Level Difficulty Tier, ranked

Per-level difficulty ranking on Nightmare - factoring puzzle complexity, entity load, and resource management.

S+
2 entries
S+Level 23 (Hospital)Bifurcation + binary-light Cruelest + Memory Worm cinematic.
S+Level 21 (Graveyard)Total-blackout mandatory; Keeper wipe on failure.
S
2 entries
SLevel 14 (Electrical Station)10-wire probability + Stalker + Lever Room dependency.
SLevel 16 (Crumbling Memory)Severe RNG on Deformed Howler pathing.
A
5 entries
ALevel 13 (Funrooms)Camera discipline mandatory; plushie hunt.
ALevel 22 (PartyMall)Funrooms + Mall hybrid with Partygoer pressure.
ALevel 8 (Lights Out)Total darkness + Sixth-Sense dependency.
ALevel 11 (Warehouse)Multi-tier puzzle + parkour + Y-key timing.
ALevel 10 (Parking Garage)Cooperative spatial division; locker kiting.
B
5 entries
BLevel 18 (Mall)Simon Says + Hound patrol.
BLevel 17 (Left Scarred)Blueprint key + Watcher delivery.
BLevel 12 (Creative Minds)Painting permutation; low entity load.
BLevel 20 (Neighborhood)Investigative routing; moderate threat.
BLevel 6 (Run)Linear sprint; mastered with Olympic Runner.
C
11 entries
CLevel 5 (Cave)Skin Stealer audio discipline.
CLevel 7 (The End?)Pure puzzle; no entity load.
CLevel 1 (Poolrooms)5-valve puzzle + Starfish on dry routing.
CLevel 3 (Abandoned Office)Drawer scavenger hunt + Hound patrol.
CLevel 4 (Sewers)Directional memory; low entity load.
CLevel 15 (Ocean)Atmospheric; minimal kinesthetic threats.
CLevel 19 (Store)Maze navigation; low threat.
CLevel 0 (Lobby)Tutorial maze.
CLevel 2 (Windows)Transitional vertical.
CLevel 9 (Sublimity)Brief transition zone.
CLevel 24 (Train Station)Epilogue; no combat.