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==Description== ''For the gameplay of the entirety of this trilogy, see [[Cataclysm#Description|Cataclysm]], [[Bloodbath#Description|Bloodbath]], and [[aftermath#Description|aftermath]].'' ;Cataclysm *'''0-4% (El3cTr0 + RealVet):''' Apocalyptic Trilogy begins with its Cataclysm section, featuring a relatively easy half-speed cube sequence, with a few fake orbs and easy timings. Next, the player enters a challenging double-speed wave segment that features tight spaces, numerous size-change portals, and inconsistent and awkward timing. *'''4-5% (galofuf):''' This part displays a title card of the level's name. *'''5-7% (GD Endy):''' After that is a difficult triple-speed ship segment with gravity portals and many invisible-size portals that require very light inputs and good transition control to avoid death. The player changes back into a mini-wave at half-speed, but this part is easier than the first wave, as it is not double-speed. The wave briefly becomes normal size before entering the following sequence. *'''7-11% (Zimnyte):''' The player then changes into a double-speed ball that requires good timing and spamming. Then the speed drops to half, and the player must navigate through very tight spaces, with a few speed changes thrown in to try to throw them off. The player then enters a double-speed UFO segment featuring numerous orbs, gravity portals, and tight spaces, requiring fairly precise timing. *'''11-14% (CDMusic):''' This UFO then transitions to a single-speed ship segment that requires insane straight-flying and hitting orbs inside gravity portals; missing one orb results in a crash. The straight-fly has a mini-portal and a gravity portal in the middle, making the part inconsistent. The ship then transitions into a triple-speed cube sequence that requires good timing, then turns into a half-speed mini-cube that mostly requires some spamming. *'''14-18% (RealVet):''' Afterwards, the player enters a ball section requiring spamming and good timing. Gameplay-wise, this is one of the easiest parts of the level. However, the level becomes dark, with obstacles flashing intermittently, making it challenging for the player to see where they are going. Midway through, the player becomes a mini-UFO, then briefly reverts to a ball before transforming into a mini-ship. Then, the player must jump once as a mini-cube before a short ball section takes them to the next part. *'''18-23% (Kuki):''' The level then transitions into a difficult, mirrored half-speed ship segment with straight flying. The ship then shrinks to mini size and must manoeuvre through a few tight spaces. The ship becomes normal-sized and unmirrored shortly before entering a dual section with more tight spaces and straight-flying. The player exits the dual and must pass one final straight-fly before entering the next part. *'''23-26% (Uriun):''' Afterwards, the player enters a tight half-speed wave segment. Multiple players are known for crashing here due to a lack of nerve control or screwing it up. *'''26-30% (Dahzen):''' The transition from Cataclysm to Bloodbath is a triple-speed cube that changes to a ball, then goes to a half-speed ship with narrow gaps. ;Bloodbath *'''30-34% (Nahuel):''' The Bloodbath section begins with the ship gameplay when additional gameplay ends (give or take a few seconds). The level quickly fades to a brighter colour scheme of black and red. A half-speed portal follows and quickly progresses to a double-speed cube section, then a triple-speed ship sequence, where the music changes key from C minor to F minor. The triple-speed ship sequence features flashing colours and a straight one-and-a-half block space to fly through, while gravity portals periodically switch the ship's gravity to the beat. The following sequence is a triple-speed mini-ball with the same colour scheme and the objects flashing to the beat. At the end of the sequence, the ball goes onto a yellow pad and a half-speed portal to transition into the second ship sequence. *'''34-36% ([[CuLuC]]):''' The triple-speed ship sequence involves manoeuvre-flying. The gravity changes rapidly, with a ramp at the end, which the player must fly towards and against to reach an open space. *'''36-41% (Zimnyte):''' The half-speed ball after the ship sequence requires precise timing; each hit is a note of the song. Each platform the ball lands on is attached to chains and made of red bricks at the corners and black blocks with two lines in the middle. Extra spikes make the section even more challenging, and hexagons adorn the platforms. A mirror portal flips the screen while the player is still playing, with no break to get used to the reverse orientation. After the mirrored segment, styled the same way as before, the ball is pushed into a line of gravity portals as the music crescendos and notes increase pitch. *'''41-45% (CDMusic):''' The music stops its hectic, fast pace and starts a more peaceful section in its original key (C minor). The level reflects that. The speed returns to normal, and the colour scheme changes to gray. The heavy flashing stops. An original cube sequence involving triple spikes and a gravity change occurs. Flickering torches are in the background, thorns are seen on the ground again, and chains hold up the platforms. A one-block space narrow ship sequence starts right after the last triple spike. Spikes make up the ground and the top. Then, there is a ball sequence after the ship, similar to the cube before. The ball will flip through a few one-block spaces with two spikes, reaching the platform at the top and bottom. A UFO sequence is next, similar to the ship. The trick is to click when a player is about to hit spikes on the floor. This challenging gameplay makes this part more difficult than the rest. Another cube sequence follows, with more triple spikes styled the same way as before, and a very tight wave follows, thus ending the 'hallway'. *'''45-49% (Antares):''' A dual cube segment happens, but only briefly, continuing the gray colour scheme. The music continues to play its peaceful melody. A half-speed flying section occurs, featuring spikes and gears that cause the player to move slightly up and down in a wave-like one-space segment, with the background flashing to reveal additional designs and thorns. The ship turns mini halfway through and continues the same manoeuvring style. A mini-wave comes after the ship, and spikes serve as obstacles only at the top and bottom of the slopes. The correct path will be indicated when the background flashes. A regular wave follows with gameplay similar to [[Michigun|Michigun's]] wave part. A normal-sized UFO at normal speed follows, with rapid gravity changes and pink orbs. The UFO shrinks and, as the music accelerates and the drumbeat kicks in, thorns and a line of pink orbs appear. A spamming section is implemented, and the level returns to triple speed, accompanied by red and black. *'''49-53% (ThunderDarkness):''' The song changes key, a full step-up (D minor), but continues to play the same melody as before, only faster and more urgent. The background changes to a blood-red colour, and the player enters a difficult triple-speed mini-ship sequence. The gameplay is a tough, chaotic manoeuvre-flying segment that is ridiculously difficult to fly through. After a brief normal-speed section with a gravity change, triple-speed resumes and straight-flying starts take the player through a Clubstep-like 'monster' with a tight space. Then, there is a section where a yellow orb and increasing speeds are inside a one-block tunnel. Afterwards, there is another long, triple-speed section that combines manoeuvre flying and straight-flying. Like Clubstep, the obstacles are a bunch of 'monsters' at varying heights, where the space between the teeth is the only safe zone to fly through. *'''53-56% (Old Space):''' *'''56-58% (AppleCr):''' Next up is a relatively easy mini-ball sequence with mostly memory-based gameplay at triple speed. More blocks than gears are found here, and the platforms use gray and red with black glow blocks. The platforms dim and glow brighter to the beat of the song. One part consists of nine blue orbs in a two-block space, like in some impossible levels such as [[Silent clubstep]], requiring more spamming. *'''58-63% (GD Endy):''' A difficult triple-speed normal-sized UFO with a different style than the rest follows the auto. The music sounds similar to that from Cataclysm in the first ship segment. It is slightly more artistic, with more decorations and glow used. Soon after, his name appears in block letters. The player must land on his name, hit a pink orb and undergo many gravity portals that contain orbs inside. Next is a normal-speed ship sequence. This part is easier, as there are only two blocks to fly through. Players must go below the gravity portal to avoid falling for a trick, land on the bottom, which is lined with fake spikes, and keep flying from there. The ship goes at triple speed for a second and approaches the next segment, a triple-speed UFO. The player must hit three blue orbs before hitting the fourth one inside a ship portal. This ship sequence features a very awkward straight-fly near the bottom, where the section is decorated in black, except for the tunnel the player's ship is in. *'''63-68% (Salamander):''' A ball segment follows this time with orbs inside and outside the blocks. A mini-portal and a half-speed portal make the gameplay more difficult and implement tricky timing and invisible platforms to land on. The gameplay turns triple-speed after a second, and the player must hit four blue orbs as the signature 'HAVOK' appears, indicating that this is his part. An easier UFO segment follows, though it still features rapid changes in speed and gravity. There are sawblades, instead of gears, attached to the blocks, serving as obstacles for the UFO. Arrows guide the player along the right path, and the background pulses in time to the music. Next is a half-speed regular wave. Here, the player must manoeuvre through a one-block straight wave, changing heights here and there, similar to the final wave segment of [[Acropolis]]. The background pulses a brighter red once, in time with the music, before the next part. Afterwards, it starts as a difficult triple-speed, upside-down ship sequence. The player must hit orbs, and the flying is chaotic, with only 1.5 blocks of space. In the final notes of the segment, a lengthy 1.5-block straight-fly at normal size poses a threat to the player if the straight-flying skill is lacking. The next segment is a half-speed mixed dual with one normal-sized cube and a mini-cube. To avoid jumping with the top cube, the player must hit consecutive orbs and the blue one incredibly lightly. A small non-dual auto, lasting around two-fifths of a second, concludes this part and transports the player to the final section of the level. *'''68-72% (GD Iris):''' Afterwards, the player enters a hard half-speed ball segment, similar to the one in the middle of Cataclysm. Red blocks with chains inside serve as platforms, and the words 'your blood' fade into view. After a blue orb requiring precise timing, a one-second UFO is next, containing a single jump and a blue orb. It leads to a narrow, short, upside-down straight-fly capable of creating a very infuriating death. The ship sequence has the same style as the ball following it. The timing is once again an important factor. The final ball segment features numerous fake blocks laid out as a last-ditch effort to cause the player to fail. The final notes feature a normal-speed semi-auto cube section, with 'GG' above the cube and 'RIOT' below. The player must jump over one last set of 'invisible' triple spikes. An alternate route the player can take is making a precise jump at the end (right after the blue pad) to land on top of the 'GG' message, which shows a user coin. After that, the level will continue to the aftermath section. ;aftermath *'''72-73% (GD Iris):''' The aftermath section begins with a ship-gameplay section featuring a tight straight fly. *'''73-75% (Djoxy):''' Afterwards, there is a remake of Cataclysm's first wave segment, with a similar layout and more size and gravity portals. *'''75-77% (PBS):''' After that, the player enters a ball segment with many difficult timings and all types of orbs. The obstacles also flash, like in the original Cataclysm. The end of the ball segment also features a short auto segment right before the next part. *'''77-79% (Zimnyte):''' Then, there is a long and quite dark triple-speed ship sequence with some size portals while the player goes through gravity portals to the beat of the song. This ship sequence is a remake of Old Cataclysm. *'''79-82% (ThunderDarkness):''' After this, the player enters a difficult UFO segment with gameplay revolving around gravity portal timing and a few blue orbs mixed in. The UFO is also a remake of Cataclysm's first UFO. Then, there is a short ship sequence. *'''82-84% (Alex PG):''' Next, the player enters a tough triple-speed cube section. Like all the other parts that led up to it, this part draws heavily on Cataclysm. It features many difficult orb timings, a mini-UFO segment and another cube section. *'''84-86% (C14):''' Next up is a triple-speed mini-robot section featuring timings as difficult as the cube section before. Instead of having a UFO mixed in, a short mini straight-fly ship sequence appears before returning to a now-normal-sized robot sequence with even more timings. *'''86-89% (CDMusic):''' The last section starts with a half-speed dual ship sequence. It quickly transforms into a mini-ship with hard segments to get through as the player turns into a narrow wave. *'''89-92% (nikrodox):''' After that, nikrodox's part contains tighter wave parts and then a portal makes the player transform into a normal-speed mini-ship that can be a huge threat to the player if they are not careful. *'''92-100% (Requiem + ilnm, End Screen):''' The final 8% of the level is auto to present the credits.
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