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Stereo Extremeness
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==Description== *'''0-13% (Gepsoni4):''' Stereo Extremeness begins with a quadruple-spike jump, followed by a jump similar to the first ones in Polargeist, but without using the orb. The player must then jump once to dodge the spikes on the ground and proceed towards two green orbs, which they must double-click. It will send the player flying to another one-block-wide platform, which contains a blue orb. However, the player must avoid hitting it and instead wait and fall onto an invisible platform, going through the middle of the third and final one-block-wide platform. Jumping off from that gap through the platform to avoid spikes on the ground, the player finds a safe spot to land before jumping again and becoming a mini-wave. The gaps resemble a mouth and were inspired by the mini-wave part at the start of Deadlocked. Afterwards, the player returns to a cube, still mini, before jumping over two half spikes spaced over a block with a normal spike in the middle and then must jump again to get onto a platform. The top of this platform consists of three sets of two spikes with a small gap between them and a black orb to send the player downwards into the gap and jump over the spikes. Doing these consistent clicks will lead to the player ending up on another invisible platform, where they must jump from onto another platform on the same level and then perform a double-spike jump, a triple-spike jump similar to the one after the mini-wave and another black orb timing. Doing these will lead to a red orb that launches the player directly into spikes above if the player does not hit the pink orb afterwards, interrupting the red orb's momentum. After this, there is one more double-spike jump, where the spikes are more spread apart before the player jumps onto the next part. *'''13-29% (xVainaja):''' The player must perform five of the so-called 'blue pad blue orb' jumps. After becoming the normal size again, the player must jump on the side of a half-spike before jumping into a mini portal. As the mini-cube, the player must perform two tight timings under the platform, as the half-spikes below are fake. Then, the player must jump onto the edge of the half-spike and jump onto the last spike, as it is also a fake. After that, the player must perform five tight timings in a row and then four jumps where they get launched into a spike from a yellow pad if the player does not hit the black orb slightly above it. The player must avoid hitting the last one, as there are no spikes above, and it will result in them falling into some spikes. The player must jump over a triple spike and then perform two more of the 'blue pad blue orb' timings. *'''29-45% (Voxicat):''' The player enters the ship portal with a unique transition and must fly above and below spears of spikes before performing a straight-fly. The player then ascends with the ship whilst not touching the orbs other than the last red orb. Then, the player must navigate a fake path before performing another straight-fly. *'''45-55% (Vortrox):''' The player enters the last cube portal on the previous straight-fly before doing a triple spike. Then, the player must jump on the edge of a half spike and do one more 'blue pad blue orb' timing, followed by six timings of hitting a green orb after hitting the reverse gravity portal, acting as if it were a regular yellow orb. After that, there are two more tight jumps. *'''55-83% (AudieoVisual):''' Entering a robot portal, the player must jump over the first two platforms and land on the third, avoiding the spikes. The player must then jump onto the edge of a half-spike and jump again onto a gap. Then, the player must perform a large jump onto another gap, followed by two small jumps. Followed by a quadruple spike, a sextuple spike and three one-block gaps, the player must jump through. After that, the player must jump over five of the seven spikes, as the last two spikes are fake. Jumping onto the first platform is optional; the player can also jump directly onto the second or third platform. As for the third platform, the block at the top is fake, and an invisible block sits on top of it, so the player must land on the one-block gap. After jumping on the last platform, the player must jump to the only platform without spikes, then take a leap of faith to a mini portal. Jumping through half a block's gap, the player must jump on the first block of the next structure, jump again on the last block and fall. The player must perform two more tight jumps, landing on the flags labelled 'Sub 2 Vortrox' and 'Sub 2 AudieoVisual'. Next, the player must perform three jumps, landing on the back half, followed by another jump landing in the front part. Afterwards, the player must jump onto the edge of the spike and then onto the last block. Jumping on the back half twice, the player must jump between the two spikes on the following platform. After jumping on the back half of the spike again, the player must take a leap of faith and jump over six blocks. After a quintuple-spike jump, the player returns to normal size. The following three jumps are easier. The player must then jump on the back of the block again. The player must jump onto the full spikes, which are blocks, then onto the second spike, also a block. Then, the player must jump onto the last spike on the platform with four spikes, as it is a fake. They must then jump to the second platform, where the spike on top is also fake. After that, the player jumps onto the platform and enters the mini-ship portal. *'''83-100% (Tricipital):''' '''WIP'''
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