark Bramble

Flight to Dark Bramble:

The sooner you exit the ATP, the better the alignment of Dark Bramble will be. Fly back to get out from under the bridge, then up and forward. Dark Bramble should be ahead and above you. It will be lower down the later you are. If you don’t see it you can use the map to lock on. Fly diagonally towards Dark Bramble. Once you get close, start decelerating. You can enter at high speed but optimally you should aim for about 900-1000 m/s. If you keep crashing here go slower. It is better to slow down than to fly past or to crash.

Dark Bramble:

When you enter, head towards the red light. With the normal setup this will be up right, but this could be different if you enter with a different orientation or use a different entrance. There is an anglerfish in the entrance room. If you alert the fish you either used the wrong entrance or had too much speed. In the red node you have to get past 3 anglerfish. If you are a beginner you can just drift past, or use a controller to get a small amount of thrust without alerting them. The advanced strat is called the anglerfish evade parade. To do this, hold forward until the first 2 fish begin coming towards you, then release. If they scream and try to eat you, you held too long. Coast past the first 2 fish, then fly diagonally toward the vessel node. This will alert the fish but you can outrun them.

Finding the vessel node:

You will always enter the anglerfish room from the same entrance, but your rotation could be different. When you are coasting you can rotate to orient yourself. The orientation I use is to put the first and third fish on the left, and the second fish on the right. Once past the second fish you should look for a triangle of white lights surrounding the red light. The vessel node is under the long side of this triangle.

Vessel Clip

Vessel Skip: Build up speed towards the door and activate the warp while flying past it. Then, once the eye scene loads, you can fly through the door before the collision loads. This skips the sequence of walking along the purple planet. On console, you can build up enough speed to clip through the door even after it loads in just by flying from the far side of the room, which is a good backup. This is the hardest trick in the run to learn because of the long setup to get 1 attempt, but the trick itself isn’t too difficult. You should always go for this trick even as a beginner because it doesn’t lose much if any time to fail it versus not going for it at all. Once you are through, head outside and fly down below the eye planet to hit the loading zone for the quantum observatory. Optimal flight here is to go down and back diagonally while scout boosting. Scout boosting is simply using the recoil from launching the scout to gain backwards momentum. The loading zone here is pretty large but it is possible to miss. You can use the purple columns as a visual cue even while travelling backwards since they are always the same.

Chuzzle Strats:

If you fail vessel skip, take the warp down to the planet. The gravity here is really high but you can use scout boosting to build up speed while flying backwards if you keep jumping to preserve speed. You want to touch the ground as little as possible since the ground will slow you down. If you go too fast you can slam into rocks and die, so you might want to slow down when you get close to the pole. You can then jump into the vortex as normal.

The Eye

Ending sequence:

Go through the observatory to the galaxy map and interact with it. After the cutscene, you want to fly down to the forest as fast as possible. The next sequence is on a timer which starts when you get close to the ground. You can use scout boosting to get down faster if you still have your scout. To keep the scout, you just need to have it recalled when you hit the loading zone.

Once you land, look for a set of 3 big trees close together. There is also a line of 3 big trees pointing from the edge of the forest towards the 3 good trees. If you don’t change your orientation while flying down, you can find this by going backwards to the edge of the forest and looking on the left for the line of 3 trees. The 3 good trees should be in front of you to the left. Once in position, wait for the forest to go dark. You can use this time to zoom out the signalscope all the way if you want.

Once it gets dark, look at and away from the 3 trees to spawn the clone. You can do this by spinning or by toggling the flashlight and looking at each tree in turn. Fly toward the clone, and land as you get to them. Toggle the flashlight repeatedly while looking at the tree that spawns until you get the prompt to light it, then do so. Spin until Esker spawns then talk to him. Next, fly towards the banjo. If looking at the fire with Esker on the left, the banjo will be to the right. Use the signalscope to aim. When you see the building, stop thrusting and toggle the flashlight to make it collapse. Get the banjo, then fly back and talk to Riebeck.

If you elect to do Choink to get the drums (explained below) do it now, then collect the other 2 instruments in your preferred order. If you don’t do Choink you will need to go get the drums as well. You do not need to follow the signs to find the flute if you know where it is. Head back to the fire and talk to everyone. You can’t pass between Esker and the fire so you will need to jump over or go around. I like to hold w and spam e and q while looking at each traveler in turn. There is no danger here of talking to them more than once. Once the music ends, you can enter the orb to start the big bang sequence. It is faster to enter from below, so stand on the fire (which won’t damage you) and jump and thrust up when you hear the last note fading out. After this just wait for the big bang and the run is over.


You can collect the drums from any distance, even without line of sight. The normal setup is to do this right after talking to Riebeck. The drums will be to the right of Esker near one of the trees.

This is it guys!! I am sure that you will love Outer Wilds All Speedrun Routes Guide that we have shared with you. We are always open to discussion and suggestions from you. Just let us what you thought about the guide in the comment section.

Also, we would like to thank thestrangepie. He is the one behind this wonderful guide.