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Bomber

A dwarf sapper against the fire-sworn Cinder-Oath: lay rune-charges, break the powder crates, take the charms inside and burn out every creature before you walk out through the hatch.

BomberArcade, Strategy

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Bomber

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About Bomber

The classic lay-a-bomb-and-run game, in the basalt forts of the Brendhal Cinder-Oath. You are a dwarf sapper of the Concord Wardens: lay rune-charges that burst in a cross, break the powder crates, pick up the charms that fall out, and burn out every imp, wisp and ash-fiend in the chamber. When the last creature burns, the hatch opens — if you have found it under its crate.

Fourteen charms change how you play: more charges and a longer blast, winged boots, a Kicking Boot that sends a charge sliding, a Rune Trigger that bursts charges when you choose, Dragonfire that goes through crates, a Ghost Cloak, a Wardstone that takes one hit, a Frost Vial that freezes the room, a Salamander Draught against fire, hourglasses, hearts, gems — and hex skulls that curse you for ten seconds.

There are 120 chambers in eight forts, starting gently with a few wandering imps and adding one thing at a time: wisps that drift through crates, powder kegs, creatures that hunt you or lay charges of their own, fire vents, warp runes, and the Cinder Tyrant at the end of every second fort. Every chamber was cleared by a planning bot before it shipped, and each keeps two Top 10s, best score and fastest clear; every run on them is re-played by the site before it is ranked.

How to play

Goal
Burn out every creature in the chamber, then find the hatch and step through it.
How it ends
The chamber is cleared when you step into the open hatch; the run is lost when your last life is lost to a blast, a creature, or the Cinder Reavers who come when time runs out.
Record
For every chamber, the ten best scores and the ten fastest clears, each proved by replaying the run.
Worked visual example for Bomber
Worked example. See the rule happen, then follow the numbered rules below.
  1. Walk with the arrow keys, WASD or the on-screen pad; lay a charge with Space (or the Charge button).
  2. Step out of the charge's cross before it bursts: two cells each way, stopped by pillars and crates. Crates break and drop charms; walk over a charm to take it.
  3. Burn out every creature, find the hatch under a crate and step onto it before the time runs out.

Controls

Arrows · WASDWalk (hold to keep going)
Space · XLay a charge
Z · E · ShiftRune Trigger: burst the oldest charge (once you carry it)
Pad · Charge · TriggerThe same on a touch screen
P · EscapePause (the run then counts as practice)

The fort, its crates, kegs, charms and every figure are Blender renders of models and textures from the Morass warehouse: the sapper is its dwarf engineer, the creatures its imp, hearth wisp, fire spirit, Cinder-Oath powder-carrier, coal golem, ash-fiend, oath reaver and Cinder Tyrant, each rendered walking in four facings. The simulation uses whole numbers only and a run is just the actions the sapper took, so every browser plays it back identically and the records worker re-plays each one before it enters a Top 10. Your bests stay in this browser under morass.bomber.v1. No ads or analytics run inside the game.

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