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===Difficulty=== The difficulty of the level is compared to Aeternus, another upcoming Top 1 level deemed near-impossible. The original layout and Blueskii's showcase of Angelicide, the 'true unnerfed' version, is considered harder and has been placed higher than the former on the Impossible Levels List. As mentioned, the showcase video by Blueskii is likely the first version many, including some popular content creators, were exposed to, and have been confused when discussing the level's difficulty, when in reality the showcase by Madison Yuko is the relevant version. It led to substantial over-evaluation of the verifiers' versions. Ultimately, all publicly available versions are considered much easier than Aeternus. The verifiers, however, have mixed opinions based on their respective versions. On Kaza's copy (114002031), with their experience in the game, stated that it was as hard as Aeternus. Meanwhile, Druki, whose version is supposedly harder, believes it is easier than Aeternus. The community typically sees Aeternus as being the harder of the two. Still, the prospect of a level comparable to Aeternus has given Angelicide the label of the 'hardest Top 1', especially as it sees more promising progress and its unique gameplay. Its high CPS (clicks per second) gameplay is a significant factor that sets it apart from other Top 1 Extreme Demons. While contemporary levels are more reliant on timings, Angelicide's combination of timing and 'spammy' gameplay is considered 'specialised' enough that some top players would struggle to play it. The two verifiers stated that, while they do not have major finger injuries while playing the level, fatigue is still a significant enough hindrance to keep them from playing as often as they would like. As for the level's difficulty itself, both players agree that the final stretch from 68-100% is the most difficult, with Kaza comparing it to Acheron, his current hardest completion. In terms of raw compressed difficulty, the wave section at 38-48% is considered the hardest by both and received the most nerfs in their copies. They also expressed difficulty setting records from 0%, citing the first part as uninteresting, followed by chokepoints at the drop. As a result, records from 0% stalled for a while as the verifiers aimed to get consistent on the longer, harder parts first.
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