sure, though I wanna see it break XD
Well,my record is 17 times in a row,and even 100 doesn't mean anything
TAS can do it,but GC is a little bit different
The only way to make it work 100% consistently is by forcing the event "teleport Obelix" before the event "start slide animation".
Both are triggered by the (same) second trigger in the slide.
We don't know yet (for sure) how to force the events to be queued in the right order since they are queued by the same trigger...
(Except if we use a modded game ofc)
Good to know that actually

You already knew that

I thought that we should skip one trigger before the slide (one in the tunnel after druid)
Thats how redx and Bart tried to do that skip
I don't know what exactly determines the order of events.
From what I remember from my testing, since the order of events is presumably rng, you should remove all **possible** sources of non-deterministic rng modifiers (ie triggers). I'm pretty sure you should avoid the druid one, but there are a couple of others that could mess up the teleport.
Also, I'm not sure whether the pathfinding algorithm *should* or *should not* find a solution to teleport Obelix or if it doesn't have any impact on it.
That's why I jumped a lot in the tunnels and avoided the water in the first place iirc.
It seemed to work better but not 100%.
Also (iirc), the timing is also important and if you take the exact same amount of time to cross the entire sector, you will have a chance of getting the same "rng".
That's why I always tried to jump on the turtoise in the same exact place and tried to jump and dash on the same places to try to reduce the impact of non-deterministic factors...
I may have forgotten some other stuff I observed, but I think I never had a concrete solution in my setups (at least, not on a fresh file).
If you jump and dash on the same pixels, it's sometimes easier to keep markers in mind...
I'm probably not clear though
