The Desert

## Overview

**The Desert** is the 22nd level in Dancing Line.

 Duration
 Crowns
 Date release
 Time zones
 Jump (s)
 Fall (s)
 U-turn (s)

### Synopsis

The line makes its way around hills, cliffs, plants and sand dunes as it travels through a spirited desert.

### Landscape

This level takes place in a desert environment. Orange pillars and structures are prominently featured over the yellow ground.

Throughout the level, there are also various green structures such as pyramids and plants.

At 40%, the path mimics the appearance of sand dunes.

Just before 60%, when the screen fades to black, a large pyramid similar to the concluding pyramid appears and opens up.

At 60%, the colour palette changes the ground from yellow to green, the pillars from orange to pink, and the green plants to blue.

## Soundtrack

The original song of this level is copyrighted music called *High Flyer*, which has been shortened by Cheetah Mobile.

The BPM is 124 for the entire song.

## Difficulty

In older versions of this level, the paths were much more narrow compared to the current version. In addition, the green pyramids from 10% to 20% spawned right as the player approached them, making it more difficult. In the current version, however, the pyramids appear much earlier.

There are various distractions in this level, such as large orange cubes that bob to the beat of the music in the pit from 20% to 30%, and the green plants that spring out of the ground from 30% to 40%.

The blackout transition to the pink and green section from 60% to 80% may catch new players off guard. When approaching this transition, players can easily fall off the path if they do not listen carefully to the music.

During the pink and green section, pink pillars smash at the ground near the player. The only way to predict where they will land is to observe their shadows and to listen to the music's rhythm. These pillars also block the player's view of the path.

After the pink and green section, the path will be spawning a split second before the player approaches it.

## Note for gems

 5
 10

## Strategy

    The newest version of this level is much easier. Those who want a challenge can play the oldest version.

You can use the guide, which was added in the Racing update, to help you with this level.

From 5% to 30%, follow the main melody. Immediately after 10%, if you want to collect the diamond, ignore the melody and follow the drums accordingly (it should only require 2 taps/clicks). After that, keep following the melody.

Just before 20%, when the landscape changes from the green pyramids to the path held up by pillars, you will need to follow the drums for one beat. It should only require 1 or 2 taps/clicks.

From 20% onward, follow the melody to collect all of the diamonds, though there may be some shortcuts to reduce the number of taps/clicks.

At approximately 33%, the path switches over to the drums instead of the melody. Players who have the music turned down too much will not be able to hear the drums and may thus be confused.

At around 37%, the path switches back to the main melody. The player will then have to perform 3 swift taps to collect the diamond.

During the pink and green section, use the rhythm and the shadows of the pink pillars to help you avoid being crushed by them.

After the pink and green section, follow the main melody closely.

At the very end, it is imperative to watch your movement carefully and to tap/click 8 times only. Any more than that and the line will miss the entrance to the concluding pyramid and crash into it instead, causing you to die at 98%.

## Glitches

### Glitch 1

The cube goes through the yellow block after the bridge. It only works in the Pre-Alpha version.

### Glitch 2

The camera glitch. It won't change its side.

## Trivia

* This is the first level to show a fake pyramid, second being The Third Anniversary.

* The plants springing out of the ground may be aloe vera plants, which originate from the Arabian Peninsula and grow in dry climates around the world.
* The purple and green section could represent a change in the time of day (to nighttime) or a desert mirage, due to the eccentric color palette and how the pillars try to crush the player.
* During The Ocean update, the cube in the level's profile was mis-colored and shown to be purple. Now, it is correctly colored red.

* The green pyramids at 10% to 20% are also used for The End.
* During the blackout transition to the pink and green section, the level may trick players into thinking that the level is over by showing a pyramid opening up over the path.
* This is one of the 2 levels in which the line starts at the left, rather than the right, like most levels do. The only other level to do this is The West.
* There are some shortcuts during the pink and green section, which can help the player skip some of the harder parts.
* This is the first level to use blackout teleportation; other levels to do this include The Sailor's Tale, The Christmas Eve and The West.
* If the player turns right during the blackout transition, the line will automatically turn left when it ends (so the player will not crash).
* This level is one of the very first levels in Dancing Line, along with The Winter and The Storm.
* Judging from the colors of the background and line, it seems like the icon for the Dancing Line app takes place in this level.

## Percentage markers

* The 10% marker is on the path.
* The 20% marker is on the dark yellow pillar on the path.
* The 30% marker is on the dark yellow pillar to the left of the path.
* The 40% marker is on the ground to the right of the path.
* The 50% marker in on the side of the path to the right of the path.
* The 60% marker is on the ground to the left of the path.
* The 70% marker is on the ground to the right of the path.
* The 80% marker is on a pink block next to the path. After the level is recoloring back to yellow, the block turns dark yellow.
* The 90% marker is on one of the falling planks to the right of the path.
* The 100% marker is not shown.