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Realm of Bloodshadow is a 1.9/2.0 impossible level created by GDmiracle. It is an impossible hell level reminiscent of Bloodbath. It also makes heavy use of near-impossible ship sections that are only barely wide enough for the player to pass as well as making use of many other common silent level gameplay, including blue rings within impossible mini-wave spam segment like in Silent Circles, blue jump ring spam, extremely tight waves and ships, nearly impossible spike jumps in cube sections, an invisible block maze, pitch-black sections, and challenging use of all game modes available in 1.9. There are two versions confirmed by GDmiracle, with the current version having more decoration, text throughout the level, some parts being more red instead of white, wave spam replacing some parts of the level, more spikes, more buffed, and an extension after the invisible block maze that makes the level just over 5 minutes long.

Gameplay[]

Current Version:[]

0-3%: The level begins with an extremely tight half-speed mini ship, where the player must hold at the start to get over the ground spikes. This part is mostly an extremely tight corridor with many spikes hanging down just overhead. Within this part are a few gravity changes and size changes, making this part even harder. It is worth noting that this part is actually impossible due to the spikes being too close together for the player to pass through. This part is mostly straight flying or angled straight flying. At the very beginning is text saying "The Gate to The Realm Of Bloodshadow", along with a heart surrounded by more text reading "Acid, Toshey, Cyrillic, Crimsion, Chaotic, More..." likely crediting people who inspired GDmiracle in some way.

3-5%: After this ship is a half-speed wave, reminiscent of the last wave in Cataclysm, complete with a completely red background. Many gears clutter the path, making it extremely difficult to pass through. Midway through this part, the player will have to pass through two one-eyed Clubstep monsters with an extremely tight path, requiring humanly impossible clicking speed. After that is an upside-down mini-wave with paths only barely wide enough to pass through as well as intense amounts of spam.

5-6%: Following this, the level speeds up to normal speed into a near-impossible swing copter with extremely precise taps. This part goes between normal and mini sizes. At the start of this part is text saying "Trespassers... Will die..."

6-7%: The next part begins with a normal ship, with a branching route with two yellow gravity portals. The player must hit the yellow jump ring and take the top path, and fly through the fake part of the column. After this is a short, but extremely tight mini-wave with quite a bit of spam.

7-11%: The next part starts off with a mini UFO where you go through two Clubstep monsters and hit the pink jump rings between their mouths. Right after is a short section with multiple blue jump rings as well as a normal size portal. Following a precise jump through two spiked columns is a humanly impossible wave that starts mini, and then switches to normal with very rapid spamming. Then there's a very brief and tight ship section, followed by another impossible mini-wave replacing the ball in the original version, the player must pass through a tight corridor full of spikes, making the already limited space even smaller. After this is a triple-speed cube orb spamming section. This part is super difficult due to the number of saw blades in the rather tight hallway.

11-15%: Next up is a half-speed mini-wave section. Here the player must pass through a cave-like area full of spikes and saw blades. A few gravity changes make this part even harder. Halfway through, the wave becomes normal sized and must pass through a few extremely tight paths. Next is a short ship section with tight straight flying, a size change, and a gravity change.

15-19%: The following section is a UFO with a couple size changes and a few gravity changes, with precise jumps to pass the gears. Past the gears is four precise jumps through the gaps between spikes with gravity changes between each one. Next is a short mini ship section where the player must time a pink jump ring to fly through a narrow gap between spikes on pillars. This leads into a gravity change which the player must react to quickly in order to avoid going too low and dying. After this is a double speed normal sized cube section where the player must jump, hit the blue jump ring, slide up (or down in this case) the slope, and jump off before they run into the spike at the peak of the slope. This jump will take the player into a quick upside-down ship section that's just straight flying through the mouth of a Clubstep monster. This leads into another cube section, this time mini, where the player must jump and precisely tap the blue jump ring and jump off the block above it so that they hit the blue gravity portal at just the right angle so they don't either fall into the gear above or fall short and land in the spikes. Then there's another somewhat tight jump. This leads into a normal-sized ball section at half speed, this part requires great precision to avoid the spikes. There is also a single blue jump ring during this time that must be tapped precisely. In the middle of this part is more text reading "Death... is inevitable..." After a couple more gravity flips, the player must tap on a yellow jump ring and then a pink one with careful timing to pass the gaps between the pillars, taking them to the next section.

11-24%: After making two precise jumps, the player is thrust into a triple-speed mini ship in a cave-like area with crystals and many Clubstep monsters and absurdly tight spaces, the way the spikes on a couple monsters' mouths are arranged makes it so that the player would need to enter the monster's mouth at a slightly lower angle, dip down very slightly, and then slightly bump up again just barely so that they can fall fast enough to avoid the spike on the left side of its mouth. After the third clubstep monster, the player will run through a gravity portal and must tap the pink jump ring carefully to fly under the pillars. After flying through the fourth clubstep monster, the player will be switched back to normal gravity, and after flying through the fifth, will go through a normal size portal and fly through two more clubstep monsters. Then the player hits a double speed portal, a mini-portal, and a yellow gravity portal at the same time and then fly through another clubstep monster. Next, they will hit a triple-speed portal before flying through another clubstep monster. The player should not go through the mouth of the next clubstep monster as they will run into invisible blocks. Instead, they must fly downward and straight fly though the black area below it, before running into a blue gravity portal and through yet another clubstep monster. After this, the player will hit a normal size portal and a half-speed portal, followed by a pair of clubstep monsters, which must be passed with a very tight diagonal straight fly. Between the two monsters, the player will hit another yellow portal and fly downward at a slight angle through the second clubstep monster. Past this is a mini-portal, followed by another clubstep monster, followed by a blue gravity portal, and then another clubstep monster. This section ends with a yellow gravity portal followed by a precise tap on a yellow jump ring to pass between a spiked pillar and a sideways clubstep monster.

24-28%: Following that is a normal speed mini ball, with a tight timing leading into very precise orb spam that passes between a series of spikes on blocks. A few more precise taps, a normal size portal later, and then the player is taken to an impossible wave section, in which they must pass through four clubstep monsters with a mini-portal after the first monster, a normal size portal and a yellow gravity portal after the second, a mini-portal after the third, and a normal size portal, a blue gravity portal and a cube portal after the fourth. The next part is a series of frame perfect jumps, starting at half speed, with clubstep monsters overhead The player must first make five extremely well-timed jumps over triple spike structures in the dark which are made of a block with a spike on top of it, and a flat spike on either side. This part is made even harder by the fact that the spikes are pitch-black against a black background, and the only spikes visible are the small red spikes on top of each structure. The fifth jump is the hardest as it doesn't even have the red spike on top, making the jump completely blind. Above the fifth jump is text reading: "We are many... You are one..." followed by a normal speed portal and three more precise jumps, this time being four spike jumps. These jumps are a little easier to make as the player can land on the very edge of the block to the right of the spike, just barely missing the spike hitbox and sliding off, missing the spike directly below. After these three jumps, the player hits a yellow jump pad and is thrown into the next section.

28-39%: The next section begins with a triple-speed mini ship with very tight straight flying, and a couple of yellow jump rings and gravity changes. This part is made harder by the object color repeatedly flickering black making it harder to see Towards the end of this little bit is a short spammy wave, followed by a half-speed normal size cube with two precise triple spike jumps. Between the two jumps is a couple more text objects that say "Your blood... Is ours..." As the player passes the second jump, they will hit a double speed portal that's mostly hidden behind the blocks above, and then land in a dual ship. This dual is a little different from a normal dual. Rather than having to control two ships, the second ship is pushed to the top of the screen and is kept up top. The path in the narrow corridor the second ship is in has blue pads in it, which can throw off the player by switching their gravity unexpectedly. The bottom ship must straight fly through a clubstep monster, then tap three pink jump rings with perfect timing. After a brief straight fly is a triple-speed mini-wave with absurdly tight spaces, halfway through, the wave becomes normal-sized, and towards the end of this wave, it is a yellow gravity portal and a mini-portal. Next, the player hits a double speed portal and goes into a super difficult swing copter with a ton of hexagon force saws with red hexagon rotating air deco on them. Halfway through, the icon becomes normal size and hits a half-speed portal. After this is a double speed wave that passes through a clubstep monster, then becomes mini, goes through another monster, then slows down to normal speed and passes between spikes on slanted poles, then goes to triple speed, passing through one more clubstep monster, before going into a neigh impossible half-speed orb spamming cube. This orb spam is made near impossible due to it not only being tight but having to be controlled, the player cannot merely spam the space bar to get through. After that, it is a double-speed mini ufo with near-impossible timing, as well as a couple of gravity portals making things harder. Right before the ship portal is a text that says "This land is... Forsaken..." The mini ship section is simply extreme straight flying with gravity switching back and forth between clubstep monsters before hitting a triple-speed mini-wave. This mini-wave is full of spikes and is incredibly spammy, gravity portals in this part make it even harder, and the player must make use of the generous hitboxes to pass through some of the spikes. At the end of this wave is a narrow corridor with spikes in it and blue jump rings making it even harder.

39-43%: In the next section is a mini ufo at half speed. At the start of this part is text saying "It will never end..." This ufo is a series of precise jumps through spikes with just enough space to pass through with gravity changes. Following that is a normal size ship with more extremely tight gaps and a gravity change after every column. After this is a mini ball with more precise blue orb spamming like what was done earlier in the level. The player then goes up through another ball portal with a normal size portal. In between the two platforms that make up the next part is a series of blue pads with blue jump rings on them. To pass this, the player must hit the pad, then tap the jump ring to avoid falling into the spikes. This happens four times before the player drops into a ship portal, straight flies through a clubstep monster, then a triple-speed mini ship with an extremely precise gap between two spike columns, followed by three more clubstep monsters with a yellow gravity portal after the first one, and a normal size portal after the second. Past the third clubstep monster is one of the last major parts of the level.

43-47%: The Bloodlust extension part of the level begins at half speed with a normal size swing copter that becomes mini shortly after. A text object here reads "There is no hope..." In the mini part of the swing copter, there are a large number of spikes on the clubstep monsters, requiring the player to tap on just about every single blue jump ring given in order to survive. Next is normal speed, normal size ball, with another blue pad + blue jump ring tap, immediately followed by a mini-portal, with some more timed taps, and another blue pad + blue jump ring tap, followed by a brief normal-sized cube section with timed jumps on yellow jump rings to jump through a few spike columns, leading into a triple-speed mini ship. This mini ship is short-lived, and is a simple straight fly through a series of spiked columns, with yellow jump ring thrown in to throw the player off. At the end of the corridor is a half-speed upside-down mini-wave. This wave has two clubstep monsters, with blue jump rings in their mouths making this more confusing to navigate. Then the player hits a double speed portal with a yellow gravity portal, and a tight, jagged path through a few spikes, before dropping down into a ship portal with normal gravity at normal speed, straight flying through a clubstep monster, getting flipped upside down, and hitting a pink jump ring, going into a short triple-speed mini-wave leading into the next part.

47-57%: The next part starts off at half speed as the previous part, except this time, it's a normal-sized ship. This time, there are two separate texts, the first one reading "Welcome to Bloodshadow..." the second reading "There is no escape..." This part is entirely straight fly through back to back clubstep monsters, with extremely tight spaces, and numerous gravity changes. At the end of this bit is a mini-portal, followed by more straight fly through a pair of jagged clubstep monsters. Following that is a triple-speed mini-wave with extremely tight tunnels, and a normal size portal and a yellow gravity portal halfway through this. Then there's a half-speed mini swing copter with more clubstep monsters that are full of spikes. At the beginning of this part is text reading "This Realm... is ours..." Later on, there's another bit of text saying "Be gone..." Then a triple-speed mini ship with more straight flying and a gravity change before hitting a wave section that lasts to the end of this part. The wave part starts as a mini-wave with back and forth jitterclicking through extremely narrow tunnels. After the tunnel opens up is multiple clubstep monsters, with gravity changes, size changes, and a lot of humanly impossible spamming. This part is made even harder by the object color turning black, making it harder to see. Eventually, the player will reach a large structure with spikes very close together and blue jump rings in the spaces. After this is a clubstep monster, the objects begin to pulse black, then a line of spikes on changes that must be jitterclicked precisely though, a clubstep monster with spikes in its mouth, and then one last clubstep monster with no spikes, but its mouth is almost completely closed, being nearly impossible to pass through, leading into the last part of the level as the lights go out.

57-100%: The last part of the level begins with a completely pitch black invisible block maze, the blocks simply being blank black blocks. At the start is text saying "Your fate is binded by your blood" This block maze has an unusual design. Rather than being a full-on grid, the blocks are somewhat scattered and connected in a way that if the player jumps wrong, they will crash. Towards the end, there are two pillars spaced apart, the player must time their jump to make it to the next pillar. At the end of the maze is a branching path, one higher, one lower. The player must jump up to the top route and jump into the triple speed mini-wave portals, while the word "DIE" appears in fiery red letters. The rest of the level is just wave spam. The first bit of wave spam lasts from 61% to 65% and is a long line of sloped corridors with blue jump rings in the middle of each tunnel. After this is a half-speed portal, a little boxed off room, with a very long and very narrow corridor of a straight wave with more blue jump rings. This lasts even longer than before, lasting from 65%-88%. As the corridor widens and the background starts lighting up again, a big of text changes from "Ayy Lmao" to "There is no hope..." From 88% to the end is a bizarrely shaped tunnel, with no blue jump rings, but very odd corridors, with parts where the tunnel dips down slightly, as well as there being pitch black spikes on some of the slopes. This part is technically humanly possible due to an oversight on GDmiracle's part, the black slopes don't actually have collision, so the player can simply dip through the slope and just skip the rest of the level. As the level comes to an end, two final text objects appear, reading in order, "Remember..." and "This is only the beginning..." Then the level finally comes to an end.

Trivia[]

  • The level is free to copy.
  • The level contains 28,626 objects.
  • There are 91 "Clubstep monsters" in the level, a rather unusually high amount.
  • There are about four known versions of the level, most with strange changes.[1]
    • Version 1 had many parts with a white object color instead of red, didn't have as many gears as in the current version, was missing all text aside from the attempt counter, everything up to the first clubstep monster except for a few spikes, some saws, and the ground spike piles was missing, the first ship was actually physically possible due to missing many of the spikes, its less decorated, some parts have different gameplay, and it is overall less difficult, though still humanly impossible. There are also notably less spikes in many parts of the level, especially later on in the level, the first swing copter part was more wide open, both swing copter parts had half the blue jump rings the current ones have (in the current version, the top part is packed with blue jump rings, likely to make it possible to pass these parts at all). The second orb spam part lacks the dead bush hazards that the current one has, some of the waves don't have blue rings in them, the last clubstep monster is designed differently, with a more wide-open mouth and having teeth instead of having no teeth and its mouth almost completely closed. It is also possible to take the bottom path at the end of the invisible block maze and survive, thus skipping the ending spam and the level ends shortly after, this version is only 2 minutes and 57 seconds long compared to the 5 minute and 1-second long version today.
    • Version 2 was a bit different from the first version. It used a slightly different starting music offset, being slightly later, It had red text saying "Ready?" at the start, though it did not have the text that the current one has, Everything up to the first swing copter is different, the level starts as a cube instead of a ship, with a blue pad, throwing the player into an upside-down triple speed wave, making what was once a half-speed mini ship part much shorter, and the cataclysm wave part is now triple speed as well, strangely, there are a couple of slopes in this wave that are missing the sloped spikes. In the ship part following the swing copter, both paths were safe to take, except the bottom path was now safer and the columns lacked the spikes on them. During the fourth ship part, the path is different, with a path directly through the pillars instead of going under them. After the cube part after this, the level skips straight to the invisible block maze, cutting out a large portion of the level. The maze is altered somewhat, with a different route through the maze. The level ends on a half-speed double spike. The spikes are spaced out just wide enough that it is impossible to clear them in on jump, but it is possible to jump and land between them and jump over the last spike. This version is quite different from the others, having fakes in places that weren't there before, being much shorter, and is the shortest of all versions of the level at just 1 minute and 2 seconds. This version is no longer available on the servers in the non-auto form.
    • Version 3 is notable for being the one ToshDeluxe uploaded on his channel. This version is more like version one, with a few differences. This version also had red text at the start saying "Ready?" but in the pusab font rather than the cursive font like the current one. Two ship parts were replaced with a wave, most of the opening ship, and the ship at 19% in the current version (was 31% in version 3). One of the jitter clicking waves near the end doesn't have the red spike decorations, making the wave completely blind. The level ends on a near-impossible double spike jump at half speed, with the portal and spikes fading out as a heart appears and the level ends, making this the only version to end with the cube. Like version 2, this version no longer exists on the servers, unlike version 2 though, it doesn't even have an auto version on the servers, making this the only version that cannot be played in any way.
    • Version 4 is significantly altered, with many parts that had white object color being red instead, much more added to the start, a lot of text added to the level, the level's font being changed to font 7, a lot more spikes added everywhere, more saws in the first orb spam, and being significantly buffed, as well as having a minute long extension to the end of the level, resulting in this version being 5 minutes long, and the longest of the 4 versions.
  • This level is often compared to Bloodbath, due to quite a few similarities. However, if you check the ids, Realm of Bloodshadow actually came out first.
  • This may be the longest, non-infinite silent level due to the extension.
  • GDmiracle has been working on making a possible version.[2]

Walkthrough[]

Geometry_Dash_-_REALM_OF_BLOODSHADOW_-_by_GDMiracle_-_Impossible_(AV)

Geometry Dash - REALM OF BLOODSHADOW - by GDMiracle - Impossible (AV)

The full walkthrough of Realm of Bloodshadow. Credits to ToshDeluxe. Note that this walkthrough is auto.

References[]

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