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==Description== *'''0-20% (KugelBlitZ):''' After a second of allowing the player to hit an LDM and ULDM trigger, the first jump requires the player to jump a triple spike, and then hold not to trigger the pink orbs layered under the ground. Following that are more difficult cube timings, mirrored, before un-mirroring into the first of many 'shut up' ball corridors. After another mirror portal into a brief ship corridor, you are once again unmirrored into jumping a quad flat spike which you must hold out of to leap into a ball portal to avoid being hit by asteroids. Following some semi-easier ball timings, there is another brief cube part with rough timings, another short but tight ship corridor, and one final ball part with fake orbs. *'''20-33% (Tsukifuto):''' Following KugelBlitZ's part, Tsukifuto's part is one of the two easiest parts of the level. Following a short ship at the start, it is composed of only cube gameplay with a few orb timings scattered throughout, some of which are very forgiving or can even be buffered in some cases. *'''33-42% (Ticky):''' From here until the final part, the difficulty ramps up DRASTICALLY compared to everything else in the level. While Ticky's part is the shortest part of the level, do not underestimate it. Following a short and relatively easy ship part, you are thrusted into the first of many brutal ball parts, containing a janky click into two gravity portals onto a mini block, followed by the longest 'shut up' ball corridor of the level. Since the clicks are not equally spaced, click consistency will not help you here. *'''42-53% ([[Xaro]]):''' The first 6% of this part is very tame, composed of fairly easier cube and ship parts, but reaching 48% throws you into another brutal 'shut up' ball corridor. However, unlike the one in Ticky's part, this one can be made much easier with good click consistency skills. Two more easy cube timings follow this corridor before reaching NitroN6's part. *'''53-65% (NitroN6):''' Afterwards, there are five very difficult cube timings which require you to jump over a single spike with gravity portals above them that make your jumps short, followed by a cube spam corridor. Following that, the difficulty goes down a lot until you reach S1l3nce's part, being composed of very basic cube and ball clicks, many of which are buffers. *'''65-82% (S1l3nce):''' What many players will consider to be the hardest part of the level, it starts with a bang, featuring five consecutive yellow orb timings which require extreme precision to pass. Spikes line the ground directly beneath the orbs, and ceiling spikes are just a short distance above, so time them as late as you can. Following a few easy ball and cube clicks, you are thrown into the final 'shut up' ball corridor, consisting of only five clicks, which, once again, are made easier by click consistency. Next comes a short ship part where you must weave over two slopes of spikes while avoiding clicking the two yellow orbs in the middle of the gaps. There is then a quick segment of easier cube-and-ship timings before a brutal final segment of the part, featuring ball timings where you weave through ridiculously tight mini-spike gaps. *'''82-100% (KugelBlitZ + Stormfly):''' Despite being the other of the two easier parts of the level, it is very easy to choke here. The first half is fully cube, composed of mostly glorified triple spikes. The second half has an upside-down staircase of pillars with spikes at the bottom, forcing you to click late. After this, there are three more difficult ball timings that, while still hard, are much more tame compared to everything else you've dealt with up to this point. One last short ship part with a yellow orb, into an easy ship gap, concludes the level and features an end screen.
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