These strategies are slower than the ones listed below, but only lose a couple of seconds when executed optimally and are relatively simple to execute. Both of them involve manipulating the mimics by holding right, down, then left on the d-pad, and then strafing with the sword held out in order to move into position to fire at them.
Note that you must let go of the d-pad before pressing A to grab the wall in order to manipulate the mimics. An alternative is to grab the statue as it does not have this requirement.
For most of the below strats the initial objective is to manipulate the right-hand mimic to move leftward underneath to the gap in the bottom wall. This is usually done by first moving Link downward, then right, but you can optionally start with a down+right diagonal movement to move the mimic leftward faster. Nudging Link off of the top wall will also slow Link's horizontal movement down, which can often be desirable as Link will not end up so far to the right.
The "Joe Mimics" strategy involves re-slashing between firing at the two mimics and strikes a good balance between speed and ease of execution.
This strategy uses three slashes to keep Link closer to the middle of the screen, allowing you to shoot all 4 arrows using only one sword slash. It is harder to execute but can save an additional ~10 frames if you have the boots.
The difficult but fast "zerorush" strategy starts the same as the "Joe Mimics" strategy, but has Link walk further downwards in the beginning, so that you can manipulate the left-hand mimic upwards as you shoot it.
With the silver arrows, only one arrow per mimic is needed, changing the strat timings and enabling new strategies.
Over half a second is saved for the two beginner strategies.
For the "Joe Mimics" strategy, a faster dash is possible with silvers, but without the boots, you still have to wait for the moving spike before entering the door.
Doing three slashes can still work as well. Unlike in the silverless version of the strategy, re-slashing your sword does not lose any time and is recommended (though not strictly necessary). This is no faster or slower than the "Joe Mimics" strategy since in both cases dashing too early would result in hitting the spike.
The clip on the left also demonstrates the possibility of taking an intentional damage boost from the spike instead of waiting for it to be clear.
The optimal strategy with silver arrows takes advantage of the fact that the mimics projectiles despawn when the mimics are flush against the middle wall, allowing you to fire two arrows left while forcing the mimics to move toward you. Both mimics are defeated before the moving spike comes back to the right side of the room.
For this strategy you'll want to move the right-hand mimic slightly further left than normal, to avoid the possibility of its projectile not being blocked by the wall.
By unlocking the camera in the previous screen, the mimics can be scrolled off screen to open the door without defeating them. See Crystal Paths - Camera Unlock for details.
If the bow is not available or not enough arrows are on hand, the two mimics can be clipped out of bounds by doing a mimic clip. This usually involves using some number of select or menu buffers to execute the required one-frame movements.
Unlike with a traditional mimic clip, you can take advantage of one of the blocks along the bottom of the room to guarantee that you will need only one or two frames of movement into the block (depending on the mimic's subpixel movement) before you can clip the mimic out of bounds.
The above animation shows the desired horizontal position that the mimic should be in before moving the mimic downwards, to guarantee that the mimic is as far into the block as possible. Both possible frames of the mimic's animation are shown.
This hybrid strat, also known as "Myra Mimics" clips the right-hand mimic out of bounds before defeating the left-hand mimic with arrows. This takes advantage of the fact that the right-hand mimic's horizontal position is such that it can be clipped out of bounds with only a single frame of movement into the block.
After moving the mimics downward, a select or menu buffer to make Link move one-frame to the right, followed by moving downward, which causes the right-hand mimic to clip out of bounds.
This strategy is generally not relevant in a randomizer setting as it is difficult and slower than the others, but is presented for completeness, as it has some benefits when doing speedruns without quickswap available as it allows you to make use of the menu buffer to switch to the arrows (which is usually desired to do at some point anyways).