Bestiary
Playable nowThe monsters in your runs, and how many runs until the next one.
You can do this now.
Finding monsters
- Each era of the Hall has its own monsters. Your runs start with the first one.
- Every run you clear in an era counts toward its next monster. The bestiary shows it as a silhouette, with how many more clears it needs.
- A new monster joins the ones you have. A room still holds at most 4.
- Monsters you find stay in every later era. Clears in a later era still count toward an earlier era's monsters.
- Every run ends with a boss: a giant one of a monster you have found. The newest is the most likely, the oldest the least.
- Newer monsters turn up more in rooms near the boss, older ones near the entrance. It is a lean, not a rule.
- Older monsters get rarer as more join, but never disappear.
- A run keeps the monsters it started with.
8-bit monsters
- Slime: from your first run. Wanders about and hurts you if you walk into it.
- Rat: after 1 cleared runs. Sits grooming, then scurries off fast.
- Knight: after 3 cleared runs. Chases you round the blocks.
- Snake: after 8 cleared runs. Charges when it sees you ahead of it, and turns to face you when hit.
- Bat: after 15 cleared runs. Hangs, flits about, and swoops at you over the blocks.
- Shield knight: after 25 cleared runs. Slow, with a shield in front. Get behind it to hurt it.
More monsters
Designed, not builtMonsters that shoot back are next for the 8-bit era, then ones that split, hop, ambush you from the floor, or spawn more. Later eras get their own, and bosses with moves of their own.