Editing Dark Odyssey

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  |created    = [[Update 2.1]]
  |created    = [[Update 2.1]]
  |updated    = [[Update 2.2]]
  |updated    = [[Update 2.2]]
  |difficulty = {{ExtremeDemon}}
  |difficulty = [[File:ExtremeDemon.png|x35px]]
  |stars      = 10
  |stars      = 10
  |coins      = 3
  |coins      = 3
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  |objects    = 311,901
  |objects    = 311,901
  |copytype  = Password (693041)
  |copytype  = Password (693041)
  |downloads  = 7.16M
  |downloads  = 7,010,634
  |likes      = 280K
  |likes      = 277,397
  |rating    = Epic
  |rating    = Epic
  |artist    = [https://1f1n1ty.newgrounds.com/ 1f1n1ty (Onefin)] and [https://www.youtube.com/@hyquo hyquo]
  |artist    = [https://1f1n1ty.newgrounds.com/ 1f1n1ty (Onefin)] and [https://www.youtube.com/@hyquo hyquo]
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*'''2-9%:''' The cube section features detailed and realistic scenery, including a windmill and many stone piles. This section is followed by a ball part in a stony area, with the background sky colour changing from light blue to orange. Most of the movements in these sections are straightforward, with the ball being the more challenging part of the two. As the icon returns to the cube, shortly after holding a green dash orb, the screen begins to glitch out. The player must keep holding as it glitches to proceed.
*'''2-9%:''' The cube section features detailed and realistic scenery, including a windmill and many stone piles. This section is followed by a ball part in a stony area, with the background sky colour changing from light blue to orange. Most of the movements in these sections are straightforward, with the ball being the more challenging part of the two. As the icon returns to the cube, shortly after holding a green dash orb, the screen begins to glitch out. The player must keep holding as it glitches to proceed.
*'''9-16%:''' The cube changes into a robot and is seen in a minecart. Along with some tight platforming jumps, monsters spew fireballs and lasers before charging headfirst at the icon. Before the second monster fires its laser (seen by the straight-line attack indicator), a red orb will help the icon jump high and avoid it. After jumping out of the cart before it falls into a pile of spikes, the level enters double-speed, and many monsters begin chasing the icon. Halfway through the chase, the speed increases to triple speed, then to quadruple speed, with a mini-portal. The robot transforms into a cube and slows to half speed as it transitions to the next section.
*'''9-16%:''' The cube changes into a robot and is seen in a minecart. Along with some tight platforming jumps, monsters spew fireballs and lasers before charging headfirst at the icon. Before the second monster fires its laser (seen by the straight-line attack indicator), a red orb will help the icon jump high and avoid it. After jumping out of the cart before it falls into a pile of spikes, the level enters double-speed, and many monsters begin chasing the icon. Halfway through the chase, the speed increases to triple speed, then to quadruple speed, with a mini-portal. The robot transforms into a cube and slows to half speed as it transitions to the next section.
*'''16-24%:''' A triple-speed ship sequence begins in a factory setting, with the icon having the ability to push and move yellow blocks while ploughing right through white ones. The icon must push two yellow blocks onto two switches, opening the path forward. Larger blocks with spikes 'follow' the icon's Y-movement with a delay, after which a quick memorization part occurs where the available platforms change rapidly in a small corridor. The ship transforms into a wave, with a pattern of three arrows appearing at the bottom. After some manoeuvring, the icon must pass through three touch triggers in the same order as the arrow pattern. Cartwheels with spiky blocks precede it, followed by three coloured paths, two red and one green. The player should take the green paths to continue. (Worth noting is that both the arrows and the correct corridors are randomized in each run.)
*'''16-24%:''' A triple-speed ship sequence begins in a factory setting, with the icon having the ability to push and move yellow blocks while ploughing right through white ones. The icon must push two yellow blocks onto two switches, opening the path forward. Larger blocks with spikes 'follow' the icon's Y-movement with a delay, after which a quick memorisation part occurs where the available platforms change rapidly in a small corridor. The ship transforms into a wave, with a pattern of three arrows appearing at the bottom. After some manoeuvring, the icon must pass through three touch triggers in the same order as the arrow pattern. Cartwheels with spiky blocks precede it, followed by three coloured paths, two red and one green. The player should take the green paths to continue. (Worth noting is that both the arrows and the correct corridors are randomised in each run.)
*'''24-27%:''' In this sewer scene, many game-modes are used at normal speed. Those are the mini-robot, wave, mini-ship, and mini-cube, respectively. There are many difficult jumps and timings here.
*'''24-27%:''' In this sewer scene, many game-modes are used at normal speed. Those are the mini-robot, wave, mini-ship, and mini-cube, respectively. There are many difficult jumps and timings here.
*'''27-31%:''' Another triple-speed ship sequence with tough flying paths and an upside-down portal, followed by a spider segment with frequent and tight timings. The background is the inside of a castle, and Chespin can be seen in one of the windows.
*'''27-31%:''' Another triple-speed ship sequence with tough flying paths and an upside-down portal, followed by a spider segment with frequent and tight timings. The background is the inside of a castle, and Chespin can be seen in one of the windows.
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*'''42-47%:''' A simple cube segment. As lightning strikes near the end, a triple-spike with the words 'RIP [[Michigun]]' and the 'Halfway Point' is indicated.
*'''42-47%:''' A simple cube segment. As lightning strikes near the end, a triple-spike with the words 'RIP [[Michigun]]' and the 'Halfway Point' is indicated.
*'''47-52%:''' Here, a sunshower is happening, and the vertical visibility is somewhat decreased. The jumps for the mini-cube are simple once again. As the second transition begins, the cube returns to normal size, and five green trigger orbs will need to be hit before the green dash orb. Prepare for the most difficult part of the level.
*'''47-52%:''' Here, a sunshower is happening, and the vertical visibility is somewhat decreased. The jumps for the mini-cube are simple once again. As the second transition begins, the cube returns to normal size, and five green trigger orbs will need to be hit before the green dash orb. Prepare for the most difficult part of the level.
*'''52-63%:''' This section, with a rainbow background, being entirely a dual, is most likely the hardest part of the entire level. It begins with the cubes synchronized; after that, the only synchronous parts are the waves, which feature a flowing-arrow transitional effect. Faint indicators will help the player with timing their inputs. The game-modes played here, excluding the wave transitions, are as follows: dual-cube (with a mini section), dual-robot, dual-UFO (with a mini section), dual-mini-cube, dual-ball, dual-mini-spider, dual-mini-cube, dual-mini-robot, and dual mini-cube. Practice is key to mastering this section.
*'''52-63%:''' This section, with a rainbow background, being entirely a dual, is most likely the hardest part of the entire level. It begins with the cubes synchronised; after that, the only synchronous parts are the waves, which feature a flowing-arrow transitional effect. Faint indicators will help the player with timing their inputs. The game-modes played here, excluding the wave transitions, are as follows: dual-cube (with a mini section), dual-robot, dual-UFO (with a mini section), dual-mini-cube, dual-ball, dual-mini-spider, dual-mini-cube, dual-mini-robot, and dual mini-cube. Practice is key to mastering this section.
*'''63-69%:''' The game-modes rapidly change here. There is a cube, a ship, a mini-cube, a wave, another mini-cube, a mini-ship, and a mini-spider section. Be sure to hit every orb with an arrow pointing at it along the way, or the player will not be able to proceed. Near the end, the game-modes speed up, ending with a triple-speed upside-down ship. A trigger orb directly before the last ship part must be used to move a saw-blade out of the icon's path. At the transition with the coloured pillars, hit all the question mark blocks to open the path and proceed.
*'''63-69%:''' The game-modes rapidly change here. There is a cube, a ship, a mini-cube, a wave, another mini-cube, a mini-ship, and a mini-spider section. Be sure to hit every orb with an arrow pointing at it along the way, or the player will not be able to proceed. Near the end, the game-modes speed up, ending with a triple-speed upside-down ship. A trigger orb directly before the last ship part must be used to move a saw-blade out of the icon's path. At the transition with the coloured pillars, hit all the question mark blocks to open the path and proceed.
*'''69-75%:''' Taking place in a cloud scene, the first mini-cube requires consistent timings of hitting all the coloured orbs. The latter section is at quadruple speed, with the game-modes shifting between a straight-fly ship, wave, UFO, and a ship where blue orbs must be used to progress. During the transition, ripple effects cause platforms to emerge and disappear, which the mini-cube can utilize.
*'''69-75%:''' Taking place in a cloud scene, the first mini-cube requires consistent timings of hitting all the coloured orbs. The latter section is at quadruple speed, with the game-modes shifting between a straight-fly ship, wave, UFO, and a ship where blue orbs must be used to progress. During the transition, ripple effects cause platforms to emerge and disappear, which the mini-cube can utilise.
*'''75-79%:''' The second rainbow background section contains another dual that is all asynchronous, all while controlling two separate game-modes; thankfully, there are arrows on the ground or near each orb that specify when to click. A simple three-orb transition follows it.
*'''75-79%:''' The second rainbow background section contains another dual that is all asynchronous, all while controlling two separate game-modes; thankfully, there are arrows on the ground or near each orb that specify when to click. A simple three-orb transition follows it.
*'''79-84%:''' The mini-ship is used, while the background, blocks, and decoration rapidly change to a wide variety of different art styles. The path is the same regardless of the style and is mostly straightforward to follow, though it can be rather tight at times.
*'''79-84%:''' The mini-ship is used, while the background, blocks, and decoration rapidly change to a wide variety of different art styles. The path is the same regardless of the style and is mostly straightforward to follow, though it can be rather tight at times.
*'''84-87%:''' A light rain falls in the background, and the player enters as a mini-cube. The jumps here are moderately challenging. Good flying skills are required for the proceeding ship part, which gradually speeds up to triple speed before slowing back down to normal speed.
*'''84-87%:''' A light rain falls in the background, and the player enters as a mini-cube. The jumps here are moderately challenging. Good flying skills are required for the proceeding ship part, which gradually speeds up to triple speed before slowing back down to normal speed.
*'''87-91%:''' The scenery becomes blocky, with tight ball- and UFO gameplay.
*'''87-91%:''' The scenery becomes blocky, with tight ball- and UFO gameplay.
*'''91%-100%:''' The level ends as a slow mini-cube with colourful, changing shapes in the background. Trigger orbs are placed here that need to be used to advance. The timing here is well-synchronized with the music. As the last spikes are jumped over, the visibility gradually decreases, and 'GG' can be seen in the corridor, made out of white 3D objects. The level ends with credits to the playtesters, as well as the creator's name and the name of the level.
*'''91%-100%:''' The level ends as a slow mini-cube with colourful, changing shapes in the background. Trigger orbs are placed here that need to be used to advance. The timing here is well-synchronised with the music. As the last spikes are jumped over, the visibility gradually decreases, and 'GG' can be seen in the corridor, made out of white 3D objects. The level ends with credits to the playtesters, as well as the creator's name and the name of the level.


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