Plate 0On the Climbing of a Hungry Tower
Gullet
The tower is alive, and it is hungry. Climb up its throat, stomach, lungs, bowels and spine, and reach its heart before it digests you.
Plate 0aTwo Climbers, One Rope
Climb with a friend
One of you opens a room and shares the four-letter code. The other joins with it. The host's computer runs the climb.
Host
Plate 0bBasecamp, at the Foot of the Tower
Basecamp
Marrow you carry back down buys grafts that stay with you on every climb. You have 0 marrow.
Plate 0cField Notes of a Climber
Field notes
- W A S D
- Move
- Arrow keys, or hold the mouse
- Throw salt. Salt is the only thing the tower is afraid of.
- Space or Shift
- Dash. You can't be hit while dashing.
- 1 2 3
- Pick a level-up card
- Esc
- Pause, see your items, save and quit
- Doors open when a room is empty of everything that wants to eat you.
- Enemies flash white right before they attack. That's your cue.
- Don't hug the walls. The walls have teeth.
- Every kill feeds your level. Each level, once the room is clear, keep one of three things the tower swallowed (press 1, 2 or 3). Effects stack.
- Wrapped caches are a free level. Shops sell them for teeth; feeding altars want one of your hearts.
- Each floor ends in an organ that fights back. Beat it and climb the rope up.
- In co-op, a fallen climber comes back when the room is cleared.
- Save and quit any time. You'll pick up in the same room.
Level · keep one of three