This is the same exact idea as 210 levels of terror AE Edition, complete with the same exact names for each level with some slight twists in some levels to acknowledge the change in elements introduced,
but each section, with 8 levels each except for every fifth section which will have 10 levels, is dedicated to a JtRH level rather than a KDD level, so expect some greater pizazz throughout the hold like scripted speech, secret rooms (only one so far), non-wall obstacles of different sizes and varieties, and more than one type of tiled floor.
However, just like the AE Edition is limited to AE elements and themes, this one is limited to JtRH elements and themes, so there will be no lighting or scripted challenges, and there will be no advanced scripting like going to an entrance, custom characters, or cut scenes, just the very basics of the 2.0 days.
The first four levels are dedicated to teaching the very basics of the first level/first half of it, and like for the AE Edition I will not post any further levels until the very first couple are tested so as not to not overwhelm the tester with too many things at once.
My plan in full for all the rest of the hold, in detail:
Click here to view the secret text
×5: Introducing crumbly walls and how they work with yellow doors and orbs to make clearing roaches harder, like the last required room of the original JtRH level 1
6: Introducing intense roach hordes, but no queens yet cause it's JtRH level 1, so like that room with the guy who likes to hang out and watch
7: Introducing force arrows on top of everything else you've seen already
8: Introducing yellow doors toggling as puzzles to manipulate roaches, like in the AE Edition but with JtRH puzzle elements added like tunnels, as well as secret walls
9: Introducing roach queens
10: Introducing Halph
11: Introducing arrows providing shelter for roach queens
12: Introducing harder roach queen puzzles, like the last rooms of JtRH level 2
13: Introducing using walls and Halph to your strategic advantage when dealing with roaches and roach queens
14: Introducing a long and winding road that applies everything you've seen so far
15: Introducing an Imperial defender, who strikes orbs like the 'Neather from KDD to make the puzzles harder but needs a sword to hit the orbs unlike the 'Neaether
16: A level involving using crumbly walls for shelter, as opposed to the normal walls of level 13
17: A level involving more difficult tunnel puzzles than you've seen up to now with every element introduced since level 2
18: A level introducing the Slayer
19: A level introducing "choose left or right" puzzles
20: A level with narrow corridors, especially made harder by the Slayer
21: A level involving needing to do extra fancy footwork, especially to avoid the Slayer's wisp
22: A level involving tons of clutter
23: A maze of monsters
24: A harder version of level 23, but you lose the Slayer for a while after
25: A level introducing trapdoors
26: A level introducing manipulating monsters pachinko/pinball style
27: A level introducing harder hordes than before
28: A level introducing red doors
29: A level introducing "don't hit the orb" puzzles
30: An evil stronghold/fortress, introducing evil eyes
31: A level involving the color blue on the tiles everywhere for no good reason, and a lot of evil eye puzzles
32: A level involving yellow doors you have to close after a certain amount of turns after opening, same way it's done in the AE Edition
33: A level introducing wubbas
34: A level requiring you to go around it in a clockwise manner
35: A level with tons of tiny chambers in each room
36: A level that has a tight turn limit in each room
37: A level that is like a harder 36, and introduces wraithwings
38: A level that requires you to "find the inner path"
39: A level with worse hordes than before, especially with wubbas for shelter
40: A level with four boxes in each room
41: A level that is a sampler platter of later types of puzzles, but no new elements yet, just new puzzles
42: A level that is the hardest puzzles yet, but still no new elements; expect Halph to be needed a lot here though
43: A level that introduces rock golems
44: A level that is "one-way-roads", especially with tons of trapdoors and force arrows
45: A level with the hardest battles yet, especially involving tons of rock golems
46: A level that is about manipulating golems and wubbas
47: A level that requires you to "jump around it" using tons of tunnels
48: The return of the guardian from level 15, worse because of all the elements and puzzles involved in JtRH level 6 versus level 2, but no Slayer yet still
49: A level in the shape of a keychain
50: A level that is about carefully cutting crumbly walls, and re-introduces the Slayer for one level
51: A level that is dedicated to the hardest close up fights yet, and introduces the invisibility potion
52: A level that requires you to be constantly on the move
53: A level that has tons of "yellow door traffic light puzzles", especially using the invisibility potion introduced recently
54: A level that is a "garden of pain", using a literal garden style with plant obstacles and grass, but also has the most intense hordes of all the monsters up to this point yet, excluding the Slayer, you definitely need the invisibility potion to survive
55: Another "don't strike the orbs" level, harder than the first one.
56: A level about using force arrows for shelter.
57: A level about being "in the army now", with the hardest battles yet, worse than 54
58: A level that requires you to run a marathon, or basically waste 0 turns, especially with the Slayer on your tail for this level, but he goes away until the end of level 63
59: A level that introduces serpents
60: A level that has the most precise timers yet, especially using serpents in dead ends
61: A level that introduces orthosquares
62: A level that is simple fun after everything else you got through
63: A level that has 12 serpents total in tricky puzzles, especially using Halph again
64: A level with tons of nooks and crannies everywhere, with the Slayer harassing you
65: A level with tons of orthosquares everywhere you look, so like a harder 61 with the Slayer involved
66: A fight against a cliffside setting, with the Slayer being the most prominent enemy as well as serpents as far as the eye can see
67: A level with "split path decisions", but the good news is no Slayer for a couple of levels
68: A level introducing mimic potions
69: A level involving the hardest monster fights yet, using mimics to help you with them, fortunately no Slayer
70: A level involving taking shortcuts everywhere
71: A level with the hardest choices yet
72: A level involving tons of stealth and manipulation, and the Slayer comes back in this level
73: A level that is shaped concentrically
74: A level that is a "great wheel of puzzles" while the Slayer harasses you, like the central section of JtRH level 9, but you lose the Slayer after this level until the end of section 16
75: A level that is a "tag team" of the mimics helping you clear monsters
76: A level that is in the shape of a crosswalk and introduces tar
77: A level with simple solutions to complicated looking puzzles, and introduces black doors
78: A level that is an "ultimate monster factory", but no tar mothers yet
79: A level that is a maze
80: A level that tests your curiosity
81: A level that has the most tricky serpent puzzles yet
82: A level that is a "maze at an angle"
83: A level that is a free ride with traps everywhere, like KDD level 10, but with JtRH level 10 elements instead, so expect a lot of tricky tar cutting
84: A level that is about bugs everywhere, like roaches everywhere like the north section of KDD level 10 but with JtRH level 10 elements
85: A level that introduces bombs and fuses
86: A level with tons of orb and yellow door puzzles, especially using fuses to cut the doors
87: A level that has the hardest serpent puzzles yet, especially needing to use bombs to kill them or else you won't solve the room
88: A level that is "waste zero turns" especially using fuses connected to bombs and orbs that lock you in the room until you try again
89: A level that requires you to be intrepid to win, especially with all the crazy explosions going on everywhere, and introduces stairs going up as well as down
90: A level with harder mimic manipulation puzzles than before, especially given that you know how tar, bombs and fuses work
91: A level in the shape of a dragon tail
92: A level where you play pinball... as the pinball
93: A level where you "go ghostbusting", or smite tons of wraithwings
94: A level that is like a deadly hub of death, introducing tar mothers
95: A level that is a "maze of doors", with every kind of door you've seen up to now, especially black doors
96: A level where the monsters are ganging up on you
97: A level that requires you to make a breakthrough or discovery/"a-ha" moment to solve each puzzle
98: A level where there are many ways to go but only one or a couple win
99: A level that is an ultimate crowd of all kinds of monsters coming at you at once, especially with tar mother hordes
100: A level that is an ultimate speedway, but the good news is it's the last of tar you'll see for quite a while
101: A level that is about mazes on trapdoors, like some rooms in JtRH level 13 that didn't involve goblins
102: A level that is an Imperial junkyard, introducing goblins
103: A level that is about "find the safe passage through"
104: A level that has many paths, like KDD level 13, but with JtRH level 13 elements
105: A level that is the most intermediate difficulty wise out of the hold
106: A level that is a long and winding road, with all kinds of puzzles you've seen up to this point
107: A level where danger lurks with every step, and requires you to deal with the goblins very carefully
108: A level that looks like an earthquake destroyed it and you meet the Goblin King who kidnaps Halph, but the good news is you will rescue Halph very soon
109: A level introducing mud
110: A level introducing mud mothers
111: A level with "mud mother horde survival" puzzles, like the harder rooms in JtRH level 14
112: A level that has bizarre architecture, which you use to your advantage
113: A level that looks like it came from prehistoric times, especially with the prehistoric mud everywhere
114: A level with tons of trapdoors and pits everywhere
115: A level about needing to be fearless to win each room, like that one room in JtRH level 14 where you needed to dive in to the dead center of a growing mud pile
116: A level where you need to be very steady with your sword to win
117: A level introducing decoys
118: A level with islands everywhere, which you go back and forth between using tunnels
119: A challenge application of everything you've seen up to now, but still no Slayer and still no tar and mud in the same room yet
120: A level of "titans", or the rooms are designed like mini-swordsmen
121: A level of two spirals
122: A level with tons of catches and nooks everywhere, with you having to rescue Halph back in level 105 after you solve this one
123: A level about "Save Tokyo", or the hardest monster battles yet using your mastery of decoys to your full advantage
124: A level that requires you to go around it again, harder than 34 with every element and puzzle introduced since then
125: A level that is broken everywhere
126: A level that has the most amount of decoys used in total, but it's the last level of section 15
127: A level with two switches total, or two orbs that are guarded by complex puzzles, and introduces rattlesnakes
128: A level that requires you to spin in circles like crazy to win
129: A level that is the hardest fights and puzzles yet, aptly called "Could be Deadlier"
130: A level that requires you to waste zero turns, especially with fuse and permanently closing door mechanisms
131: A level with tons of tar everywhere, but no mud
132: A level that is an ultimate obstacle course
133: A level that is an "ultimate invasion", or the hardest hordes and monsters yet
134: A level with tons of tar and mud everywhere, but neither in the same room with each other until section 20, and has the Slayer in the very last room with rattlesnakes in it, like the last room of JtRH level 16
135: A level that re-introduces the guardian that acts like a 'Neather, and also introduces seep
136: A level that is all about smashing broken walls with tons of seep related puzzles
137: A level that is a confusing conundrum of harder seep puzzles than before
138: A level that is an "ultimate battle" with seep on every inch of the walls, while dealing with rattlesnakes, serpents, rock golems etc, but no Slayer until section 18
139: A level about breaking through barriers, especially killing seep by dropping doors
140: A level about needing to tread carefully with every step, especially with cleverly placed seep
141: A level that is a "system malfunction" with tons of chaos happening everywhere
142: A level where every room has a secret solution
143: The re-introduction of the Slayer, and an ultimate adventure where you fight goblins, rattlesnakes, and seep, as well as everything you've seen up to section 9 but nothing later than that with the three new elements being the only newer thing, because bombs and decoys can easily kill the Slayer, and tar and mud can be grown to trap the Slayer in a way that makes him easy to kill
144: A level about "being on thin ice", or having the hardest trapdoor puzzles yet, especially using Halph; if you are clever enough you can drop the trapdoors to kill the Slayer using the corner method in rooms with a Slayer and trapdoors, and on top of that when you drop the trapdoors the Slayer usually can't reach you anyway in most trapdoor puzzle rooms, so it makes sense to not use him for this level of section 18
145: A level that has the tighest timers yet, especially needing to dodge the Slayer's wisp or the room will fail
146: A level that requires to start at a specific point to win, but the Slayer harassing you everywhere sure doesn't give you time to think much
147: A level with the hardest hordes yet, made worse by the Slayer
148: A level with madness with every step, and the Slayer takes full advantage of it
149: A level with proving your worth on the hardest trials
150: A level about fighting the Slayer directly mano a mano style, but you can't actually kill him because he's too skilled a swordsman; the good news is it's the last level of him until section 22
151: A level introducing crumbs of stuff everywhere, as well as brains
152: A level with yellow doors that are toggle only, and using this to your advantage to manipulate brained monsters
153: A level that is "not just a job", especially given how much harder the brains make all the monsters, so expect tons of brained hordes
154: A level where each room has a hidden solution, especially using the quirks of the brain that you wouldn't expect it to have normally, like how it treats force arrows or other monsters including itself when pathfinding
155: A level where you have to take both ways to win
156: A level about the three hardest to kill brained serpents, and they're serpents because rattlesnakes can be stabbed on the tail easily, which you know by this point
157: The hardest "don't hit the orb" puzzles, especially now that the monsters are brained
158: A level in the shape of a hook, literally, but no Slayer still
159: A level that is a harder "evil garden", and introduces tar and mud in the same room
160: A level that is seemingly off road, but is still required to win, with tons of tar and mud everywhere
161: A level with the most tricky puzzles yet
162: A level with tons of brains everywhere, amongst the tar and mud spewed all over the place
163: A level about needing to steer your sword carefully to win, especially using mimics in orb boxes like from JtRH level 9
164: A level that is a harder version of level 161
165: A level that is an "ultimate championship", with tons of brained tar, mud and roach hordes everywhere
166: A level that has odd angles to it
167: A level that requires you to explore thoroughly to win
168: A level that is an ultimate shish-kebab, with the most difficult tar and mud combinations yet; the good news is it's the last of this kind of thing you'll see for the rest of the hold
169: A level that is a reaction to how good you are at the game, and introduces bombs everywhere without fuses
170: An ultimate bomb maze level with only a few monsters here and there, but not a lot like in level 169, just mostly bombs everywhere
171: A level that is ice themed, especially using bombs to blow up cracked walls of ice
172: A level that requires you to use force arrows for shelter again, especially because you will be required to actually strike the bombs with your own sword to solve many rooms
173: A level that requires you to backtrack to win each room
174: An ultimate "garden of evil", especially with the bombs everywhere you've come to know and loathe
175: A level that requires you to be precise with every step or perish by bomb, pure and simple
176: A level where you can't turn your sword at all in each room
177: A re-match against the Slayer, using the fact brained monsters were introduced since you last saw him back in level 150
178: A level where you have to clear the tightest/narrowest corridors, especially with the Slayer harassing and blocking you everywhere, like the one secret room in JtRH level 22
179: A level that has a tempting solution in each room but they make the room impossible
180: A level that is an "ultimate cagematch", especially with the brains everywhere and the Slayer harassing you with every step
181: A level that requires you to be very keen to solve each room
182: A level where each room has a secret solution, again but harder with every element and puzzle introduced since the last type of level like this
183: A level that is another "ultimate speedway", with JtRH level 22 elements rather than level 12, so expect it to be much harder
184: A level that is a taste of the last few sections of the hold, and is the last level with the Slayer until level 201
185: A level that is a river of tons of wraithwings, trapdoors and pits everywhere
186: A level that is fire themed
187: A level where almost every tile is a pit, and the actual places you can walk on are very narrow
188: A level that requires you to be very quick with your sword
189: A level that is an ultimate reflex tester, with both your feet and sword, and not just your sword like 188
190: A level that requires you to read the mini-map carefully to win
191: A level that requires you to waste zero turns again
192: A level that requires you to backtrack to win again
193: A level that is "waste zero turns" with the most intense hordes yet
194: A level that is "dodge the intense hordes while reaching an objective", like some rooms in JtRH level 24, but nothing that is unclearable on the firt visit for high score purposes
195: A level where the enemies are friend and foe at the same time
196: An ultimate "doom on you" level, with the hardest puzzles and battles yet, given you are mastered with every element of JtRH except for guards; still no Slayer until level 201
197: A level that requires you to waste absolutely zero turns, whereas other ones had a little legroom, hence why it's called "perfect run"; expect tons of brained monsters everywhere
198: A level that requires intense concentration to solve each puzzle; never expect the solution to jump at you
199: A level that is "Under the Sun", like 196 but much harder and with a sun design in the top left corner
200: A level with the most mind bending puzzles yet, but the good news is it's the last of the lynchpin puzzles of the hold because the last section is combat focused, just like JtRH level 25 was
201: A level that introduces guards and the Slayer harassing you everywhere, and requires you to be quick to your sword especially because of how fast and aggressive the guards are
202: A level that has currents of arrows everywhere
203: A level that is a showcase of everything you've seen up to now, like some rooms of JtRH level 25 that weren't just "guards and Slayers with nothing else interesting"
204: A level that contrasts very simple vs very hard puzzles, like JtRH level 25 did
205: A level that has seemingly no exit, but is unlocked if you are very clever
206: A level that is the ultimate brain tester, but maybe not as hard as 200, but expect tons of guard manipulation puzzles
207: A level that is an "ultimate army", with the hardest guard hordes yet and not just very simple fights like in 201
208: A level that is pure insanity with every step, pure and simple
209: A level that is a re-cap of earlier rooms and levels but much harder, given your mastery of the very last element of JtRH, guards, on top of everything else
210: An ultimate final battle with the hardest guard and Slayer setups yet, but the good news is you finally, finally, destroy the Slayer for good and win the hold if you win this level
Note unlike my other holds, I limit myself to 1 Slayer max to make it more like the actual elements JtRH had.
The first couple of sections will be intentionally very easy, and won't be very hard/challenging until later on in the hold, just like how actual JtRH was.
EDIT 05/08/2024:
Added levels 5 and 6, which will be slightly harder because it's the later half of level 1 of JtRH.
EDIT 05/11/2024:
Added levels 7 and 8, which will be the hardest and require more strategic thinking and not just mindless combat.
EDIT 05/29/2024:
Added levels 9 thru 16, which will be harder than even level 8, the hardest level of section 1, especially given the introduction of roach queens.
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Please feel free to test the ultimate JtRH tribute:
Journey to the Fabled Kingdom today!
[Last edited by azb at 05-29-2024 09:17 PM : 05/29/2024 Update. adding levels 9 thru 16]