Uploaded July 2024 | Updated September 2026, 2 weeks ago
No summons/No parry/No magic
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Absolutely insane end to this DLC. I wasn't expecting anything that would take more than a single day but I got humbled pretty quick after reaching his second phase for the first time. It gets to a point where his first phase becomes almost easy and you have to spend every second phase attempt studying the exact inputs you have to perform to not get one shotted by every other attack. I love his first phase, but I don't like his second phase at all. Everything was satisfying to dodge correctly but that doesn't mean it was good. Like a lot of other bosses, it had the potential to be spectacular but was over tuned to a point where it seemed genuinely unfair most of the time. I think about 90% of my second phase deaths were getting stunlocked from the light trails that led directly into another attack. It felt like one minor mistake could spell the end of your run even if you were at full health right before. At a certain point I stopped paying attention to how many flasks I had going into second phase, because I'd usually die before I had the chance to use even half of them. Most of my other deaths in either phase were due to that quick 3 hit combo that he has that can't be dodged with rolls. The attack where he quick strikes with his left hand and immediately follows it up with a right hand slash and ends the combo with an X-shaped cut is fucking terrible. If you roll the first slash, 90% of the time you'll get clipped by the second one and you can't double roll it. You have to dodge the first two attacks with one roll. The only "consistent" way I found was to get as close to his left swing as possible and dodge diagonally--forward and to the right. This is pretty close to being a frame perfect so the fact that its the most reliable way to dodge the attack is pretty concerning. If there was one thing I'd change about the first phase, it's definitely that. Combined with the AOE stunlock that it turns into in the second phase, it doesn't get a lot better. I got incredibly lucky on this run, as my healthbar was pretty much gone at one point but I managed to heal back to full. From there, I guess I had something of a miracle run. I'm trying not to let this second phase taint my perception of the DLC as a whole, but with him being the grand finale to the whole thing, it's kinda hard not to. So far FromSoft is 0 for 2 with final boss second phases in this game, even though they crushed it with the respective first phases. I've heard this is the hardest boss in the entire series and I believe it. Honestly I'd be surprised if it wasn't at least in the top 3 hardest bosses in all of gaming. To end off this description on a good note, I'd like to talk about the music. I think its my favorite track in the game. The tension and atmosphere that both phases create is wonderful. In addition to representing both phases perfectly, its genuinely just a beautiful track all around. The music might be the saving grace of the second phase. While I hate dealing with all his AOE attacks, I think it just might be worth powering through it just to hear the entire rest of the song. Anyway, gonna hit a NG+ run with his weapons & armor now.
No summons/No parry/No magic
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Absolutely insane end to this DLC. I wasn't expecting anything that would take more than a single day but I got humbled pretty quick after reaching his second phase for the first time. It gets to a point where his first phase becomes almost easy and you have to spend every second phase attempt studying the exact inputs you have to perform to not get one shotted by every other attack. I love his first phase, but I don't like his second phase at all. Everything was satisfying to dodge correctly but that doesn't mean it was good. Like a lot of other bosses, it had the potential to be spectacular but was over tuned to a point where it seemed genuinely unfair most of the time. I think about 90% of my second phase deaths were getting stunlocked from the light trails that led directly into another attack. It felt like one minor mistake could spell the end of your run even if you were at full health right before. At a certain point I stopped paying attention to how many flasks I had going into second phase, because I'd usually die before I had the chance to use even half of them. Most of my other deaths in either phase were due to that quick 3 hit combo that he has that can't be dodged with rolls. The attack where he quick strikes with his left hand and immediately follows it up with a right hand slash and ends the combo with an X-shaped cut is fucking terrible. If you roll the first slash, 90% of the time you'll get clipped by the second one and you can't double roll it. You have to dodge the first two attacks with one roll. The only "consistent" way I found was to get as close to his left swing as possible and dodge diagonally--forward and to the right. This is pretty close to being a frame perfect so the fact that its the most reliable way to dodge the attack is pretty concerning. If there was one thing I'd change about the first phase, it's definitely that. Combined with the AOE stunlock that it turns into in the second phase, it doesn't get a lot better. I got incredibly lucky on this run, as my healthbar was pretty much gone at one point but I managed to heal back to full. From there, I guess I had something of a miracle run. I'm trying not to let this second phase taint my perception of the DLC as a whole, but with him being the grand finale to the whole thing, it's kinda hard not to. So far FromSoft is 0 for 2 with final boss second phases in this game, even though they crushed it with the respective first phases. I've heard this is the hardest boss in the entire series and I believe it. Honestly I'd be surprised if it wasn't at least in the top 3 hardest bosses in all of gaming. To end off this description on a good note, I'd like to talk about the music. I think its my favorite track in the game. The tension and atmosphere that both phases create is wonderful. In addition to representing both phases perfectly, its genuinely just a beautiful track all around. The music might be the saving grace of the second phase. While I hate dealing with all his AOE attacks, I think it just might be worth powering through it just to hear the entire rest of the song. Anyway, gonna hit a NG+ run with his weapons & armor now.








![(VERIFIED) Back to Back Vortex 100%! [Worlds First!]
I beat this at a super unexpected time. I only had around 30 minutes to play in the morning before school; I sold at 85 and then I practiced a little bit and then got this buzzer beater ah completion. I think this is at least a bit harder than Arctic Lights. ID is below if you want to play.
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Enjoyment: 80/100
Worst Death: 86%
Attempts: 2,022 | 4,934 if you count random attempts from both levels AFTER the completions (+ 9.4K attempts if you include both completions from 2020)
ID: 115528677 (VERIFIED) Back to Back Vortex 100%! [Worlds First!]](https://i.ytimg.com/vi/s_dGuFxzCzM/mqdefault.jpg)

![Dash [2x Speed] DEATHLINK w/ @Collazoo and also four extremes
Wanted to upload Stellaluna but I didnt have a good enough excuse until Deathlink Dash so I figured Id beat three more extremes to have a cool video or something lol
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Funny story about Deathlink Dash, youll notice a guy says two orbs at 0:48 and thats because the last time we got there my dumbass forgot that it was two orbs so I only clicked once
Stellaluna is visually beautiful and has a really nice song. I used the sugar mashup because it fits surprisingly well with the flow of the gameplay but the og song is good too. That said, theres a few questionable hitboxes in this level. Im going to paste this screenshot here and leave it at that. https://cdn.discordapp.com/attachments/1174614922743795713/1322393846427947068/image.png?ex=6770b6bd&is=676f653d&hm=622ee895ff2f7286025523e3e330fb86494eb7f7eb7823e0e964c46c1bc19297&
Enjoyment: 82/100
Worst Death: 89%
Attempts: 690
ID: 77312559
Dead of Night was my best experience of the four extremes in this video. I loved the simplistic deco and the wonky but satisfying click patterns. I had a blast learning this one and perfecting it all the way up to the end, and of course I fluked the last wave
Enjoyment: 100/100
Worst Death: 75%
Attempts: 637
ID: 107539734
Realtered is one that I have a lot to say about. Honestly I think this level is great, minus the weird J-block shenanigans and the brutally inconsistent dual that the entire level is building up to. I was malding at the beginning of the completion attempt because I actually had to get up and take a long break from playing this so as to not damage my setup. [No shade to the creator here] The balancing in this level is criminal at best, with everything being insane demon difficulty until you reach the grandpa demon dual. While were on the topic of the dual, Im trying to understand why it was released in this state. Its one of the least consistent duals Ive played, especially for a modern extreme demon. Weve had the dual gamemode since 2014 and were still getting ice soup at 60%. Im failing to see the connection between the gameplay and the song here as well. Every other part in this level at least kinda syncs, but there is zero sync to be found in this dual. Im out here analyzing the song trying to find the hidden beat thats supposed to even slightly resemble the click patterns distant relative, and Im not seeing it. Im not saying that every dual has to be mathematically synced, but its placed so poorly for its difficulty, its not intuitive, and its not satisfying. Syncing properly is the least it could do. The best thing I can say about the dual is that its super cool to watch. It gets a little weird if you hear the clicks, though, so make sure you have selective hearing. Overall, I would not recommend this level in its current state, and I dont know what can be done to fix the dual, but I hope something gets done. While I am willing to accept thats its likely a skill issue, I cant help but wonder why it was built like that to begin with. Its not a terrible level or anything like that, but I had a pretty awful time for something thats supposed to be an easier than Dead of Night (its not).
Enjoyment: 40/100
Worst Death: 87% (skill)
Attempts: 879
ID: 87153593
Expedition was the final level I played, and easily the hardest. I loved the visuals in this one as well, especially in the predrop. Though, I dont have a lot more compliments where the predrop is concerned. I have a tough time understanding why people like to balance levels in this way. I prefer this balancing over Realtereds approach, but not by that much. The first 31% is about two to three times as hard as 31-100 and I have no idea why. It has weird structuring and very odd gameplay that almost turned me away when I first saw it. Im glad I kept playing, but again, Im not understanding why so many levels are balanced like this. The slow predrop with the low intensity part of the song should never be this much harder than whatever comes after it. 31-100 is an absolute blast and I even like the ball before the drop as well but damn. The ending is tough, and it was a bold move to put a Swing straightfly as the final boss but I locked in and fluked it because thats what I do. I would totally recommend this level, and Id say to just not get too discouraged by the predrop. Understand and accept that youre going to be spending 80% of your playtime from 0 just staring at the predrop because thats just the way it is. It doesnt hurt the level nearly as much as if I were to plop in a really funky dual at 60%
Enjoyment: 90/100
Worst Death: 78%
Attempts: 935
ID: 113155871
168 extremes
0:00 Intro Clip
0:06 Deathlink Dash
1:06 Stellaluna
2:33 Dead of Night
3:38 Realtered
4:53 Expedition Dash [2x Speed] DEATHLINK w/ @Collazoo and also four extremes](https://i.ytimg.com/vi/tlRG8m9vyO0/mqdefault.jpg)