Crypt of the NecroDancer Guide

Complete Guide for Zone 2 for Crypt of the NecroDancer

Complete Guide for Zone 2

Overview

This guide covers everything you’ll encounter during Zone 2 of Crypt of the Necrodancer. With the exception of Bosses & Minibosses, which are covered together in another guide.

Video Guide [4:53]

This guide is also available in a short video.

Overview

Zone 2 is a jungle themed level. Corridors are much wider than in Zone 1 and there’s fewer doors separating rooms.

Traps

There’s all the same traps in this zone, nothing new or different about them.

Floor Hazards

Tar functions exactly the same as water from zone 1, except it doesn’t disappear once you travel through it. There’s also a creature that likes to live in Tar, called the Tar Monster.

Monsters

The armadillo will wait until you step within it’s path. Then it rolls up into a ball and charges directly forwards every beat. While rolling it’s protected from your weapons, but your attacks will redirect it’s charge in the direction of the hit. Once it reaches an obstacle, it will become stunned for two beats. It only has one health. The Yellow Armadillo is the same but has two health and does more damage.

Armored Skeletons work exactly the same as your normal skeleton, except now they’re holding shields. If the shield is attacked directly, it will break if the attack is equal to or greater than the max health of the skeleton. So for those one health skeletons the shield’s will break pretty easily, but the yellow skeletons have two health, so any one damage attack just gets absorbed and just cause a knockback to the skeleton. If you attack the armored skeleton from the side, it’ll do damage as usual, only front attacks are blocked by the shield. Here’s an example of breaking a black skeleton’s shield with a glass weapon. Black skeletons have three health, but the glass weapon does four damage. So the shield breaks.

The clone mirrors your movements at all times. If you step left, it steps right. if you step up, it steps down. If you’re stuck in a situation where stepping towards it will allow it to attack, then try adjusting your alignment to it by jamming it against a wall or object with your movement.

Golem’s are high health, high damage creatures that move very slowly. They only move every fourth beat. You can tell they’re about to move because they duck down on the beat beforehand. They can also destroy certain walls in an attempt to reach you. The dark golem has even more health and damage.

The mole digs underground every beat moving towards you. It will destroy traps and gold that it passes under. Once it reaches you, it’ll stick it’s head out on the neat beat, and then attack the beat after.

Mushrooms are stationary, the never move. Every four beats it will emit spores on the eight tiles around it, dealing damage if you’re standing in them. They have just one health. The purple mushrooms emit spores every three beats, and also have three health.

Explosive mushrooms. Now, not all of them explode, only the ones with orange spots. They have two health and explode three beats after taking damage, or upon death. They technically are enemies as they’re listed as one in the level editor. The ones without spots just have one health and do nothing, though blood weapons count them as a kill towards it’s healing effect.

The skeleton mages move like skeletons, but instead of raising their arms every second beat, their staffs begin to glow. If you’re two tiles away from the mage when it’s staff is glowing, it’ll cast a wind spell which pulls you one step closer to the mage. From there, it’ll attack like a skeleton as normal. The yellow skeleton mage has two health and the black has three. If you’re feeling heroic, you can allow them to pull you closer and then attack them. Then step backwards to repeat this cycle until they’re dead.

The Tar Monster pops his head out of pools of tar as you come close. He’ll move around in the tar trying to stay close to you. Once you step next to him, he’ll stand up and begin chasing you every beat. When you kill him, he leaves a square of tar behind. Like the rest of the tar, this can never be removed. Though tar can be frozen using the freeze spell or the frost charm.

The wall mimic works the same way as the chest mimic, except it looks like a wall and are much more common. So look out for walls that have a bouncing animation. They begin chasing you every beat once you step next to them, and remember that attacking directly after they’ve activated will damage you, so always step away first.

The wight is identical to the wraith with one exception. This little guy travels through walls. If you try to attack him while he’s inside a wall, you’ll end up digging the wall instead, leaving yourself open to attack.

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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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