Aeternus

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Revision as of 17:35, 15 November 2025 by fandom>KJGamingYT (Created page with "{{Stub}}{{Infobox_Level|title=Aeternus|image=Aeternal.jpg|id=102647436|creator=Riot, icedcave, ryamu, zdeadlox (Hosts), endevvor, HeroZombie80, Cersia, Aquatias, ewop0, Vermillion, Pluff, maxfs, Salaxium, Haunter, Burgadahz17|difficulty=unrated|length=1 min 17 sec|objects=65,535|copytype=No password|composer='''Original:''' Mick Gordon '''Replacement:''' SlendStone|song='''Original:''' Rip & Tear '''Replacement:''' Mick Gordon - Rip & Tear (Cover)|song_id...")
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Template:Infobox Level

This is upcoming!
This article contains information about unreleased content which is not entirely known about yet. As a high traffic page, information may be inaccurate as it undergoes revision and should not be treated as wholly factual. If you do know something, help by including verified information and clarifying existing information. Note that unverified information may be removed.

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Aeternus is 2.2 mega-collaboration upcoming Top 1 level hosted by Riot, icedcave, ryamu and zdeadlox. Aeternus is the third level in the Riot trilogy of levels, along with both Tartarus and Acheron and have a similar style. The level itself is nearly impossible to beat. Unlike any other Hell-themed levels Its blue, purple and red coloured with a music that originally comes from the Doom Soundtrack by Mick Gordon in 2016.

History

It is believed that it began to be created after Zoink verified Acheron in August 2022. The first teaser was released on ryamu and Riot on April 27, 2023.

According to Riot, the release of the level was supposed to be a surprise, but it changed its mind after being exposed spaceuk. In the description under the video, he said that the community's attitude towards readers was extremely indifferent, and he hopes that everything will change. The teaser itself was uploaded in hopes of inspiring future and current top players to succeed. He also mentioned that this project may be his last in the game. On March 18, 2024, ryamu published the level for open verification.

Verification Race

There are no players trying to get through it now, but some are making progress like Trick, MonthmaiClips and Chill Guy. The record currently belongs to Chill Guy, who has 15% on it, in more than 500,000 attempts.

Gameplay

Note: If a player's name is italicised, the player has created gameplay in the section featured. If a player's name is underlined, the player has created decoration in the section featured.

  • 0-10% (GrenadeofTacos + ryamu + deadlox + Riot): Aeternus begins with a difficult cube section similar to its predecessors. The player must then hit a blue orb from the ground to hit a series of orbs until a blue orb spam. The player then goes at double speed halfway through the part. The second half of the part now utilises fake sections and orbs to mislead and confuse the player, exacerbated by the level's blackness, making it difficult to visualise where to head.
  • 10-18% (endevvor + icedcave): The drop of the music starts, and the player goes into a brief auto cube before changing into a ship mode. This ship mode is particularly brutal due to its claustrophobic, tight gaps and numerous gravity changes. After that, the player enters a series of difficult yet brief game modes, shifting between a mini-wave, consisting of tight slopes lined with thorny hazards and a difficult ship mode.
  • 18-22% (HeroZombie80 + icedcave): This part focuses on orb timings with the ship, along with numerous gravity changes, although this part is brief. This part shares similarities with The Devil, an unverified Extreme Demon by HeroZombie80.
  • 22-24% (deadlox): Afterwards, the game mode is followed by a difficult wave mode consisting of numerous spike pillars and gear sawblades designed to make the level feel claustrophobic. This part is most likely inspired by The Golden.
  • 24-39% (Iris + Cersia): The level fades to black before flashing to the level's colour scheme again. The player must go into a brief cube mode and hit a black orb to enter a difficult wave mode consisting of size and gravity changes before entering a cube portal again, which follows similar gameplay as the first one, then followed by an upside-down UFO mode consisting of spam-clicking to avoid the Clubstep monster's teeth (spikes) from above, the gameplay then changes from spam-click to absurd timings before transitioning to a tough ship mode inspired by Acheron's ship part. The player must crawl into a spiky tunnel to enter a gravity and mini-portal. Afterwards, they must carefully hit the yellow orb with a precise calculation for the ship's trajectory to avoid the hazards and enter the gravity portals that lead to the next section. The next section follows a normal-sized cube with gameplay similar to the aforementioned cube parts.
  • 39-42% (deadlox + Riot): A normal-speed yet difficult UFO inspired by Azuler's part in Tartarus. This UFO part demands spam-clicking and orb timing while the player must carefully jump across the tight spaces, followed by a mini-ship mode with tight gaps.
  • 42-47% (deadlox): The player then enters a difficult swing copter ball mode, loosely inspired by Salaxium's part in Tartarus as well. The swing copter switches from a ball to a cube halfway through the part.
  • 47-52% (Aquatias + ewop + ryamu): The player then slides down via slope to enter a difficult cube section consisting of horrendous orb timings, particularly orb with a spike above them, along with fixed hitboxes to add salt to the wound. The section then goes into a brief mini-ball mode. The player must hit the last yellow orb to proceed to the next part.
  • 52-56% (Vermillion + ryamu): The next segment is an extremely difficult mini-ship mode which gradually changes speed, designed to throw the player off to the hazards. There are numerous unnaturally lined spikes, along with various gravity changes.
  • 56-60% (pluff + ryamu): A tough wave segment consisting of very tight slopes along with size and gravity changes.
  • 60-66% (maxfs + pluff + Jelly): The drop of the song concludes, then the player enters a cube section consisting of fake orbs and paths to mislead the player. The player must hit the last two green orbs and a pink orb to enter a challenging yet brief ship mode in this part. The player then traverses an exceptionally tight, spiky tunnel.
  • 66-81% (pluff + deadlox): The music then hits the drop again, where the player enters a difficult ball mode, albeit having a simple timing gameplay, followed by a mini-ship mode consisting of traversing through the tight, hazardous tunnels to hit the orbs and gravity portals, the player then must hit one last green orb to enter a difficult wave part, then followed by a UFO mode emphasising timings along with spam-clicking, halfway through the UFO mode, it now utilises orb timings then the player must go into a ship mode where the player must carefully maneouvre their ship due to the fake orbs and tight gaps. Afterwards, the player changes gravity and is launched by the slope downwards for a smoother gameplay transition; the player then must perform one last straight-fly section before entering a brief cube mode, followed by a challenging wave mode. The player then enters a cube mode. One must click the green orb aligned with the cube portal to enter the next section.
  • 81-95% (pluff + icedcave): The following section is a cube mode in which the player must perform simple yet difficult cube jumps along with hitting the orbs with precise timings to enter a brief yet difficult UFO mode, followed by another brief cube and straight-fly section. Afterwards, the player goes into a brief mini-cube mode. The player must enter two gravity portals while clicking the orb on the centre of the portals to avoid hitting the teeth of a small Clubstep monster between the portals. The player then must click three orbs in succession to enter a brutally difficult wave mode. The gameplay then enters a brief auto-cube mode before returning to a challenging wave mode.
  • 95-100% (Burgadahz17 + icedcave): Unlike Tartarus and Acheron, Aeternus' ending utilises a ship mode instead of the usual wave and ball timings designed to incite the player into extreme nervousness to choke at the last part. This part contains very tight tunnels, demanding careful traversal within the unforgiving gaps of the level. Afterwards, the player must perform one last straight-fly with two fixed hitboxes on the last spikes before the level ends with a 'GG' as the level fades to black, leaving only the 'GG' sign with a faint red colour and a pentagram symbol on top of it.