冰与火之舞 A Dance of Fire and Ice

冰与火之舞 A Dance of Fire and Ice

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A Dance of Fire and Ice Lantern/Achievement Guide
由 The1AndMany 制作
A simple guide explaining what is needed for each lantern/achievement, plus a handful of tips. (Not current as of Neo Cosmos DLC launch! See note)
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Preface
NOTE: THIS GUIDE IS CURRENTLY OUT OF DATE!!!

The Neo Cosmos DLC just released, and it adds a heck of a lot. It'll take me some time to expand this guide for the new content. That said, the developers recommend going into the DLC blind, preferrably having beaten Worlds 1-12. Having played a good portion of it, I can absolutely confirm.

Everything in this guide up to the Neo Cosmos portion is still up-to-date. I've added some (but not all) of the Neo Cosmos DLC under heavy spoiler tags below. The new portion is still under construction, but the advice that's there should be sound. I'll likely be adapting the rest of the guide up to my new standards once that's done. (No ETA) I also may split the Neo Cosmos section into its own, separate guide, with a link towards the end of this one pointing to it.

Link to DLC Store page: https://steamproxy.com/steamstore/app/1977570/A_Dance_of_Fire_and_Ice__Neo_Cosmos/

---

A Dance of Fire and Ice is a rhythm game with a unique twist: Every note is mapped out as a segment on a path that you traverse to the beat! It takes a bit of learning, but it's totally worth it if you enjoy unconventional gameplay.

Each level in ADOFAI contains three lanterns: A blue one for reaching the end, a yellow one for having good accuracy, and a red one for completing a speed trial. I'll explain how to get each one in more detail below.


Blue Lantern - Clear

For this lantern, all you need to do is reach the end of the level. This sounds easy, but some of the later levels are extremely difficult. Add the fact that missing a segment completely will result in an instant failure and a system for preventing button mashing, and you'll probably need a lot of trial and error to get this done. Keep at it!

Yellow Lantern - Accuracy

This lantern is for achieving more than 100% accuracy in each level. This requires an explanation of this game's judgement system.

Update 1-26-22: As of the current alpha build, you can enable an alternative judgement system called "X-Accuracy". In this system, a Pure Perfect (every note with Perfect timing and no extra presses) is considered 100.0%, and every mistake deducts from this max total. Testing is still needed to determine how this interacts with unlocking Yellow Lanterns.

There are two separate counters, one for base accuracy and one for bonus accuracy. The base accuracy counter starts at 100% and counts down for each extra button press that didn't land on a beat. The bonus accuracy counter starts at 0% and counts up depending on how close to perfect timing you get on each beat. Completing a level with no extra button presses is almost certainly enough to get the Yellow Lantern.

Red Lantern - Speed Trial

You can unlock speed trials for each World by collecting the corresponding blue lantern. (NOTE: The speed trials for Worlds 1-6 also require a blue lantern on World 6 to unlock.) To access a song's speed trial, either take the nearby portal with text reading "Best: 1.0x" (Worlds 1-12 + B) or a matching red glyph (Xtra, Crown, and Star Worlds). In this mode, the song (and thus the level) will play slightly faster. Each level has a target speed, and completing the level at that speed will award the Red Lantern.

Now that you know how to get each lantern, let's look at the levels you'll be facing.
Core Worlds (Worlds 1-6)
Worlds 1-5 are unlocked from the start, and upon completing them all you'll unlock World 6

World 1 - A Dance Of Fire And Ice

Speed Target: 1.5x
Very simple, meant to introduce players to the mechanics of the game. Should be pretty easy. Look out for the slow down at the end!

World 2 - Offbeats

Speed Target: 1.5x
This level fleshes out the concept of pressing on consecutive offbeats. To simplify, if you're counting the beat like "1 and 2 and 3 and 4", you'll want to hit the button when you say "and". It's worth pointing out that going vertically typically involves hitting on an offbeat. Try to stay focused when the camera flips.

World 3 - THE WIND-UP

Speed Target: 1.5x
Introduces more advanced patterns, such as snaking back and forth. Probably gonna be tricky for rhythm game novices. Keep in mind you can press any button you want on the beat, so you can use as many fingers as you want!

World 4 - Love Letters

Speed Target: 1.5x
This one introduces several elements, such as switching the direction of your spin, hitting beats that aren't at right angles, and loops. Luckily it's nice and slow, so take your time.

World 5 - The Midnight Train

Speed Target: 1.5x
The first swing track. For this one, you'll need to learn to think in swing-beat. Instead of the off beats being half-way between beats, they're about 2/3 of the way between. This will most likely take some practice. You'll almost /need/ to use two fingers for the acute angles.

World 6 - PULSE

Speed Target: 1.1x
To unlock this World, you'll need to get at least the Blue Lantern on each of the previous levels. This one has a surprisingly funky beat, but try to stay focused. Use what you've learned so far. The pattern will change periodically, so don't get complacent. Look out for the slowdown in the middle. Once you complete this level, pat yourself on the back. You're doing really well!
Gem Worlds (Worlds 7-12)
To unlock these Worlds, simply complete Worlds 1-5. If you go to the square just to the left of any of Worlds 1-5, there will be a gem below the path. Hop on to reach these worlds.

World 7 - Spin 2 Win

Speed Target: 1.3x
Kinda difficult, but really fun once you know the weird rhythm. Lots of cats in this one. Keep an eye out for the 6 consecutive right angles around the mid point and a couple one-tile slow downs.

World 8 - Jungle City

Speed Target: 1.3x
Another swing rhythm. This one took me a few tries the first time I played it. It'll take practice, but once it clicks, this song is pretty fun too.

World 9 - Classic Pursuit

Speed Target: 1.3x
This one will take a lot of practice. Try not to get distracted by the visual effects, as cool as they are. Take note that if a pattern is rotated 180 degrees and you're rotating in the same direction, it'll be the exact same beat. Also, the zig-zag towards the end will probably fail you at least once.

World 10 - Butterfly Planet

Speed Target: 1.2x
This one's another swing track. It's faster than Jungle City, but it has simpler patterns for the most part. If you struggle, keep in mind you can replay the tutorials to get the patterns down.

World 11 - Heracles

Speed Target: 1.2x
Possibly one of the biggest bops in the game, if you can master the odd patterns. Again, feel free to make use of the tutorials for practice. There's also a checkpoint near the beginning, but it's the only one. The ending will probably get you at least once, so be ready. The last note happens while the screen whites out, so you'll have to follow the music.

World 12 - Artificial Chariot

Speed Target: 1.2x
This one's tricky, but in my opinion it's also another bop. Introduces right triangles, which almost require two keys. There will be segments that appear as you traverse them, so keep your cool and keep going. Stay focused when the screen effect happens towards the end.
Xtra Worlds (Worlds XF, XC, XH, PA, XR, RJ, XN)
These levels are also unlocked by completing World 6. Go back to the starting area, and you should see two gems at the top and bottom. The bottom one leads to customization options, but the top one leads to a bunch of extra worlds!

To select a World, step on one of the glyphs to select a World and activate the portal, then enter that portal to begin.

World XF - Third Wave Flip-Flop

Speed Target: 1.3x
This one is rather interesting from a level design standpoint. Every now and then, the camera will rotate 90 degrees, and the offbeats and on-beats switch. Once you wrap your head around that, the bass solo is the hardest part. After that, all you have to do is not choke.

World XC - Credits

Speed Target: 1.2x
This one introduces some really tricky patterns that might need some practice. I recommend looking up the song outside the game to learn the rhythm. Beyond that, it's mostly just practice.

World XH - Final Hope

Speed Target: 1.2x
This one has a lot of visual effects, including one section where you end up off-screen for a bit! Luckily the path is straight when that happens, so just hit on every beat and be ready when you get back on screen. There's a really tricky pattern immediately after that will likely get you at least once. (Side note: Am I the only one who thinks this song would fit in perfectly in Beatmania IIDX?)

World PA - Distance

Speed Target: 1.3x
A collaboration with Project Arrhythmia. This one's fairly long, but has plenty of checkpoints. You'll encounter Mid-Spins for the first time, which are notes that you must hit but don't land on. This'll take a bit of practice, but luckily the track is nice and slow. Take your time, just aim for the next checkpoint until you pass.

World XR - Rose Garden

Speed Target: 1.3x
Lots of right triangles in this one. You'll want to look out for the 7 right angles in a row, that one's tricky to see if you aren't paying attention. There's one checkpoint at the half-way point. Once you get to past second blue-and-pink-pastel section, you're almost home.

World RJ - Fear Grows

Speed Target: 1.1x
This level is a collab with Rhythm Journey, and introduces a mechanic where you must hit any two buttons at the same time, a first for this game. (Not counting custom levels) If you've been following this guide so far, chances are you're already comfortable with using two fingers. However, I recommend hitting the 2-key segments on one hand (playing the snare) and using the other to hit the rest (playing the kick).

This track teaches the player how to play two parallel but different rhythms at once, a skill known as syncopation. This also happens to be a fundamental skill of playing the drums. As such, some players will find this level easier than other players, especially if they already own a digital drum kit.

This level has no checkpoints, but every pattern can be practiced using the tutorial stages. I highly recommend doing so if you get stuck. Once you can consistently pass the tutorials, the main song is just transitioning between the different patterns at full speed.

World XN - Trans-Neptunian Object

Speed Target 1.2x
This level is a collab with guest artist Valerie Halla. The track itself starts with a very simple straight line in 3/4 time, transitioning to a climbing zig-zag. Should be easy enough to reach the first checkpoint.

Immediately after hitting the checkpoint, the tempo doubles. Be ready. The next section alternates between a "Wave" pattern from the tutorial and another climbing zig-zag, faster this time.

After checkpoint 2, you'll encounter the "Cosmic Honeycomb". The transition here is a little rough, and may take some practice. Once you start climbing, just maintain the honeycomb pattern for a few measures. The transition into the next section is rough as well, but luckily there's a final checkpoint right as the new section starts.

Next is the "Fuzzy Snake". This pattern alternates between traversing up and down hexagonal stairs, with an S-like bend after each repetition. Repeat this 4 times. Be careful transitioning into the straight section afterwards. Once you hit the slowdown tile, there's just another slow-climbing zig-zag to traverse, and you're done.
Bonus World (World B)
World B - Thanks For Playing My Game

Speed Target: N/A (Red Lantern is unlocked with the Blue Lantern)
To get to this World, collect all lanterns from Worlds 1-6 and head to the right of World 6. This one has some really tricky patterns, and will probably take a lot of tries. You got this!
Crown Worlds (Worlds XO, XT)
To unlock these worlds, collect all lanterns for Worlds 1-6, plus World B. When you boot the game up or return to the center tile in the starting area, there should be a message saying "Game 100% Complete! Crown Island Unlocked". Head towards the level select, but hop on the gem above the path with the crown etched into it. Level selection works similarly to the Xtra Worlds, just step on one of the glyphs to select a World and activate the portal, then enter that portal to begin. This set is very difficult, and will require a lot of practice. Good luck!

World XO - One Forgotten Night

Speed Target: 1.0x (No Checkpoints)
This one is really fast, but it's still doable. There are sections that go really fast, so make sure you're using two keys. Patterns of note are stars of 45 degree angles and the massive loop at the end. Once you finish that loop, look out, because it slows back down for the outro. You'll likely need to play with checkpoints a few times to get the patterns down enough to attempt the Red Lantern. (Fun fact: The OST version is slightly faster!)

World XT - Options

Speed Target: 0.9x (No Checkpoints)
This one is so tricky that the "Speed Trial" is actually slower because there are no checkpoints! The Red Lantern on this track was the last lantern I needed from the built-in levels. This one will require LOTS of practice. Be ready to bang your head against a wall. The tutorials for this level are much slower than the real thing, so be ready. Take note of the elevators early on. The second quarter and fourth quarter of the first verse are nearly identical. The speedy bits towards the end will be tricky, but once you get past the third speedy section after the last checkpoint, you're pretty much golden.
Star Worlds (Worlds MN, ML, MO)
This set is a collaboration with Muse Dash. To access this set, attain a blue lantern on Worlds 1-5, then hop on the gem that appears to the left of World 1. Level selection works similarly to the Xtra and Crown Worlds, just step on one of the glyphs to select a World and activate the portal, then enter that portal to begin.

World MN - Night Wander (cnsouka Remix)

Speed Target: 1.4x
This is only the second official level to incorporate midspins. As a refresher, these are segments that you won't land on, but must hit anyway. There aren't any checkpoints, but luckily the song is slow compared to the others in this set. The most difficult pattern is the "Treehouses", so you might want to practice those a few times if you're having trouble.

World ML - La nuit de vif

Speed Target: 1.2x
This one's pretty tricky. Lots of new patterns, and most of the song is in a weird hybrid of swing and non-swing rhythms. Be patient and focus on just getting to the next checkpoint. Don't be afraid to hop back into the tutorials if a particular pattern is giving you grief. The ending will likely trip you up at least a couple times.

World MO - EMOMOMO

Speed Target: 1.0x (no checkpoints)
Hoo boy, this level. Not for the faint of heart. This one actually took me 192 attempts just to get the blue lantern!

This level is unlocked by getting a red lantern on World ML (see above). The main song is considerably faster than the accompanying tutorials, so be ready.

Some stage elements are replaced with Twemoji, but it should be easy to guess which ones mean what. The triplet shimmy will take some practice, but you only ever have to hit 6 of them in a row at most. The repeating loops make another appearance, originally from World XO - One Forgotten Night.

There's a checkpoint just before the difficult opening pattern repeats itself, which is greatly appreciated. There's also another one about 2/3 of the way through the level. It's worth noting that the second half of the knotted loop is the same pattern that plays immediately after the funky steps.

If you can manage to clear this level, take a moment to congratulate yourself. This one may be the hardest official level yet!
Neo Cosmos: Main Levels (World T1)
Preface

Neo Cosmos is a new paid DLC for A Dance of Fire and Ice, released on May 30th, 2022. It features new mechanics, original songs (Canblaster 2K6, Frums, Ash Astral, and DM DOKURO), a story mode of sorts, and is directed by TaroNuke (creator of NotITG and UKSRT).

You can buy the DLC at the link below, and I highly recommend you try to go into it completely blind. Everything below this preface will be wrapped in spoiler tags, because even describing the new features will ruin some of the fun.

The developers recommend playing Worlds 1-12 of the base game before playing Neo Cosmos, but you can start as soon as you've beaten World 1 at least once. You'll find the gate to Neo Cosmos to the left of World 1, right beside the Muse Dash and Crown World portals.

Also, all pronouns used in this guide are confirmed canonical. See this email screenshot for more information.[gulp.cafe]

Link to buy: https://steamproxy.com/steamstore/app/1977570/A_Dance_of_Fire_and_Ice__Neo_Cosmos/

Preface 2: A note on organization

As this DLC contains story segments, I'll be dividing this section of the guide accordingly. Subsection headers will have the World number outside of the surrounding spoiler tags for navigational purposes.

All levels in this DLC also divide themselves into sections, which are graded independently of each other. This actually makes my job a bit easier, as I'll be able to provide guidance for each section separately.

Additionaly, please keep in mind that this section of the guide is still being constructed. There's a good chance that it will be added to over time, and the existing work may undergo heavy modification. That said, don't let that stop you from enjoying the DLC!


Story section

## Intro

Alright, so we're already introduced to the first new gameplay mechanic before even reaching the levels proper: Hold Notes.

Up until now, every segment had you just pressing a button, and judging based on when the game recieves your keypress. Hold Notes do that as well, but now you have to hold down the note and let go of the button with good timing.

This will probably take a couple tries to get right, but these first ones in the Menu area are rigged to not let you die. Feel free to experiment a bit. If you get stuck, you can always press Escape and go back to the Main Menu area.

Update: The devs have patched in accessibility options to make these Hold Notes more accommodating. You can access them via Pause Menu > Options > Advanced Options. Try them out and see what works best for you and your control scheme!

After navigating your first two Hold Notes (second one is on the offbeat), we're introduced to The Overseer, who welcomes you to your new role: "keeping the natural rhythm of this universe in order." They seem a bit miffed that you're the one who showed up, but for now they give you access to the first two Worlds of Neo Cosmos. We'll be starting with the left gate.


World T1

Song Name: NEW LIFE
Guest Artist: Canblaster 2K6
Sections: 6
Speed Target: 1.3x

This level's main mechanic is the new Hold Notes. Be sure to play the tutorials to get some practice first. Remember: Letting go of a Hold Note early is an instant fail!

### Section 1 (0-27%)

A simple section, building up as it continues. Fun fact: the background colors in the intro change depending on what planet colors you have equipped!

There's a checkpoint halfway through this section, and one at the end. Get used to it now, you'll need them for the later Worlds.

Not much I can really say here, except to be wary of the U-Turns just after the first checkpoint. There are some areas where you're hitting consecutive offbeats, but if you've played World 2 already, this should come easily.

### Section 2 (27-45%)

This section is short compared to the last one. It's the same pattern repeated 3 times, then a transition into the next pattern. Keep an eye out for the right angles immediately after the Hold Notes.

### Section 3 (45-61%)

A very similar pattern to Section 2, this time with 135-degree angles. The U-Turns after these Hold Notes can mess you up if you're not prepared. Take a deep breath, and you'll do fine. This section ends with a checkpoint.

### Section 4 (61-79%)

This is where things start really heating up. A U-Turn, followed by a short pause, then another U-Turn on the offbeat, terminating in a Hold Note. This may take a bit more effort to pass. The transition into the next pattern has 6 consecutive hits.

### Section 5 (79-94%)

Possibly the trickiest part of this warm-up level, but nowhere near as hard as the DLC has to offer. If you've played World XC (Credits by Frums), you may recognize a part of this pattern. The Hold Note in this case starts on beat, but ends on an offbeat. Transition pattern is relatively easy.

### Section 6 (94-100%)

A short section to end the song. Consists entirely of back-to-back Hold Notes. The third and fourth are a bit shorter, so be ready. The long one at the end is of similar length to the long Hold Note in the intro, and ends the level once released successfully.


Running up against a per-section character limit, so the DLC portion of the guide will be split into multiple sections.
Neo Cosmos: Main Levels (World T2)
World T2

Song Name: sing sing red indigo
Guest Artist: Frums
Sections: 7
Speed Target: 1.3x

This World is unlocked at the same time as World T1, with no story section in-between. If you've heard any of Frums' music before (Credits and Options from the base game!), you'll know that you're in for a weird ride.

Partway through the tutorial, we meet a new character who introduces themself as Charla Tan. Nice name. They introduce us to Midspins, with a small bonus dialoglue line if you've already beaten World PA. They also introduce new terminology for "Fire Tiles" and "Ice Tiles", based on whether they come shortly after or before another non-Midspin segment, respectively. I'll be using this terminology from here on.

### Section 1 (0-17%)

Don't let the weird spin at the start throw you off. This section is relatively easy, and mostly follows what you've learned in the tutorials. (You /are/ doing those, right?) Ends on a gem that transports you to the next section, with a built-in checkpoint.

### Section 2 (17-38%)

The tutorials call this section "The Cubicle". It consists of a repeated segment pattern, with alternating Fire and Ice Tiles. The pattern is as follows:

* 2 loops of Fire Tiles
* 2 loops of Ice Tiles
* 1 loop of Fire Tiles
* 1 loop of Ice Tiles
* 1 loop of Fire Tiles
* 1/2 loop of Ice Tiles

The section technically ends immediately after you leave The Cubicle, but it's just a straight shot to the next checkpoint.

### Section 3 (38-49%)

Relatively straightforward rhythm for this section. The biggest issue is the sharp angles directly after Hold Notes. Be wary that the every other 16th pattern is after a much shorter Hold Note than the others. Keep an eye out for the yellow Midspins in the second half.

### Section 4 (49-63%)

Starts out exactly the same as the tutorial, but after two reps they introduce some Ice Tiles hidden underneath the overhang. The segments covering these up become semitransparent once you've hit them, but they can still catch you off-guard. The triplet triangle at the top is the halfway point for this section, then just repeat the first half again. There's a checkpoint at the end, which I'm sure you'll be very grateful for...

### Section 5 (63-84%)

Introducing, the Shurikens! These have a weird rhythm to them, and come in Fire Tile and Ice Tile variants. There's a good chance these will trip you up at least once. In order, the shurikens are:

* No extra tiles
* 2 Fire Tiles
* 2 Ice Tiles
* 4 Fire Tiles
* 4 Ice Tiles
* 4 Fire Tiles

You've only practiced the 4-tile variants in the tutorials, but the 2-tile variants should come easier if you remember that they're after every other segment. If you struggle with this section, don't feel bad. It's really tricky. Feel free to drop into Practice Mode in the pause menu if you need it.

The octagonal shape transitioning into the next section is the same BPM as the shuriken's base, and there's a checkpoint on the first last gray tile.

### Section 6 (84-93%)

This section contains the octagonal transition shape, and a clock section. The Clock is a slightly slower BPM than the surrounding section, and contains Midspin Polyrhythms on every third segment.

The BPM goes back to normal immediately after you've looped around the clock once, so be ready. The section ends as soon as you've stepped onto the gem.

### Section 7 (93-100%)

Nearly there! Just gotta hit one Midspin, then...! Another midspin. And another. (Pretty sure the devs are low-key trolling us at this point.)

If it helps, treat the goal tile like a midspin until it's not. Keep in mind that the tempo will begin slowing drastically here. The eighth (8th) goal tile is the real one.


Story Section

## Race ya!

So it turns out that the numbers we heard in The Cubicle were the player counting out an Infinite Series. Fun! Anyway, The Overseer appoints Charla as the new High Guardian, much to their surprise. The Overseer can detect your hesitation, and interprets it as a challenge. Charla opts for a race, leading into the next World.

You are not prepared.
Neo Cosmos: Main Levels (World T3)
Song Title: Nope, No Hints Here!
Guest Artist: DM DOKURO
Sections: 20!
Speed Target: 1.0x (No checkpoints)

Have any of you heard any of DM DOKURO's work before? If so, you may have an idea of the challenge ahead.

The race serves to frame a collection of short minigames, akin to Warioware or Rhythm Heaven. I'll be borrowing the on-screen text for each as the Section names. There's a checkpoint directly after each one, and trust me: You will need them.

There's a brief tutorial, mostly just letting Charla explain the rules. First to reach the floating island at the end wins.

Best of luck.

### Section 1: Intro and Warm-Up (0-6%)

As the name implies, this section is relatively easy, meant to get you warmed up. If you've passed the previous Neo Cosmos levels, I highly doubt you'll have trouble with this.

### Section 2: Holds and Midspins (6-9%)

Be careful, this section starts one beat before the downbeat. There are two basic shapes here, a moon made of 135-degree angles, and a sun made of midspins. You'll be using Hold Notes to move between them. Two of each, then on to the next section.

### Section 3: Score a Goal (9-12%)

Mostly a straight line here. To pass, you'll need to get Perfect timing on either of the midspins. The first is on an offbeat, and the second is similarly timed to a "Fire Tile" from World T2. Be careful on your way to the gem, the tempo is about to speed up.

### Section 4: Tricky Triangles (12-15%)

If you've played World XR, you'll probably recognize the pink triangles made of consecutive 45-degree angles. There's also two blue equilateral triangles, which have a different rhythm. (Triplets as opposed to eighths, if you know musical notation.)

### Section 5: High Fives (15-18%)

Huh. Didn't notice that this was the fifth section before writing this guide. Neat.

The rhythm is pretty straightforward, just treat the hands as midspins. Red is shortly after the last segment, yellow is halfway between, and blue is shortly before the next segment.

### Section 6: Collect 3 (18-20%)

This is the first instance of a Free Roam section. It plays extremely similarly to the menus, in that you can go anywhere rather than having to keep to a set path. You have until the music ends (7 measures, since the last measure is used to count you into the next section) to collect any three of the four coins displayed. You'll have to collect the one at the top corner by landing on the adjacent tile and letting your planet swing around to grab it. Be ready for another tempo increase.

### Section 6.5: Remember This (20-25%)

(The game treats this and the previous section as one for grading, but I've separated them for organizational purposes)

This may seem like an easy pattern, but once you reach the end, you'll have to do it in reverse, with invisible tiles. The good news is that each direction is symmetrical, so if you can hit the first half, all you have to do is repeat that for the second half. The cat is there to mark where the loop is, since it'll be fully invisible by the time you reach it again.

### Section 7: Warp Tiles (25-27%)

For this section, you'll be instantly transported every time you step on a square tile. Conveniently, the segments are color-coded in rainbow order. Keep an eye out for the 45-degree angle at the start of the green segment.

Also, kinda loving the lo-fi beats for this one.

### Section 8: Answer (27-30%)

Pop quiz!

To complete this section, you'll have to solve math problems. (My condolences.) Keep in mind that the questions change with each respawn and the answers can shuffle, so no rote memorization or brute force here! Luckily the equations are pretty easy for this one. There's another tempo increase after this section. Be ready.

### Section 9: Speedy Floors (30-35%)

Mild strobing warning for this section.

The rhythm is mostly straight, with sections of floor that are effectively double-time, and a small deviation at the midpoint and end. Keep an eye out for the Hold Note.

If it helps, imagine that the differently-colored sections of floor are U-Turns.

### Section 10: Drifting Tiles (35-39%)

As the name implies, the tiles for this section will drift around a bit. They'll always remain close to their true position, though, and this section is all straight and 90-degree tiles. Keep in mind that both of the loops are traversed via the outside.


Section character limit again! :/
Neo Cosmos: Main Levels (World T3, Part 2)
### Section 11: Drunk Rhythm (39-42%)

Fun fact: The first time you fail this section, the Devs actually apologize.

You can probably guess the gimmick here. I can't find any way to properly describe the timings required, so you'll have to do this one on your own. Luckily there's a checkpoint immediately after.

### Section 12: Defend the Castle (42-54%)

To pass this section, you'll have to destroy every meteor before it hits the princess' castle. There will be a targeting reticle on the next one you have to hit, and they're all timed so that you'll be at the appropriate point in your orbit to destroy them. They're all effectively midspins, and the left side is the downbeat.

If you have trouble here, try just hitting a button any time a targeting reticle crosses your orbit line.

### Section 13: Fog (54-58%)

Your planets will start generating fog in this section, which will get thicker and cover more area as you progress. This section was actually so difficult that the Devs ended up nerfing it post-launch.

The main advice I can give for this section is to look further ahead than where your planets are. (That's a good skill to have in general, honestly.) The loop at the end is traversed on the outside.

### Section 14: Disappearing Floors (58-62%)

This section is almost all offbeats. The rotation tiles will make sure that you hit the inside of each U-Turn. As you progress, the tiles will start to disappear before you can hit them. They're still there, though. Similar to the last section, just look a bit further ahead on the track and you'll do fine.

### Section 15: Answer Again (62-65%)

More math. Yay! /s

This section introduces Exponents and Order of Operations. I'll keep my explanations brief.

Exponents: A smaller number above another number, indicating that you need to multiply the larger number by itself. For example, 3^2 = 3x3 = 9, and 2^4 = 2x2x2x2 = 16.

Order of Operations: Perform any calulations within parenthesis first. Then exponents. Then multiplication and division together, from left to right. Then addition and subtraction, also from left to right.

Not super difficult, but the time limit on each equation can be brutal. Just like the last time, the questions and answers will change if you respawn. Another tempo speedup leading into the next section, this time more drastic.

### Section 16: Avoid Being Spotted (65-70%)

For this section, you'll have to repeat the same pattern to get to the next hiding spot, then Hold until the countdown ends. The countdown time varies a bit, and later countdowns become quieter part-way through.

A word of advice: Don't fail here if you don't like goat lasers.

### Section 17: Tricky Triangles... Two (70-75%)

The good news is that all the triangles in this section have the same rhythm and pattern.

The bad news is that they're all in the middle of otherwise straight offbeats.

If you can pass the first triangle, the others will all be the same pattern. The middle section is similar to the box patterns in Worlds T1 and XC, thanks to the rotation tiles. Watch out for the Hold at the end.

### Section 18: Almost there! Don't Get Distracted (75-80%)

This section is a straight line, but with visual distractions. So long as you can keep the beat through the guitar solo, you'll be fine.

Caution: The box sections at the end are real segments, and the second one is a beat later than the first.

### Section 19: Keep Going! Final Stretch (80-90%)

You're almost done!

The lead up has some 45-degree triangles, only one of which is on a downbeat.

Once you reach the first gem, you'll notice that the Warp Tiles are back! No surprise 45-degree angles here, thankfully. The Castle returns too, continuing the same rhythm for two measures instead of one. Then another Warp Tile section, this time with disappearing tiles, and you're practically at the finish line!

### Section 20: Final Stretch, Part 2 (90-100%)

Just a few loops here, nothing too difficult. You will have to traverse the loops that Charla throws down to sabotage you, as well.

The last part is the same pattern as the end of the intro, just repeated. The rotation tile will spin wildly, but don't let it distract you. The last note will probably have to be judged visibly, but I suspect it's rigged to be more lenient.

Holy cow, that was a lot. Congrats on making it through!


Story Section
## Banished

After winning the race, The Overseer accuses you of cheating. (Does the checkpoint system count?) They decide to banish you without a trial, citing the Cosmic Rules, and install Charla as High Guardian anyway.

After getting banished, you'll find yourself in a maze of Hold Notes. Be wary, as they are one-way only. If you get stuck, you can always open the pause menu with Escape and quit back to the main menu. Navigate the maze, and you'll find the next World shortly after.
Neo Cosmos: Main Levels (World T4)
Song Title: Third Sun
Guest Artist: Ash Astral
Sections: 8
Speed Target: 1.1x

Now we come to my personal favorite track in this DLC. This time, we'll be playing with 3 orbs instead of the usual 2.

As you go through the tutorials, you'll meet Sef. They decide to help you with unbanishing yourself, creating paths for you as you head for the portal. They also drop a not-so-subtle hint that you should probably be playing with more than one finger at this point. (Though if you've followed the non-DLC section of this guide, chances are you've already started.) It is technically possible to to pass this level with one button, but it'll be significantly easier with even just a second button. I recommend F and J if using a QWERTY keyboard layout, plus keeping the rest of your fingers ready on the home row.

### Section 1 (0-7%)

This section is rather short, so use it to get used to the tempo of this track. There's a Hold directly after each triangle, hidden beneath it. Beyond that, there's not much to say here.

### Section 2 (7-28%)

The first two segments of this section bounce, but you'll still hit them as normal. There's also a two midspins after the checkpoint, one Fire and one Offbeat. Remember, the colors of these midspin tiles tend to be color-coded based on relative timing.

This section mostly consists of the first pattern from the tutorial, called the J. You'll also run into the second tutorial pattern, known as the Zipper. Keep an eye out for the midspin tiles every 4 measures.

Once you get past the first half of this section and hit the checkpoint, the second half is mostly the same, save for an additional midspin after each J pattern. Be ready, but don't worry if you miss it the first time around.

### Section 3 (28-39%)

This section starts out a little slower, but mostly follows the same rhythm as Section 1. Note that the Hold Notes will end on a midspin. Things will speed back up at the halfway point, so be ready. The Hold at the end is 4 beats long.

### Section 4 (39-59%)

You'll have to hit a scalene triangle in order to reach this checkpoint. After that, this section primarily consists of more scalene triangles and some triplet midspins. The midspins should be easy, since they're the same rhythm as an equilateral triangle. If you have trouble with the scalene triangles, consider going into practice mode. You can also return to the relevant tutorial, but be aware that doing so will make you lose all checkpoints so far.

Once you hit the midpoint, the rhythm changes a little. There will be a small drop leading into some of the scalene triangles. In my estimation, the timing is similar to just hitting the first triplet midspin, but not the second one or the segment they'd be connected to. You'll be flipping upside down close to the end, traversing a half-hexagon from the outside. The final Hold is 4 beats once again, with a checkpoint attached.

### Section 5 (59-70%)

Nearly to the fun part! The Holds here are only 3 beats long, and lead into a hexagon-like pattern. The rhombus patterns directly after those can be traversed with swing rhythm.

Things will slow down considerably at the halfway point, and you'll be traversing these pseudo-hexagons via the outside. As far as I can tell, this is the only part of the song with this particular BPM. Section ends on the same tile that you obtain your third orb.

### Section 6 (70-83%)

This may look like a straight shot, but the third orb changes things. You'll be hitting the same rhythm as traversing those pseudo-hexagons from the outside just now. The hexagon near the start of this section has a small circle in the middle, serving as a guide. Just hit the button when an orb overlaps the circle and you'll be good.

After the hexagon, you'll lose the third orb for a brief moment before reaching the fastest part of the track. Luckily there's a checkpoint just before it begins. The key thing to remember here is that when you have three orbs rather than two, diagonal segments are offbeats. The segments will also bounce around a bit, but they mostly remain in place, so you can still see the pattern clearly.

The first two parts will be the same, just a staggered climb. The third is something that the tutorials called a "Large Samosa". I'd describe the rhythm as counting out "1-2, 1, 1-2-3, 1-2-3, 1-2", where each comma is an eighth rest and each number is an eighth note. This notation starts on the downbeat, and thus ignores the slightly-acute angle leading into the pattern itself. This section ends with a short excursion to a slower tempo, giving you a moment to breathe. No checkpoints, though!

### Section 7 (83-95%)

The first part of this section is a pattern the tutorials called "Pointing the Finger", repeated twice. The sharp angles will be traversed via the outside, so don't mash the button. Second part is the same pattern as the first, followed by another staggered climb. Third is an "Inverted Samosa", which may take a few tries. Using the same notation as the Large Samosa, the Inverted version can be traversed by counting "1, 1-2-3, 1-2-3, 1, 1-2-3". If you have trouble, don't forget to use Practice Mode. The last part is the same as the second. You'll get a checkpoint once you reach the snail segment.

### Section 8 (95-100%)

Almost home! This section is slow, short, and much easier than the last couple. If you've come this far, you probably don't need my help with this last bit. Just keep an eye out for the midspins at the end, and you're golden.


Story Section

## Puzzle Rooms

Sef can't follow us any further, but they do tip us off that we're looking for something called "The Light", and that "You'll know it when you see it." You'll have to traverse a few puzzle rooms to get to the next World, though.

These puzzle rooms are all free-roaming, but if either of your orbs hits a spike, you'll be sent back to the beginning of the room. Also, keep in mind that the yellow tiles will fall away once you traverse them once. If you have trouble, don't forget you can pause with Escape, hit Quit, and come back later.

First room: Really easy, just take the high road both times.
Second room: Use the spin tile at the top to reverse your spin direction, then take the low road. Avoid the second spin tile and just take the low road again.
Third room: The first area is rigged to reverse your spin direction as soon as you commit to a path. Take the high road here. Your spin will reverse a couple more times as you snake through the next area, but you can traverse it easily by following a Box Pattern similar to Worlds XC and T1. You can pause just before each spin tile if you need it. Take the high road again, and you're home free.

Once you're past the puzzle rooms, you'll see the next World above you and all the previous Worlds to your right.


World T5 Guide coming soon™! No ETA, since I'm writing this guide in my spare time and am juggling several other projects at the moment.
Neo Cosmos: Main Levels (World T5)
Song Title: Divine Intervention
Guest Artist: DM DOKURO
Sections: 10
Speed Target: 1.0x (No checkpoints)

This is the last World before the credits roll, and it's by DM DOKURO again. This should be fun.

In the tutorials, The Overseer discovers our unbanishment, as well as our new 3-planet trick. After updating their mazes, they offer us an ultimatum: Leave now, or face their wrath. Obviously, we're not leaving.

Quick word of advice, you'll want to practice the last two tutorials in particular until you can hit them first try. Pause and hit the "Previous" button to go back to a tutorial you've already cleared. These will only show up towards the end, and you'll need that practice.


### Section 1 (0-13%)

The first part is deceptively simple. Just a straight line with increasing tempo to get you warmed up. Don't fall for it.

The first pattern after the lead-up was covered in the tutorials, albeit at a slower speed. Feel free to pull it up again to practice, we're close enough to the start that it doesn't really matter.

About halfway through, The Overseer starts sabotaging us by obstructing our view with holographic terminals, then by spinning the pattern around a bit. The pattern remains the same, though, so don't get distracted. There's a checkpoint once you reach the gem.

### Section 2 (13-22%)

First free-roam section of the song. The first four areas are relatively easy, just make sure that your stationary planet isn't on one of the [!] tiles. You'll have about 8 beats to position yourself correctly, but the nearest safe tile is always less than 4 away from your starting point.

The fifth area introduces a large laser, starting at the bottom of the field and moving upwards as you climb. Luckily for us, it takes some time to hit full speed. Make a move to the third column to avoid the [!] tiles, then climb upwards on the offbeats. Once the first set of [!] tiles are gone, move back to the second column to avoid the next set and continue climbing. If you can reach the top 3 rows, you should be able to avoid the laser completely.

Checkpoint, thank goodness. We're out of the free-roam portion for now, just need to hit this transition. There are a couple of patterns similar to the "Box" pattern we've seen before, but cut in half. Be careful with the smaller U-turns, especially the one directly after a spin reversal.

Last part of this Section is similar to the Big Zag pattern from the tutorials, but with an added right-angle loop. There's another checkpoint at the end, once you reach the gem.

### Section 3 (22-26%)

More freeroam, this time with spikes! Optimal paths as follows:

1: Take the high road. Safe once you reach the third column from the right.
2: Hit the spin reversal tile once, then pass by on the underside. Safe at second column from right.
3: Your spin will be reversed again as this area begins. Move to the topmost row, then straight to the right. You must reach the rightmost column.

After this, you'll reach an Ice Shuriken exactly like the ones in World T2, but longer. It'll be the same length as each of the freeroam sections you just completed. Checkpoint at start of next section.

### Section 4 (26-37%)

This time, we go on the offensive. The time signature is non-standard here, and this will almost certainly take a few tries. Each time you pass an acute triangle, the tiles will disconnect and hit The Overseer. Once you've finished one lap, there will be more hologram screens to block your view.

Don't worry if this section takes a few tries. Stay calm, and focus. Once you've completed two laps, you'll find a very welcome checkpoint on the gem leading into the next part.

### Section 5 (37-49%)

This section is much easier than the last one. It starts with the same syncopated rhythm as we saw towards the end of World T2.

Once you complete one lap, the beat changes so that you're traversing on the inside of the circle. The syncopation is the same, but the tempo increases significantly. Be ready.

After an inside loop, the tempo speeds back down again. Complete two more loops, one Ice and one Fire, and you'll be done with this section and hit another checkpoint.

### Section 6 (49-59%)

This section is mostly straightforward, but now there are spikes directly in your path. You'll automatically adjust your orbit distance to pass them, so all you really have to do is hit two segments with half the tempo. Complete that pattern twice.

After that, there's a mostly straight section with some square loops, one of which gets covered by another hologram. The music is similar to what played just after the first freeroam section, and is followed by another Big Zag pattern. Another checkpoint gem ends the section.

### Section 7 (59-59*%)

The biggest freeroam area of the game, taking up the entire section. This section is about 16 measures long, but freeroam sections don't count towards the "XX% Complete" shown when you die, so the percentage will seem to freeze. Medal awards are based on how fast you can reach the finish, rather than accuracy. I'll be splitting the optimal path up a bit to make it easier to parse.

The first portion is pretty easy, just follow the zigzagging tiles. You'll be forced to hit the first spin reversal tile here. Take the top row, then straight to the right. You can rest on the top corner tile if you need it, but don't linger long.

Follow the tiles along the edge. Once you're clear of the first two spikes, there will be a one-wide portion leading into another spin reversal. I've found that following the same "Box" pattern as we've seen before allows for easy traversal here.

Once you've passed the three spikes up top, you'll have two pathing options. Going low is easier, but will take a bit longer. To go low, avoid the spin tile and follow the bottom edge. Going high will be more direct, but also more difficult. I only recommend this path if you know what you're doing, and either want the best time possible, or need the timesave for a Pure Perfect. Hit the spin reversal, then go right by exactly two tiles. Go down by one row, then it's a straight shot to the finish line on the right.

Once you reach the finish here, you'll be given a final time, as well as what time you have to beat for the next medal rank (unless you got a Pure Perfect). Nothing to do here but wait for the laser to catch up, then it's on to the next section.

### Section 8 (59-66%)

There's a checkpoint on the first segment here, but it will respawn you a couple segments ahead of where it activates. You'll probably need it. This section is surprisingly short, but also one of the most technical in the game.

The first pattern consists of acute triangles, followed directly by a right-angle bend. Each time you hit this pattern, The Overseer fires another laser at you, managing to just barely miss.

After repeating that pattern four times, it adapts to add some Hold Notes. Complete this altered pattern three times, continuing to avoid their attacks. The section ends with a U-Turn as the screen whites out.


(Section character limit again, last couple sections after the jump)
Neo Cosmos: Main Levels (World T5, Part 2)
### Section 8.5 (66-72%)

Cutscenes? In the middle of a level? More likely than you think. :P

The Overseer manages to blast away one of our planets, leaving us with no way of moving around. Satisfied, they leave us here to atone, potentially for eternity. Charla appears and admits that you deserve the job more than they do, and replaces your second planet! Let's get out of here.

The segments here technically count as part of Section 9, but they're all safety tiles that are impossible to die on. After a few steps, Sef appears as well, happy to contribute to the mutiny. Unfortunately, Charla didn't think all that far ahead, and the extent of the plan is "Make a break for it!" Works for me.

The Overseer comes back and notices what's happening just in time to give chase. The cutscene ends with a checkpoint.

### Section 9 (72-94%)

Only two Sections stand between you and escape, and the last section is a gimmie. Unfortunately, that means that World T5-X, Section 9 is the most difficult Section we've seen yet. You will die. Don't give up.

I'll be breaking this section into two halves. The first half starts with a zipper, then a technical 3-planet pattern. The tiles marked in red are safety tiles, similar to the ones used in the cutscene just now. They're pretty fast, using the same 16th-note pattern as a 2-planet acute triangle. Don't worry too much about hitting them accurately, just try to make it to the end. Repeat this pattern four times, but be careful about the slight deviation at the end of this first half.

The second half replaces the zipper with a couple gems and midspins, and the 3-planet portions have a different beginning. You'll be repeating this pattern 3 times, each with different midspin placement but otherwise identical. Stay calm, stay hydrated, and don't forget to breathe.

Once you're past the 7th 3-planet portion, you're almost done! Just a straight shot with a small loop, and you're done with the hardest part. (No checkpoint, though.)

### Section 10 (94-100%)

This section mostly consists of the same pattern repeated a few times, namely hitting some heartbeat midspins and hopping onto the next gem. Each time, the screen will fade to black sooner, forcing you to follow the rhythm without as much visual feedback. The Overseer is also still giving chase, and will throw some holograms up once more in a desperate attempt to stop you.

After repeating the heartbeat pattern 7 times, the tempo slows down even more as you approach The Light. The fading will have stopped, allowing you to hit these last couple segments visually.

If you've made it this far, congratulations! You've just beat the Neo Cosmos DLC!


Story section
## More to do

Exiting World T5, you'll be presented with the DLC credits. Feel free to take a moment to rest, it wasn't easy getting here!

Once you step to the left, The Overseer finally concedes and crowns you as High Guardian. But they can tell that you still want more to do, so they offer some work that they've been procrastinating: EX Levels!

To access these new, more difficult levels, you can take the Hold Notes below Worlds T1 and T3. To unlock each EX level, you must obtain a certain number of Gold Medals on their corresponding Worlds. If you didn't get enough medals the first time around, you can always replay them to try for a better score. I'll have the medal requirements listed with each EX World below, alongside the song info. (Pro tip: After completing a level once, the medals you have for each section will be displayed in the Pause Menu. Double-click a medal to be brought to the beginning of that section.)

You've also unlocked a new cosmetic option, Ice Planets. These are similar to the Fire Planets earned by beating World B. You'll also be able to find them with the rest of the cosmetic options, just below your starting point on the main menu.
What About Achievements?
The achievements for this game are tied to the lanterns for Worlds 1-12 and World B. Unlocking Crown Island should get you about half of them. There are also 6 achievements tied to the Neo Cosmos DLC, 5 for getting a Blue Lantern on the first 5 Worlds, and 1 for doing the same with all the EX Worlds. Levels in the Xtra Worlds and Crown Worlds sections don't reward achievements, but they may be worth completing for bragging rights. Or obsessive completionism.
What comes next?
If you've managed to collect all the achievements and lanterns you want, congratulations! This game is updated periodically with new levels, so keep an eye on your news feed.

There's also a semi-public alpha build (accessible through "ADOFAI Steam Library Page > Cog Icon > Properties > Betas", enter "thisisnotrhythmdoctor") that lets you try out new official levels before their public release! Keep an eye on the 7thBeatGames Discord server[discord.gg] to see when new updates drop. Keep in mind that this build is undergoing constant testing, and is likely to contain bugs. If you happen to find one, let the devs know on their Discord server[discord.gg] or by email[7thbe.at].

If you'd like some more levels to play in the meantime, there's plenty of excellent community-made levels available on the Steam Workshop, and even an in-game showcase of some of the best ones. There's also a dedicated channel in the Devs' Discord server with monthly roundups of community levels. Alternatively, you could try your hand at building your own with the built-in level editor.

I'd also highly recommend picking up the Neo Cosmos DLC, if you haven't already. It's recommended to play the DLC as blind as possible, but if you liked the base game, you're definitely gonna like this.

Whatever you choose to do next, I hope you enjoyed A Dance of Fire and Ice!
Future of this guide
With this update, I have finished adding all of the main Neo Cosmos DLC levels. I have yet to add the EX levels, though... This is a good time to discuss my plans for this guide going forward.

Let's start with the fact that writing this guide has been a fun project overall, and it's very rewarding to have introduced one of my favorite "hidden gem" games to a wider audience and made it somewhat more accessible.

But there's also no denying that updating the guide for Neo Cosmos has taken a lot of energy. Energy that I don't have a lot of to spare due to AFK drama. I do want to continue writing this guide, but I'll be taking a different approach from here.

To start, the Neo Cosmos section will be spun off into a separate guide. This will make organization much easier, and allow more freedom with the formatting. (Turns out spoiler tags don't allow any additional formatting within them.) I plan on making this move when I make the next major update probably adding the first EX World, and I'll be leaving a link here pointing to the new DLC guide.

Second, the devs have confirmed that more content will be coming to Neo Cosmos, free for anyone who already owns the DLC. They have also confirmed that additional content will be coming to the base game over time as well, free to everyone. I plan on updating this guide and the soon-to-be-spun-off DLC one for any and all new content, but I cannot commit to any specific timeline.

Lastly, I will be updating the base game portion to reflect my new standards. This will mainly consist of editing for clarity, adding additional detail where appropriate, a general advice section near the top, and formatting consistency. I will be prioritizing the Neo Cosmos portion until I can finish the EX Worlds section, but I do plan on making these edits once that's done.

It must be stressed that updates to this guide will become much more infrequent going forward. Between the aforementioned AFK drama, my gaming backlog, and the general state of the world right now, my energy for writing and updating this guide has been severely limited. I am prioritizing my own physical and mental well-being, and I hope you can understand my reasons for doing so.

Let me close out by thanking everyone who has found this guide useful, and especially anyone who offered feedback or gave it Steam Point Awards. It's because of people like you that this guide has lasted as long as it has. With any luck, it'll last for a good while longer too.

Thank you very much for your continued support.
-Rez (they/them)
38 条留言
SolveForX314 2022 年 12 月 26 日 下午 5:36 
I think that World T2 is supposed to be themed around the concept of infinity. The repetition of the Cubicle seems like it was explained pretty well in this guide; I think the loop towards the end may be intended to represent a clock, since it has twelve segments (perhaps this may have something to do with how the assigned task "is supposed to take infinite time"); and, of course, the repeated fake-outs at the end — including placing the player back at the start after they complete the level — represent how there is no end to infinity.

Why the devs decided the player should be writing out the Lucas Sequence instead of the more well-known Fibonacci Sequence , I don't know. Either way, this detail does seem to propose the above interpretation.
The1AndMany  [作者] 2022 年 8 月 7 日 上午 10:46 
@Alex1044 Nice catch. That's what I get for turning spellcheck off. Guide updated to fix that typo and add World T5.

I've also added a note at the bottom regarding the future of this guide, and I encourage everyone to give it a read.
Alex1044 2022 年 8 月 7 日 上午 5:46 
I think there's a typo in the T2 "story section"? ("infinite" -> "ininite")
The1AndMany  [作者] 2022 年 1 月 26 日 下午 3:36 
@Alex1044 Thanks once again! Guide has been updated to add info about this new level, rename World ME to MO to reflect changes in the game, correct the World MO unlock requirements, and add a note to the preface regarding the new accuracy system.
Alex1044 2022 年 1 月 26 日 上午 2:39 
@The1AndMany Hi me again, new official World RJ!
Darkcrypter 2021 年 12 月 29 日 下午 7:27 
Just a little side note, if you get the yellow lantern for the Core + Bonus worlds, you unlock a special color, along with the title screen saying "Game 100% Complete!" or something like that, and if you Pure Perfect (all perfect, no late/early/miss or L/EPerfects) the 12 main levels + B-X, the title screen says "Game 100% Pure Perfect!"

was it worth pure perfecting those 12 levels, not really, but I just wanted the funny title screen man, same thing with doing every speed trial on every level + all the extra ones and muse dash levels, I just wanted it for some reason
please help me
Summoner000 2021 年 11 月 28 日 下午 7:34 
Ok thanks
The1AndMany  [作者] 2021 年 11 月 28 日 下午 7:12 
@Summoner000 Upon further inspection, it looks like the speed trials for worlds 1-6 require a blue lantern on World 6. All other worlds should unlock their speed trial after getting the blue lantern for each.
Summoner000 2021 年 11 月 28 日 下午 5:31 
I have gone all over the menu map, I don't seem to have what you're referring to. I have beaten the first 5 levels a few times over. I have the yellow lanterns on them as well. There are the gems that take me down to levels 7-12, the gems that lead to level 6, the yellow star gem with the cartoon girls around it, the gem that takes me to the color selection, and the four dots for Custom levels, calibration, continue, and level editor. I don't see a "Best: 1.0x" or a red glyph anywhere. Is this maybe a bug?
The1AndMany  [作者] 2021 年 11 月 28 日 下午 4:55 
@Summoner000 After beating a level for the first time, there will be a new segment nearby that takes you to the time trial. Look for either "Best: 1.0x" for Worlds 1-12 and World B, or a matching red glyph for the Xtra, Crown, and Star Worlds. Will update the guide to make this clearer.