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A 6-Month Challenge: Geometry Dash 'Limbo' Conquest LogThis video shares the vivid experience of a player who spent six months training to master 'Limbo,' the infamous Extreme Demon in Geometry Dash. It's packed with useful information for anyone dreaming of conquering Limbo, including strategies for each part, difficulty ratings, and special tips gained during the process. This video goes beyond simple gameplay, showcasing the passion and strategy involved in deeply mastering a single level.
1. 🎮 Why I Chose 'Limbo' as My Next Extreme Demon
· After clearing 'Congregation,' the player chose 'Limbo' as their next Extreme Demon.
· They mentioned having cleared 'Yatagarasu' in the past but don't recommend it due to unpleasant gameplay.
· The main reason for choosing 'Limbo' was simply that they liked the level. They wanted a level that would be enjoyable during a training period that could last several months.
· 'Limbo's design was created in the 2.1 update but gives a 1.9 update feel, with a special atmosphere and Nighthawk22's unique music being attractive.
· The player previously disliked memory levels, but explained that 'Limbo' is a special case because each part uniquely utilizes memory elements.
· They mentioned having cleared 'Yatagarasu' in the past but don't recommend it due to unpleasant gameplay.
· The main reason for choosing 'Limbo' was simply that they liked the level. They wanted a level that would be enjoyable during a training period that could last several months.
· 'Limbo's design was created in the 2.1 update but gives a 1.9 update feel, with a special atmosphere and Nighthawk22's unique music being attractive.
· The player previously disliked memory levels, but explained that 'Limbo' is a special case because each part uniquely utilizes memory elements.
00:00 - 03:09
1. 🎮 Why I Chose 'Limbo' as My Next Extreme Demon
· After clearing 'Congregation,' the player chose 'Limbo' as their next Extreme Demon.
· They mentioned having cleared 'Yatagarasu' in the past but don't recommend it due to unpleasant gameplay.
· The main reason for choosing 'Limbo' was simply that they liked the level. They wanted a level that would be enjoyable during a training period that could last several months.
· 'Limbo's design was created in the 2.1 update but gives a 1.9 update feel, with a special atmosphere and Nighthawk22's unique music being attractive.
· The player previously disliked memory levels, but explained that 'Limbo' is a special case because each part uniquely utilizes memory elements.
· They mentioned having cleared 'Yatagarasu' in the past but don't recommend it due to unpleasant gameplay.
· The main reason for choosing 'Limbo' was simply that they liked the level. They wanted a level that would be enjoyable during a training period that could last several months.
· 'Limbo's design was created in the 2.1 update but gives a 1.9 update feel, with a special atmosphere and Nighthawk22's unique music being attractive.
· The player previously disliked memory levels, but explained that 'Limbo' is a special case because each part uniquely utilizes memory elements.
03:10 - 05:54
2. 🚀 6 Months of Training and the 'Blitzkrieg' Strategy
· Last summer, when 'Limbo' appeared at the 6% mark in the Extreme Demon roulette, the player reached the wave part in just 2 hours, confirming its trainability.
· Training was conducted one part at a time daily, utilizing 'Mega Hack' and its built-in 'Speedhack.' They started at 0.6x speed and gradually increased it, mastering it perfectly up to 1x speed.
· The transition from 0.9x speed to 1x speed was psychologically the most challenging.
· After fully learning the level, they employed the 'Blitzkrieg' tactic, which involves completing the level in multiple stages.
· They faced difficulties when a power outage reset progress on the initial two stages, but stage 3 was quickly completed in 2 hours with 1,700 attempts.
· Stage 4 took more time, about 7,000 attempts, but significant progress was made, such as 68-100%, 64-79%, and 52-78%.
· In stage 5, almost all parts were completed in 4 hours. A total of 118,000 attempts and approximately 100 hours of playtime were recorded.
· Training was conducted one part at a time daily, utilizing 'Mega Hack' and its built-in 'Speedhack.' They started at 0.6x speed and gradually increased it, mastering it perfectly up to 1x speed.
· The transition from 0.9x speed to 1x speed was psychologically the most challenging.
· After fully learning the level, they employed the 'Blitzkrieg' tactic, which involves completing the level in multiple stages.
· They faced difficulties when a power outage reset progress on the initial two stages, but stage 3 was quickly completed in 2 hours with 1,700 attempts.
· Stage 4 took more time, about 7,000 attempts, but significant progress was made, such as 68-100%, 64-79%, and 52-78%.
· In stage 5, almost all parts were completed in 4 hours. A total of 118,000 attempts and approximately 100 hours of playtime were recorded.
05:55 - 17:21
3. ✨ Detailed Strategy and Difficulty Rating for Each Part of the 'Limbo' Level
· Here are the characteristics of each part of the 'Limbo' level and the player's subjective difficulty rating.
| Part | Description | Difficulty (out of 10) |
|---|---|---|
| Start | Click to the music. Need to remember spike positions for the first two clicks. | 4 |
| Timings | Complex timings, remember orbs. Utilize space between spikes. | 5 |
| Wave | Avoid black objects flying upwards. Not random. The part I was stuck on the longest. | 9 |
| Pure Memory | Remember path and click points. Simple but interesting idea. | 3 |
| Ball | Activate orbs. Very easy. | 2 |
| Cube to UFO | Many timings, enjoyable gameplay. Initial difficulty due to using wrong footage. | 5 |
| UFO | Very easy part. | 1 |
| Ship | Fly and click orbs, match timings. One of the hardest parts. | 9 |
| Dash Orb | Giga timings, vibrating environment, invisible saws. Hard to learn. | 6 |
| Rotating Blocks | Blocks rotate unpredictably, requires double clicks. Harder than previous parts. | 6 |
| Spike Memory | Pure memory, remember empty spaces and block positions. | 5 |
| Micro Timings | Micro timings after the first orb timing. Almost invisible deadlock. Hardest part, took 5 days. | 10 |
| Relief Part | Remember block and orb positions. Very easy. | 2 |
| Spider | Orbs appear suddenly, requires pre-pressing. Teleportation. | 4 |
| Crazymann Part | Use pause to stop moving blocks. Very easy to learn. | 2 |
| Another Easy Part | Simple clicks and holds. | 2 |
| Wave | Micro wave timings between two spikes. Utilize D-blocks. | 8 |
| Duals | Harder than mini wave, relies on invisible spikes and saws. Micro timings. | 8 |
| Dark Part | Seems easy once learned, but hard to learn due to visual confusion. Memory. | 9 |
| UFO/Wave | Continuous timings, double clicks, final wave. Very hard. | 10 |
| Relax Part | Difficult timings for black orbs, hold/release memory. | 6 |
| Object Memory | Remember objects, invisible timings. Easy. | 3 |
| Block Memory | Many blocks, remember click count. | 5 |
| Easy Part | Very easy, 1-2-3 clicks. | 2 |
| Orb Gameplay | Cube gameplay on orbs between spikes. Hard. | 9 |
| End Part | Simple clicks. | 2 |
| Teleport/Green Orb | Wait for teleport, then click green orb. | 5 |
| Pre-Key Wave | Memory based on spikes and animations, blind clicks. | 7 |
| Key Wave | Randomness. Requires luck to follow the key. Genius implementation. | Randomness |
