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Cold Sweat
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==Description== ''Note: The names listed are the decorators of the level. para created the entirety of the gameplay.'' *'''0-5% (para):''' Cold Sweat begins with a tricky mini-cube section that contains the hardest cube timings in the whole level. This part is known to be inconsistent, and many players' live streams show them dying here numerous times. *'''5-21% (para):''' Next is an unusual cube section. Most timings are not particularly challenging, but there are extreme timings that occur whenever the level shifts, with its synced speed changes. *'''21-42% (para):''' Afterwards, there is a memory-based section. It features numerous timings and micro-clicks. It is still not easy, even after the player learns the path. This part ends with an effect in the cube and a transition into a UFO segment at 42%. *'''42-60% (Wulzy + para):''' This is a primarily spam-based mini-UFO part, but the difficulty does not come from the click-speed of the spam, as the click-speed is not that high. The challenge comes from the unconventional click pattern, where the player must stop spamming and resume spamming at seemingly random times. One of these instances occurs at 44%, where the player must release and resume spamming; otherwise, they will fall below a specific slope and die. *'''60-87% (Sminx):''' The wave segment begins with a brief auto section as a cube before the wave. It requires a consistent click pattern and quick reflexes to complete it. Occasionally, the player turns into a normal-sized wave and will have to do normal spamming instead of click consistency in the mini-wave. Another thing the player must do is to hold and enter a load of teleport portals to sync with the music. As for the decoration, each block has a very bright flash of light every four beats within the song. *'''87-100% (para):''' A very hallucinatory, nerve-racking cube part immediately after the most stressful part of the level - the wave. This part is not very difficult gameplay-wise, but it is possible to crash here from intense nerves at the end of the level. This part is also completely dark, except for the outlines of the blocks, and some effects further reduce visibility, making it somewhat memory-based.
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