- Deja Vu
(JtRH) L14:2N3W - Clear the room by turn 30
- Clear as Mud
(JtRH) L14:1N3W - Clear all mud before killing the mother and clearing the room
- Stuck in the Mud
(JtRH) L14:1N1W - Clear all mud before killing the mother and clearing the room
- The Honest Smitemaster
(JtRH) L15:1N3E - Clear the room without placing any decoys
- Keep Away from the Edge
(JtRH) L15:1W - Clear the room without any roach queens stepping on a trapdoor
- Wub is All Around
(JtRH) L15:4E - Don't use the decoy potion, and reach the western exit
- Cunning as a Serpent
(JtRH) L15:1S1W - Enter from the North and clear the room
- Abstinence
(JtRH) L15:1S4E - Clear the room without using the decoy potion
- The Red Snake of Courage
(JtRH) L16:1N2E - Kill the serpent before killing any golems and clearing the room
- Great Snakes!
(JtRH) L16:Entrance - Don't turn your sword after the first time you strike a rattlesnake's tail and clear the room
- But Four's a Crowd
(JtRH) L17:3N1E - Clear the room using only three decoy potions
- A View from Above
(JtRH) L17:2N1E - Enter from the North and clear the room
- Stuck in the Middle with You
(JtRH) L18:1N2W - Step onto and off the force arrow on consecutive turns, then clear the room
- Finish What You Start
(JtRH) L18:Entrance - Solve the room from the level entrance within 100 turns
- Sometimes That's the Best Kind of Help
(JtRH) L18:1S2W - Clear the room without using Halph
- Down, Along, Up, in That Order
(JtRH) L19:2N1W - Take the southern passage first to clear the room
- Snakes on a Euclidean Plane
(JtRH) L19:1N1E - Stay inside the arena until the room is clear
- Avoid the Squeeze
(JtRH) L19:2W - When fighting the hundred, the ninety and the twenty-seven, always keep a space between you and the closed door
- Charge of the Smite Brigade
(JtRH) L19:3E - Strike both orbs before turn 30 and clear the room
- A True Warrior Uses His Sword
(JtRH) L20:2N - Clear the room without setting off any bombs
- Walk Through the Storm
(JtRH) L20:2W - Clear the room without stabbing any tar or mud
- A Monster Made of Eyes
(JtRH) L22:3N3W - Take the western route and clear the room
- The Locked Room Mystery
(JtRH) L22:3N2W - Kill the Slayer with the mimic and leave the room
- Smart, but Not Smart Enough
(JtRH) L22:3N - Enter from the South and clear the room
- Only Passin' Through
(JtRH) L22:2N2W - Clear the room without striking the southeast orb
- Beethro Has a Brain Too
(JtRH) L22:1N1W - Clear the room without crossing the west-facing force arrow
- Many Feet Make Light Work
(JtRH) L23:2N1W - Drop all trapdoors in the same visit as clearing the room
- Buridan's Decoy
(JtRH) L23:1W - Clear the room using only two decoy potions
- Bright Eyes
(JtRH) L24:2E - Kill the mud mother before it spawns and clear the room
- Mother of Some Roaches
(JtRH) L24:1S - Clear the room without striking the orb
- The Decoy is a Decoy
(JtRH) L24:1S1E - Clear the room without using the decoy potion
- It's All Over Now, Baby Blue
(JtRH) L24:2S1E - Kill the tar baby last when clearing the room
- Master of the Blade
(JtRH) L25 - Clear 1E, 1N1E, 1N2E and 2E without turning your sword
- The Better Part of Valour
(JtRH) L25:1N4E - Reach one of the alcoves by turn 30 and clear the room
- Putting That Aside...
(JtRH) L25:4E - Place the decoy in one of the alcoves and clear the room
- Save the Best for Last
(JtRH) L25:2S - Kill all the guards before any goblins die and then clear the room
- One-Man Army
(JtRH) L25:2S2E - Clear the room without drinking any mimic potions
- Repairing a Broken Dream
(JtRH) Dreamplane:2N1W - Don't step on a fuse end other than the one below the green door and clear the room
- Slayer of Slayers
(JtRH) Kill 39th Slayer in any room except L7:1E, L22:3N2W or L25:2W
- Complete "Journey to Rooted Hold"
JtRH: Saw the ending and credits
- Master "Journey to Rooted Hold"
JtRH: Completed the hold and cleared all secret rooms
- Complete "The City Beneath"
TCB: Saw the ending and credits
- Master "The City Beneath"
TCB: Completed the hold and cleared all secret rooms
- Resoluteness
(TCB) Return from The High Path
- Just Call Me "Mario"
(TCB) Take care of the plumbing problem Under the Library (City:5N3E)
- Looking Out for Number One
(TCB) Receive a promotion
- Brotherly Understanding
(TCB) Tell the searching brother about everything
- I Got a Name
(TCB) Get an official name from the Naming Office
- Tourist in the Beneath
(TCB) Take a stroll down the Golden Lane
- The Dark Side of Town
(TCB) Find the secret dark side of The City
- Patron of the Arts
(TCB) Attend the theater
- Five Slayers (My Brain Hurts a Lot)
(TCB) NO:1N2E or TU:4N1W - Don't use the decoy potion to win
- Back to the Past
(TCB) Revisit the Entrance room of JtRH:L25
- Whodunnit?
(TCB) Activate the cutscene in The Fork after murdering 186th Guide
- My Cold, Frozen Hands
(TCB) QfK:1N6E - Clear the room without turning your sword
- Roach Family Planning
(TCB) QfK:7E - Clear the room without letting the roach queen lay eggs
- All Around the Watchtower
(TCB) TU:1N2E - Guide the roach around the outside of the square to clear the room
- Turn the Lock and Turn Once Only
(TCB) TU:2E - Only turn the arrows once, and don't turn your sword to clear the room
- The Bridge Beethro Can No Longer Cross
(TCB) TU:3E - Drop all trapdoors and exit to the east
- Let's Twist Again
(TCB) TU:1S3E - Use all three arrow rotators to clear the room
- Slayer on a Hot Tile Roof
(TCB) DU:4E - Clear the room without letting the Slayer die
- Ring of Briar
(TCB) UtL:1N4W - Reach the eastern exit
- Power Grab
(TCB) I:N:2S1E - Activate the power token by turn 30 and clear the room
- A Room of Two Halves
(TCB) HA:5N - Clear the room without bringing any wubbas down the eastern corridor
- Simple Addition
(TCB) MO:1N1E - Kill both adders with the fegundo the first time it explodes
- I See You Standing on the Other Side
(TCB) EC:2W - Clear the room without letting the Slayer die
- Chasm of No Return
(TCB) EC:2E - Clear the room without moving any platforms from east to west
- All in the Same Boat
(TCB) EC:1S2W - Clear the room without using the northern platform
- Who Wants to Be the Guy?
(TCB) TV:1N - Die in the last cutscene
- A Legend in His Own Time
(TCB) TV: Eavesdrop on a bedtime story
- The Play's the Thing
(TCB) D: Listen to the guards at the castle
- Slaughter by the Water
(TCB) D:2S1W - Kill all the guards
- Changing of the Guards
(TCB) CD:2N1W - Kill the maximum 16 guards (requires having killed at least 8 previously)
- So Much for Stealth
(TCB) KDND:1E - Clear the room, killing the SW roach queen first
- Holding the Line
(TCB) RD:3S4E - Clear the room without going further west than the second checkpoint
- The Longest Flight
(TCB) RD:4S6E - Destroy all bombs before killing the roach
- What Did I Come Back For, Anyway?
(TCB) HV:1W - Backtrack through the cleared room without striking the orb
- The Stronger We Our Bridges Do Build
(TCB) HV:1S2W - Clear and exit the room without dropping the bridge
- Adder Subtracter
(TCB) HV:2S3W - Kill three adders before entering the northern half of the room
- Smash and Grab
(TCB) HV:2S1W - Break one mirror before removing either mirror from the alcove and clearing the room
- Muddying the Waters
(TCB) HV:3S2W - Strike the orb before the adder enters the eastern corridor, then clear the room
- Knowing is Half the Battle
(TCB) The Patronage: Find and talk to the Patrons
- Fancy Meeting You Down Here
(TCB) DAA: Speak with Halph, then leave the room
- Decoy Double Cross
(TCB) AC:3S1E - Take the northwest decoy potion first, then clear the room
- Architect of Her Own Downfall
(TCB) Talk to Veemis
- Divide and Conquer
(TCB) OBG:1W - Kill the first 11 roaches before breaking the crumbly wall and clearing the room
- Now You See Him...
(TCB) OBG:1S - Clear the room without drinking the invisibility potion
- Bullet Time, with Swords
(TCB) PH:4N - Clear the room without drinking the speed potion
- Snap, Crackle and Pop
(TCB) PH:3N1W - Clear the room using only three bombs
- Keeping a Steady Keel
(TCB) PH:2N1W - Don't turn your sword after stepping on the pressure plate, until you reach the conquer token
- Snakes and Ladders
(TCB) PH:1N1E - Kill all the snakes before killing any goblins and clearing the room
- Did You Just Punch Out Cthulhu?
(TCB) I:AGV:4N - Kill all the aumtlich by stepping
- Killer Rabbit in the Headlights
(TCB) I:AGV:2N1W - Clear the room, killing the eastern aumtlich first
- Hero of Another Story
(TCB) FR: Speak with Tendry
- He Died a Free Monster
(TCB) FR:4N1W - Clear the room without dropping both trapdoors
- Fifty Ways to Leave Your Wubba
(TCB) FR:2N1W - Clear the room without stepping on the pressure plate
- Mirror Symmetry
(TCB) FR:1N1W - Clear the room without moving the mirror
- You Watch My Back...
(TCB) FD:2N3W - Clear the northern half of the room first
- The Seven Dials Mystery
(TCB) RH:2N1E - When you first step through a door, all four doors must be open, then clear the room
- No Giant Leaps for Mankind
(TCB) RH:1N1W - Clear the room without stepping across diagonally adjacent land tiles with water between
- Don't Wake the Sleeping Giant
(TCB) RH:1N - Don't turn your sword, and kill the roach before stabbing the second giant
- A Small Man Among Giants
(TCB) RH:1N1E - Clear the room without using a tunnel
- Unarmed and Dangerous
(TCB) RH:3E - Clear the room without regaining your sword
- We Must Cultivate Our Garden
(TCB) AF:2N - Spawn a gel baby on the western pressure plate
- Fair and Square
(TCB) AF:2N2E - While clearing the room, no goblin may step on a force arrow, or step on a yellow door again after coming out
- Jack of All Tarstuffs
(TCB) AF:1S1E - Clear all tarstuff, without dropping all trapdoors
- Honest Toil
(TCB) AF:2S - Clear the room without moving the mimic over the disarm token
- A Bridge Too Far
(TCB) UL:1S1W - Clear the room without remaining on the outer rim of the bridge for more than one turn at a time
- Shutting the Stable Door
(TCB) UL:1S - Clear the room without entering any of the sand areas more than once
- The School of Hard Taps
(TCB) LP:2N1E - Don't tap the westernmost door to clear the room
- A Little Learning is a Dangerous Thing
(TCB) LP:1N - Clear the room without stepping on the middle tile of the broken wall block
- Smitemastermind
(TCB) TU:3N - Win a game of "Mastermind" on the first visit to the room
- Suburban Smitemastery
(TCB) TU: Clear all 12 puzzle rooms (then visit 1W)
- But You Can't Hide
(KDD) L1:6N2W - Don't hide in the alcove
- All Together, Now...
(KDD) L1:6N1W - Kill the roaches in nine consecutive turns
- Who Let the Roaches Out?
(KDD) L1:5N2W - Open all the doors before killing any roaches, then clear the room
- Ahead of the Game
(KDD) L1:3N2W - Kill the roach facing East and clear the room
- Cornered in the Center
(KDD) L2:2E - Clear the room without letting the queen reach the NE corner
- Gone in Thirty Seconds
(KDD) L2:2S2E - Clear the room before roaches spawn
- Efficient Smitemitery
(KDD) L2:2S3E - Allow only one roach to spawn when clearing the room
- They're Behind You!
(KDD) L2:1S - Don't turn after striking the orb and clear the room
- Look to Westward
(KDD) L3:3N1E - Kill everything but the queen facing West, and kill the queen last
- No Scroll Left Behind
(KDD) L3:2N - Read the scroll without re-entering the room
- Three in a Row
(KDD) L3:2N1E - Kill the roaches in three consecutive turns
- Hidden in Plain Sight
- What's the Time, Mr Roach?
(KDD) L3:1N1W - Bump the western wall before killing any roaches, then clear the room
- Straightforward Smiting
(KDD) L3:1N1E - Clear the room without drinking a mimic potion or breaking the crumbly wall
- The Enemy is Sleeping
(KDD) L3:1S2W - Clear the room without waking any eyes
- Opportunity Strikes Just Once
(KDD) L3:1S1W - Strike the SW orb only once while clearing the room
- Five Orbs of Bill
(KDD) L3:1S - Strike only five orbs to clear the room
- Nine in a Line
(KDD) L3:1S1E - Kill the roaches in nine consecutive turns
- Vandalism!
(KDD) L3:2S2W - Break all crumbly walls before killing the roach and clearing the room
- One Direction to Escape
(KDD) L3:3S1W - Clear the room without turning after striking the orb
- No Retreat
(KDD) L4:1N - Don't retreat into the entrance hallway to clear the room
- That Never Goes Out of Style
(KDD) L4:2E - Stand on the scroll with all nine mimics lined up to your right
- Mimic on Holiday
(KDD) L4:1S1E - Place the mimic on the SW island, then clear the room
- Not So Pretty in Pink
(KDD) L4:1S2E - Drop all trapdoors in the same visit as clearing the room
- We All Fall Down
(KDD) L4:2S1E - Drop all trapdoors in the NW box, in the same visit as clearing the room
- Moderate Striker
(KDD) L5:2N - While clearing the room, don't strike any orbs, and don't enter an area that requires orb-striking to leave
- Bishop's Tour
(KDD) L5:2E - Don't move orthogonally while clearing the room
- Don't Fence Me In
(KDD) L5:3E - Clear the room without striking the orb
- Highly Visible Ninja
(KDD) L5:2S - Clear the room without turning or drinking the invisibility potion
- The Wyrm That Turned
(KDD) L7:3N - Don't cross the western force arrow while clearing the room
- Up, Up, Down, Down, Left, Right, Left, Right
(KDD) L7:3N1E - Kill the NW roach queen first, then the SE queen and clear the room
- Superior Master Intellect
- All Quiet on the Western Front
(KDD) L7:2N - Clear the room without crossing the western yellow door
- The Smiter Always Strikes Twice
(KDD) L7:2N1E - Strike the orb only twice while clearing the room
- From the Outside, Looking In
(KDD) L7:2N2E - Don't enter the one-tile-wide passage bordering the western pit to clear the room
- He Who Fights Serpents
(KDD) L7:1N - Clear the room without moving diagonally
- No Way Out
(KDD) L7:1N1E - Kill the serpent in the SE corner of the room
- Eyes on the Prize
(KDD) L7:1E - Clear the room without turning
- Who Needs Orthosquares?
(KDD) L7:1S - Clear the room without moving diagonally
- Rapid Tar-Cleaning Service
(KDD) L8:4S2E - Clear the room by turn 60
- Non-sustainable Growth
(KDD) L8:4S3E - Clear the room by turn 30 (without clearing, unclearing and re-entering)
- Exactly as Planned
(KDD) L9:1N - Strike all three northwest orbs, the western one last, then clear the room
- All Set Up and Ready
(KDD) L9:2N1E - Don't strike any orbs after emerging from the force arrow corridor, then clear the room
- Don't Drink and Smite
(KDD) L10:1S - Clear the room without drinking the mimic potion
- Hold On Five Seconds
(KDD) L10:1E - Wait for five turns after striking the orb, then clear the room
- Let's Not Go Round Again
(KDD) L12:1S - Clear the room before going round the loop
- Only the Even Numbers
(KDD) L12:1S2E - Clear the room without moving diagonally, waiting or turning your sword
- Solo Serpent Slaughter
(KDD) L12:2S1E - Clear the room without drinking the mimic potion
- Unlucky for Some
(KDD) L13 - Enter the NW room
- Dungeon of Broken Orbs
(KDD) L14:2N2E - Clear the room without using the orb nearest the middle of the room or the SE orb
- Preserving the Ancient Ruins
(KDD) L14:1N1E - Don't break any crumbly walls while clearing the room
- Speed Chess
(KDD) L14:1N3E - Clear the room by turn 20
- Keep Dugandy Tidy
(KDD) L14:1E - Clear all tar (in the same visit as clearing the room)
- It's a Trap!
(KDD) L14:2E - Don't drop the trapdoor while clearing the room
- With Slanting Sword
(KDD) L14:1S - Face diagonally and don't turn while clearing the room
- What the Eye Doesn't See
(KDD) L14:1S1E - In the last area, kill both goblins before killing or waking any eyes, then clear the room
- With Steady Sword
(KDD) L14:2S - Clear the room without turning your sword
- First Things First
(KDD) L16:Entrance - Clear the room from the level start
- Limited Growth
(KDD) L16:2E - Kill the tar mother before it grows three times
- From the Other Side
(KDD) L16:1S - Kill all roaches entering from the east (it is impossible to also clear the room)
- Stunted Growth
(KDD) L16:1S1E - Kill the tar mother before it grows
- Bad Boys Love Their Mamas
(KDD) L16:2S1E - Kill the tar mother last when clearing the room
- Spring Cleaning
(KDD) L17:1N1W - Clear all tar and kill the tar mother last when clearing the room
- Short Circuit
(KDD) L17:1W - Clear the room and reach the green door by turn 240
- A Good Clean Kill
(KDD) L17:1S2E - Kill the serpent before any tar babies form while clearing the room
- Aim for the Eyes
(KDD) L17:2S1E - Kill the tar mother first, then clear the room
- Assassinate the Queen!
(KDD) L18:2N2E - Kill the queen on turn 1 (and clear the room)
- Leave No Stone Turned
(KDD) L18:2N3E - Don't break any crumbly walls while clearing the room
- Sonata for Unaccompanied Smiter
(KDD) L18:1N1E - Kill the goblin where he starts and don't drink the mimic potion to clear the room
- He Came From the East
(KDD) L18:1N2E - Clear the room entering from the east
- Come and Join the Party
(KDD) L18:1E - Drop the trapdoors before any serpents die, then clear the room
- The Lazy Smitemaster
(KDD) L19:2S - Stay in the top two rows while clearing the room
- There's Always Another Solution
(KDD) L19:2S1E - Don't break any crumbly walls while clearing the room
- Stupid Goblins!
(KDD) L20:3N1W - Kill all brains before killing any goblins to clear the room
- Worthless Snakes!
(KDD) L20:3N1E - Kill all brains before any serpents die, then clear the room
- Who Needs All These Buttons?
(KDD) L20:2N - Don't close the doors around the room with the scroll while clearing the room
- Mother Knows Best
(KDD) L20:2N1E - Hit the orb, then kill the mother, then kill the brain while clearing the room
- Outsmart the Brains!
(KDD) L20:1N2W - Kill the serpent before striking the southern orb, then clear the room
- Choose One Way and Stick to It
(KDD) L20:Entrance - Clear the room without turning after killing the first roach
- They Just Keep On Swarming
(KDD) L21:1N1W - Clear the room without dropping any trapdoors
- Seeing Triple
(KDD) L21:1N - Drink only three mimic potions and clear the room
- Roaches and Goblins and Queens, Oh My!
(KDD) L21:1N1E - Release the goblins by turn 30 and clear the room
- Sniper!
(KDD) L21:1S1E - Kill the eastern queen before the northern queen, and kill the northern queen before dropping either of the SE trapdoors, then clear the room
- Mimics Were Born Free
(KDD) L22:1E - Don't strike either of the northern orbs while clearing the room
- Keep Your Head Down
(KDD) L22:1S2W - Kill all roaches before entering the top three rows of the room east of the green door, then clear the room
- Master Snake-charmer
(KDD) L23:1N1W - Kill two serpents in the dead end where the goblin starts, then clear the room
- Three's Company
(KDD) L23:1N - Drop the red door before killing a goblin, then clear the room
- Don't Step on a Crack
(KDD) L23:2W - Don't break the southernmost crumbly wall, and don't drop any of the trapdoors around the orb while clearing the room
- Who'd Trust a Goblin, Anyway?
(KDD) L23:1S3W - Clear the room without using the goblin to kill the serpent
- Round and Round the Garden
(KDD) L23:1S2W - Drop all trapdoors before killing anything and clearing the room
- The Eyes Have It
(KDD) L23:1S1W - Kill all the goblins before anything else while clearing the room
- Goblin-Free Zone
(KDD) L23:2S - Clear the room without a goblin stepping on a trapdoor
- A Pair of Blue Eyes
(KDD) L24:1N - Kill the tar mother last while clearing the room
- Friendly Enemies
(KDD) L24:1N1E - Clear the room without using a roach to kill the serpent
- My Turn at the Controls
(KDD) L24:2W - Clear the room without using the mimic to strike any orbs
- Attention to Detail
(KDD) L24:1W - Kill all serpents before killing all brains, then clear the room
- Worthy Opponent
(KDD) L25:1N2W - Clear the room, killing the SW roach queen last
- Pacifist Run
(KDD) L25:2W - Exit the room without killing any goblins
- Runnin' Through an Open Door
(KDD) L25:2S1W - Clear the room without standing on a closed door
- A Maze of Many Ways
(KDD) L25:2S - Clear the room without going through the SE U-bend
- Complete "King Dugan's Dungeon"
KDD: Saw the ending and credits
- Master "King Dugan's Dungeon"
KDD: Completed the hold and cleared all secret rooms