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LIMBO
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==Description== *'''0-4% (Findexi + Juhou):''' LIMBO begins with a half-speed cube and a series of slopes with many fake spikes, holes and teleporting portals. The following section requires the player to navigate a series of blocks and then move upside down under reverse ramps, while remembering which orbs to hit. *'''4-8% (Lumpy + Failure444 + [[CuLuC]]):''' This part of the level is entirely wave-based at varying speeds. While the area itself is not tight, balls (essentially sawblades) float across the screen from all angles at increasing speeds and quantities throughout this part. This part ends with the word 'FOCUS' flashing on a black screen, signalling the drop and transitioning to the next part. *'''8-14% (th31 + Lieb):''' This part starts with a triple-speed ship that constantly switches from one set of gameplay to another at a regular interval. The part involves using three consecutive dash orbs, and at one point, the player must drop to the ground, which appears to be fatal. There is a brief interval of using yellow orbs inside gravity portals in a tight slope corridor before transitioning into a ball. The ball contains many trigger orbs that switch between two sets of blocks, some of which are moving. This ball section contains no other orbs or speed changes. *'''14-19% ([[Pennutoh]]):''' The player must first jump onto a green orb, but click the trigger orbs on both sides of it. Otherwise, the next green orb (which must be used) will be toggled off. There is much gameplay in other areas of the screen that are not part of the only passable route, but they are only there to confuse the player. After a difficult blue orb click, there is another trigger orb the player needs to hit to activate a blue gravity portal, which will allow them to continue the part. Once again, the player must avoid what appears to be the actual route to enter a fake block and continue. The player then enters a spam-based section with blue pads topped with orbs, where they only need to hit the first one to access the wall above, which contains a ship portal (the ship portal is not part of the correct route). Below this, Pennutoh's icon is visible. After jumping out, the level's objects move toward the player from behind to hit a black orb that was previously out of reach. The black orb is positioned directly below a platform, meaning the player will automatically jump as soon as they land and line up for the next green orb. The final part of this section is a mini-UFO that does not indicate where to go, and the only two portals not forced on the player are fake and will kill them if used. *'''19-23% (Vismuth):''' This section features a normal-speed ship segment where the player must know which orbs to pick while avoiding the moving structures scattered around the screen. The player occasionally switches sizes and teleports all over the place. After the ship segment, there is a double-speed cube section with many circles of orbs. Each circle has four orbs, and each orb rotates around each circle to confuse the player. Sometimes, the circles have gravity portals and blocks. The section concludes with a tight timing, transitioning smoothly into the next section. *'''23-28% (Jenkins + Saria + GrenadeOfTacos):''' The next section begins with a normal-speed ball part. It is similar to the cube segment in the previous section, with many different circles of rotating orbs. However, instead of four orbs on each circle, there are eight on each circle. In addition, some orbs have invisible blocks that the player can land on, and the player must remember which orbs have invisible blocks and which orbs do not. Following the ball segment, a wave segment features three corridors that constantly move. Because there are small spikes scattered throughout each of the corridors, there are invisible spaces through the walls that the player can go through to avoid them. However, the player must remember their location to pass the section. At the end of the section, the words 'GP BY JENKINS DECO BY SARIA' are shown on the walls of the corridors. *'''28-32% ([[Jeyzor]]):''' Jeyzor's part is one of the more infamous parts of the level due to its constant lagging effect, tight timings and invisible obstacles. It takes the level's victors a very long time to learn this part. The first half of the part is a double-speed cube segment where the player must hit orbs and jump within unconventional places. Many of the spikes throughout this section are either fake or have landing pads on them, but there are also invisible spikes that the player cannot see. While the player must concentrate on locating the spikes, the decoration, including the player's icon, constantly blinks, lags, and moves around to throw the player off substantially. If the player passes the cube section, they meet a tight normal-speed ship segment with constantly moving structures. Orbs and gravity portals scatter everywhere, and the player must remember which ones to hit. A brief cube transition is shown once the player passes the ship segment. If the player were to proceed through the ship segment without hitting the last yellow or red orb with a trigger orb inside it, they would teleport to a joke area, leading to their death. *'''32-36% (Ryder + Goose):''' Following the cube transition, the player is thrown into a double-speed mini-ball segment. The section is highly complex, with many layers of block decoration, but only some of the blocks are actual components. While the player must remember which blocks are real or fake, they must hit specific orbs and avoid spikes scattered throughout to pass through. Once the player passes through the ball segment, there is a quick, normal-speed cube transition with three orbs. Although it has some tight timings, this transition requires no memory. Then, the player meets a double-speed spider segment similar to the previous ball segment. The player must remember which blocks are real while avoiding spikes and hitting specific orbs. The part ends with a normal-speed cube landing. *'''36-42% ([[KrmaL]] + flash):''' This section is entirely in the triple-speed cube game-mode. Throughout this part, the player must remember which platforms to land on to hit orbs and enter portals. However, every single platform is quickly moving left and right, and trigger orbs scatter throughout that the player can hit. One of these trigger orbs stops every platform (represented by the pause symbol on top of them), and the other trigger orb flips the direction of every platform (represented by an arrow pointing in which direction they will move if the orb is activated). The player must remember which trigger orbs to hit at the exact correct moment. In the end, the player enters a safe corridor for a moment, where they can see the words 'KRMAL' and 'FLASH' in large text. *'''42-47% ([[Stormfly]] + ZephiroX):''' The next section is entirely in the double-speed cube game-mode. It begins with the player being launched from a red pad into a cluster of large, rotating circles of varying sizes. All of these circles have blocks scattered throughout their area, and the blocks are constantly circling at very high speeds. In addition to these blocks, the circles have a couple of orbs and portals. Most are unused, but some require the player to interact with them to progress through the section. Once the player passes through the five circles, the section concludes with two yellow orb timings, with two blue orbs almost layered on top. *'''47-52% (Stormfly + SleyGD + CastriX):''' The following section, which continues Stormfly's gameplay from the previous section, is entirely in the mini-wave game-mode. The first part features many wave corridors on the top and bottom of the screen. The player must memorise which corridors they must enter through, similar to 91% on Rearmed, but what is inside the corridors is quite complex. It features tight slope timings, but every slope has a D-block, allowing the player to land safely without dying. Because of the D-blocks, the section would be nearly automatic, but each corridor has small spikes scattered throughout them, forcing the player to memorise where to hold and where not to hold throughout each corridor. Then the level speeds up to twice the speed, and the player enters a dual portal. Now, the player faces many different spike pillars in three distinct spaces. Each pillar has two safe top and bottom spaces or only a safe middle space. The player must memorise where to go on each of the six pillars. Then, the section ends with a triple-speed memorisation segment. It features many slopes with D-blocks, but there are two spikes the player must avoid. Finally, the section fades to white. *'''52-58% (xStep47 + KWMS):''' As the screen fades out of white, the level speeds up to triple speed as this section begins. The first half of the part consists of the cube game-mode. There are many platforms the player must land on, but each platform moves at a different speed. Some move extremely slowly, but some are only on-screen for a split second. Not only are the platforms moving, but the orbs and portals are also in motion. The player must memorise which orbs to hit, portals to enter and which platforms to land on or jump off. Once the player passes the cube segment, they must pass a ship segment with the same concept. However, the player can travel inside the moving platforms to create more memorisation in this segment. If the player passes the ship segment, they transition to the next section, with the border decoration closing in. *'''58-64% (para + Th04):''' This section is nearly entirely in the UFO game-mode. There are a handful of real and fake structures to land on or throw off the player. In addition, the screen moves around a handful of times from the UFO portals dispersed throughout the section, and there are also invisible orbs, portals and pads the player needs to hit. This section is incredibly complex due to its fast pace, click patterns, and invisible objects. It concludes with a brief double-speed wave segment that requires little memory. *'''64-69% (Giron + Temp):''' Then, the song goes through a key change, and the level becomes somewhat more intense. The following section is entirely in the double-speed mini-cube game-mode, targeting nearly every aspect of gameplay. Structures are placed everywhere, each with a different shape and design. The player must know which orbs to hit throughout the section and where to jump. The section ends with five blue pads, transitioning the player into the next section. This part is unique in that it contains no moving objects. *'''69-74% ([[Surv]] + nyab):''' The following section contains many different game-modes at fast speeds. First, the player enters a brief robot section with a couple of jumps to switch gravity and then transitions into a mini-cube. Then, they must jump a few times and hit an orb before transitioning into a short ball segment. The ball segment contains many fake blocks and orbs; the player must remember where to click to avoid them. Afterwards, the level slows to double speed, and the player enters a cube segment. Here, the player must jump on platforms and hit a couple of orbs, but there are many fake blocks to memorise. The entire section ends with a brief triple-speed UFO segment. *'''74-82% ([[weoweoteo]] + pocke):''' The player hits a yellow orb and then enters a section similar to Betrayal of Fate's memory cube gameplay (which is weoweoteo's level), but it is a lot more confusing. It contains fake blocks that constantly move, mixed with real blocks and flashy decorations. There are triangles attached to form diamonds, continually flying at a diagonal velocity. The player passes through two platforms with pocke's and weoweoteo's names and enters the next part. It is an orb maze where the orbs constantly change types. During this maze, the player changes into the cube many times, and numerous decorative arrows point in different directions, making it even more confusing. After the maze, the player enters a simple asymmetrical ball dual, then changes to normal speed, then moves to quadruple speed with an auto blue pad part. *'''82-87% (Evasium + PokeChatt):''' As the level ramps up the intensity, the memory aspect of the level becomes considerably more complex. The player enters a double-speed cube section containing moving pillars, flying orbs and teleportation portals. Many of the decorations are fake. Then, the level slows to normal speed, and the cube becomes mini-sized. In the second half of this section, many tiny corridors are constantly moving up and down. The player must know when to jump. There are blocks with arrows on them that move in the direction to which the arrows point to throw off the player. After four seconds, the screen fades to black to set the stage for the final section of the level. *'''87-100% (crohn44 + MindCap):''' The LIMBO keys, the most famous section of the level. As the player navigates a simple triple-speed mini-wave part, eight keys, the correct one briefly pulsing green, appear to the right and shuffle their spots consecutively, similar to a [[Wikipedia:Cups and balls|cups and balls]] game. The correct key and the shuffle sequence are randomised with 128 possible combinations, meaning the key placements will be distinct in nearly every playthrough. For the first half of the section, the player must manoeuvre the wave through circular structures at the top and bottom. The background features numerous moving and rotating lines that align and pulse in the shape of a pentagram, ultimately forming an [[Wikipedia:Eye of Providence|All-Seeing Eye]]. From the second half, the player must consistently spam between two rows of spikes, and the background flashes pictograms of each section in the level from the start to here. When passing 3/4 of the section, the player stops making new inputs as they hold into a D-block that hovers the icon above a spike, preventing them from pausing without dying as they continue tracking the keys. As the song ends, the keys form a circuit, and each key glows periodically, allowing the player to select one. The player can collect their targeted key by releasing the control as soon as that key pulses. Upon selecting a key, a fake end screen appears for a few seconds. Then, the player falls from the heights to the ground. If the player fails to collect the correct key, they will die from the row of spikes on the floor. Otherwise, they will float on the spikes and move over them, bringing the player to the end of the level as it fades to black.
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