Find the GOLDEN KEY, open the PORTAL, take a boon in the Sanctum, descend. Eight depths down, the KILN COLOSSUS waits — and water is the strategy.
Impatient? The sealed WELL at each level's floor can be dug open — a fast drop that skips the Sanctum's boons.
WAYSTONES are checkpoints: carry fire to the bowl to light one. Death spills 15% of your carried gold where you fell — return to the last lit stone, then go take it back.
PLATES want weight. LEVERS flip with E — or a blast. BRAZIERS want fire (some gates need all three). The SAND SCALE wants material poured onto its pan, the SLUICE wants its basin flooded, the CHARGE COIL wants one spark. RUNE GLYPHS open distant vaults when struck by any spell.
Wreck a mechanism and its gate groans open half a minute later — physics never locks you out.
Flask: E siphon · Q pour · F / RMB throw · X drink. Drop ingredients into a heated CAULDRON basin to brew elixirs — recipes are remembered in your grimoire.
Hearts grow your vessel at once, but refilling it is a COMMUNION — you are rooted and unarmed while the charge runs. Pick your moment.
You carry two WANDS, not a list of items. WHEEL or 1/2 swaps which wand is in hand (the dim row is holstered — click it to draw). Each wand holds spell CARDS: every click casts the NEXT card group left to right, then wraps — the amber glow marks what fires next. Modifier cards charge the payload after them; multicasts fire two at once. B opens the bench to re-slot cards.
M for the full chart. LMB sets a waypoint on explored cells or visible markers; RMB clears it. Dots: key · sealed gate · rune glyph · portal · lit waystone · cauldron · heart · tome.
A/D move · SPACE jump / levitate · S crouch & peek (in air: dive slam) · SHIFT/C wall grab, W/S climb · LMB cast · RMB/F flask · R respawn · H this handbook · ` opens the developer console