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* ExplosiveBreeder: When a temporal Aumtlich has to choose whether to go left or right around an obstacle, it branches time to do both simultaneously, resulting in two versions of itself. It is, for all intents and purposes, explosive breeding of identical clones.

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* ExplosiveBreeder: When a temporal Aumtlich has to choose whether to go left or right around an obstacle, it branches time to do go both ways simultaneously, resulting in two versions of itself. itself, who in turn will branch time when faced with a choice and split into even more alternate selves, and so on and so forth. It is, for all intents and purposes, explosive breeding of identical clones.from the player's perspective.
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Crosswicking

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* TileFlippingPuzzle: [[https://forum.caravelgames.com/userfile.php?f=/11/71/0&BoardID=1#1/3/0/1 "The Eight Gates of Bill"]] has nine switches to change the state of eight gates, where they can open, close, or toggle the state of gate(s), and switches can possibly do all three to gate(s). The goal is to open all eight gates so the third way out of the room is open. In the earliest version of the game, the switches were not annotated, thus the player had to figure out what each orb did as well as figure out the right combination.
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* TheBore: In "Interlude: Negotiations" in ''The City Beneath'', the lead Negotiator in 84th's room starts the meeting with a review of the minutes of last session, which is a {{Technobabble}}-heavy speech concerning "Zoning Allocations". And the whole time he talks in the slowest, most droning fassion that the player could reasonably be expected to tolerate.

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* TheBore: In "Interlude: Negotiations" in ''The City Beneath'', the lead Negotiator in 84th's room starts the meeting with a review of the minutes of last session, which is a {{Technobabble}}-heavy speech concerning "Zoning Allocations". And the whole time he talks in the slowest, most droning fassion fashion that the player could reasonably be expected to tolerate.

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Moving The Dev Team Thinks of Everything example to correct trope and page because it's not Trivia.


* DevelopersForesight: In The City Beneath, Beethro receives the title 256th Slayer from the naming office. Later he attends a Slayer Conference, in which there are exactly 255 Slayers in attendance.

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* DevelopersForesight: In DevelopersForesight:
**In
The City Beneath, Beethro receives the title 256th Slayer from the naming office. Later he attends a Slayer Conference, in which there are exactly 255 Slayers in attendance.attendance.
**When the Slayer was first introduced in Journey to Rooted Hold, it was normally only possible to have one in a room. But if you were to use the in-game scripting system to get around that restriction, you'll find that the A.I. has always had the rule of not allowing a move that would stab another Slayer, making them forward compatible for rooms featuring multiple of them.
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Crosswicking

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* VariableMix: Each room style has three corresponding music styles: "Ambient" plays in rooms with no monsters (including revisiting a previously cleared room); "Puzzle" plays in rooms with few monsters, and "Attack" plays in rooms with many monsters or monster spawners.
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A natterish "averted most of the time" was cut, leaving the example text orphaned. Aversions aren't worth mentioning, so cutting the whole thing.


* CutAndPasteEnvironments: Played with:
** Most of the time, since there are twelve official and several user-made graphical styles, and each hold will typically have tens or hundreds of different, original rooms. However, there are some exceptions. Cutting and pasting is possible in the editor, and in hub levels where connecting rooms are unimportant, rooms can look identical. In addition, there is an idea usually called Constant Room Templates, based on ''King Dugan's Dungeon'' Level 6, where the level contains several rooms that look almost the same, but behave differently and have different solutions.
** Many secret rooms are harder versions of other "regular" rooms.

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* CutAndPasteEnvironments: Played with:
CutAndPasteEnvironments:
** Most of the time, since there are twelve official and several user-made graphical styles, and each hold will typically have tens or hundreds of different, original rooms. However, there are some exceptions. Cutting and pasting is possible in the editor, and in hub levels where connecting rooms are unimportant, rooms can look identical. In addition, there is an idea usually called Constant Room Templates, based on ''King Dugan's Dungeon'' Level 6, where the level contains several 6 has three branches, each containing three rooms that look almost the same, but behave differently and have different solutions.
** Many secret rooms are harder versions of other "regular" nearby required rooms.
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* FictionalCurrency: The only currency mentioned is "greckles", which seem to be in use throughout the Eighth. One greckle is divided into 1,000 grubbles.

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Natter, Example Indentation. Also crosswicked an example


* CutAndPasteEnvironments: Averted massively most of the time, since there are twelve official and several user-made graphical styles, and each hold will typically have tens or hundreds of different, original rooms. However, there are some exceptions. Cutting and pasting is possible in the editor, and in hub levels where connecting rooms are unimportant, rooms can look identical. In addition, there is an idea usually called Constant Room Templates, based on ''King Dugan's Dungeon'' Level 6, where the level contains several rooms that look almost the same, but behave differently and have different solutions.

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* CutAndPasteEnvironments: Averted massively most Played with:
** Most
of the time, since there are twelve official and several user-made graphical styles, and each hold will typically have tens or hundreds of different, original rooms. However, there are some exceptions. Cutting and pasting is possible in the editor, and in hub levels where connecting rooms are unimportant, rooms can look identical. In addition, there is an idea usually called Constant Room Templates, based on ''King Dugan's Dungeon'' Level 6, where the level contains several rooms that look almost the same, but behave differently and have different solutions.



* DepartmentOfRedundancyDepartment: The series title.
** The Smitemaster's Selection ''Devilishly Dangerous Dungeons of Doom'' has an "unscheduled announcement" that begins with an explanation about how it does not appear on the schedule due to being an "unscheduled announcement".

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* DepartmentOfRedundancyDepartment: The series title.
** The
title. There's also Smitemaster's Selection ''Devilishly Dangerous Dungeons of Doom'' Doom'', which has an "unscheduled announcement" that begins with an explanation about how it does not appear on the schedule due to being an "unscheduled announcement".



** Perhaps more inverted than averted. Beethro can ONLY drop or pick up his sword on a disarm token.



* {{Metroidvania}}: A limited example: in any typical hold, there are usually several rooms available to play at once, but levels must be completed in order. Depending on the architect and the specific level set, gameplay could be anywhere from completely linear to completely open-ended.

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* {{Metroidvania}}: {{Metapuzzle}}:
** Seeding beacons, introduced in ''The Second Sky'', allow solved rooms to be toggled back to their unsolved state, re-closing green and blue doors that were opened by solving the rooms. The level "Seeding Grounds" uses this for a larger-scale puzzle where the state of several rooms has to be configured to gain access to a seeding beacon in another room.
** The player role and (in ''The Second Sky'') the player's weapon are controlled by global variables, so a metapuzzle can be constructed where the player has to obtain the correct player role or weapon in one room to use it in another. An example of this in usermade holds is the level "Shape Shifting" in ''Choose Your Adventure''.
** Usermade holds ''This'' and ''That'' have areas in each room that can be decoded, Puzzle Hunt style, into parts of a metapuzzle spanning both holds.
* {{Metroidvania}}:
**
A limited example: in any typical hold, there are usually several rooms available to play at once, but levels must be completed in order. Depending on the architect and the specific level set, gameplay could be anywhere from completely linear to completely open-ended.

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* TheGoomba: Roaches have no special abilities; they just move straight towards you and allow you to slice them up, though they can be tough to deal with in large hordes. They are the first enemy to appear in every game of the series.

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* TheGoomba: TheGoomba:
**
Roaches have no special abilities; they just move straight towards you and allow you to slice them up, though they can be tough to deal with in large hordes. They are the first enemy to appear in every game of the series.


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* GridPuzzle: "The Second Sky" has a level of Nonogram puzzles that make for an UnexpectedGameplayChange.
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Crosswicking

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* TogglingSetpiecePuzzle: Navigating through the dungeons requires the player to work around solid barriers that can be toggled on or off by pressing switches. Since some of the barriers are lifted and others are receded, the switches will swap their states, so it'll be important to check what routes are available in each case and which ones aren't. For extra complexity, the connection between the barriers and the switches isn't always global, which means some of the barriers are only toggled by specific switches.
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** ''The Second Sky'' has a level of Nonogram puzzles, and the bonus levels at the end include a TowerDefense mini-game.

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** ''The Second Sky'' has a level of Nonogram [[GridPuzzle Nonogram]] puzzles, and the bonus levels at the end include a TowerDefense mini-game.
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* SecurityBlindspot: In ''The Second Sky'', the Guardian of Nethlekempt Farrows forbids entry to A1 because his guards damaged the Living Walls with their swords, and forbids entry to Beethro because A1 could follow him inside. Beethro has to fool the Guardian by positioning A1 in his blind spot.

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* MultiSlotCharacter: Halph comes in two variants, "Young Halph" and "Halph". His exact age is unspecified, but he was "Young Halph" during Journey to Rooted Hold, and "Halph" in The Second Sky, taking place two years later. In gameplay terms, the difference between the two is that adult Halph can wade in shallow water.

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* MultiSlotCharacter: Halph comes in two variants, "Young Halph" and "Halph". His exact age is unspecified, but he was "Young Halph" during Journey ''Journey to Rooted Hold, Hold'', and "Halph" in The ''The Second Sky, Sky'', taking place two years later. In gameplay terms, the difference between the two is that adult Halph can wade in shallow water.



* SuperDrowningSkills: The only things that can swim are waterskippers. Anything else -- the player, monsters, other room elements -- will be killed or destroyed when dropped into water, no matter how close dry land is.
** ''Gunthro and the Epic Blunder'' introduces shallow water, which lets the player sneak around like a medieval Rambo.

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* SuperDrowningSkills: SuperDrowningSkills:
**
The only things that can swim are waterskippers. Anything else -- the player, monsters, other room elements -- will be killed or destroyed when dropped into water, no matter how close dry land is.
** ''Gunthro and the Epic Blunder'' introduces shallow water, which lets the player sneak around like a medieval Rambo. Some monsters, such as spiders, can move in shallow water, while others, such as roaches, will drown in shallow water just as easily as in deep water.
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crosswicking

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* MinorMajorCharacter:
** King Dugan, the ruler of Beethro's homeland, makes only a couple of brief appearances, and in ''The City Beneath'' we see that he is easily swayed by his advisors and knows nothing of the world-shaking events going on beneath his kingdom.
** The 'Neather makes only one appearance, as the FinalBoss of ''King Dugan's Dungeon''; after his defeat he is never mentioned again. But it's revealed that he was a more important person than Beethro ever realised, namely [[spoiler:King Dugan's long-lost brother]].
** The King in ''Gunthro and the Epic Blunder'' makes only one appearance: his murder, which sets off the main conflict of that episode. And despite acting in the King's name, the court are firmly pursuing their own agenda.
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* MultiSlotCharacter: Halph comes in two variants, "Young Halph" and "Halph". His exact age is unspecified, but he was "Young Halph" during Journey to Rooted Hold, and "Halph" in The Second Sky, taking place two years later. In gameplay terms, the difference between the two is that adult Halph can wade in shallow water.

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* BrainMonster: The brain enemy. It just sits there and doesn't attack. The problem is that it gives all other enemies much improved pathfinding, greatly complicating avoiding being overrun by them.

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* BrainMonster: BrainMonster:
**
The brain enemy. It just sits there and doesn't attack. The problem is that it gives all other enemies much improved pathfinding, greatly complicating avoiding being overrun by them.them.
** In ''DROD RPG'', where most monsters don't move and so pathfinding is irrelevant, a brain instead doubles the Attack stat of every enemy in the room. Two brains quadruple the Attack stat, and so on.
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* EndingByAscending: The good ending of ''The Second Sky'' and so the finale of the whole series. [[spoiler:The people of Dugandy descend into King Dugan's Dungeon so as to be safe when the world turns upside-down. After the Turning, they continue upward through the dungeon and the ruins of the Rooted Empire, eventually emerging on the world's other surface to begin their new lives.]]
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* ContrastingSequelAntagonist: 39th Slayer (''Journey to Rooted Hold'') is a deadly but mindless killing machine who represents a physical threat to Beethro, and must be constantly outwitted for Beethro to survive. First Archivist (''The City Beneath'') is a NonActionBigBad and master manipulator who continually taunts Beethro about how little he really knows about the Empire's plans.

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* InvincibleMinorMinion: Wubbas are completely immune to swords. However, they also can't harm the player. This means they just usually tend to get in the way. However, they can be destroyed using BenevolentArchitecture.
** Wubbas can only block you in, but Gentryii are invincible to swords, slide along walls, and will eat the player when they reach him.

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* InvincibleMinorMinion: InvincibleMinorMinion:
**
Wubbas are completely immune to swords. However, they also can't harm the player. This means they just usually tend to get in the way. However, they can be destroyed using BenevolentArchitecture.
** Wubbas can only block you in, but Gentryii are not only invincible to swords, slide along walls, and will eat the player when but unlike wubbas, they reach him.are just as deadly as any other monster. They are also too heavy to push into pits and immune to bombs and fire traps, making them very difficult to kill -- just about the only way is collapsing a bridge under one, if there is a bridge in the room.

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* BossBattle: [[spoiler:The 'Neather]] in ''King Dugan's Dungeon''. 39th Slayer in ''Journey to Rooted Hold''. [[spoiler:Halph]] in ''The City Beneath''. [[spoiler:Cyril, the Tuenan Captain]] in ''Gunthro and the Epic Blunder''. [[spoiler:First Archivist]] in ''The Second Sky''.

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* BossBattle: BossBattle:
**
[[spoiler:The 'Neather]] in ''King Dugan's Dungeon''. 39th Slayer in ''Journey to Rooted Hold''. [[spoiler:Halph]] in ''The City Beneath''. [[spoiler:Cyril, the Tuenan Captain]] in ''Gunthro and the Epic Blunder''. [[spoiler:First Archivist]] in ''The Second Sky''.



** ''Tendry's Tale'' has a larger number of boss fights, and a BonusBoss, ([[spoiler: the Archivist]]).

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** ''Tendry's Tale'' has a larger number of boss fights, and a BonusBoss, ([[spoiler: {{Superboss}}, [[spoiler: the Archivist]]).Archivist]].



* InfinityPlusOneSword: The Really Big Sword is Beethro's default weapon, but in ''Tendry's Tale'' it's the heftiest of several tiers of weapon, with 220 Attack (the next highest, the Hook, has 120). It can be seen, but not obtained, when passing through the second level (Goblin Tribe); actually getting it requires defeating a powerful UniqueEnemy.



* OneHitKill: In ''DROD RPG'', bombs (including the Hand Bomb) deal percentage damage to everything in their radius. The percentage can be modified by scripting, but by default it's 100%.



* PointAndClickMap: Introduced in ''The Second Sky'', as a "level hub/warp" alternative to an in-game set of staircases or scripted exits. This allows for easy navigation between multiple accessible levels. That said, it is still an uncommon feature and the vast majority of level sets will still use regular staircases.

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* PointAndClickMap: Introduced in ''The Second Sky'', as a "level hub/warp" alternative to an in-game set of staircases or scripted exits. This allows for easy navigation between multiple accessible levels. That said, it is still an uncommon feature and the vast majority of level sets will still use regular staircases.



* {{Superboss}}: The Archivist in ''DROD RPG''. You get a special ending for beating him, which was meant to require saving up the [[OneHitKill Hand Bomb]] to use on him. The developers didn't actually know whether or not it was possible to get stats high enough to defeat him by normal combat. (It is.)



* TooAwesomeToUse: The Hand Bomb in ''DROD RPG'', which is a OneHitKill to all tiles immediately surrounding the player. At the point you get it, it's tempting to backtrack and use it to kill an Adder (which has a whopping 250 DEF, and you are unlikely to be able to hurt it by normal means at that point). This would let you get the [[InfinityPlusOneSword Really Big Sword]] much earlier than you normally would.



* UniqueEnemy: In ''King Dugan's Dungeon'', spiders appear only in Level 10. In ''Journey to Rooted Hold'', they appear only in two rooms.

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* UniqueEnemy: UniqueEnemy:
**
In ''King Dugan's Dungeon'', spiders appear only in Level 10. In ''Journey to Rooted Hold'', they appear only in two rooms.


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** Rattlesnakes and adders are normal enemies in ''Journey to Rooted Hold'' and ''The City Beneath'' respectively, but in the second half of ''Tendry's Tale'', there is only one of each, and they guard important power-ups (the Pickaxe and the Grappling Hook respectively; the Grappling Hook is required to get the [[InfinityPlusOneSword Really Big Sword]]).

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