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Cimmerian Shade
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==Description== *'''0-18%:''' Cimmerian Shade begins with a cube section consisting of numerous triple-spike jumps that are a few pixels wider than a normal one, which, in turn, requires more precise timing. Next, the player enters a mini-cube segment with precise timings synchronized to the music. *'''18-31%:''' The player slows down and enters a quadruple speed mini-spider section, which has timings synced with the song; however, some beats require the player to spam twice really fast or perform double clicks to go down and up instantly. Afterwards, the player transitions into a normal spider segment with syncing beats and a UFO segment with slight timings. It transitions to a ship sequence in which the player must fly through a tight passage with invisible spikes above and below. It will change gravity in the middle at the same time as a set of two yellow orbs that the player must avoid appears, after the second yellow orb, the player will change back to normal gravity and must then time three green orb clicks. *'''31-61%:''' The level slows down with the music and turns into a quadruple speed dual wave section. This wave section requires remarkably fast reflexes and skills to move the wave, as one wave goes over big ramps while the other has to go through spikes through non-collision blocks. Next, the player enters a slightly straight wave segment for a few seconds. The player slows down during a break sequence. It goes into a cube with a sextuple-spike jump, then into a slow build-up, with dash orb timings corresponding to the beat of the music. *'''61-81%:''' The level follows up into a triple-speed swing copter section with straight-flying at the start and narrow spaces requiring the player to click fast to go up and down. The player then enters a cube section with some spamming and timings before entering the last build-up. The player then undergoes a slow speed change as the build-up continues, with wide double spikes that require precise timing. *'''81-100%:''' Finally, the beat drops, and the player enters a half-speed wave section where everything, except for the player, is completely pitch black, reducing their vision. Here, the player must navigate very tight spaces using non-collision boxes. It turns into a mini-ship, with the pitch-black effect persisting, featuring rotating obstacles the player must fly through, each ending in one-space-wide spike gaps. The last part is a pitch-black cube section with a few wide double-spike jumps. After this, the level is over.
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