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==Description== ''Note: If a player's name is italicized, the player has created gameplay in the section featured. If a player's name is underlined, the player has created decoration in the section featured.'' *'''0-12% (''GrenadeofTacos'' + <u>ryamu</u> + <u>Deadlox</u> + <u>Riot</u>):''' Aeternus begins with a difficult cube section similar to its predecessors. The first jump is similar to those of Tartarus and Acheron. The player must then hit a blue orb from the ground to hit a series of orbs until a blue orb spam. The player then speeds up to double speed halfway through the part. The second half of the part now utilizes fake sections and orbs to mislead and confuse the player, exacerbated by the level's blackness, making it difficult to visualize where to head. *'''12-19% (''endevvor'' + <u>icedcave</u>):''' The drop of the music starts, and the player goes into a brief auto cube sequence before changing into a ship. This ship sequence is brutal due to its claustrophobic, tight gaps and numerous gravity changes. After that, the player enters a series of difficult yet brief game-modes, shifting between a mini-wave consisting of tight slopes lined with thorny hazards and a difficult ship sequence. *'''19-22% (''HeroZombie80'' + <u>icedcave</u>):''' This part focuses on orb timings with the ship, along with numerous gravity changes, although this part is brief. This part shares similarities with The Devil, an unverified Extreme Demon by HeroZombie80. *'''22-24% (<u>''Deadlox''</u>):''' Next is a difficult wave sequence consisting of numerous spike pillars and gear sawblades designed to make the level feel claustrophobic. *'''24-36% (''GD Iris'' + <u>Cersia</u>):''' The level fades to black before flashing to the level's colour scheme again. The player must go into a brief cube sequence and hit a black orb to enter a difficult wave sequence consisting of size and gravity changes before entering a cube portal again, which follows similar gameplay as the first one, then followed by an upside-down UFO sequence consisting of spam-clicking to avoid the Clubstep monster's teeth (spikes) from above, the gameplay then changes from spam-click to absurd timings before transitioning to a tough ship sequence inspired by Acheron's ship part. The player must crawl into a spiky tunnel to enter a gravity and mini-portal. Afterwards, they must carefully hit the yellow orb with a precise calculation for the ship's trajectory to avoid the hazards and enter the gravity portals that lead to the next section. The next section follows a normal-sized cube with gameplay similar to the aforementioned cube parts. *'''36-42% (''Deadlox'' + <u>Riot</u>):''' A normal-speed yet difficult UFO inspired by Azuler's part in Tartarus. This UFO part demands spam-clicking and orb timing while the player must carefully jump across tight spaces, then a mini-ship sequence with more tight gaps. *'''42-48% (<u>''Deadlox''</u>):''' The player then enters a difficult ball-copter sequence, loosely inspired by Salaxium's part in Tartarus as well. It switches from a ball to a cube halfway through the part. *'''48-53% (''Aquatias'' + ''ewop'' + <u>ryamu</u>):''' The player then slides down via slope to enter a difficult cube section consisting of horrendous orb timings, particularly orb with a spike above them, along with fixed hitboxes to add salt to the wound. The section then goes into a brief mini-ball sequence. The player must hit the last yellow orb to proceed to the next part. *'''53-56% (''Vermillion'' + <u>ryamu</u>):''' The next segment is an extremely difficult mini-ship sequence which gradually changes speed, designed to throw the player off to the hazards. There are numerous unnaturally lined spikes, along with various gravity changes. *'''56-60% (''pluff'' + <u>ryamu</u>):''' A tough wave segment consisting of very tight slopes along with size and gravity changes. *'''60-68% (''maxfs'' + ''pluff'' + <u>Haunter</u>):''' The drop of the song concludes, then the player enters a cube section consisting of fake orbs and paths to mislead the player. The player must hit the last two green orbs and a pink orb to enter a challenging yet brief ship sequence in this part. The player then traverses an exceptionally tight, spiky tunnel. *'''68-80% (''Salaxium'' + ''pluff'' + <u>Deadlox</u>):''' The music then hits the drop again, where the player enters a difficult ball sequence, albeit having a simple timing gameplay, followed by a mini-ship sequence consisting of traversing through the tight, hazardous tunnels to hit the orbs and gravity portals, the player then must hit one last green orb to enter a difficult wave part, then followed by a UFO sequence emphasizing timings along with spam-clicking, halfway through the UFO sequence, it now utilizes orb timings then the player must go into a ship sequence where the player must carefully manouevre the ship due to the fake orbs and tight gaps. Afterwards, the player changes gravity and is launched by the slope downwards for a smoother gameplay transition; the player then must perform one last straight-fly section before entering a brief cube sequence, followed by a challenging wave sequence. The player then enters a cube sequence. One must click the green orb aligned with the cube portal to enter the next section. *'''80-86% (''pluff'' + <u>Deadlox</u>):''' The following section is a cube sequence in which the player must perform simple yet difficult cube jumps along with hitting the orbs with precise timings to enter a brief yet difficult UFO sequence, followed by another brief cube and straight-fly section. Afterwards, the player goes into a brief mini-cube sequence. The player must enter two gravity portals while clicking the orb on the centre of the portals to avoid hitting the teeth of a small Clubstep monster between the portals. The player then must click three orbs in succession to enter the next section. *'''86-91% (''pluff'' + <u>icedcave</u>):''' The following section is a brutally difficult wave sequence. The gameplay then enters a brief auto cube sequence, showing the level title, before returning to another challenging wave sequence. *'''91-100% (''Burgadahz'' + <u>icedcave</u>):''' Unlike Tartarus and Acheron, Aeternus's ending utilizes a ship sequence instead of the usual wave and ball timings designed to incite the player into extreme nervousness to choke at the last part. This part contains very tight tunnels, demanding careful traversal within the unforgiving gaps of the level. Afterwards, the player must perform one last straight-fly with two fixed hitboxes on the last spikes before the level ends with a 'GG' as the level fades to black, leaving only the 'GG' sign with a faint red colour and a pentagram symbol on top of it.
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