Jupiter's Book of JToH

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Jupiter’s Book of JToH (Jupiter’s Document)

Here is a guide to the game of JToH and its many towers. Based off of the no longer maintained
Kiddie’s Book of KToH.

Developers:
Jupiter_Five: Owner, Scripter, Builder (Extremely Active)
Vincentl9: Builder (Very Active)
popop614: Builder, Scripter (Inactive)
Fidjo20: Builder/Decorator (Moderately Active)
OsterDog: Builder, Scripter (Left The Team)
IceNsalt: Builder (Left The Team)
Gocraftermsg: Scripter (Left The Team)
blendbadboy112: Builder (Left The Team)
Kiddie_Cannon: Original Creator, Scripter, Builder (Left The Team)
Cll0y: Builder (Kicked From The Team)
MapleJavas: GFX Artist, UI Elements (Kicked From The Team)
awesomecoolpop: Builder(Kicked From The Team)

Mod Apps Status: Closed


Helper Apps Status: Closed

Introduction:
If it’s obbies and challenges you are looking for JToH is the right place to look at. This game
started off in 2016 as a incomplete project and was later brought back up to a functional state in
March 2018. Before then it was just a single tower in an empty world with no enjoyment and
whatsoever. The game was then brought alive by small and large streamers and youtubers
looking to create content. Seeing this dragged in many people and obby enthusiasts who are
willing to go up against the games many challenges. On March 2, 2019, Kiddie_Cannon quit
Roblox and shut down the game, but allowed me to take ownership of the game and revive it.

Please Note:
This is not a cash grab, simulator, p2w, the game is made solely for the purpose of
entertainment and to still remain challenging without as many rng elements as many games
have. This game will test your ability in obstacle courses and hopefully improve your skills
related to obstacle courses. The gamepasses are there if you have given up or are handicapped
at obstacle courses. 10-20% of the money the game earns will go back into the game for
advertisements or badges. Vertical mobility has been removed due to being a pay to win item,
the reason the price was high was if you have lost all hope and given up on putting effort into
the towers. However, it has been put back on sale for R$ 9999 for a limited time.
The Recipe For A Good Tower:

Towers: 10 floors ~ 1000 studs

Steeples: 6 floors ~ 600 studs


(Can only be made by verified builders)

Citadels: 11-29 floors~ 1100-29K studs


(Can only be made by developers, Verified builders can be given permission to make their own
citadel)

Obelisks: 30+ floors ~30K studs (Only appears at the end of a world)
(Can only be made by developers, can still be collabs)

Great Citadels: 100+ floors ~100K+ studs (A mere myth, might not even exist)
(Can only be made by developers, can still be collabs)

Palaces: ANY floors (Uncommon, always contains a complex boss fight)


(Can only be made by developers, can still be collabs)

Part limit for each style of obby(tower)


(overall count of kill bricks can be counted as 1 along with button activated platforms)

Tower: less than 3K parts and 150 client objects

Steeples: less than 1.5K parts and 80 client objects

Citadels: less than 8K parts and 300 client objects

Obelisks: infinite parts/client objects

Great Citadels: less than 50K parts and 1000 client objects

Palaces: infinite parts/client objects

A nice soundtrack particularly based on the intensity/mood/setting of the section or the entire
tower itself. Soundtracks from popular video companies such as from Namco/Nintendo/Wii/ and
known pop culture such as songs like caramelldansen or old decayed audio found on old roblox
games to match the mood of the classic aesthetic of each tower.
Perhaps some references to inside jokes/major events in both KToH tower creator's
Lives and the game itself/deep secrets while still maintaining a formal view so that the place
itself doesn’t
get taken down.

A nice level design rather than a random sprawl of bricks but it doesn’t matter a nice
level design is to ensure that the person will remember it and even be nostalgic in the future to
come.

It is not recommended to make each tower contain around its max limit, you cannot
forget about lower end technology users.

Be sure to have a set style for each tower or section you build. Just don't spam the same
special mechanic over such as zip lines through the tower. Be creative! Make parts that require
timing.

Modify the internal and external layout of your tower while each section remains the
same height and x and z size.
Make a creative name that will match the style of your tower, whether it is something that will
ensure suspense at the end of each tower, or to give you a total insight of the overall theme.
Make it a memorable experience for when the player is done beating the tower.

It doesn't always have to be the hardest tower out there. Go for the medium or easy
difficulties. Whether the towers layout makes the run quick or time consuming, be sure to make
it to where it is the players fault for not paying attention whether if they fell to something purely
dumb, or sneak in a few cruel areas that are sure to give players PTSD and to remember to
watch out for them.

Make alternate paths that will spark players to do speedruns. Add shortcuts whether they
are unintentional or purely a big aid in beating the tower.

Game Navigation:

As time goes on more and more towers will be added. When there is enough towers in the
game, the towers will be arranged into a gradient from easy to hardest in the rings.

The hierarchy of the entire game will be Universe>Worlds>Rings>Towers


Also another thing some rings may contain pocket dimension to sub rings that are filled with
mostly steeples.
There will be other worlds than kiddie’s inferno, requiring a massive amount of towers to be
beaten along with a few special badges that are unique to each world.
Also there may be other hidden worlds that may be hidden within those pocket
dimensions perhaps a place with a very hard tower but not too high up there.

At the end of every ring there will be a Citadel as the final tower. It will be the hardest
tower to stand in the ring it is in. each citadel will be made by at least 1 developer for the game
possibly including some members of the community. Beating 50% of the citadels in each world
will be required to transfer to the next world.

Difficulty Rating:

Most tower’s difficulties can be defined by the amount of obstacles in the towers. How long the
average run is to the top without any use of gamepasses. Another thing is the potential RNG
factor of some of the obstacles. How many kill bricks there are, and how many parts there are
to catch your fall. Another thing is how small or big the bricks are that required to jump on to
progress throughout the tower. One thing also to remember is how many tricks and traps are
scattered throughout the tower. Or perhaps the lighting of the tower itself such as dark areas
with somewhat small jumps throughout it.

There is a difficulty scale on how to rate each tower.


From a scale from 1 to 9 rating from easiest to hardest. 8-9 is the “Soul Crushing” difficulty level,
which contains 4 sub-categories and the legendary “nil” difficulty level only for ToV.
Easy : 1
Medium : 2
Hard: 3
Difficult: 4
Challenging: 5
Intense: 6
Remorseless: 7
Soul Crushing: 8-9
8.00. Insane
8.25. Extreme
8.50. Terrifying
8.75. Never Again
9.00. nil
*9+. Why
If for whatever reason your tower surpasses the “nil” difficulty and is unfair, it will be classified as
“Why”. If your tower reaches this difficulty, expect your tower to get declined.
The community of KToH loves to go forth and make the hardest towers out there which
leads to a lot of outliers in the difficulty scale for the game. I as the owner of the game
encourage everyone to refrain from making the hardest tower as that will be defined by the
developer team. For a long time, everyone has ignored this paragraph. It’s disappointing to see
people use all of their tower building skills to only make soul crushing towers.

Another thing is that as you will see in the lobbies of the rings is that the towers are
divided into four sections ranging from easy towers to towers that may cause mental
breakdowns within people. This process is just a selection that developers do to encourage
players to start off with easy towers and work their way up the chain to the hardest tower.

A thing to note is that when the updated lobby for ring 1 rolled around. The rooms to house all
the portals stretch really far as an intent to tell people that more towers will be coming soon.
After discovering the nefarious rendering bugs in ring 2. The idea was scrapped to prevent the
bug to spread to ring 1. Also each teleporter in each ring have a unique button style which can
be found on the side of each portal. This is just considered an aesthetic in all terms.

Bosses:
Other than the event bosses, the game does have some normal bosses. Many of them haven’t
exactly been disclosed yet, so time will tell.
- M#$h@#e (PoMN boss): You’ll just need to wait to see what it is, I guess..
- #^&p&%^&@$ss (CoTD boss): The entity that is responsible for all of the darkness.
- I#$^^#@&@$^@: Final boss of World 1.
- Norby & Narby: Final boss of World 2. The duo of noobs from Perfectly Standard
Elevator, just taking a vacation. The only issue about this, is that you want to progress;
you want to go to World 3. You’ll have to go through them.
- @$%%#$%#$!: Final boss of JToH.

Game Events:

If it’s spooky season(october) or just the season to be jolly and get obscene amounts of gifts
from your parents or getting eggs. Most national events will occur within the first ring
(sometimes second ring) of the first world so everyone has a chance to pitch in.

Events that happened so far:

Slamo’s Wrath (2018 Halloween Event)


- Reward: Bootleg Ghost Coil
- The event was just a teleporter that was hidden in a wall which lead to a teleporter that
would bring you to a pocket dimension known as Heccfire Depths. The world took on a
hellish atmosphere and 3 towers(should have been called steeples at the time) were
spread throughout the world.
- The first tower: Tower of Button Venturing(ToBV) revolved around finding buttons in a
massive tower to open up a path to reach the win button. It was a very beautiful
tower(steeple) that had its own nice atmosphere with a nice uplifting soundtrack in the
background.
- The second tower: Tower of Retina Pain(ToRP) the first section was an open room with a
button that was required to reach the rest of the map. The rest of the map was pitch
black and people were to rely on swinging lights to help them navigate the areas. At the
end was a massive lava spinner that would sometimes kill players ascending into the
section that would make people hate the event even more.
- The third tower: Tower of Rising Molten Rocks(ToRMR) was a FE game inspired type of
map that was focused around reaching the top of the tower as quick as possible without
being consumed by the fast rising lava below.

After beating all three towers players were then supposed to find the portal to the boss in
the lobby. After going through the portal you reach Slamo’s Pocket Dimension, a cavernous and
dark space with a painful obby which most of the community didn’t agree with. After beating the
obby you are supposed to click a button which triggers “Slamo” to spawn in. If players didn’t
move after pressing the button. They would be crushed by Slamo giving them the “Ultimate
Mishap” Badge. If players died within the dimension they would be sent back to the start of the
game. If players beated Slamo they would be rewarded a badge that would allow the user to
obtain the event item that was given out in november due to delays in updates and roblox
related problems. In the end not many people beat the event due to the stupid difficulty and
many bugs throughout the event. Only 90 users have obtained the badge so far(basically 90
BGhostC users). The event item is supposed to be around 12.5% stronger than the BGravC
producing smoke and a small aura of light.

The Sprite Cranberry “””Famine”””(2018 Christmas Event)


- Reward: Sprite Cranberry, Y, T, Bootleg Winter Coil
- The event opened the outside area of the Ring 1 lobby, and made a portal leading to the
Thirst Zone. Players can find the Present of Throwing Cans and Present of Asserting
Dominance in random towers.
- The first steeple (Steeple of Amazing Gifts): Made by the 2 fastest tower creators
(sickomodevinci and Gammattor), this was made as a replacement for Steeple of the
North Pole, which was abandoned but I didn’t know it was abandoned until it was too
late. This steeple focuses on both a Christmas theme and gameplay. Despite only taking
2 hours, it’s pretty amazing how these 2 tower creators managed to make the steeple
very fast.
- The second steeple (Steeple of Frantic Terrificness): Made by IceNsalt, this is commonly
regarded as the best steeple of the event. It has an amazing look and very creative
gameplay, which both merge very well.
- The third steeple (Steeple of Christmas Chaos): Made by the former CoFS team after
the citadel was scrapped due to time constraints, this was intended to combine the
Halloween event steeples. It did decently well, however this steeple received a ton of
criticism for the difficulty. It only took 2 days before the steeple was finished, too.
After beating all 3 steeples, the player can go through a portal leading to the
SPR1T3CR4NB3RRY boss battle. Other players can team up to take down the mech in the
boss fight. The mech has many attacks; shooting out a Sprite Cranberry bomb that creates a
pool of molten Sprite Cranberry, shooting orbs in the air that then come down onto the ground,
leaping into the air and slamming onto the ground and directly firing a splitting orb at a random
player. The attacks intensify as the boss progresses, and the boss is infamous for being glitchy.
Once you defeat the mech, it falls apart in an invisible explosion and gives everyone the Present
of Thirst, and rarely the Present of Winter Ascension. The launch of the event was rushed, and
gave time for a bug that gave everyone the PoWA to rampage. Despite the rough launch, the
event was pretty nice.

The Eastern Easter Chaos (2019 Easter Event)


- Reward: NOT A COIL I CAN TELL YOU THAT
-
-

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