Maps

These are the game's official levels. They all have unique features and their own designs along with different music. There are 19 official levels in total. Only two of them are available from the beginning (The Farm and Rooftops) and the rest can be unlocked by collecting Mystery Boxes.

The start of a level is generally on the far-left while the goal flag is on the opposite side or at the top.

## List of levels

### **The Farm**

This is the smallest of all the levels. It is available from the start and is one of the few that do not have a deadly abyss. The level features a barn on the left side that players can enter, a lethal thresher roughly in the middle and a silo on the right. The ground is covered in tall grass which players can hide coins, traps or teleporters in. It also has a green tractor to the right of the barn.

### **Rooftops**

This is the second level that is unlocked from the beginning and it consists of two skyscrapers with a large gap between them players have to build over. The second one is wider than the first and has and an arrow pointing up.

### **Old Mansion**

Multiple platforms which represent a broken down house can be found on this level. There is stable ground on the left side and a bush of lethal thorns on the right. There is also a big piece of sharp glass on the left that can kill players. On both the top and bottom levels of the mansion there is a big red button that triggers the elevator which is located at the top by default. Once activated, it will slowly go down, stop for a moment and go back up similar to an elevator. There are a couple of deadly vines to the right, but there is a safe wooden platform between them.

### **Pyramid**

The left side of this level, where the players start, features a small obelisk in the foreground which objects can be hidden behind. The pyramid which has 4 entrances and two dead ends inside of it is located in the middle of the level. On the right side there is a lethal pool of quicksand as well as a sphinx that moves up and down and is capable of crushing players.

### **Waterfall**

This level consists of a large cliff. The players start beneath it at a small ledge on the left while the goal is on the left side on top of the cliff in a dead tree. This means that it is required to build a way to the right and then up in order to reach it. The water flowing down and cave at the start is only a visual effect / decoration and does not interact with any objects or characters. The grass which covers the top of the cliff makes it difficult to see any ice which is placed in it.

### **Windmill**

In this level, the goal is at the top and rotates around a big windmill. The start is on the bottom between a big tank and a partially broken silo on a very small platform. Players can fall to their death everywhere else, even inside of the silo which you can jump inside and wall jump inside too. There is a bigger platform right under the windmill from where the goal can be reached when it is on the lower part of its rotation.

### **Metal Plant**

This level starts on a ledge in the bottom left corner, with the goal located atop a horizontally-moving block at the top of the level. There are seven blocks with honey on them (not including the goal's block, which also has honey on it) moving counter-clockwise along a square rail spanning a majority of the map. A majority of the map has no floor, and leads into an abyss.

### **Iceberg**

This is the biggest level in the game. The start is on the left at the top of a huge iceberg, with a small ledge below it, while the goal is situated on an (enterable) igloo on the far-right. There is a lethal plane of water and a ship (made partially of ice) that acts as a platform, moving back and forth along the level. However, the main gimmick consists of the lethal shards of ice that fall randomly from an ice bridge in the foreground.

### **Dance Party**

This is the only level with visual effects. Each time the players spawn, a slightly different effect is applied. Black bars blocking your view periodically is the theme here. Nearly everything is a silhouette, making the level even harder. Besides this the level layout is very simple: Start on the left, goal on the right and abyss in between. Except for the bottom, the map is completely surrounded by walls.

### **The Pier**

This level consists of a hole-ridden pier above flat, sandy ground. The players begin at the bottom-left, and the goal is located on top of the pier at the far-right. The main gimmick of this level is the large, lethal wave that appears at the beginning of each round. The wave leaves a death-plane of water in its wake that slowly recedes, and it reappears shortly after the water has fully receded. The first time it goes through, the wave will lift a surfboard (placed slightly after the start position) that can be used as a platform to aid traversal to the goal, but the board tends to be too low and too close to the wave to be much help in most scenarios. The board acts as a moving platform, able to move objects attatched to it, honey or otherwise.

Additionally, the wave's hitbox isn't quite as accurate near the top--most of the arching-over front of the wave can be touched without dying.

***"[The] wave (...) crashes through it forcing players to act quickly to escape the danger. There's a surfboard you can ride on (...), but it's helpfulness in actually reaching the end is sometimes questionable."*** - Kyler Kelly-Tan, game developer

### **Jungle Temple**

This level consists of an Indiana Jones-inspired temple. Players start at the entrance to a cavern filled with spike pits, and must reach the goal at the bottom-left. The level contains a special coin that reappears each round in the bottom right on top of a podium. When a player grabs the coin, a lethal boulder comes out of the statue's mouth on the right and rolls all the way to the goal. There's a secret path on the right side of the entrance that can be used to land directly on the coin. Additionally, players can enter the small temple at the left of the start.

### **Volcano**

Full of lava and with few places to stand, this level is one of the most dangerous levels in the game. 3 platforms exist between the start and goal of the level, which oscillate up and down alongside a (highly lethal) lava flow beneath each. The jump between the last moving platform and the goal is known to be incredibly difficult without any objects to aid it.

### **The Mainframe**

The Mainframe’s basic layout is simple with the start on the left and the goal on the opposite side of a large pit with a small platform in the middle. The gimmick of this level is that there are two large uncollidable circuit boards in the background that are split up into many 1x1 tiles. Any of these tiles that a player passes by change color and will become solid for the duration of the next round.

### **Crumbling Bridge**

Like the name implies, this level contains a large bridge made of crumbling blocks that is placed over a pit, connecting the start on the left to the goal on the right side. By having players travel across the bridge every turn it will slowly break apart and become smaller until it is completely gone. Although being naturally generated, the bridge can be destroyed with bombs.

### **Nuclear Plant**

On this level, the start is located at the bottom atop an elevator, and players must reach the goal at the very top. At the beginning of every round the large elevator starts moving upwards, taking players with it. Alternatively it is also possible to scale this lower part of the plant by performing successive wall jumps. The rest of the level can be traversed by climbing up a set of stairs on the right or taking an alternate route on the left side. You can fall into the abyss by going in a gap between the metal scaffolding and the red platforms at the middle-left or right.

### **The Ballroom**

The start of this level is located on one of three chandeliers. The game cycles through these options every round, from left to right. The goal flag is below the chandelier closest to the bottom. There is no ground or walls on this map, making the abyss very dangerous.

### **Space**

A large UFO can be seen at the top of the level, sucking characters towards the goal flag coming out of it. The central area of the level is also covered in several giant flaming tennis balls that are lethal to the touch. Players start at the bottom on a small platform in the shape of a "Canadarm" connected to a space shuttle. The shuttle itself has no hitbox.

Falling out of the level, getting sucked into the UFO, touching the tennis balls and even going above the level border will lead to the death of a player character, making this level relatively dangerous overall.

### Roller Coaster

The levels takes place in a theme park. You start on a platform on the left and you have to build to get across to the other side; however there is a roller coaster track that you can touch. Every once in a while, a roller coaster train will come by that is lethal on touch.

### Metro

This level is a subterranean metro system that consists of a start and end platform separated by a deadly floor of electrified tracks. Every few seconds a large blue train will pass by, starting at the goal and moving towards the start. The train is capable of killing players hit by the front of it, but can also be stood on top of.

## Notes

* Metro is based on the real world MR-63 metro train in Montreal, Canada, the location the Cleaver Endeavor studio is based out of[1]
* Metro was added in version 1.10
* Roller Coaster was added in version 1.8
* The Ballroom and Space levels were added in version 1.7
* The Mainframe, Nuclear Plant and Crumbling Bridge levels were added in version 1.5
* In early beta versions of version 1.5 the Nuclear Plant's goal was at the bottom of the staircase and players couldn't place blocks at the top of the level
* The developers refer to the Old Mansion as "Rickety House" behind the scenes
* The Jungle Temple and Volcano levels were added in version 1.4
* Falling into the void 100 times will unlock the achievement "Wilhelm Audition"
* The Pier was added in version 1.2