S41 archive film · FNCS Major 2 era · S42 film opens with the season's first Grand Finals — the Override island is already measured →
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Four ways in · under a minute

What are you trying to do?

01 · Player

Plan tonight’s landing

Search the spot, read its contest sample and opening route, then check whether Override still has that ground.

Find my landing spot →
1 of 4
EU · Day 2 · Game 2 · finished #1

AUR t3eny

AUR t3eny across 12 Grand Finals games: 34 eliminations, 7,322 damage, best finish #1. The film opens on their winning game. Switch any Finals game below.

Tier A · full film Activity labels v1
This spot is gone. Calamari Canyon was removed from the island in Override (S42, 20 August 2026). The nearest ground Override put there is Override Console, 151 m away. Everything below is S41 archive film: read it for the contest pattern, not for tonight’s drop. Which dossiers still describe live ground →

The gameplan — habits across all 12 games, not just this one

  1. Land Calamari Canyon (12 of 12 games)
  2. Stay on the drop ~2.2 min before the first move
  3. Rotate late — typically ~48s after the shrink starts (in early only 34%)
  4. Proximity contact · v1 — within 25m of a living opponent 28% of the game
  5. Endgame on height — holding high ground 13% of the game, alive to ~20:52 median
Drop loyaltyCalamari Canyon · 12/12
Time on drop before moving2.2 min
Inside the next-circle target before shrink34% of phases
When late, behind shrink by48s
Ground covered per game4.1 km
Median kill range2.8 m
Copy this one habit: Win fights up close — median kill at 2.8m. Play three games, then check: the range of your last 10 kills

Style: a late rotator — moves when the storm makes them. Every number is a median or rate across n=12 Grand Finals games. “Next-circle target” is the circle the source storm record shrinks toward. The film below is one game — evidence, not proof of intent.

00:00 alive shown ring

Decision review rail

Descriptive signals · current game only
Experimental
Choose a signal to jump through this game.
Looting Rotating Proximity contact · v1 Holding Dropping ✕ green = final elim · red = death
Layers Player-first · one team chunk loaded
Local workspace saved on this device only

This game

Placement#1
Final eliminations6
Damage dealt1184
Damage taken227
Stops logged29

Kill-range fingerprint

Loading this game’s final-elimination sample…

Longest stops

WhereAtHeldDoing

Activate a row to jump the film there.

All Finals games

GamePlaceElimsDmg
#282431
#152359
#112775
#183700
#200390
#12599
#53216
#161184
#221048
#114561
#341162
#237897
Definitions used on this film

Proximity contact · v1 means a living opponent was within 25m in the movement-derived classifier; it caught about 75.7% of confirmed fights on held-out Day 2 and is not combat, intent, damage or comms. Shown storm ring interpolates from the previous circle target toward the next-circle target. Stops and aggregate habits show their sample as n.

How to read this. The line is their route, coloured by the movement-derived activity label. Circles are stops — the bigger the circle, the longer they stayed. Crosses are eliminations: green where they got one, red where they went down. Press space to play, or drag the bar under the map. Arrow keys nudge five seconds.

You are watching film

  1. Hit Play, or drag the scrubber, to move through the match.
  2. The coloured line is the route. Red means proximity contact · v1, not a verified fight.
  3. Big circles = long stops. That is where the game was actually won.
  4. Activate any row in Longest stops to jump straight to that moment.