Crypt of the NecroDancer Guide

Complete Guide for Zone 4 for Crypt of the NecroDancer

Complete Guide for Zone 4

Overview

This guide covers everything you’ll encounter during Zone 4 of Crypt of the Necrodancer. With the exception of Bosses & Minibosses, which are covered together in another guide.

Video Guide [7:51]

This guide is also available in a short video.

Overview

Zone 4 is dungeon themed. Rooms are separated by walls you’ve gotta dig through. Digging a wall digs its adjacent walls too. Since there can be lots of enemies in a room, opening up multiple rooms can cause enemies to swarm you. There’s even enemies that will attempt to break open walls for that exact reason! So try to limit the number of open rooms at any time until enemies have been killed.

Traps

The diagonal bounce trap, just like the normal bounce traps except it sends you in a diagonal direction indicated by the arrow. You’ll also find blank bounce traps, these have no arrows on them. They’ll bounce you whatever direction you’re facing when you touch them.

The firetrap is a statue of a pig that sits on top of walls. If you step within five tiles in front of it, then it breathes fire just like a red dragon, so you only have one beat to step away. You can destroy the trap by digging it.

Sarcophagus

A unique aspect of this zone is that you’ll find a sarcophagus next to the stairs, which will continually spawn creatures until destroyed. Each level of this zone will have a more powerful sarcophagi that spawns high tier creatures.

Floor Hazard

When standing on an Ooze tile you will shrink and become unable to attack or dig. You also take double damage. Moving off the Ooze will return you to normal size. Ooze can be placed by the Ooze Golem.

Gargoyles


The large winged Gargoyle will cast a wind spell when you move next to it. This one pushes you away. If you get close enough to attack it’ll just get knocked back.


The folded winged Gargoyle is our classic mimic like in the previous zones. Move next to it and it activates and begins to chase.


The tail Gargoyle is a proximity mine. Move next to it, or be pushed next to it, and it’ll explode on the next beat.


The tail and small wing Gargoyle is also a mine. But this one only activates on attack.


The small winged Gargoyle is just like a crate, you can knock it around, you can explode it with a bomb and it’ll drop an item. If you pick up the monocle you can see whats inside crates, which means you can also see whats inside these statues.


The Necrodancer Gargoyle is exactly the same as the small winged Gargoyle. It just looks different. You can use the monocle to see items inside of the statues.

Monsters

The Ghoul is the final iteration of the Wraith, Wight and Ghast. It acts the same as the Ghast from Zone 3, but can now move diagonally too. Also when it teleports it can go to any of the eight tiles around you. Not only that, but it leaves illusions of itself at the other seven locations, leaving you only a single beat to distinguish where the real Ghoul is. Luckily the illusions are faded so with a quick reaction it’s possible to tell. There is a calculation to figure out where it will teleport. It always teleports 90 degrees clockwise around you.

The Black Bat. Now on first observation it seems to be identical to the red bat. It moves every beat. It has one health. But there’s one very key difference. If it’s possible for the bat to attack you, it will override its random movement, and make the attack.

The Goblin Sentry starts out sleeping. It’ll wake up when you approach it and run away from you every beat until reaching a wall. When it hits a wall, it digs a hole in it then falls asleep again. This is the creature I hinted at before, it’s entire purpose is to break into new rooms and allow more enemies to swarm in. Take these out quickly before they do.

The Goblin Bomber can only move diagonally every beat. If it reaches you, it explodes like a bomb. If killed, it drops the bomb which explodes after three beats. Because it can only move diagonally its just like the bishop in chess, confined to the same type of floor it spawned on. So you’re safe if you’re standing on the opposite floor pattern.

The apprentice blademaster as kind of like another skeleton upgrade, as it moves every two beats, but this time has more armor and a nasty sword. It’s armor protects it from weapon attacks from all sides. The only way to break its guard is to first attack it while directly adjacent. It will parry your attack by stepping backwards. On the next beat it will lunge two steps forwards and becomes vulnerable for one beat. That’s your chance to strike. So, lets go over what you need to do again. First attack from directly adjacent, then sidestep it’s lunge, then kill. Attack, sidestep, kill. The orange blademaster has two health so bare in mind that you might need to do the Attack, Sidestep, Kill, technique twice.

The green monkey grabs you and confuses you, so your controls are reversed but you can still move around while being grabbed. It’s got one health, or four when you’re grabbed.

The magic monkey will teleport you to a random location in the level, so it’s essentially a living teleport trap that chases you, lovely.

The Lich’s are an upgrade to the skeleton mage. They function the same except they now cast a confusion spell instead of wind. The confusion lasts four beats. They come in three varieties. The normal lich has one health, the red lich has two and the black lich has three health.

The warlock moves every second beat and has just one health. Upon death it casts a spell. The simple explanation is that it teleport you to its location. The detailed answer is. Upon death, it exchanges the contents of its space and yours. So if the warlock is standing on an item as it dies. That item will be teleported to your old location. The neon warlock is the same but now has two health.

The harpy can leap huge distances, but it can only attack when adjacent to you. Every second beat it will leap over obstacles and other enemies in an attempt to position itself beside you, ready for an attack on its next turn. They only have one health.

The spider is pretty unique. It spawns on walls and will move along them every second beat, trying to stay close to you. If you step directly next to its wall space, it’ll jump onto you on its next turn, dealing damage and dying in the process. If you break the wall it’s resting on, it will fall to the ground and can now move across the ground, but only diagonally. It has one health. Extra note, the spider can’t move through wall torches.

The Ooze Golem is the guy who places our Ooze floor hazard. They work just like the previous golems, except on hit they drop Ooze on the space you’re currently on. Remember Ooze prevents you from attacking or digging, and doubles all damage you take, so be sure to move out!

The orange armadillo can move diagonally. That makes things a little trickier. Everything else is the same, though it now has three health.

The pixie chases you every single beat. It has one health, and upon death it instantly explodes like a bomb. This makes it very difficult to kill without taking damage. So what do you do? Don’t kill it! If the Pixie reaches you, it doesn’t attack, it heals you! for an entire heart. Alternatively if you have bomb protection or a long range weapon you can kill in the hope it explode other enemies.

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Bosses and Minibosses will be covered in another guide (coming soon). If you found this guide useful, then be sure to rate it. Thanks!

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