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===Stages=== Dead Of Night is divided into six chapters, each with a varying number of stages. Most stages are subdivided into two screens each. ====Opening cutscene and INTRO stage==== After selecting Play, TMco's eye logo will appear pixelated for a brief moment until the pixels start behaving as in ''[[Wikipedia:Conway's Game of Life|Conway's Game of Life]]''. After 10 seconds, the screen shifts to the INTRO stage, a dark level with the ground and spikes that glow cosmic-like purple. Some streetlights signal checkpoints. Two of them also change the game-mode to a ball and a robot, respectively. Additionally, some walls contain vines that allow the player to jump off of them. Similar vines will later reappear in future stages. When the player reaches the end of the INTRO stage, the screen progressively fades to white before they arrive at an open area in the wilderness, with a tent and a campfire. To progress, the player has to position themselves by the tent and click in front of the entrance, triggering a cutscene in which the player enters the tent to rest as the sun sets, making way for the full moon to rise and starting the first chapter. Each subsequent transition between chapters also involves the player entering the tent. ====Chapter 1: Prologue==== *'''SUNNY:''' A sky-themed stage. As a mini-robot, the player must reach the bottom-right corner on both screens, crossing the right edge after the spike structure on the first screen and dropping into the shining hole on the second. *'''CLOUDS:''' As the name suggests, clouds can be seen in the background. The player is a mini-cube, and they must reach the opening in the ceiling on both screens using the white vines scattered across the stage. *'''BASKETBALL:''' This stage takes place on an open basketball court at sunset. The player is in dual mode, with one icon being a mini-robot and the other being a ball. A hidden pad that follows the mini-robot gives the impression that the player is bouncing a ball on their head. The goal is to score a shot in the basketball nets on the right of each screen while manoeuvring both the robot and the ball through the hazards. *'''ALLEY:''' In this stage, the player is a mini-cube, and they are located in the middle of an alley at sunset. This stage consists of a single screen in which the player must reach the glowing exit in the top-left corner. *'''SHOP:''' This stage takes place at a supermarket, and the game-mode is mini-robot. First, the player must collect as much money as possible by clearing difficult obstacles. Then, they can spend the money they have earned to make the second section easier. *'''SPIN:''' In this stage, the player, as a mini-robot, must go through the side of a cube towards an available button. Pressing each button rotates the cube and gives the player another set of obstacles for the next one. The player must do this four times per screen. *'''CHARM:''' The goals in this stage appear in the form of portals. The player is a mini-robot, but on the first screen, they also become a mini-ball. *'''TURNT:''' The player in this stage is a mini-cube. They must first collect a cannon that shoots downwards when they double jump. Upon collecting it, a 'j' will start chasing the player and attempt to crush them, so they need to reach the second screen fast after acquiring the weapon. Then, they must make their way to the glowing exit at the top right corner as they avoid breaking any blocks they need to stand on. *'''AFTERLIFE:''' After what looks like a piece of video feed, the player appears at an astral-like scene as a mini-cube. They must reach the exit on the first screen, and then the door at the bottom of the second one. *'''STREETVIEW:''' This stage's gimmick consists of moving spaces. The player must reach the left edge on both screens while avoiding being crushed by the pink moving ground. *'''POLYBIUS:''' A psychedelic stage. On the first screen, the player is a mini-robot; on the second, a mini-spider. When the player reaches the end of the stage, an alarm beeps. After being turned off, the player transitions to the final stage of Chapter 1. *'''INFOMERCIAL:''' This stage takes place at an infomercial screen, and consists of two parts. First, an autoscroller where the player must collect cards to pass. Then, the player must survive the weather forecast as a mini-UFO. As the chapter ends, the fire is seemingly put out, possibly by the cold wind. When the player enters the tent again, the moon rises a bit more, and Chapter 2 begins. ====Chapter 2: Frontier==== *'''MUSTARD:''' A red and yellow stage. The player must break blocks to reach the exit. Additionally, on the second screen, some triggers alternate the level's colours while also changing the tangibility status of some blocks. *'''BRIDGE:''' A very simple stage, only consisting of a red bridge. There are no hazards in the stage. *'''WONDER:''' The player is a mini-ball in this stage. When they double jump, some blocks and spikes disappear while others appear. Orbs also change this way. *'''CLASSIC:''' This stage is decorated with pre-2.0 aesthetics, even using Time Machine as the background song. The goal on the second screen appears as a reverse mirror portal. *'''MAZE:''' As the stage name suggests, the player has to collect eight hearts scattered in a dark labyrinth. The player can see a small part of the maze around them, and collecting a heart illuminates the entire maze for a short time. Upon collecting the eighth heart, the exit unlocks. *'''XXX:''' This 3D stage only consists of one screen, and the player must traverse a set of bridges to reach a trapdoor on the rightmost one. *'''HYPNAGOGIA:''' The player must reach the glowing portals as a mini-ball while avoiding the rotating laser beams. After reaching the second light, the lasers deactivate, and the player can now go to the origin to transition to the next stage. *'''CONSTELLATION:''' The gravity is lowered to 0.7 in this stage, which also features vertical edgewarping. The player can stand on the yellow links and must avoid touching the red ones to reach the portals. This stage consists of three screens. *'''EVADE:''' This stage consists of four screens. On the first and third screens, the player is a mini-cube and must reach the star. On the second and fourth screens, the player is a mini-robot and can jump infinitely. The goal there is to avoid the hazards until time runs out. The timer on these screens is shown by constellations forming numbers, starting at 10 on screen two and 25 on screen four. *'''INSIDE:''' In this pixel-like stage, some spikes are longer than others. As the player traverses the stage, some stars shine when the player approaches them. *'''MEMPHIS:''' This grayscale stage features four checkpoints per screen. The player is a mini-robot and must reach the glowing exits. *'''LUNAR:''' This stage features a CRT-like filter. The player is a mini-robot, except at the second checkpoint on the first screen, where they transition to a mini-cube. After completing the stage, the player is graced by a starry sky before entering the final stage of the chapter. *'''SAD:''' Blocks and spikes in this stage pulse periodically. The player is a mini-UFO on the first screen and a mini-ball on the second screen. If they reach the top of the screen, their location is signalled by a star. When the player reaches the portal on the second screen, the screen slowly fades to black, except for the word 'SAD' in the top-right corner, which continues pulsing brightly until the rest of the screen darkens. At that moment, the lights completely fade away before transitioning to the main landscape. The player then peeks out of the tent again. When they enter again, the moon rises again, reaching the topmost point of its trajectory. ====Chapter 3: Memorium==== *'''PRESENTATION:''' In this stage, the background changes over time (except for the edges). Some small ripples also appear occasionally. The player is a mini-cube. *'''FACTORY:''' After the initial jump, the block the player lands on breaks, and they fall to an abandoned factory. The player must venture further down to turn on the power. After tripping the breaker, the lights come back on, and the factory resumes operation. Some structures enter and fade out rhythmically, and some belt walls start moving upwards. The player must use the operational devices to reach the other end of the broken bridge. *'''SEASIDE:''' In this vaporwave-like stage, gravity lowers to 0.3, and obstacles only reveal when the player is close. The player can also stand on the character figures. *'''ECSTASY:''' In this stage, the player must collect keys to progress, but if they are not fast enough, the path will close. Luckily, the player has infinite jumps. *'''SYSTEMS:''' In this stage, the player is a mini-ball, and they must open the gate in the background. Once open, their game-mode changes to a mini-cube, and they must reach the glow in the top-right corner while obstacles become visible when they are close to the player. However, when they try to exit the place, the level turns red, and some sawblades appear. The player switches to a mini-UFO to reach the real exit at the top middle of the screen. *'''BLISS:''' This stage takes place at a computer screen, and the player is guided by [[Wikipedia:Clippy|Clippy]] in the first part. First, the player opens the 'spikes.txt' file, and after exiting through the right edge, they try to open the 'plane.jpg' file, or access the recycle bin. However, a pop-up error window suddenly appears, blocking the way. The player then opens [[Wikipedia:Solitaire|Solitaire]]. The game is almost finished, and when they place the king of diamonds over the queen of diamonds, the cards burst out of the window, opening new ways. The player uses the 'chess.jpg' icon to reach the [[Wikipedia:VLC media player|VLC media player]], which takes them to a section with moving coloured structures. When the section ends, the player accesses the 'plane.jpg' file and opens it, using the plane to reach the Internet Explorer icon. After opening the browser, they enter a page called 'Anime Land >u<!', an autoscroller where the player's game-mode changes when they touch the corresponding symbols. *'''PARADISE:''' On a different monitor than the previous stage, a cursor opens a file which contains the actual stage. The blocks the player steps on work like [[Wikipedia:Minesweeper|Minesweeper]], and they must avoid stepping on mines. *'''SUDOKU:''' On the first screen, the player must change the blue digits in a way they satisfy the classic [[Wikipedia:Sudoku|Sudoku]] rules. Then, on the second screen, the player must solve a 9x9 Sudoku while avoiding the black sawblades that appear from the edges. Gravity lowers to 0.2, and the player can only bounce on white squares. Solving the Sudoku correctly clears the stage. *'''FORENSICS:''' A futuristic stage, where on the second screen, the player can use the red columns to ascend. *'''REBOOT:''' The clerk asks the player for a passport, and they go around the screen to get it. Once the clerk allows the player in, they have to press three buttons to awaken the system. After some time, the eye in the screen opens, and the screen suddenly goes black. *'''IRIS:''' In this trippy stage, the player can rotate the layout (or some structures on the second screen) to reach the goal. The player wakes up again and peeks out of the tent. The fireplace no longer emits smoke. After the player enters the tent again, the moon continues its course. ====Chapter 4: Dive==== *'''DAMOCLES:''' This stage is a reference to the [[Wikipedia:Sword of Damocles|Sword of Damocles]]. Presented with a sword hanging by a thread, the player must ring the bells in the level. Each bell alters the stage layout, and when the bell at the right chimes, a third one at the top appears. Sounding this third bell causes the sword to fall on a flower and some structures to tumble. *'''SCRAP:''' This stage takes place in a junkyard. First, the player must activate a generator to make a car rise. They must get on top of the car to reach the second screen, where a lightning ball tries to destroy the player after they activate a button. The player must then survive for 30 seconds to clear the stage. *'''LIGHTHOUSE:''' This stage is dark-themed. The player can only see obstacles thanks to the light from the lighthouse on the first screen and the occasional lightning on the second screen. *'''DROWN:''' After diving to the depths from the previous stage, the player must descend further. Bursting bubbles allows the player to perform another double jump. After reaching the end of the second stage, they continue descending to the abyss. *'''DRAIN:''' The player lands next to a pipe. After entering, they end up in a blue-tiled room, where they must make their way to the valve to reach the higher blocks and enter the grate. The player must then jump down again and into the water. Here, they can use a rubber duck to jump infinitely to go further down. The player ends up among more rubber ducks, and after attempting to escape through the ceiling, the lights go out. The ducks' eyes glow red, and then TMco's logo appears for a while. *'''GUTTURAL:''' A hell-like stage, where on the second screen, the player has to wait at the top left ledge for the exit to open. *'''TIDEPOOL:''' A red stage while being a mini-robot. A bit tight on the first screen, more open on the second one. *'''NIGHTMARE:''' Another red stage, featuring a blood moon that rises after the player reaches the end of the second screen. *'''SCARLET:''' This stage features a few traps in the form of moving spikes and fake blocks that extend the path. *'''ASH:''' This stage only has one checkpoint at the beginning. Some obstacles blend with the dark, lower part of the screens. At the end, the player can interact with the hut door or ride the boat to finish the chapter. Once again, the player wakes up. They can enter the tent again to start Chapter 5. The moon descends a bit again, signalling that the night is about to end. ====Chapter 5: Schtizo==== *'''DRIZZY:''' In this stage, the player is restricted to a portion of the screen. The goal of each screen appears as hieroglyphs. *'''RED:''' Despite the name, the only red structures in this stage are some star-like shapes at the top. This stage consists of a single screen, and the goal is at the left eye of the figure. *'''DOPE:''' This stage revolves around the 420 meme. The player must collect three elements to reach the second screen, where every time they double jump, a smoke cloud appears, temporarily obstructing the player's vision before fading out. *'''LIME:''' The player must collect three lime slices to reach the portal. When they do, an image of a woman appears, then turns into a jumpscare before dropping the player onto the second screen. Each lime they collect now glitches the level progressively until the game apparently crashes. *'''<nowiki>':)':</nowiki>''' Following the crash in the previous stage, the [[Wikipedia:Blue screen of death|blue screen of death (BSoD)]] occurs. After a while, the sad face turns happy, and the player appears at a stage with pink and light blue ground, full of traps. *'''GRIME:''' A sepia-coloured stage. Occasionally, the screen's layout borders appear for a while, but they are intangible. *'''SKETCH:''' A colourful stage that consists of only one screen. There are tags with wavy designs that function similarly to vines in other stages. When the player reaches the exit, an eraser wipes the stage, causing the tags to fall. Afterwards, the landscape is properly coloured. *'''TOMB:''' The player explores some ruins until they venture inside. They face a turret block after the entrance, and as they venture downwards, some structures collapse, causing the player to get trapped if they do not react in time. After collecting the jewel at the bottom, the stage lights up, and most structures collapse. Due to the weight of the jewel, the player loses the ability to double jump, which is a problem for them since they now have to escape within 26 seconds before the ruins collapse. To succeed, the player has to make use of the vines. *'''VERMIN:''' This stage takes place in the sewers. The player is a mini-robot, and there are many eyes on the second screen. *'''ROT:''' In this stage, some hazards behave differently depending on whether the player is moving or not. They must avoid the black lasers from the eyes on the first screen and set the clock promptly. The clock's hands on the second screen are dangerous as well. *'''SCHACHTELLAUFWERK:''' This stage's title means 'Box Drive' in German. On the first screen and the first half of the second one, some of the spikes are false and therefore intangible. After reaching the end, the stage slowly turns more nightmarish. *'''LOVE:''' This stage begins out peacefully, but later on it gains unsettling traits. *'''ENCOUNTER:''' A boss fight stage, inspired by the final boss arena of ''I Wanna Be the Guy''. Before the battle, the player can choose the 'shoot mode' in the middle of the level. **P2 (PC): Use WASD to move. Hold the left or right arrow to shoot. **Jump (PC or Mobile): Shoot while holding the jump button. **Avoidance (Mobile): Instead of shooting, the player must survive for 75 seconds. :After walking further, the candles light up, and The Kid, the protagonist of ''I Wanna Be the Guy'' and many of the fan games derived from it, breaks through the coloured window and challenges the player to a battle. His moveset consists of various references to the original ''I Wanna Be the Guy'' game, including rotating blocks with spikes falling onto the player, and also fruit lunging at them. After defeating The Kid, he drops his gun, which bursts into one last barrage that the player must survive to clear the chapter. When the player peeks from the tent, a starfall bathes the sky. The player enters the tent one last time to start the sixth and final chapter. ====Chapter 6: Apex==== *'''LIFT:''' This stage contains arrow platforms that rise for a bit to help the player progress on the first screen, but the one on the second screen appears to be out of order, forcing the player to take the stairs, which are actually portals that bring the player to another part of the screen. The player must use these stairs to reach the emergency exit in the top-left corner. *'''DISCO:''' A psychedelic stage. The disco ball on the first screen can destroy the player. *'''CONSEQUENCES:''' This stage features two different settings in each of its screens. The first screen is more focused on nature, while the second one is more industrialised. The screen turns 180 degrees at the checkpoint on the second screen. *'''TETRIS:''' The player ends up in a ''[[Wikipedia:Tetris|Tetris]]'' game. After collecting the cheese, the pieces will start falling. Jump inputs rotate the pieces clockwise. The player must build a tower using the falling tetrominoes. As they continue ascending, they will see sawblades and spikes they must avoid, floating islands they can place pieces on, and also lasers they must block with tetrominoes. Later in the ascent, some pieces will occasionally glitch into different ones. Once the player completes the ascent, the camera will pan downwards to the bottom, as if to give the player a full view of the tower they built. A second cheese will descend towards the player, and the stage is cleared upon collecting it. *'''DROPPER:''' A ''[[Wikipedia:Minecraft|Minecraft]]''-themed vertical stage, where the player must fall through different series of hazards. Double jumping is disabled once the fall starts. *'''DORTNIRE:''' This stage is a reference to the battle royale game ''[[Wikipedia:Fortnite|Fortnite]]''. The player must eliminate opponents and gather materials to build structures. A boss fight awaits at the end of the stage, followed by a cutscene triggered when the player reaches the checkpoint on top of the cube. *'''BALANCE:''' A calm stage with 0.8 gravity in which double jumping is disabled. The player has to reach a bowl of noodles on the second screen. *'''NEST:''' The player cannot jump in this stage. Instead, they use an absurdly long arm to grip onto structures and heave themselves upwards. A nest with eggs awaits at the top, and if the player grabs onto the eggs for long enough, one larger egg camouflaged as the moon breaks, revealing a mighty creature before the player appears at a portal that will bring them to the final main stage of the level. *'''ASCENSION:''' This vertical stage is the last hurdle for the player, playing as a mini-UFO, and with horizontal edgewarping, the stage is divided into various parts. **First, the player must make their way upwards while avoiding the various hazards. **At one point, they enter dual mode, with one of the UFOs locked inside a small cell with a blue orb, and so, the controls turn similar to those of a swing in a classic level. The player must make use of this makeshift swing to ascend. **Still using the makeshift swing, the player must now avoid touching any ice as they continue ascending until they reach a single-cube portal. **After touching a 'No mouse' sign, the player can now only ascend using vines. **Maintaining the same restriction from the previous section, the decoration changes to only ice. The player reaches the top, only to fall into a pit in which they must survive. After touching a 'Mouse allowed' signal, they must ascend quickly to exit the pit and enter the red portal. ====Ending==== The player exits the tent and starts heading to the right as the sun rises. At the right edge of the screen, credits for each part appear. The player arrives at their home after a long journey, and upon entering, they can check a book on their shelf for more detailed credits for each part, including the music used. Some entries are blacked out, corresponding to the secret stages. After the player goes to bed, the level is completed.
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