The Tower is the optional level of the Catacombs.
You can access it by unlocking the door at the second level of the Catacombs with a Treasure Key. In this level, you can gather one of the four Rune Orbs (this one provides 2 SPD) in the game. Like in the Forest Temple, there is no spellbook in the Tower.
|Fishman||60||The Fishman will either dash towards the player or throw a projectile at them. Both of these attacks are easy to evade by either moving out of range or jumping at the right moment.|
|Imp||40||After noticing the player, the imp will wait a few seconds and perform a charge attack towards the player, causing minor damage and poisoning the player. The imps also deals contact damage while preparing for its attack.|
|Tower Piranha||N.A.||Tower Piranhas are neutral creatures and also the only creature in the game that cannot be attacked. Tower Piranhas light up the area around them.|
|Hostile Thief||15||Once it sees a player, it will rush towards them trying to attack them. If it manages to hit the player, dealing 0-1 damage, the player will be stunned for approximately 2 seconds, and the thief will then be able to loot the player's coins. The thief will then attempt to escape from the player. It stands still when the player is not nearby.|
|Friendly Thief||100-300||The Friendly Thief will only spawn on stages that have a Shopkeeper's Stash. You can interact with it to accept its quest.
It is advised to not, under any circumstances, attack the Friendly Thief. It has over a hundred HP and deals a lot of damage.
|Mimic||10||A mimic will stand still, disguising itself as a chest until a careless adventurer comes nearby. After a adventurer comes close enough or after it gets attacked, it will show its true form and will begin to jump around, trying to bite the player for around 5 damage.
After being defeated, it will drop an item, just like a normal chest. Unlike chests, which have grey locks, Mimics have a red lock. Mimics' HP remains the same regardless of the area it appears on, making it a fairly easy enemy to spot and kill after the first areas.
|Minnow||1||The Minnow is a neutral entity. It doesn't grant any gold or experience points. You are able to gain HP by attacking it with a Weapon with the Lifesteal Attribute|
It has 200HP.
The Serpent will sit in a pool of water under a bridge at the bottom of the Tower. Once a player grabs the Rune Orb, the bridges open and the Serpent starts to try and kill the player while the water rises at the same time. There are gates at certain heights of the tower that will open once the Serpent gets damaged to a certain health threshold. The last gate opens when the Serpent is killed.
|Dash Attack||The Serpent pauses for a moment, opens its mouth, and does a high speed, high damage, dash towards the player.|
Despite its limited move set, The Serpent is a very capable, and deadly boss. The high speed can make it difficult to land a hit. But it is recommended to not attack until you have reached the top of the Tower. AT the top the Serpent is quite easy to hit. Be aware of the rising water after you grab the Rune Orb as being caught in the water can be extremely dangerous due to the amount of Fishmen and Imps. Once at the top of the tower, aim for the head with either Spells, Ranged attacks, or Melee attacks. A Battle Axe works well here as well as Bows.
A mage can aim to max out their lightning resistance, so they can use Eleclance on the Serpent without getting hurt themself, which effectively results in the Serpent dying in mere seconds.
These wooden platforms begin to shake as soon as a player lands on them. After a second, the platform deactivates, sending any creature on it plummeting down.
The platform reactivates after a short while. The platform automatically deactivates underwater.
Falling off the level results in instant death.
Death Protection gear will bring you back to solid ground after you have died. This is not always foolproof.
Unlimited Jumps gear will make it easy for you to jump back to safety.
Some other methods can help you climb back up, assuming you have good timing, good reflexes, and the right things equipped:
- Double Jump or Triple Jump gear.
- The Dash spell, assuming you have enough uses left.
- The Grappling Hook can stick to walls or ceilings. Especially useful if you've somehow managed to fall off the Tower.
- Grab Walls gear, but only in the Tower.
Featherfall will give you some extra seconds to live, granting a bigger time window for the above options. It can also give you enough time to open your inventory and grab gear you had not equipped. Don't be afraid to pause the game to locate the right item.
This also opens other possibilities:
- If you have a Scroll of Teleport in your backpack, now is the moment to use it.
- If all else fails, remember that Wand of Chaos or Scrolls of Chaos can have the same effect.
Swoopers forced to fall off the level (through the use of Frost Nova, for example) will fly back up.