Bestiary

Playable now

The monsters in your runs, and how many runs until the next one.

You can do this now.

Open the bestiary

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 built

Monsters 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.

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