1. Ambushes and environmental springtraps in the Arcade.
-At midway party-buttons, give a chance of an ambush by a flock of Lumbers, Greavers, maybe even a single Deadnaught or Trojan.
-Rooms where there are plates of metal across the floor that open up to reveal status grates or spikes once you press a button at the far side of said room
-Rocket Puppies on pedestals where the only way to kill them is with guns. Otherwise you have to avoid the rockets with barriers (WITHOUT making the rockets go around the barriers. I cannot stress enough that the rockets' homing capabilities are precise to a fault in this manner).
-Rooms where three Trojans attack you at once
-Rooms with Battlepod fights in them as a semi-common occurrence.
-Smallish, enclosed rooms with a single Trojan, Deadnaught, or Giant Slime Colony
-Red Rovers with more than one head
-Rooms with alternating lasers that must be dodged while you fight
-Rooms with a giant, alternating spike floor that must be dodged, with or without enemies.
-Puzzle rooms that spawn enemies if you complete them wrong
-Variation of the room with multiple gates and one switch that's on a fixed timer
-Rooms with lasers and Roarmulus walls
-More rooms that make you defeat enemies before a ghost block destroys treasure boxes
-Et cetera
2. Tortodrone specifications
-Tortodrone arenas are perfectly circular to prevent bodyblocking.
-Tortodrones fought are either corrupt and can be broken up like Trojans, or simply deactivate when defeated, going back inside their shells and spawning a considerable amount of crowns and heat around them.
-Drops do not include Ancient Shells or the Stone Tortoise.
3. Level bypasses
-Certain levels (such as Compounds, Clockwork Tunnels, or that one Sky Islands level) may sometimes have CE doors that open right up to the elevator, costing a considerable amount the deeper one ventures