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  • Breather Level:
    • Rule of thumb is that every tenth level is kind of hard, while the level that immediately follows it is this. This is due to the first level being the introduction of new episode, frequently adding new elements.
    • The last level in the game is usually also easier than the one coming before it. The exceptions to this are VII and X.
    • In Neverending:
      • Level 48 is notable because it is quite easy and the rest of the Titanic setting is absolutely grueling.
      • The entirety of the seventh episode qualifies, since it consists from the levels from the first game. Makes all that sequel difficulty spiking much more noticeable.
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  • Funny Moments: The monkeys stealing the team's (minus Rudy) equipment at the beginning of VII.
  • Nightmare Fuel:
    • In general and especially earlier games, you are mostly closed in an underground levels with dim light and few bugs for only company, while a plenty of skeletons lies around. Yikes. Later games made settings much more variable, but it still didn't disappear completely.
    • Deaths of a person under your control:
      • I has very graphic representation (for that time) of adventurer literary shatterring into a pool of blood as a result of Falling Damage. When seen for the first time, it can be quite shocking, especially for this otherwise family-friendly game.
      • Later games also introduce incineration, which basically burns the flesh from character from ground up with only skeleton remaining, and being shocked by electric fences, where the skeleton is also the only thing you can see afterwards.
      • X and later gives you possibility of dying by teleporting a block at character's position. Normally you wouldn't see what exactly happened beyond restart prompt, but if the portal only covers half of character, you can see that the other half is disintegrated into pink mist.
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    • Some settings specifically are pretty unnerving:
      • In VI, levels 81-90 take place deep under water, with dim light and blue-black background. Gives you really the feeling of being completely abandoned.
      • In X the levels 61-70 take place After the End, with all what that implies.
  • That One Level: Even by game's standards, these levels stand out:
    • In revised III, level 44 will make tear you hair in frustration because of a missing block.
    • The early showstopper for many is level 17 in IV, even considering the fact hint scroll says exactly what to do.
    • Same for levels 10 and 11 in V, which include new mechanics. Level 69 in the same game is the level 89 from previous installment, except without easy way out this time, and is appropriately difficult. Its name, Purgatory, should indicate you what you're dealing with.
    • V also has level 34 which has only one adventurer, Rudy. What, that should be easy because of less options? Well no, because of rather original solution and necessity to plan every step.
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    • Level 73 in VII is infamous to the point most people don't even know what the objective of the level is after spending few dozen hours in it. The guy who officially finished the game as first still took 4 days to find a solution.
    • Level 70 and 84 in X. First one because of too many options from which only two work (and second is difficult to pull off), the second because of unclear objective.
    • Level 6 in Neverending. How bad it is? Even the guy testing it wasn't able to finish it without author's help.
    • Neverending's fifth episode in Titanic is grueling. Levels 44 and 46 presented a major roadblock for the majority of the players, so much that the author provided some additional hints for the latter, something he never does. Level 50 is already infamous for this due to development difficulty even before it was played by someone outside of the developer/testers.

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