Watcher

Multiplayer and pickups

Gold and ore pickups in multiplayer are awarded fully to all members. Note that individual bonus multipliers to gold or ore gain will cause amounts between players to differ.

  • Example: when picking up 100 gold, a player with a +20% gold gain will receive 120 gold, whereas a player with no bonus gold gain will receive 100 gold.
  • The same principle applies to bonuses to ore gain.

Gold pickup base values

Gold pickup base values
Image Gold Value Image Gold Value Image Gold Value Image Gold Value Image Gold Value Image Gold Value
1 3 5 50 250 1000
5 13 27 100 500 2500
10 25 42

Note that there is only one style of ore pickup, which has a base value of 1 ore.

Stats

The player starts off at level 1. Every time the Witch Hunter levels up, stat boosts are gained.

To get stats at a given level, use the equation «X=scaling*(level-1)+level1stat»

Attribute values by level
Attribute Health Mana Health Regen Mana Regen Armor Resistance
Level 1 45 60 0.75 1 3
Scaling Per Level +6 +7 +0.025 +0.075 +0.3 +0.5
Level 2 51 67 0.025 0.825 1.3 3.5
Level 3 57 74 0.05 0.9 1.6 4
Level 4 63 81 0.075 0.975 1.9 4.5
Level 5 69 88 0.1 1.05 2.2 5
Level 10 99 123 0.225 1.425 3.7 7.5
Level 15 129 158 0.35 1.8 5.2 10
Level 20 159 193 0.475 2.175 6.7 12.5
Level 25 189 228 0.6 2.55 8.2 15
Level 30 219 263 0.725 2.925 9.7 17.5

Armor and Resistance

The player will gather armor and resistance while playing through items, character upgrades, class titles, or from temporary effects. Having a strong defense is critical the survival of the player and the completion of a run. If the player is unable to deal with the damage they are taking, the will inevitably fall.

Armor reduces the physical damage taken, resistance reduces the magical.
To calculate how much damage your armor and resistance is protecting you from, see the section below.

When the player’s armor is negative(from NG+, drinks, or both), they will take increased damage from monsters. Unlike having a high positive defense, where new points do less and less for the player, increased negative defensive stats will always increase damage taken by 2% per negative amount.

Skills and Abilities

The tables below list base and Tiers as they’re shown in the guild hall.
As an example, the first upgrade for Frost Nova can be bought at a Tier 2 guild hall.
Every upgrade to a skill costs , which are shown in the upper-right corner of the screen while in town.

Sorcerer skills

Frost Shard (Primary Attack)

Fires a frost shard that deals . The shard can ricochet a certain number of times off walls or enemies before breaking.
The shard’s damage will increase by 10% for every ricochet it does.
Sorcerer primary attack speed is 0.35 seconds.

Upgrades Starting Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Damage 6 8 10 12 14 16
Ricochet 1 2 3 4 5 6
Star Cost N/A 3 4 5 6 8

Comet (Skill 1)

Drops a comet that deals hybrid damage split among all enemies it hits. Enemies are frozen in place for two seconds.
The comet drops a fixed distance from the sorcerer in the targeted direction. This can be cast over walls allowing you take take out enemies from a position of safety.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Damage 40 80 120 160 200 240
Mana Cost 25 30 35 40 45 50
Star Cost N/A 3 4 5 6 8

Frost Nova (Skill 2)

Unleash a large number of frost balls in all directions around the Sorcerer dealing hybrid damage.
If a frost ball bounces off a wall, it will ricochet towards the nearest enemy’s position.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Damage N/A N/A 12 16 20 24
Shards N/A N/A 13 15 17 19
Mana Cost N/A N/A 35 45 55 65
Star Cost N/A N/A 5 6 8 10

Orb of Winter (Skill 3)

Spawns a slow moving ice orb that moves forward for several seconds, unleashing ice shards in all directions that deal hybrid damage.
The orb will bounce off of walls, spawners, and any enemy that has a life bar. The shards unleashed by the orb will also bounce off of walls.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Seconds N/A N/A N/A 3.5 5 6.5
Damage N/A N/A N/A 12 16 20
Mana Cost N/A N/A N/A 120 150 180
Star Cost N/A N/A N/A 7 9 12

Biting Chill (Passive 1)

Slows and freezes enemies hit by the Sorcerer’s skills by a percentage for a few seconds.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Slow % N/A 20 30 40 50 60
Seconds N/A 2 2.5 3 3.5 4
Freeze % N/A 7.5 7.5 7.5 7.5 7.5
Seconds N/A 1.25 1.5 1.75 2 2.25
Star Cost N/A 2 3 4 5 6

Ice Barrier (Passive 2)

Every time the Sorcerer casts a skill, he is given an ice shield stack which can block a percentage of damage
The stacks are visible in the bottom right next to your skills, in the same column as buffs.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
% Damage Blocked/Stack N/A N/A 20 30 40 50
Maximum Stacks N/A N/A 5 6 7 8
Star Cost N/A N/A 4 5 6 8

Shatter (Passive 3)

Enemies that are frozen solid will explode when killed, dealing Hybrid damage to nearby enemies.
This effect can also be triggered by other players who kill the frozen targets.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Damage N/A N/A N/A N/A 40 80
Star Cost N/A N/A N/A N/A 10 15

Sarcophagi

The player will occasionally run into a sarcophagus that they can plunder. The sarcophagus acts like a «free» shop, containing 5 items no matter what and the player can pick and choose what they want from it. The game will pause in single player when interacting with a sarcophagus.

When the player picks the items they want (skipping the sarcophagus is allowed) they will be given Curse based on what items they took. the more items they pick the more curse they will get give, with Epic items being worth 51 curse, Rare 16 (2 rares are worth 51), Uncommon 4 (2 uncommmon are 11), and Common 1. The values of the curse given grow exponentially the more items the player takes, and care should be taken to manage how much curse the player contracts as it will cause problems for the player the more curse they have.

Upgrades, Costs, Effects

Tier 1
Building Cost Effect
Town Hall Unlocked by default
Treasury Unlocked by default. 50% tax rate at 10000 total gold
Guild Hall Unlocked by default. Upgrade your skills to Tier 1
General Store 5 Buy keys and items (3 common)
Blacksmith 5 Buy upgrades to your weapons (primary attack) and armor
Ore Trader 5 Buy and sell ore
Apothecary 5 Buy upgrades for your potion
Fountain
Chapel
Tavern
Magic Shop
Tier 2
Building Cost Effect
Town Hall 5 Unlocks the next tier of Town Hall upgrades
Treasury 20 50% tax rate at 15000 total gold
Guild Hall 10 Upgrade your skills to Tier 2
General Store 10 Buy keys and items (2 common, 1 uncommon)Prices are 5% cheaper
Blacksmith 10 Buy upgrades to your weapons (primary attack) and armor
Ore Trader 10 Buy and sell ore. Better trade rates
Apothecary 15 Buy upgrades for your potion and pickup effectiveness
Fountain 10 Throw gold in the Fountain to afford different fortunes
Chapel 15 Unlocks Priest. Donate money to receive a permanent blessing
Tavern 10 Unlocks Thief. Adds gambling. Buy up to 3 drinks
Magic Shop
Tier 3
Building Cost Effect
Town Hall 20 Unlocks the next tier of Town Hall upgrades
Treasury 40 50% tax rate at 20000 total gold
Guild Hall 30 Upgrade your skills to Tier 3
General Store 25 Buy keys and items (3 common, 1 uncommon)Prices are 10% cheaper
Blacksmith 25 Buy upgrades to your weapons (primary attack) and armor
Ore Trader 30 Buy and sell ore. Better trade rates
Apothecary 35 Buy upgrades for your potion and pickup effectiveness
Fountain
Chapel 35 Donate money to receive a permanent blessing
Tavern 20 Buy up to 4 drinks. Increased stockpile limit for drinks
Magic Shop 30 Unlocks Wizard. Buy upgrades to your skills and resistance
Tier 4
Building Cost Effect
Town Hall 40 Unlocks the next tier of Town Hall upgrades
Treasury 80 50% tax rate at 25000 total gold
Guild Hall 60 Upgrade your skills to Tier 4
General Store 50 Buy keys and items (2 common, 1 uncommon, 1 rare)Prices are 15% cheaper
Blacksmith 50 Buy upgrades to your weapons (primary attack) and armor
Ore Trader
Apothecary
Fountain 25 More fortunes to select from
Chapel
Tavern 40 Buy up to 5 drinks. Increased stockpile limit for drinks
Magic Shop 60 Buy upgrades to your skills and resistance
Tier 5
Building Cost Effect
Town Hall 80 Unlocks the next tier of Town Hall upgrades
Treasury 160 50% tax rate at 30000 total gold
Guild Hall 120 Upgrade your skills to Tier 5
General Store 100 Buy keys and items (2 common, 2 uncommon, 1 rare)Prices 20% cheaper
Blacksmith 100 Buy upgrades to your weapons (primary attack) and armor
Ore Trader
Apothecary
Fountain
Chapel 135 Donate money to receive a permanent blessing
Tavern
Magic Shop 120 Buy upgrades to your skills and resistance
Tier 6
Building Cost Effect
Town Hall 160 Unlocks the next tier of Town Hall upgrades
Treasury
Guild Hall
General Store 200 Buy keys and items (3 common, 2 uncommon, 1 rare)Prices 20% cheaper
Blacksmith 200 Buy upgrades to your weapons (primary attack) and armor
Ore Trader
Apothecary
Fountain
Chapel 250 Donate money to receive a permanent blessing
Tavern
Magic Shop 200 Buy upgrades to your skills and resistance

Springs

A spring can spawn on any floor but there is usually one per Act on average. Using it will fully restore you to your max health and mana as well as fill any empty potion charges you might have.
The only guaranteed spring in the game is directly before on floor 2 of the Battlements.

If you are seeking to get the Potion Gulpers then the Unlimited Springs Fountain fortune can allow you to get all of them with a single fountain, all you have to do is drain a little mana or HP and drink a potion over and over, then refill at the spring.

If you are looking to get the Replenishers achievement then this fortune will not work, as the counter only ticks up when a spring is drained, and since the fortune prevents the spring from draining it will never tick up. It is recommended to start working on this achievement early as the highest tier of this achievement, use 500 wells, will take about 83 runs on average to complete if you make it all the way to the dragon each run, and use every fountain you come across.

Character Titles

Each playable class grants a permanent global stat bonus to all of your characters when you unlock new Titles.
Each class grants their own unique stat and multiples of the same character title will not stack.

New Titles may be obtained by defeating bosses for the first time, and completing the game on higher difficulty settings.

The stat bonuses continue increasing infinitely as of version 87, but after NG+2 the name of the title will not change anymore.

Unlock Paladin Ranger Sorcerer Warlock Thief Priest Wizard Gladiator Witch Hunter
Stat Given Armor Attack Power Mana Regen Resist Gold Bonus% HP Regen Skill Power Primary Crit Damage Skill Crit Damage
No Achievements Novice (0) Novice (0) Novice (0) Novice (0) Novice (+0%) Novice (0) Novice (0) Novice (+0%) Novice (+0%)
Killing The Stone Guardian Apprentice (2) Apprentice (2) Apprentice (0.2) Apprentice (2) Apprentice (+2.5%) Apprentice (0.1) Apprentice (2) Apprentice (+5%) Apprentice (+5%)
Killing The Warden Journeyman (4) Journeyman (4) Disciple (0.4) Disciple (4) Journeyman (+5%) Disciple (0.2) Disciple (4) Journeyman (+15%) Disciple (+15%)
Killing The Three Wraiths Squire (7) Scout (7) Arcanist (0.7) Ritualist (7) Bandit (+10%) Zealot (0.4) Scholar (7) Scrapper (+25%) Devotee (+25%)
Killing The Watcher Champion (10) Hunter (10) Enchanter (1.0) Occultist (10) Rogue (+15%) Patriarch (0.6) Seer (10) Pit Fighter (+40%) Missionary (+40%)
Killing The Vampire Lord Defender (15) Pathfinder (15) Elementalist (1.5) Conjurer (15) Brigand (+25%) Bishop (1.0) Sage (15) Challenger (+60%) Advocate (+60%)
Killing Thundersnow Crusader (20) Warden (20) Channeler (2.0) Diabolist (20) Ruffian (+35%) Archbishop (1.4) Magus (20) Defeater (+80%) Adjudicator (+80%)
Completing NG+1 Templar (25) Sentinel (25) Evoker (2.5) Netherlord (25) Infiltrator (+45%) Cardinal (1.8) Battlemage (25) Hero (+100%) Inquisitor (+100%)
Completing NG+2 Lightbringer (30) Guardian (30) Spellbinder (3.0) Deathlord (30) Assassin (+55%) Pope (2.2) Archmage (30) Idol (+120%) Fanatic (+120%)

Any further completions of higher difficulties will always grant the following increases to your title bonus:
Paladin: +5 Armor
Ranger: + 5 Attack Power
Sorcerer: + 0.5 Mana Regen
Warlock: + 5 Resistance
Thief: + 10% Gold Gain
Priest: + 0.4 Health Regen
Wizard: + 5 Skill Power
Gladiator: +20% Primary attack Crit damage
Witch Hunter: +20% Skill Crit damage

Skills and Abilities

The tables below list base values and tiers as they’re shown in the Guild Hall.
As an example, the first upgrade for Grasping Roots can be bought at a Tier 2 guild hall.
Every upgrade to a skill costs , which are shown in the upper-right corner of the screen while in town.

Ranger skills
Bow and Arrow Flurry of Arrows Grasping Roots Powershot On the Prowl Marked Prey Twinned Arrows

Bow and Arrow (Primary Attack)

Fire an arrow that deals and pierces enemies.
This arrow travels very far, often off of the screen if shooting up or down.
The range is just far enough to hit the without its orbs hitting you. This is a multiplayer only trick as a tank has to hold the Watcher still.
Ranger primary attack speed is 0.3 seconds.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Damage 10 12 14 16 18 20
Pierce 1 2 3 4 5 6
Speed Penalty 50% 45% 40% 35% 30% 25%
Star Cost N/A 3 4 5 6 8

Flurry of Arrows (Skill 1)

The Ranger spins around multiple times and fires arrows in quick succession. The damage is based off your primary’s damage.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
# of arrows 24 32 40 48 56 64
Mana Cost 10 15 20 25 30 35
Star Cost N/A 3 4 5 6 8

Grasping Roots (Skill 2)

Immobilize all enemies around the Ranger for a few seconds. Enemies caught have their armor reduced by a percentage based on tier.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Duration N/A N/A 2.0s 3.0s 4.0s 5.0s
Reduction N/A N/A 10% 15% 20% 25%
Mana Cost N/A N/A 25 30 35 40
Star Cost N/A N/A 5 6 8 10

Powershot (Skill 3)

Charge up 3 powerful arrows that have infinite pierce. Despite the animation, the explosions when the shots die do not deal damage.
The shots take 1 second to fully charge, letting go early will result in a lower damage attack that doesn’t go as far.
The player is slowed by 90% while charging the shots, unless they are in .
The arrows have 50% resistance pierce.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Damage N/A N/A N/A 80 160 240
Mana Cost N/A N/A N/A 50 70 90
Star Cost N/A N/A N/A 7 9 12

On the Prowl (Passive 1)

Increases player movement speed by 25% and by some % for a few seconds when casting a skill.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Evasion N/A 5% 10% 15% 20% 25%
Duration N/A 2.5s 3s 3.5s 4s 4.5s
Star Cost N/A 2 3 4 5 6

Marked Prey (Passive 2)

A bonus % chance to crit and the same % chance to mark an enemy on crit with the Bow and Arrow. Marks last for 2.5 seconds.
When marked, all damage the enemy receives has a 5% chance to be a crit. This includes attacks from other players and hits that are already crits.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Chance N/A N/A 5% 7.5% 10% 12.5%
Star Cost N/A N/A 4 5 6 8

Twinned Arrows (Passive 3)

The Ranger’s primary attack has a % chance of splitting and seeking a new target on enemy hit.
Split arrows deal 66% damage and can sometimes hit the enemy they split from.
The split arrow will shoot off to a side at about a 30 degree angle from the main shot but will aim for a target up to 90 degrees away from the main shot.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Chance N/A N/A N/A N/A 25% 40%
Star Cost N/A N/A N/A N/A 10 15

Secret Areas[]

  • SPECIAL NOTE: There are no «cracked» walls in the Armory. Instead, ‘cracked’ walls are represented by bare segments of wall that have about 5 grey tiles in a darker hue than the regular walls. These will be referred to as «discolored» walls.
  • Floor 4
    • When passing by the Bronze Gate holding the Skeleton Army, another Bronze Gate to the right contains a switch that reveals a small alcove containing a Bomb Tile puzzle. Solving this reveals another hidden passageway within the Skeleton Army room, leading to a Token and other treasure.
    • When under the grates near the Red Spike Trap, look for a set of three red wall banners with a small black hole in the center banner. This can be walked through, leading to a Golden Ankh.
    • To the immediate left of the Red Spike Trap secret is a button that reveals a small room with a Token slightly north.
    • In the upper-left area, near where 2 Gargoyle Statues are, there is a Discolored Wall near the Slime Bubble portion. (IMAGE HELP: http://i.imgur.com/z3yD5Gy.png)
  • Floor 5
    • At a dead end with 3 Apples in a line, there is a Discolored Wall on the upper left corner. (IMAGE HELP: http://i.imgur.com/av8089S.png)
    • At at Save Point nestled in a small left-sided alcove, head right towards — and through — a passageway leading to a small cluster of Skeleton Spawners with Fire Turrets north of them. The upper left corner of the room has a Discolored Wall. (IMAGE HELP: http://i.imgur.com/WLhda1h.png)
    • At the dead end featuring 2 Copper Gates, 2 Oranges, and a Golden Ankh, there is a fake wall in the room behind the right-side Copper Gate. (IMAGE HELP: http://i.imgur.com/1Abwd2W.png)
  • Floor 6
    • When heading right from the starting point, you’ll come to a temporary wall. On the other side of the wall, a Fake Wall Banner can be found. (IMAGE HELP: http://i.imgur.com/nA4vuKQ.png)
    • South-east of the + Arrow Trap room (w/ 5 pressure switches), there is a Discolored Wall clearly visible. (IMAGE HELP: http://i.imgur.com/DiNVb1X.png)
    • Within the arrow trap room, there are two mini side rooms, each having a button on the wall. Hitting them both with activate a hidden passage to the left of the room revealing two apples and a treasure chest, as well as a floating bridge north of the open area to the left of this room, which leads to a previously inaccessible area on Floor 5, where the items on top of the pyramids can be obtained, and a strange plank sent up to an accessible pyramid top on Floor 6.
    • Within the previously mentioned area, two doors to Floor 4 can be opened; one creates a shortcut between Floors 4 and 6 while also making a Vendor Coin obtainable, and the other leads back to a portion of the starting area on Floor 4, where two chests and a strange plank can be obtained. Also in this room, a Discolored Wall can be seen in the top left corner, which reveals a room containing the second Easter Egg.

Stats

The player starts off at level 1. Every time the Priest levels up, stat boosts are gained.
What differs the Priest from other classes is the high HP regen per level, double that of any other class.
This can be further doubled with the blessing, and doubled again with Remedy, leading to extremely high HP regen
However the Priest cannot directly heal himself, he must use Consecrated Ground to self-heal.

To get stats at a given level, use the equation «X = Scaling * (Level-1) + Level_1_Stats»

Attribute values by level
Attribute Health Mana Health Regen Mana Regen Armor Resistance
Level 1 30 70 1.9 3
Scaling per Level +5 +11 +0.05 +0.1 +0.2 +0.5
Level 2 35 81 0.05 2.0 0.2 3.5
Level 3 40 92 0.10 2.1 0.4 4
Level 4 45 103 0.15 2.2 0.6 4.5
Level 5 50 114 0.20 2.3 0.8 5
Level 10 75 169 0.45 2.8 1.8 7.5
Level 15 100 224 0.70 3.3 2.8 10
Level 20 125 279 0.95 3.8 3.8 12.5
Level 25 150 334 1.20 4.3 4.8 15
Level 30 175 389 1.45 4.8 5.8 17.5

Secret Areas[]

  • Floor 1
    • Very early during the level, immediately north of the first copper door, is a large button that opens the first secret area.
    • Inside the above secret area, directly north from the entrance corridor, is a cracked wall. Break it down to reveal a secret area with money and a rejuvenation potion.
    • Further down the passage in this secret area, in the room at the very end there is a cracked wall in the upper right of the room. This leads to a one way portal to the 3rd floor.
    • Head south from the first save point and cross the bridge. Further south, just before another bridge, go left. There’s a cracked wall next to the chains hanging from the wall. Break it down to find another secret area with money, an apple and a vendor coin.
    • East of the second save point, nearly at the east edge, there are two red eyes hiding behind a wall. Following a narrow corridor, one can find a strange plank.
  • Floor 2
    • Near the spike and buttons puzzle, in the top room filled with bats, there are glowing red eyes marking a secret passage.
    • In the top right corner of the floor near the arrow trap, there is small room with a cracked wall.
    • After the bridge with the maggots and maggot spawners, the room to the right of the gated room with the plank has a breakable wall. This reveals a room with a button which will cause a chest to appear in the gated room. in the corner to the left of the gate, another breakable wall exists which reveals another button: this one opens up the gated room (from the side opposite of the gate).
    • To the west of the area with the L2 Combo merchant (behind a golden door), the dead end to the left of the Golden Ankh (in a blocked room) contains a cracked wall. There is a sequence of stones you must press in order — so far that sequence is: Bottom-Right, Top-Left, Top-Right, Bottom-Left.
  • Floor 3
    • In the passageway directly behind your starting point on Floor 3, there is a switch along the back wall that reveals a secret Boost shop.
    • To the left of the switch mentioned in the first bullet-point, the upper left corner of the back wall is cracked. This leads to a switch that opens a path to the Token near the row of arrow traps.
    • A dead-end to the south-east of 4 MP Crystals (along the right side of a wall) contains a cracked wall leading to a L2 Combo shop.
    • After deactivation the spikes via the arrow-trap hallway, the L2 Vitality shop can be accessed via a cracked wall to the right of the arrow-trap.
    • East of the red boss door, there is a switch which will open a passage back to the vertical hall that shoots arrows.  If you have activated the switch in the lower left corner of the area with Bat Spawners, then across that hall and slightly north, there is a switch in a newly opened secret passage.  After pressing that switch, return to the red boss door and head south.  This new passage has a plank, and a breakable wall to the First Easter egg (See screenshot below).
  • Boss Room

Secret Areas[]

  • SPECIAL NOTE: During Act Three, there are multiple instances where buttons and cracked walls are used simply to open up shortcuts between different areas of the map, or to reveal the main path. These are very easy to notice, and therefore will not be mentioned here.
  • Floor 7
    • Behind the first silver door, a button will open a passage to a chest located south of this area.
    • Below the first arrow trap, a button opens a small alcove with a few coins right above the room containing a Strange Plank, to the right of the floor entrance.
    • A fake wall can be seen above and to the left of the second save point.
    • Past the third save point, a button behind a Silver Door, next to a Vitality Shop, opens up the previously mentioned room containing a Strange Plank.
  • Floor 8
  • NOTE: An area at the top right corner of this floor, containing an arrow trap and a closed off room with a chest and items, can only be reached after beating Act Three’s Bonus Area, which is accessed from the next floor. This will be adressed alongside the secrets on Floor 9.
    • A button above a Demon Eye Miniboss and to the left of a Flower Tower reveals the entrance to the Fire Trap room on the far right, containing an Offense Shop.
    • A button near the bottom of the map, behind a Silver Door, reveals the entrance to an area down south, containing arrow traps, enemies and a Strange Plank.
      • A button inside the fake wall above the Flower Tower opens a path to the room with the Strange Plank.
  • Floor 9
    • A button located southeast of the Vitality and Defense Shops, behind a copper door and next to a Flower Tower, opens a path to that same shop area.
    • A fake wall on the southwest corner of the shop area allows access to the Vendor Coin seen next to the Vitality Shop.
    • On the left side of the map, a long Copper Door reveals two secrets once opened:
      • On the right corner, a button opens a secret room just north of it;
      • On the left corner, a cracked wall reveals a «vault room» above it, similar to the ones seen in Act Two.
        • Within the vault room, a cracked wall opens a path to a room containing coins and a chest.
          • On the top left corner of this path, another cracked wall opens a path to a room to the left of the northwest Fire Trap area.
    • A button next to a Wisp Spawner, within an area containing a Flower Tower and an arrow trap, reveals a path to an area down below, containing multiple enemies.
      • Directly to the right of this room, in an area containing a Demon Eye Miniboss, there are two buttons, which teleport both the Gold Key and the Golden Ankh to the room over. The Golden Ankh can then be accessed through a fake wall on the bottom right corner.
      • A button on the right-side exit of the east Fire Trap opens a large area down to the right, containing a Boss Room Activation Node.
    • Bonus Area
      • There are several steps to unlocking the Bonus Area on Act Three. First, the player must activate five buttons throughout Floor 9:
        1. To the left of the east Fire Trap area, next to a few Demon Eye Spawners and a Copper Key;
        2. Above the Fire Trap area, next to a Wisp Spawner;
        3. On the top left corner of the Fire Trap;
        4. Right next to the previous button, a cracked wall opens the room above, containing a Vendor Coin and another button;
        5. On the top left corner of the area containing the Boss Room Activation Node, next to a Copper Key.

        Activating all five buttons will open a room to the right of the Fire Trap area, containing a «Simon Says» type puzzle. Completing it will reveal a path to the Bonus Area Portal, near the location of the 5th button.

      • Beating the Bonus Area will open up — and teleport you to — an area previously inaccessible on the northeast corner of the same floor, containing a couple of chests, a bomb puzzle, and a door back to Floor 8.
        • Completing the bomb puzzle creates a floating path to the Golden Ankh located above the Combo Shop.
        • Taking the door down to Floor 8 will land you at the beginning of the arrow trap on the northeast corner of this floor, where multiple things can now be accessed:
          • A Strange Plank can be obtained directly south of the entrance.
          • The button next to the door reveals a long corridor above the arrow trap, giving access to a room with a chest, a pickup item and a Golden Ankh.
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