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==Description== *'''0-24% (Vermillion):''' Tartarus begins with a quadruple-spike jump. After that, the player encounters an inconsistent orb spam that requires hitting the orbs at the last second, and another orb they must hit at the end of its hitbox. Following that is a tight, normal-speed ship sequence with a gravity portal that can disorient the player. Then the player enters a minor mini-cube orb-spam that requires some timing. After that comes one of the hardest parts of the level. The spikes are nearly touching, with little space between them. Next, the player enters a difficult mini-ship sequence that features gravity changes, and the spikes are tighter than in the similar mini-ship part in Bloodbath. The player later switches to a normal-sized ship, but it still requires tricky straight-flying. The UFO segment that follows is more troublesome than it appears. Many spikes appear at a buggy position, requiring precise timing. Then, the player enters a cube section that is purely memorisation, with no timing required and easy to remember. The drop has a short break, but the player must remember which orb in which portal to hit, or they will crash if they miss. *'''24-36% (Aquatias + Riot):''' Then, the player transitions into a challenging triple-speed mini-ship sequence that is very tight with orb timings and gravity switches that would throw off the player. After that, a small, tight wave section and a UFO timing follow; they are not as difficult as the first one, but they still require decent timing. *'''36-41% (Komp):''' A chill ball segment begins Komp's part, followed by another ship sequence that is highly tricky with more orb timings and gravity switches. *'''41-48% (EndLevel + [[Cyclic]]):''' After that, the player enters a normal-sized cube section that features some late timings. The straight-fly after that is more remarkably tight because of a gravity portal in the middle of the straight-fly. *'''48-54% (Salaxium):''' After a considerably horrendous ship transition, there is short cube spam. It would usually be inside an impossible level. Then the player enters a challenging half-speed swing-copter section that many consider impossible at 60FPS. The cube timings after that are similar to those before the swing-copter. *'''54-64% (Azuler):''' A UFO part that is very tight after that starts Azuler's part, which also needs practice and spamming skills. The mini-ball segment that follows is not better, but it is similar to the UFO. After that, there is another swing-copter part, but it is not as hard as the first swing-copter. After a buggy transition, a mini-ship straight-fly part is tighter and more challenging than a normal-sized ship's because it is harder to control. A small, normal-sized, tight wave section ends Azuler's part. *'''64-82% (Hinds):''' Hinds's part starts with some minor mini-cube jump and orb timings. The mini-UFO that follows has difficult spam that requires clicking three times in just half a second. After a small orb timing as a mini-cube, it enters a mini-ship straight-fly, four blocks long, which is easier since it is at triple speed. A mini-ball changes size from mini to normal. Then a tight mini-wave segment follows, another mini-cube orb timing, and the player enters a near-impossible triple-speed straight-fly with spikes at the end of its hitboxes. After that, there is a memorisation cube and orb timings and a small mini-UFO pink orb spam, followed by a weird ball timing and some orbs. A small mini-ship section is less difficult than before and goes into a mini-UFO section, where the player needs to hit the orbs as they go through. A tight, straight fly follows. Some awkward mini-cube timings and orbs end Hinds's part. *'''82-84% (Aurorus):''' Aurorus's part starts with a hard mini-ball segment that features tricky timings and orb spam. *'''84-88% (Salaxium):''' After that is Salaxium's second part, consisting of a mini-UFO segment with pink orb timings, tight spaces and jumps that all require good timing. A mini-ship sequence that requires perfect control follows. *'''88-93% (Komp):''' Komp's second part starts with a triple-speed cube timing and a singular blue orb the player must hit. His part finishes after a very tight wave segment. *'''93-100% (Salaxium):''' Salaxium's third part starts with a cube containing a single triple spike. A ship follows this with a straight-fly part. The next part, a cube, also requires a single click with no timing. The wave after that is as tight as the one in Komp's part. A small cube orb click follows, and finally, a ball section containing two timings appears (first, a precise timing and then an easy yellow orb timing), after which the level finishes.
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