azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
|
Re: Journey to the Fabled Kingdom (0)
For level 13's details:
* You will deal with goblins in the very first room, in a puzzle about manipulating them on on-off plates and not killing them right away.
* The north wing will introduce clone potions, with two rooms - one is an intro to clones, and one is about switching between clones quickly to manipulate monsters so they don't get trapped.
* There are no secrets in this level, but there is the entrance to the postmastery area in this level, called the Dreamplane.
* Past the blue door are a couple of puzzles introducing the dagger, one about using it in combat, and one about how you can drop thin ice but not trapdoors using it
* At the end of the level the Goblin King kidnaps Halph for ransom, like the original JtRH level 13
For level 14:
* Most of the level is just re-using tar rooms from earlier in the hold but replacing it with mud instead, just like JtRH level 14
* One of the rooms is about avoiding a bunch of Slayers in an area with a bunch of spinning sentries TCB style, stating their plan to remove all surfacers because of how much of a nuisance you guys are, referencing the Grand Removal from the original TCB
* There is a secret room in this level that is just yet another room that is a ripoff of an earlier room with mud replacing tar
* Past the blue door you get introduced to Temporal Aumtlich, and are accused of causing a disaster you have yet to cause at this point in the story just like in the official TSS hold
* The very last room with stairs leading to level 15 has the Mud Coordinator and Tar Technician arguing about which is better, like the original JtRH level 14
For level 15:
* The first room introduces oremites and the 180 spin trick is required to win it
* The north wing introduces squad horns
* Past the blue door are the Temporal Resonator Crystals and the tuning fork, and after you steal the tuning fork at the end of the level you see firsthand how you did in fact cause the disaster, just like in the original TSS hold
* There is a secret to this level too, and it has no monsters in it either just like the required rooms of this level
* There are stairs leading you back up to rescue Halph in this level, just like in the original JtRH level 15
For level 16:
* The first room introduces rattlesnakes
* The north wing introduces gel and gel mothers, and showcases not only how it cuts differently but also how it grows differently than tar and mud (IE: gel needs to be connected to a mother to grow, unlike the other two substances)
* The south wing introduces shallow water and shows off how it interacts with all the other monsters you've seen so far, including how mirrors and rock golems form stepping stones
* Past the blue door you get introduced to the final in-engine weapon, the caber, and see how it works not only in combat but also how it blocks explosions
* There is a secret room in this level where the Pit Thing taunts you some more by voice acting as other characters you know by now
For level 17:
* The first room introduces seep
* The north wing shows off more seep puzzles, like how they die if they are dropped on the floor
* The south wing introduces speed potions and how they cancel if you take a second one, which can be needed in some cases
* Past the blue door you encounter all the ROUS varieties from TSS
* At this point the Messanger's message has been so twisted now Beethro is the one getting help and not 39th Slayer
For level 18:
* The first room introduces decoys, the final in-engine potion of DROD
* The south wing introduces step-to-kill roles
Past the blue door, you learn about fire traps and how they are basically deadly yellow doors.
For level 19:
* The first room introduces brains and how they control roaches
* The north wing shows off more types of monsters brains interact with
* The east wing introduces Aumtlich and shows off their quirks, like how a sword can reflect their beam back at them
* The south wing introduces Constructs and their personal quirks, like how they die when pushed on oremites as well as when stabbed
* There are two secrets to this level, one that is combat based like in the original JtRH level 19, as well as one that is the Pit Thing telling you Dugan has expelled you also like in the original JtRH level 19
For level 20:
* The first room introduces tar and mud working together in the same room
* The north wing introduces tar-mud switch tokens
* The east wing introduces Soldiers and Stalwarts, and shows off the difference is that Soldiers can cross shallow water while Stalwarts cannot
* There is a secret room that is a harder tar-mud combination puzzle in this level
* Past the blue door you learn about the living obstacles that attack you when you turn back time, then go back to normal when you turn time back to the current day
For level 21:
* The first room has Halph stating he was recruited by the Architects
* The east wing introduces rock giants and shows off how they behave, as well as has a secret room that is harder than the main rooms
* The north wing has brained monster horde puzzles
* The south wing has bomb mazes galore like the original JtRH level 21
Past the blue door is an introduction to thin ice over shallow water
For level 22:
* The entrance room introduces gel switch tokens
* The north wing has puzzles about juggling a lot of mimics at once
* The south wing has more Slayer antics galore
* The east wing has more gel switch puzzles
* There is a secret room in this level too, that is in the Slayer wing
* Past the blue door is an introduction to the Flowers from the Flower Bed
For level 23:
* The first room introduces builders, and explains how they were ordered to stop you at all costs, and they are forbidden to disclose who told them
* The east wing has more builder puzzles galore, a la TCB Upper Lowest
* The north wing introduces Engineers, who don't need relay stations to build the tiles specified
* Past the blue door you are introduced to dart cannons and also darts you throw yourself, and you can't use your sword and throw darts at the same time with the way it is scripted by default
* At the very end of the level is 1st Archivist (the real one and not Arky) announcing he will do whatever it takes to stop you in level 25, like 39th Slayer did in the original JtRH level 23
For level 24:
* The level is just basically like TCB Lowest Proper, except the 1st Patron is the one commanding the builders to stop you from reaching the next level and not Halph cause Halph is not working for the DAA yet
For level 25:
* The level is just one big showdown against 1st Archivist KDD level 25 style, and also introduces the Living Walls from Nethlekempt Farrows and broken and cracked orbs, and if you win 1st Archivist escapes to live another day but Halph still accuses you of being a murderer with everything else you've killed, and runs away to join the Empire
It's all solid for a fan project, even though it obviously rips off directly a lot of the original DROD canon?
|