Entry route
After Epilogue 3, continue that save. Leave the Challenge house through its door to select a mode.
Start with one complete Armory plan
If these choices are unlocked, the recorded Flower starting kit is Singing Scissors, Summon Doll, Butterfly Walk and Swamp Echo. Equip those four choices before entering, then use the linked setup for loading the weapon, charging while moving and applying its support effects.
Keep the same four choices for your first comparison attempt. This is a concrete preparation example, not a claim that this recording clears Challenge with that kit or that it is the strongest available loadout.

Read the selected conditions before Enter
After choosing Challenge, inspect the Difficulty screen. The pictured configuration contains the following rows; these are one recorded selection, not the full list of alternative settings.
| Condition | Displayed selection |
|---|---|
| Boss battle time limit | None |
| All enemies: damage addition | +0 DMG |
| All enemies: HP addition | +0% HP |
| Enemy HP when moving between rooms | +0% HP (multiplicative) |
| Dash setting | Enable Invincibility During Dash |
| Current Difficulty | Hard |

Keep the score and the attempt separate
The same screen shows Total: 4 pts. and My Best Record: 0 pts. It also shows Hard with x4 Points. The total describes this selected configuration; the best-record field is separate, so this image is not evidence of a four-point clear.
Move to a row and use the displayed Change action if you want a different setting. Re-read the value and Total after changing it. When your loadout and conditions are the ones you intend to try, choose Enter. The pictured controls are controller prompts; match them to your own control scheme.
Change one slot for a specific failure
For example, if you repeatedly take a known incoming hit while holding Butterfly Walk’s charge, try replacing Butterfly Walk with Counter for the next attempt. Keep Singing Scissors, Summon Doll, Swamp Echo and the selected difficulty conditions unchanged. Counter is a short timed defense, so use it against the identified hit rather than continuing to hold a charge.
This is an author-proposed adjustment based on the two skills’ documented roles, not a recorded successful retry. You give up the Flower-producing charge in exchange for a defensive timing option. If the actual problem was an empty weapon or poor Flower placement, use the existing setup’s troubleshooting first instead of attributing that failure to the difficulty score.
Do not confuse plans with available modes
The September 4 plan targets 1.1.0 for mid-to-late September, including Fearless and Boss Rush under working names. They are planned additions, not part of this September 7 entry walkthrough.
Completion check
If selection is missing, confirm you continued the save that cleared Epilogue 3.