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Silent Acropolis (Danmaster007)
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==Description== ''N.B.: This description uses the current version of the level with different percentages than the old unnerfed version.'' *'''0-16%:''' Silent Acropolis begins with a half-speed cube section containing multiple gravity changes and tough orb timings. The player then becomes a mini-ship and must briefly manoeuvre before returning to a cube. *'''16-25%:''' The player enters a ball part where they almost immediately enter a blue orb spam and work their way through corridors. The player enters a normal-sized portal with many tight ball timings before transitioning to the next part. *'''25-34%:''' This part starts with a normal gravity mini-ship section with numerous difficult mini-ship straight-fly segments and timed ascensions and descensions between spikes. The ship's gravity constantly changes, adding to the difficulty, and teleport portals appear at certain points. It is considered the hardest part because the gap between the straight-fly corridors is extremely tight. *'''34-43%:''' The ship transitions into a normal-sized cube dual to enter the drop with an extremely difficult micro click to start. The dual then transitions into a singular cube part that turns into a ball and a mini-ball. After which, the player turns into an upside-down mini-cube, transitioning to the next part. *'''43-51%:''' Another ship part with the same spike balls but fewer gravity switches. Orbs are prominent in this part, almost as frequently as the gravity portals. *'''51-60%:''' A mini-UFO part with slight spam in some sections occupies this section. After that is a short yet tight pink orb corridor, followed by the hardest click in the level that involves jumping between a tight spiked corridor and another last click to end the part. *'''60-68%:''' A pink orb leads to the start of a mini-ball blue orb spam before the player must perform many clicks to travel from the ceiling to the floor and then to a tight mini-ship straight-fly spike corridor. *'''68-79%:''' The player enters a cube section where they are almost immediately turned into a normal-sized cube and switch between cube and ball for some tough timings before the last drop. *'''79-100%:''' The final gameplay section consists of a wave part that fluctuates frequently between a mini-wave and a normal wave. Many spike balls and tight, dungeon-like corridors are in this final part. The final gameplay of the level ends with a mini-wave spam corridor.
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