Aconitum (TNTz)

**Proofreading needed**

This article needs to be proofread to improve its quality, grammar, and layout.

**Removed from Workshop**

This level is no longer on the Steam Workshop and can’t be subscribed to.

## Collection Information

**Aconitum** is a level created by **//TNTz**. The level uses a black and white theme throughout, and focuses on intentional, difficult gameplay that is hard to brute-force through. The level was removed from the workshop when the song artist Carnation was disallowed.

## Layout

**NOTICE: This level is meant to be played blind. Beware that the rest of the page contains SPOILERS, which may take away from the level’s intended experience.**

This is the easiest part of the level. The first part is where broken buildings form a small path for the player to take, as well as in the end of it, introduce a new kind of attack where the player is forced into a small area in which they have to get through before the camera zooms in. This part may be referred to as the "portal" attack in this wiki page. The second part of the level involves the warnings having the same color as the background, though can only be visible using the hollow squares in the background. Lines fall from the top, transitioning to the first checkpoint.

### First Checkpoint

The first part introduces the idea of not relying on the color of the objects to identify if they are touchable or not. Here are some concepts introduced within it:

* Warnings always appear first, then the attack.
* There are no background objects, only attacks.
* The level may switch themes from white to black, which inverts the color as to what the player was used to seeing as an attack and a warning.

The second part is a chase scene as the player has to be at the right side of the screen at all times. The kicker is that the player has to immediately go back to the opposite direction, traversing through the path as to what the original lasers left.

### Second Checkpoint

A title screen of the level can be seen, and the camera zooms in to reveal a laser about to hit the wall on the right side. The player has to then dash out of the way, making sure they don't get hit by the borders. This attack can be seen on the start of every part from this point onwards.

The first part introduces the fast nature of the level, intense vfx, fast attacks (though warnings are still 1 second to 0.75 seconds apart from the attack), near-precise dashing, and so on. It contains 4 cannons, shooting lasers in a non-randomized pattern where it's guaranteed for the player to be hit if the player stays still. The only way for the player to get through is to find a good path to take. The part ends with the portal attack.

The second part introduces more lasers, as well as a new type of the "falling buildings" style that the creator uses a lot in their levels. It shows fast paced lasers just like the previous part. The ending shows meteors falling from the sky as the portal attack cuts the entire scene off.

### Third Checkpoint

The first part introduces the use of a hexagonal grid, as well as a background that can't be easily spotted. Attacks are as fast paced as the previous checkpoint, though the portal attack changes here. It introduces the fact that any object can be a portal as long as there are helpers indicating that it is (ie. having it's shape expand from the object's center, being hollow, etc.).

The second part introduces the use of a three dimensional attack grid instead of the usual two dimensions. It showcases the 3d cylinder effect, where most of the attacks lie down. The player should realize that this is still just an illusion and is not three dimensional, but rather it takes place in a two-dimensional playfield as to what the hitboxes are on.

### Fourth Checkpoint

The final stages of the level begins, as this and the following checkpoint introduces the use of quickly switching between colors. At one point, the black objects are the attacks and the white is the background, in the other, the two switch their roles.

This part is incredibly confusing at first glance as you can't fixate on one color to trust that it is not dangerous. Rather, the strategy here is to rely only on the warnings. Every warning in this part is gray. It is the only color that stays constant in the duration of this part.

The part ends with the portal attack once again.

### Fifth Checkpoint

This has the exact same gimmick as the last checkpoint.

It has a few references on other rhythm games, particularly Rhythm Doctor and A Dance of Fire and Ice which are both made by 7th Beat Games.

The "quickly switching colors" part ends with the final portal attack, the portal being surrounded by nearly every attack on the level as well as the references stated above. You could call this as the "meta" of the level. It's not exactly obvious at first glance as the part goes by quickly.

The final attack is an attack that has never been used in the entire level. The player has to dash on exactly when the two indicated bars hit the center. When the player passes that, the end screen is displayed, and the player finally gets to rest.

## Gallery

The start of the level.The invisible helpers gimmick.The start of the first checkpoint.The chase scene.The title screen.The second part of the second checkpoint.The first part of the third checkpoint.The second part of the third checkpoint. Includes the 3D cylinder effect with attacks attached to it.The fourth checkpoint. The start of the themes quickly switching.Second screen of the theme quickly switching.Third screen of the theme quickly switching.Fourth screen of the theme quickly switching.Rhythm Doctor reference.A Dance of Fire and Ice reference.The meta part.
1. ↑ https://discord.com/channels/250294950539821057/589616272631791636/798242704571367455