The Legend of Assassin

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

**The Legend of Assassin** is the 55th level in Dancing Line.

## Soundtrack

The soundtrack takes heavy influence by The Witcher 3: Wild Hunt - Blood and Wine OST, especially from the track named Wine Wars.

The BPM is 180 for the entire song.

## Difficulty

* The camera is shaky, be careful with it.
	+ Be careful with the camera movement too; the camera path is abnormally designed, causing it to do things like going close to the ground.
* At 15%, there are many paths that seem easier ones than the one following the soundtrack. These are traps, focus on the rhythm.
* The roads are very small. Missing a tap could make you lose.
* There are many “precision falls”, where tapping too late could cause you to lose.
* The hitboxes are very large.
* Some smartphones will experience lag at the end because of falling debris and camera shake.

## Note for gems

Here is how to get the gem in 10%: XX XXX XX X X (rhythm for tapping) (reach the gem instead of following the music!)

Due to quick taps and correct rhythm, the player may get 10 gems get instead of 2. They might have 2 gems due to restarting at the checkpoints. Note: The 2-Gem path would probably be the first difficulty listed as there are many “mandatory” gems that would cause you to fail if you tried not to get them. In order to finish with two gems, you would have to start over from checkpoints.

## Strategy

* Focus on the road, and don't mind the obstacles.
* Try not to focus on the camera. The shaky camera is one of the main difficulties, but don't mind it.
* There is one tricky route to get a gem, which starts within the first 20%
* In the end, the level becomes foggy, so the path ahead is not easily seen. Focus on the rhythm here.
* There are many quick taps. At these places, focus on the rhythm and tap to the beat. Practice quick tapping on levels with wide roads like The Spring.

### Alternative Strategy

This level isn't very hard if you use this strategy.

* Prepare to play the level by watching tutorials. While the tutorial is playing, follow the taps exactly as they are in the video.
* After you fall from the final rock from the *Golem* part, onto the brown dirt, there are a series of quick taps between wooden stakes, and water.
	+ For this part practice tapping in threes (1-2-3, 1-2-3, 1-2-3)
	+ The beat (starting from the first tap on the brown land) is: 1 3 3 3 3 3 3 5 1 3 3 3 3 3 3 7 (3 = 1-2-3)
* After that a series of seemingly random taps occur.
	+ Focus on the path more than the music.
	+ Similar to before with the multiple tapping, after the last tap from the previous part, the beat is: 1 2 1 1 2 2 5 1 2 2 1 1 2 5. A few are close together, and could be considered 3, but listen to the soundtrack, and memorize the pattern.
* When you get to the long lengths of spam taps, *Ground Siege*, really, the only way to get past is to tap to the beat.
	+ The spam taps are usually 13 taps long with a few intermediate taps between.
	+ Right after the last beat from before, you tap once more, then you start:
	+ The beat goes: 13 spam, 2 long, 13 spam, 1 long, 13 spam, 1 long, 13 spam, \*break, 13 spam, 2 long, 13 spam, 3 spam, 13 spam, 2 long.
	+ The final set of spam tapping could be 17 continuous taps ending with the final beat before going into the soft music of the "Fountain" section, or by timing it right, could be 15.
* The *Fountain* section is a bit tricky but, it makes it easier if you look at the taps in 2 alternating sections.
	+ The beat is 3 1 3 1 1 1 5 1 (3 taps to intense beats) 3 1 1 3 1 1 5 1 1 \*4 (the 4th tap is the first tap of the next pattern.
* The final patter is repeated 4 times with breaks in between [1 1 3 2 1 (break) 1].
	+ The beat is [1\* 1 3 2 1 1] 2 1 1 1 [1 1 3 2 1 1] 3 3 [1 1 3 2 1 1] 1 2 1 1 1 [1 1 3 2 1].

## Trivia

* On August 27th, 2018, Dancing Line's YouTube channel uploaded a music teaser for this level.

* There seems to be a war going on in the background, with cannonballs and flaming arrows.
* There are also monsters, such as dragons, tree giants, and living suits of armour.
* This level is based on assassins from Arabic legends.
	+ It also gives off a medieval feeling.
* This is the second hardest level at present.
* This is the fifth level which does not end in a pyramid. (The other four are The Football, The Faded Original, The Maze's Easter Egg and the Spring Festival) Here, the line appears before a human figure bowing before it.
* This is the fifth level to have humans/humanoids appearing, the others being All About Us, The Christmas Eve, The Faded, Spring Festival and The Hip-Hop Evolution.
	+ At the end, a human figure bows.
* If you play the level with the no fog glitch, you will see that the human was sitting down, and then stands up to bow to the line.
* This level was temporarily removed in version 2.2.6 for glitch fixing. This is the second level to be removed. The first was The Beginning, the third is The Faded Original, and the fourth is The Despacito due to copyright issues.
* Before the removal for glitch fixing, some lucky players temporarily got it.
	+ Especially Android, where players had received it by APKs before the removal.
* After the re-release of the level, there are trials in each chapters. The Trial in each chapter are:
Chapter 1: 47%
Chapter 2: 84%
Chapter 3: The rest of the level.
* An event, much like that of The Faded event update’s, was also added into the game. The rewards are:
	+ Chapter 1: 50 Gems
	+ Chapter 2: The Module skin
	+ Chapter 3: This level for free.
	+ The event “currency” resembled an egg, presumably that of a dragon.
* This is the first level update where Alan Walker's name is at the bottom of the app icon, even though it's not an Alan Walker level.
* At 35%~50%, the roads looks like those from The Sailor's Tale.
* This is the first level with officially given names for each part.
	+ Part 1: *Attack* 0% ~ 15%
	+ Part 2: *Dragon Chase* 15% ~ 29%
	+ Part 3: *Golems* 30% ~ 40%
	+ Part 4: *Battle Field* 40% ~ 45%
		- The soundtrack is similar to the aforementioned Wine Wars here.
	+ Part 5: *Spartans Death*  45% ~ 50%
	+ Part 6: *Ground Siege* 50% ~ 63%
		- This part is the hardest in this level.
	+ Part 7: *Fountains* 63% ~ 75%
	+ Part 8: *Castle Courtyard* 75% ~ 85%
	+ Part 9: *King Palace* 85% ~ 100%.

## Percentage markers

*All of the percentage markers (except 10% and 20%) is located at the wrong positions. All of the percentage markers from 40 to 90% cannot be seen in Mobile and appears much earlier than necessary. For example, the 90% marker is located at 66%. 70 and 80% ones located even earlier.*

* The 10% marker is on one of the bricks to the right of the path.
* The 20% marker is on a plank on top of a shopping pavilion.
* The 30% marker is floating in the air to the left of the path, next to the first giant mutant tree. It is hard to see.
* The 40% marker is floating in the air to the right of the path, above to the gray undecorated wall. It is seen only with WIdescreen or Widescreen and 2D at the same time.
* The 50% marker is floating in the air to the right of the path. It is seen only with Widescreen and 2D at the same time.
* The 60% marker is floating in the air to the right of the path. It is seen only with Widescreen or Widescreen and 2D at the same time.
* The 70% marker is floating in the air to the right of the path. It is seen only with Widescreen, and it is hard to see. Notable that this marker **CANNOT** be seen with 2D.
* WIth 2D mode, the 80% marker is a small text on the stone to the right of the path. If you play without the 2D mode, the 80% marker will be shown as a big floating text far beyond the map.
* WIth 2D mode, the 90% marker is on the ground to the right of the path. Without the 2D, it will be shown as a floating in the air to the right of the path text.
* The 100% marker is not shown.