MapleStory The Seed: A Beginner’s Guide to 3 Types of Obstacle Maps — A Game of Focus #집중력
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Hello.
This post focuses on games that require concentration, looking at challenges that call for timing and precise control.
For this guide, I will cover floors 22, 23, and 43—key obstacle floors to learn when getting started.
Tower of Oz Floor 22

Floor 22 of the Tower of Oz is an Orbis-themed map. It can seem daunting at first, but becomes fairly straightforward once you know the route. Practice tickets let you rehearse it, which helps considerably.

The map has two main halves. The first contains invisible spikes and gaps hidden by clouds, while the second features cloud platforms that disappear and reappear.

Throughout this floor, falling below the clouds reduces your remaining time in the Tower of Oz by 1 minute. This is not a major penalty when taking your time for something like World Archive, but in a time attack, a single fall here effectively costs you the run.
Tower of Oz Floor 22: First Half
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Keep holding the right arrow key

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Climb the ladder and walk right until you hit the spikes
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After hitting the spikes, jump 2 times in succession

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Walk down
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Jump from the visible edge of the platform, take one step, then jump up
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Jump up near the U-shaped dip


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Jump from the visible edge of the platform, take one step and jump, then take another step and jump again

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Jump up just before the platform's black boundary

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Keep walking until your head is obscured as much as shown here, then jump, take one step, and jump again

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To finish this half, jump over the clearly visible boundary

Tower of Oz Floor 22: Second Half
In the second half, the clouds appear and disappear at regular intervals. Most have an invisible platform at their right edge that supports you even when the cloud disappears. As long as you do not rush, you can cross safely.

In the first section, invisible platforms sit at the marked locations. When the bottom cloud appears, cross over and make your way to the top.

Next, move to the far end of the next long cloud and wait.

From there, follow the platform positions shown above. Remember to wait at the far right edge, and note that some clouds lack the invisible platforms shown above. Even on those clouds, staying at the right edge lets you fall into a safe area. The final platform is relatively small.

In the final section, you can jump directly onto the last cloud, but the safer approach is to wait for the two clouds before it to appear, then cross.

The platform for the final jump is the trickiest part of floor 22. It only extends as far as the protruding section, so you need to spring off its very edge to reach the finish. A few attempts should help you get a feel for the jump.

If you fall, do not give up immediately. As shown here, invisible platforms sit in several places, giving you plenty of chances to climb back up. Unless you have fallen all the way to the bottom, time your jumps and work your way back up.
Tower of Oz Floor 23

Floor 23 of the Tower of Oz is a Henesys-themed map with three sections. Every platform is invisible.

Unlike floor 22, falling does not deduct time directly. It does, however, send you back to the start of the map, which still costs time during a time attack. After enough falls, the fall counter shown here changes to an irritated message from Alicia saying you have fallen so many times that she has lost count.



This portal acts as a checkpoint. Activating it briefly reveals the platforms in that section and makes it your return point if you fall. This makes it particularly useful for practice.

The key to floor 23 is memorizing the route. I have seen players familiar with musical notes use note names to remember it. I was not familiar with them, so I used numbers instead. The level with the portal is usually labeled 2, but any system works as long as it helps you remember the route. Use whichever method suits you.
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Section 1: 112345565654
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Section 2: 2312343
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Section 3: 10101234345
To move down, simply walk off the platform without jumping. As with other jumping challenges, learning the jump timing makes the route much easier, even with invisible platforms. In a sense, this is a miniature version of floor 48.
Tower of Oz Floor 43

Floor 43 of the Tower of Oz is a Leafre-themed map that originally featured random quiz questions based on your exploration records. A revamp introduced its current layout, which was widely considered much easier than the old version.

The first section has no penalties. Its platforms and throwing stars also appear in later sections, so use this stretch to learn how they work.

One rule applies throughout: when platforms are far apart, as shown above, you must jump from the edge to reach the next one.

Likewise, to reach the next platform from a triangular section like this, you need to spring off the very edge. After one or two attempts, you should get a feel for the timing. The same technique applies in later sections.

These zigzag platforms appear in the same arrangement later on. They are safe to cross as long as you do not wait until the very edge to jump.

Taking the portal into the second section applies the Darkness status effect, limiting visibility to the area around your character. The first level you reach after climbing the initial rope has no throwing stars, so take your time crossing.

Throwing stars appear after you climb the rope. They can hit you while standing, even at a platform's edge, so crouch and watch for them before moving. In sections 2–3, the safest approach is to check for incoming throwing stars before proceeding.

Another throwing star appears after you climb the zigzag platforms. Do not advance immediately; wait for it to pass to the other side before moving.

It is safe to take a hit in this triangular section. Just remember to jump from the very edge, as described earlier.


Entering the third and final section applies Confusion in addition to Darkness. Confusion is a debuff that reverses your directional controls.
Here, you must hold the down arrow key for your jumps to work normally. Keep it held and press the opposite directional key to move in your intended direction.

Beyond the zigzag platforms are two triangular platforms and a throwing star. To account for the combined Darkness and Confusion debuffs, no more throwing stars appear once you pass this section.

After the triangular section, you will reach another set of zigzag platforms. Unlike the previous two sections, the reversed controls can make it difficult to judge your inputs. At first, you may often jump too early or too late and fall, but this becomes less of an issue as you get used to the controls.

Climb the zigzag platforms, taking extra care with the slightly wider gap partway up. Beyond it, the platforms return to a tighter zigzag pattern. Climb those to clear floor 43.
Thank you for reading.


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