Hello everyone,
This is my TCB version of 210 Levels of Terror, with the first 4 levels done for everyone to test and comment on.
Note level 4 is exactly like JtRH edition's level 4, because I felt like I could re-use the level if the concept and puzzles I am teaching at that particular point are exactly the same - namely puzzles about how to use orbs to open yellow doors.
Before that, however, the levels are different - level 1 is just a walk-thru with nothing eventful, but level 2 is an intro to pressure plates and level 3 is an intro to roaches and how they also step on pressure plates.
My plan is in full for the rest of the hold:
Click here to view the secret text
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Level 5: An intro to trapdoors, like the later half of TCB level 1
Level 6: An intro to roach queens
Level 7: An intro to on-off pressure plates
Level 8: A usage of on-off pressure plates in more challenging ways in combination with all the previous elements, like the harder rooms in TCB level 1
Level 9: An intro to tunnels
Level 10: An intro to trapdoor gates/red doors
Level 11: An intro to force arrows
Level 12: An intro to arrow rotator tokens
Level 13: An intro to using walls, force arrows, and trapdoors for shelter
Level 14: A long-winded path with all kinds of challenges
Level 15: An intro to Slayers
Level 16: A level involving breaking crumbly walls in strategic ways
Level 17: A level with more complex tunnel puzzles
Level 18: An intro to rock golems
Level 19: An intro to wubbas
Level 20: An intro to serpents
Level 21: An intro to hot tiles
Level 22: A level with clutter everywhere
Level 23: An intro to rattlesnakes
Level 24: An intro to disarm tokens
Level 25: An intro to briar
Level 26: A level about manipulating the monsters pinball style
Level 27: A level with the hardest hordes yet
Level 28: An intro to sister doors of all 3 non-yellow doors
Level 29: A level about "don't hit any orbs"
Level 30: An evil fortress/stronghold, introducing wraithwings
Level 31: An introduction to mimics
Level 32: A usage of doors that close after a specific amount of turns open, using different tricks than the AE and JtRH versions given the wider range of elements available
Level 33: An introduction to fegundoes
Level 34: A level that requires you to go around it in a specific way
Level 35: A level with tons of tiny chambers, and introducing bombs and fuses
Level 36: A level about killing the monsters within a tight time limit
Level 37: A harder version of level 36
Level 38: A "find the inner path" level
Level 39: A level about controlling multiple fegundoes at once
Level 40: A level with four little boxes for each room
Level 41: A sampler platter of later sections
Level 42: The hardest level yet, but the good news is you get your sword back after this one
Level 43: A level introducing mirrors
Level 44: A level with tons of one-way roads
Level 45: The hardest hordes yet, and introducing evil eyes
Level 46: A level with tons of "manipulate multiple mimics at once" puzzles
Level 47: A level with even more intricate tunnel puzzles than level 17
Level 48: A level introducing multiple Slayers in the room at once, which the JtRH version never had
Level 49: A level in the shape of a keychain
Level 50: A level about tons of crumbly wall and mirror smashing
Level 51: An intro to adders
Level 52: A level with the tighest timers yet
Level 53: A level with tons of toggling yellow door puzzles, especially with on-off pressure plates
Level 54: A "garden of pain", with the hardest monster combinations yet, but no new monsters introduced yet
Level 55: Another "don't hit any orbs" level
Level 56: A level where you have to use arrows for shelter
Level 57: A level that is an ultimate test of your swordsmanship, and introduces conquer tokens
Level 58: Like 52, but with more precise timers
Level 59: An intro to platforms over pits
Level 60: Another level with tight timers
Level 61: A level where you have to win without using your sword at all
Level 62: A nice, simple level after the nightmare of the last couple of levels
Level 63: A level with the 12 hardest serpents, especially given that you know how all 3 serpent types work and not just red serpents like in the AE or JtRH edition's version of this level
Level 64: A level with tons of nooks and crannies everywhere
Level 65: A level introducing orthosquares
Level 66: A level along a cliffside, introducing goblins
Level 67: A level with split paths everywhere
Level 68: A level introducing playing as a disguised role, and how you don't drop trapdoors as well as don't attract monsters
Level 69: A level introducing guards
Level 70: A level where every room has a shortcut just as hard as the main solution
Level 71: The hardest choices yet
Level 72: A level involving tons of stealth puzzles, and introducing the invisbility potion as well as disguised stealth
Level 73: A level with concentric designs
Level 74: A great wheel of all kinds of puzzles all while still being disguised, but it's the last level in the disguised role
Level 75: A level about tagging up with things like mimics, fegundoes or briar to take care of impossible to deal with otherwise hordes
Level 76: A level in the shape of a crosswalk, introducing water skippers
Level 77: A level where every puzzle has a simple solution, introducing bridges
Level 78: An ultimate monster factory, introducing water skipper nests
Level 79: A level about "which way should I go?"
Level 80: A level that tests your curiosity... and brutally punishes it, and also introduces decoys
Level 81: A level with tons of serpent puzzles of all 3 kinds
Level 82: A maze... at an angle
Level 83: A free ride, full of deadly traps waiting to ambush you everywhere, like KDD level 10 but with TCB level 10 elements
Level 84: A level about the most intense water skippper and nest hordes yet, but the good news is they will be easier after this level
Level 85: A level that introduces tar and transparency tokens
Level 86: A level with tons of doors everywhere, introducing mud
Level 87: More serpent puzzles, using tar
Level 88: A level with the tighest timers yet
Level 89: A level introducing tar mothers and mud mothers
Level 90: A level with more "multiple Slayers in the room at once"
Level 91: A level in the shape of a literal dragon tail, introducing black doors and their sister counterpart
Level 92: A game of pinball... where you are the pinball.
Level 93: A level introducing seep
Level 94: A level introducing citizens, relay stations and persistent citizen tokens
Level 95: A big maze of doors everywhere, black doors included
Level 96: A level with the hardest hordes yet, citizens included
Level 97: A level where you have to make a breakthrough discovery in each room.
Level 98: A level with many ways to go... but only one works per room
Level 99: The ultimate crowd of all kinds of monsters from previous levels, citizens included
Level 100: A speedway with the hardest challenges yet stopping you from rushing through it.
Level 101: A level about killing the monsters in the mini maze
Level 102: A level introducing clones and clone potions
Level 103: A level about "find the safe passage through"
Level 104: A level with tons and tons of many paths, like KDD level 13
Level 105: A level that is the most intermediate difficulty wise
Level 106: A level that is a long and winding road
Level 107: A level where danger lurks with every step, given your mastery of how to switch locations with clones on the fly
Level 108: A level that looks like an earthquake hit it... but you get to learn what the Slayers are up to if you win!
Level 109: An introduction to the sentries from the TCB torture chambers
Level 110: An ultimate test of your DROD expertise, using the sentries to your full advantage
Level 111: The hardest hordes yet, given how quickly sentries can clear out large amounts of monsters
Level 112: A level with bizarre architecture
Level 113: A level that looks like it came straight out of prehistory
Level 114: A level with tons of pits, trapdoors, and platforms
Level 115: A level that requires you to be fearless to win, with tons of Slayers in each room
Level 116: A level that requires you to be very steady to win, but the good news is you destroy the Slayer's hall and become the only Slayer left if you do win
Level 117: A level introducing oremites
Level 118: A level split into islands you navigate to and from with tunnels
Level 119: A level that is an ultimate challenge, especially with oremites covering the entire floor with almost no patches of places to take out your sword
Level 120: A level introducing brains and their influence on all kinds of other monsters previously seen
Level 121: A level in the shape of two spirals
Level 122: A level with tons of catches everywhere
Level 123: A level about "save the level from hordes of monsters everywhere", especially given how you know how brains work
Level 124: A level that requires you to go around it in a specific way again
Level 125: A level broken into pieces everywhere
Level 126: The ultimate oremite level, but the good news is you won't have to deal with oremites again until the very end of the hold
Level 127: A level where you have to hit two switches to win, introducing gel
Level 128: A level requiring to spin like crazy to win, introducing gel mothers
Level 129: A level that is the deadliest monster rooms yet
Level 130: The tightest timers yet
Level 131: A level with tons of tar, but no gel or mud
Level 132: An ultimate obstacle course
Level 133: An ultimate invasion of all kinds of monsters
Level 134: A level with all 3 kinds of tarstuff, and not just blue tar like level 131
Level 135: A level introducing the speed potion, and the Pirate Captain making the rooms harder by hitting orbs like a sworded 'Neather
Level 136: Another level about smashing tons of crumbly walls and mirrors
Level 137: The hardest puzzles yet
Level 138: An ulitmate battle level, the bloodiest battles yet, especially given your mastery of speed potions
Level 139: A level about breaking through barriers
Level 140: A level requiring you to tread carefully with every step, especially with tons of bomb mazes which are just as hard even with the speed potion
Level 141: The game malfunctioned because you were just too darn good for it
Level 142: A level with a secret solution in every room, but the good news is you drive the Pirate Captain away if you win
Level 143: An ultimate adventure, introducing step-to-kill roles
Level 144: A level with the hardest trapdoor and red door puzzles yet
Level 145: A level with the tighest timers yet
Level 146: A level requiring a specific starting point to win each room
Level 147: A level with the hardest hordes yet, especially with how you know how to use your step-to-kill role with speed potions
Level 148: A level with utter madness with every step, pure and simple
Level 149: A level about proving your worth on many trials
Level 150: Another fight against a 'Neather like character, but this one doesn't have a sword and is much faster than the Pirate Captain because of it, the good news is you never see step-to-kill roles for the rest of the hold
Level 151: A level with tons of crumbs of stuff everywhere, introducing Aumtlich
Level 152: A level with tons of toggling door puzzles
Level 153: A level that is not just a job, with the hardest puzzles yet
Level 154: A level with a hidden solution to every room
Level 155: A level about needing to take both ways to survive
Level 156: A level with the 3 hardest to defeat Aumtliches
Level 157: Yet another "don't hit any orb" puzzles
Level 158: A level literally in the shape of a hook
Level 159: A harder "garden of evil", introducing Stalwarts to help you deal with all the monsters
Level 160: A level seemmingly off-road compared to earlier levels
Level 161: More puzzles galore, especially Stalwart herding/manipulation
Level 162: A walk in the park - a deadly park full of the hardest monsters yet!
Level 163: A level where you have to steer yourself carefully to survive.
Level 164: A level with the most ultimate tricks and puzzles yet
Level 165: An ultimate championship with not letting any Stalwart die
Level 166: A level where the angles are extremely odd
Level 167: A level where you have to explore every inch and cranny of it
Level 168: An ultimate shishkebab
Level 169: A reaction to how good you are at the game, introducing rock giants
Level 170: The hardest bomb mazes yet
Level 171: An ice-themed level
Level 172: More puzzles about using force arrows for shelter
Level 173: A level requiring you to backtrack to win each room
Level 174: The hardest garden of evil yet
Level 175: A level which is precarious with every step
Level 176: A level where you can't turn your sword at all in each room
Level 177: Yet another 'Neather fight
Level 178: A level with the narrowest corridors yet
Level 179: A level with a tempting solution in every room, but it makes it impossible if taken
Level 180: An ultimate cage match of every monster of TCB except for builders and their fateful commander, and introducing tarstuff switch tokens of every single kind
Level 181: A level that requires you to be keen to win, especially given your knowledge of how to change tarstuffs between each other
Level 182: A level with more secret solutions to each room
Level 183: Another ultimate speedway of death, harder than before given your mastery of almost every TCB element
Level 184: A taste of the very last few sections
Level 185: An ultimate river of fire, with hot tiles everywhere, introducing builders
Level 186: Another hot tile themed level, but more strategic than level 185
Level 187: A level with playing as a flying role
Level 188: A level that requires the quickest sword turns
Level 189: An ultimate reflex tester, harder than level 188
Level 190: A level about needing to read the mini-map to survive/win
Level 191: The tighest timers yet, called "running on empty" for a reason
Level 192: A level that requires backtracking in every room to win, and you meet the dreaded commander who was previously your ally when you win this level
Level 193: A level with even tighter timers than 191, given how fast and smart the commander is
Level 194: A level about dodging tons of hordes, all while the commander ensures the sources are blocked
Level 195: A level where the monsters are friends and foe at the same time, and the commander can change the puzzles at a whim and make a friend a foe or vice versa
Level 196: An ultimate doom on you, given how you have outwitted the commander for too long now
Level 197: A level where you cannot waste any turns at all
Level 198: A level that requires you to concentrate intensely to survive each puzzle
Level 199: A level literally under the sun, made entirely out of hot tiles
Level 200: The hardest mind games of the commander yet, but if you win you don't see him for the rest of the hold
Level 201: The hardest reflex tester yet, introducing cracked orbs, broken orbs, and how they interact with Aumtlich
Level 202: A level with tons of currents of arrows everywhere, using arrow rotator tokens as well
Level 203: An ultimate showcase of everything in the hold up to this level, excluding the commander for story reasons
Level 204: A level that contrasts simple puzzles vs the mind melting insanity of some levels like 200
Level 205: A level with seemingly no exit... but it's unlocked if you're clever
Level 206: A level with the most challenging puzzles yet, slightly easier than 200 given there is no commander anymore
Level 207: An ultimate army, pure and simple
Level 208: A level about insanity with every step
Level 209: A recap of earlier levels with harder twists to each room
Level 210: An ultimate challenge level that is the hardest yet, but the good news is you win the hold and see the sky beneath the world if you win.
UPDATE 05/29/2024:
Added levels 5 thru 8, and fixed level 4 to be not exactly the same as in other holds.
UDPATE 06/12/2024:
Added levels 9 thru 16, and fixed levels 4 and 8.
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Please feel free to test the ultimate JtRH tribute:
Journey to the Fabled Kingdom today!
[Last edited by azb at 06-12-2024 09:35 PM : 06/12/2024 Update, fixing levels 4 and 8 and adding levels 9 thru 16.]