Aim at the problem. Leave in the opposite direction.
WORK THE ROOM
Survive six timed acts: 24 seconds each, with a 30-second finale. The gong banishes surviving monsters, clears hostile magic, and restores one heart between acts. It awards no kill points for leftovers.
Scatter Curse and Doom Bell give you a brief recoil guard. While the white ring is around you, you can slip through enemies and hostile shots. Slip past a threat at speed during that guard to earn 75 points × your multiplier, once per cast.
Your own spells and the arena walls do not hurt you. A bad landing absolutely can. Red circles and dashed lines warn of attacks; hollow diamonds are hostile shots.
MAKE A SPECTACLE
Consecutive kills build up to a 5× multiplier. Keep killing within 3.2 seconds; taking a hit breaks the chain. Each cleared act earns 200 points. Finish for 1,500 + 150 per remaining heart.
The finale's Ringmaster is an optional bounty, not a survival requirement. Banishing him earns 2,500 points before the multiplier.
THE THREE BAD IDEAS
1 · Hex Needle
Rapid and precise. Pierces two monsters; light recoil, no guard.
2 · Scatter Curse
Seven short-range pellets. A broad hit and a quick escape; brief recoil guard.
3 · Doom Bell
An orb that detonates on impact or after a short fuse. Huge blast, huge kick, slow recovery; brief recoil guard.
YOUR CONTROLS
| W A S D | Move |
| Mouse / arrows | Aim |
| Hold click / Space | Cast repeatedly |
| 1–3 / Q E / wheel | Choose a spell |
| P / Escape | Pause or resume |
| R | Restart immediately |
| M / H | Sound / this guide |