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Spoilers ahead. The full achievement roster may reveal late encounters and progression.

Scripts of Power · Wiki

Achievements

All 100 achievements: exact rules, targets and verified routes.

The Steam, iOS and Android builds track these 100 achievements. The browser build neither tracks nor shows them. On a phone they appear in the in-game trophy list; the Steam build also sends what you have earned to Steam.

Two of the hundred are secret and stay masked here until you earn them in the game. The others are listed with the exact rule the game checks. An achievement is earned once and kept: resetting a build, switching builds or deleting a record never takes it back, and runs made with the kit-select screen or in a development build earn nothing.

The game decides in one of three ways. Most script and room feats are checked by replaying a won run through the game’s achievement judge, using the kit that build had in that room. The mastery feats read your saved bests against fixed targets for each hero. Three feats compare winning runs of one build. A run counts only if it was won with the build’s own campaign kit.

Where a real winning run is known, the entry shows the script that earned the achievement in the game’s automated replay, marked as a spoiler. Some feats are proven only on a hand-made test kit, and the entry says so. Two feats have no recorded winning run yet, so their entries state the rule and offer no solution. Step-by-step routes for the harder feats are in the Guides.

Script craft

Once More, with RunesWin The grey wolf with a Repeat that lands attacks on more than one iteration.
Any heroMossgate · room 4Checked on a replay of a won run

Exact rule

Unlock
Win The grey wolf (room 4); the same Repeat row executes at least two iterations, each containing a successful damaging hero cast. A cast elsewhere or an empty repeated body does not qualify.

The game’s own tests prove this feat on a hand-made Battle-wizard kit (Spark, Firebolt), not on a campaign draft: Battle-wizard, The grey wolf (room 4): 4 turns, 6 executed instructions, 4 rows, 30 HP left. A draft adds spells and upgrades, so numbers in a real run can differ.

Test script

Adapt the pattern to your own spells; the rule above decides whether a run counts.

Spoiler: show the test script (4 lines)
step right
cast firebolt
repeat 2:
    cast spark
Either WayWin Wings in the vault with both sides of one If/Else doing useful work.
Any heroMossgate · room 8Checked on a replay of a won run

Exact rule

Unlock
Win Wings in the vault (room 8); the same If/Else evaluates both true and false in the run; its then branch contains a successful damaging cast and its else branch an explicit Wait or successful Step.

The game’s own tests prove this feat on a hand-made Battle-wizard kit (Spark, Lightning), not on a campaign draft: Battle-wizard, Wings in the vault (room 8): 6 turns, 20 executed instructions, 10 rows, 30 HP left. A draft adds spells and upgrades, so numbers in a real run can differ.

Test script

Adapt the pattern to your own spells; the rule above decides whether a run counts.

Spoiler: show the test script (10 lines)
step up
face right
loop:
    if enemy ahead within 6 and lightning ready:
        cast lightning
    else:
        if enemy ahead within 3:
            cast spark
        else:
            wait
Wait for ItWin a room after an Until waits for a spell to become ready, then casts it successfully.
Any heroMossgate · room 10Checked on a replay of a won run

Exact rule

Unlock
Win any level from The Barrow King (room 10) onward; an Until with the Ready sense for spell S evaluates false, executes at least one explicit Wait, later evaluates true and exits, and its following action successfully casts S; no cooldown or mana fumble in that gate. Ready includes mana in the current engine.

The game’s own tests prove this feat on a hand-made Battle-wizard kit (Spark, Firebolt), not on a campaign draft: Battle-wizard, The Barrow King (room 10): 18 turns, 41 executed instructions, 18 rows, 30 HP left. A draft adds spells and upgrades, so numbers in a real run can differ.

Test script

Adapt the pattern to your own spells; the rule above decides whether a run counts.

Spoiler: show the test script (18 lines)
step left
step up
step up
step right
face up
cast firebolt
until firebolt ready:
    wait
cast firebolt
until enemies left < 2:
    if firebolt ready:
        cast firebolt
    else:
        cast spark
step right
face up
repeat 2:
    cast spark
The Script Carries OnWin Wolf and wing from a Loop that handles both chasers and patrols.
Any heroMossgate · room 18Checked on a replay of a won run

Exact rule

Unlock
Win Wolf and wing (room 18); one Loop executes at least two turn-bearing iterations and its body delivers damaging casts to both a wolf and a bat; Main has not fallen through into implied Waits before victory.

The game’s own tests prove this feat on a hand-made Battle-wizard kit (Spark, Firebolt), not on a campaign draft: Battle-wizard, Wolf and wing (room 18): 12 turns, 55 executed instructions, 9 rows, 2 HP left. A draft adds spells and upgrades, so numbers in a real run can differ.

Test script

Adapt the pattern to your own spells; the rule above decides whether a run counts.

Spoiler: show the test script (9 lines)
loop:
    face nearest
    if enemy ahead within 5 and firebolt ready:
        cast firebolt
    else:
        if enemy ahead within 3:
            cast spark
        else:
            wait
Call on ExperienceWin Rat run by calling the same attacking rite at two different places.
Any heroMossgate · room 11Checked on a replay of a won run

Exact rule

Unlock
Win Rat run (room 11); the same nonempty rite is called from two distinct Call rows, and each of those call sites produces a successful damaging cast inside that rite.

The game’s own tests prove this feat on a hand-made Battle-wizard kit (Spark, Firebolt), not on a campaign draft: Battle-wizard, Rat run (room 11): 11 turns, 22 executed instructions, 7 rows, 30 HP left. A draft adds spells and upgrades, so numbers in a real run can differ.

Test script

Adapt the pattern to your own spells; the rule above decides whether a run counts.

Spoiler: show the test script (9 lines)
call A
call A
call A

rite A:
    until enemy ahead within 3:
        step right
    cast spark
    cast spark
A Rite within a RiteWin Crossing guards with a rite that calls another, then acts itself, on two separate calls from Main.
Any heroMossgate · room 13Checked on a replay of a won run

Exact rule

Unlock
Win Crossing guards (room 13); Main calls rite A, A calls B, B lands a damaging cast, B returns to A, and A then makes a successful Step or damaging cast before returning. The relevant nested call sequence occurs twice.

The game’s own tests prove this feat on a hand-made Battle-wizard kit (Spark, Firebolt), not on a campaign draft: Battle-wizard, Crossing guards (room 13): 40 turns, 112 executed instructions, 18 rows, 30 HP left. A draft adds spells and upgrades, so numbers in a real run can differ.

Test script

Adapt the pattern to your own spells; the rule above decides whether a run counts.

Spoiler: show the test script (22 lines)
face right
repeat 5:
    step right
face up
call A
step right
face up
call A
step right
face up
loop:
    if enemy ahead within 5 and firebolt ready:
        cast firebolt
    else:
        wait

rite A:
    call B
    step left

rite B:
    cast firebolt
Return to YourselfWin The night watch with a recursive rite that returns to Main.
Any heroMossgate · room 7Checked on a replay of a won run

Exact rule

Unlock
Win The night watch (room 7); a rite directly calls itself after a successful turn-bearing action; at least two live frames of that rite exist; a Counter or live-world condition stops further calls; all its frames return to Main; a later Main action deals damage before the win. No stuck/deep/doom outcome.

The game’s own tests prove this feat on a hand-made Battle-wizard kit (Spark, Firebolt), not on a campaign draft: Battle-wizard, The night watch (room 7): 27 turns, 77 executed instructions, 14 rows, 30 HP left. A draft adds spells and upgrades, so numbers in a real run can differ.

Test script

Adapt the pattern to your own spells; the rule above decides whether a run counts.

Spoiler: show the test script (16 lines)
step right
call A
until enemies left < 2:
    if enemy ahead within 5 and firebolt ready:
        cast firebolt
    else:
        wait
step right
step right
face up
cast firebolt

rite A:
    if not (enemy ahead within 5):
        wait
        call A
Keep CountWin The night watch with the Counter changing what your script does.
Any heroMossgate · room 7Checked on a replay of a won run

Exact rule

Unlock
Win The night watch (room 7); execute Counter Add on at least two different turns; the same Counter comparison is false and later true; those outcomes select different successful turn actions, including a damaging cast. Counter cannot change solely in an action-free prelude.

The game’s own tests prove this feat on a hand-made Battle-wizard kit (Spark, Firebolt), not on a campaign draft: Battle-wizard, The night watch (room 7): 27 turns, 76 executed instructions, 13 rows, 30 HP left. A draft adds spells and upgrades, so numbers in a real run can differ.

Test script

Adapt the pattern to your own spells; the rule above decides whether a run counts.

Spoiler: show the test script (13 lines)
step right
until counter >= 6:
    counter + 1
    wait
until enemies left < 2:
    if enemy ahead within 5 and firebolt ready:
        cast firebolt
    else:
        wait
step right
step right
face up
cast firebolt
Reset the BeatWin Drumbeat with a Counter that repeats a working four-beat cycle.
Any heroFenmarsh · room 33Checked on a replay of a won run

Exact rule

Unlock
Win Drumbeat (room 33); Counter Add and Reset implement at least two complete cycles of values 0,1,2,3,0 across four distinct turns per cycle; Counter comparisons govern at least two different successful actions in each cycle; take no tentacle slam HP damage.

The game’s own tests prove this feat on a hand-made Battle-wizard kit (Spark, Firebolt), not on a campaign draft: Battle-wizard, Drumbeat (room 33): 18 turns, 78 executed instructions, 25 rows, 30 HP left. A draft adds spells and upgrades, so numbers in a real run can differ.

Test script

Adapt the pattern to your own spells; the rule above decides whether a run counts.

Spoiler: show the test script (25 lines)
step up
step up
face left
until enemies left < 3:
    if counter >= 3:
        counter to 0
        wait
    else:
        counter + 1
        if firebolt ready:
            cast firebolt
        else:
            cast spark
step up
face left
until enemies left < 1:
    if counter >= 3:
        counter to 0
        wait
    else:
        counter + 1
        if firebolt ready:
            cast firebolt
        else:
            cast spark
Both Must Be TrueWin Wings in the vault by checking both the target and your spell before firing.
Any heroMossgate · room 8Checked on a replay of a won run

Exact rule

Unlock
Win Wings in the vault (room 8); the same AND condition combining Enemy ahead and Ready S is observed as true/true, false/true and true/false across evaluations; its true branch successfully casts S and no cast of S fumbles. Both constituent senses must actually matter.

The game’s own tests prove this feat on a hand-made Battle-wizard kit (Spark, Lightning), not on a campaign draft: Battle-wizard, Wings in the vault (room 8): 6 turns, 20 executed instructions, 10 rows, 30 HP left. A draft adds spells and upgrades, so numbers in a real run can differ.

Test script

Adapt the pattern to your own spells; the rule above decides whether a run counts.

Spoiler: show the test script (10 lines)
step up
face right
loop:
    if enemy ahead within 6 and lightning ready:
        cast lightning
    else:
        if enemy ahead within 3:
            cast spark
        else:
            wait
Know When to MendWin a room with an HP condition that triggers useful healing and later returns to attacking.
Any heroChecked on a replay of a won run

Exact rule

Unlock
Win a level 10 or later; the same HP<N If is evaluated both ways; while true its branch restores actual missing HP via a healing spell; after recovery it is false and its other branch lands damage. Shield-only effects do not count as healing.

The game’s own tests prove this feat on a hand-made Battle-wizard kit (Spark, Firebolt, Cold comfort), not on a campaign draft: Battle-wizard, The Barrow King (room 10): 22 turns, 56 executed instructions, 22 rows, 28 HP left. A draft adds spells and upgrades, so numbers in a real run can differ.

Test script

Adapt the pattern to your own spells; the rule above decides whether a run counts.

Spoiler: show the test script (22 lines)
step left
step up
step up
step right
step up
step up
wait
step down
step down
face up
until enemies left < 2:
    if hp < 26:
        cast cold comfort
    else:
        if firebolt ready:
            cast firebolt
        else:
            cast spark
step right
face up
repeat 2:
    cast spark
Budget before BattleWin The Barrow King with a mana check that recovers the cost of a useful cast.
Any heroMossgate · room 10Checked on a replay of a won run

Exact rule

Unlock
Win The Barrow King (room 10); one Mana<N condition first takes an explicit Wait branch while mana is insufficient for spell S, later takes its other branch and successfully casts S with actual damage; this run has zero insufficient-mana fumbles. N must equal S current mana cost.

The game’s own tests prove this feat on a hand-made Battle-wizard kit (Spark, Firebolt, Ember ward, Cold comfort), not on a campaign draft: Battle-wizard, The Barrow King (room 10): 22 turns, 61 executed instructions, 19 rows, 30 HP left. A draft adds spells and upgrades, so numbers in a real run can differ.

Test script

Adapt the pattern to your own spells; the rule above decides whether a run counts.

Spoiler: show the test script (19 lines)
step left
step up
step up
step right
face up
cast ember ward
cast cold comfort
until enemies left < 2:
    if mana < 3:
        wait
    else:
        if firebolt ready:
            cast firebolt
        else:
            cast spark
step right
face up
repeat 2:
    cast spark
Read the StoneWin Around the stone using Path blocked to choose a successful detour.
Any heroMossgate · room 3Checked on a replay of a won run

Exact rule

Unlock
Win Around the stone (room 3); one Path blocked test is true before a wall/occupied next tile and selects a successful perpendicular Step; the same test is false elsewhere and selects a successful forward Step; no movement fumble. All steps remain absolute directions.

The game’s own tests prove this feat on a hand-made Battle-wizard kit (Spark, Firebolt), not on a campaign draft: Battle-wizard, Around the stone (room 3): 8 turns, 18 executed instructions, 11 rows, 30 HP left. A draft adds spells and upgrades, so numbers in a real run can differ.

Test script

Adapt the pattern to your own spells; the rule above decides whether a run counts.

Spoiler: show the test script (11 lines)
repeat 3:
    if blocked:
        step up
    else:
        step right
step right
step right
step right
face down
loop:
    cast spark
Read the FloorWin Spike garden with Trap ahead making you turn with Face, then step to a safe tile.
Any heroMossgate · room 14Checked on a replay of a won run

Exact rule

Unlock
Win Spike garden (room 14); zero trap triggers; when a Trap ahead test is true, its branch uses a Face that changes facing, then steps successfully onto a nontrap tile in a direction other than the facing at the test; the same test is false later and permits a successful Step. A bare Step that turns the hero does not count.

The game’s own tests prove this feat on a hand-made Battle-wizard kit (Spark, Firebolt), not on a campaign draft: Battle-wizard, Spike garden (room 14): 18 turns, 44 executed instructions, 31 rows, 22 HP left. A draft adds spells and upgrades, so numbers in a real run can differ.

Test script

Adapt the pattern to your own spells; the rule above decides whether a run counts.

Spoiler: show the test script (31 lines)
step right
step right
repeat 2:
    if trap:
        face up
        step up
    else:
        step up
face right
until enemies left < 3:
    if enemy ahead within 3:
        cast spark
    else:
        wait
step right
step right
until enemies left < 2:
    if enemy ahead within 3:
        cast spark
    else:
        wait
step down
step down
step down
step down
face right
loop:
    if enemy ahead within 3:
        cast spark
    else:
        wait
The Cleanup ClauseWin The green tide using Enemies left to switch tactics after a split.
Any heroMossgate · room 9Checked on a replay of a won run

Exact rule

Unlock
Win The green tide (room 9); a slime actually splits; one Enemies left comparison is observed on both sides of its threshold; the many-enemies branch and the reduced-enemies branch each deal damage. Victory is required after all pieces die.

The game’s own tests prove this feat on a hand-made Battle-wizard kit (Spark, Firebolt), not on a campaign draft: Battle-wizard, The green tide (room 9): 7 turns, 21 executed instructions, 15 rows, 24 HP left. A draft adds spells and upgrades, so numbers in a real run can differ.

Test script

Adapt the pattern to your own spells; the rule above decides whether a run counts.

Spoiler: show the test script (15 lines)
step right
step right
cast spark
loop:
    if enemies left < 2:
        face up
        if enemy ahead within 3:
            cast spark
        else:
            wait
    else:
        if enemy ahead within 3:
            cast spark
        else:
            wait
A Traveling RiteUse one unchanged rite to win both Crossing guards and Wings in the vault.
Any heroMossgate · room 8Compares your winning runs

Exact rule

Unlock
On the same hero/build, win Wings in the vault (room 8) and Crossing guards (room 13) with the same nonempty rite body (identical source); in each win it is entered from two different Call rows and each such call makes a damaging cast inside the rite. Main may differ; unused rites do not count. Order is unrestricted; saved record scripts and this session's wins count.
One Beat, Two DirectionsWin Two from the dark by turning to strike both directions without spending a turn on the turn itself.
Any heroMossgate · room 6Checked on a replay of a won run

Exact rule

Unlock
Win Two from the dark (room 6); successfully damage the east wolf and north wolf in the run; at least one successful damaging cast is preceded by an explicit facing change after the previous turn and before that cast, with no intervening Step or Wait. The qualifying cast must be directional and have a different facing from the preceding successful directional damaging cast. The final explicit Face after that preceding cast must change to the qualifying attack direction; turning away and back to the previous attack direction does not count. Directional means a spell whose shape is bolt, strike or cleave.

The game’s own tests prove this feat on a hand-made Battle-wizard kit (Spark, Firebolt), not on a campaign draft: Battle-wizard, Two from the dark (room 6): 6 turns, 36 executed instructions, 16 rows, 18 HP left. A draft adds spells and upgrades, so numbers in a real run can differ.

Test script

Adapt the pattern to your own spells; the rule above decides whether a run counts.

Spoiler: show the test script (16 lines)
loop:
    face right
    if enemy ahead within 3:
        if enemy ahead within 5 and firebolt ready:
            cast firebolt
        else:
            cast spark
    else:
        face up
        if enemy ahead within 3:
            if enemy ahead within 5 and firebolt ready:
                cast firebolt
            else:
                cast spark
        else:
            wait

Mastery and progress

Cut to the RunesEarn the rows star in Last barrow.
Any heroMossgate · room 19Read from your saved progress

Exact rule

Unlock
One hero/build holds a cleared Last barrow (room 19) best with rows at or under that hero's shipped rows target (table below).

Target per hero · Last barrow (room 19)

Finish at or below the target.

HeroRows
Rune-blade33
Grove-caller38
Battle-wizard31
Engineer37
No Wasted InstructionEarn the instructions star in Crossing guards.
Any heroMossgate · room 13Read from your saved progress

Exact rule

Unlock
One hero/build holds a cleared Crossing guards (room 13) best with instructions at or under that hero's shipped instructions target.

Target per hero · Crossing guards (room 13)

Finish at or below the target.

HeroInstructions
Rune-blade21
Grove-caller23
Battle-wizard21
Engineer22
Between the VolleysEarn the turns star in The gauntlet.
Any heroThe Kingsroad ruins · room 57Read from your saved progress

Exact rule

Unlock
One hero/build holds a cleared The gauntlet (room 57) best with turns at or under that hero's shipped turns target.

Target per hero · The gauntlet (room 57)

Finish at or below the target.

HeroTurns
Rune-blade26
Grove-caller37
Battle-wizard23
Engineer44
Bring It Back AliveEarn the HP star in The Rimewood wakes.
Any heroThe Rimewood · room 85Read from your saved progress

Exact rule

Unlock
One hero/build holds a cleared The Rimewood wakes (room 85) best with HP left at or above that hero's shipped HP target; healing and shields are allowed. This does not claim no-hit.

Target per hero · The Rimewood wakes (room 85)

Finish with at least this much HP.

HeroHP left
Rune-blade44
Grove-caller36
Battle-wizard30
Engineer32
Same Battle, Shorter ScrollReplay a victory with the identical action sequence, factoring executed repetition into at least three fewer rows.
Any heroCompares your winning runs

Exact rule

Unlock
On one hero/build and level, two saved or this-session wins with the same spells and upgrades have identical per-turn hero actions, outcomes (success/fumble) and explicit facing changes through victory. One has at least 3 fewer rows, and in it a Repeat, Loop or rite body runs turn-bearing actions on at least two passes. Order of the two wins is unrestricted.
Spend Ink, Save InstructionsReplay a looped victory with the same actions and fewer instructions by unrolling it.
Any heroCompares your winning runs

Exact rule

Unlock
On one hero/build and level, two saved or this-session wins with the same spells and upgrades have identical per-turn hero actions, outcomes and explicit facing changes through victory. One has more rows but strictly fewer executed instructions, runs no Repeat/Loop body on two passes, and the other does. Order is unrestricted.
Four Ways to ImproveEarn all four stars in Kingsroad’s end; separate winning scripts count.
Any heroThe Kingsroad ruins · room 59Rated hardRead from your saved progress

Exact rule

Unlock
One hero/build holds a cleared Kingsroad’s end (room 59) best meeting all four shipped targets: turns, instructions, rows and HP. Each best may come from a different won run.

Target per hero · Kingsroad’s end (room 59)

Finish at or below the target (HP left: at or above it).

HeroTurnsInstructionsRowsHP left
Rune-blade34464538
Grove-caller38514936
Battle-wizard37524526
Engineer37494429
The Runes AnswerWin a room with your script.
Any heroRead from your saved progress

Exact rule

Unlock
Any hero/build save holds a cleared room. Existing saves grant it on the first launch that tracks achievements.
The Name UnboundClear all 200 base-game rooms with one build.
Any heroThe Sundered Place · room 200Read from your saved progress

Exact rule

Unlock
One hero/build save holds valid campaign clears for the fixed base-game set of 200 rooms, including The Stayed Name (room 200). Later DLC does not change this membership. Previously cleared rooms remain replayable; no failed-attempt restriction.
Two Kinds of PowerAdd both a spell and a passive to one build.
Any heroRead from your saved progress

Exact rule

Unlock
One build has at least one earned spell-draft pick and at least one earned passive-draft pick. Rank-ups count. Derive from valid saved draft history, never from kit-select state. No particular school or irreversible choice required.

Room feats

The Safe LineWin Spike garden without triggering a spike.
Any heroMossgate · room 14Checked on a replay of a won run

Exact rule

Unlock
Win Spike garden (room 14) without triggering a trap. Shields preventing HP loss do not excuse triggering a trap; any legal spell movement is allowed if it does not trigger one.

Verified by the game’s automated replay: Rune-blade, Spike garden (room 14): 17 turns, 68 executed instructions, 6 rows, 30 HP left. The run was judged with the kit of 13 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (6 lines)
loop:
    face nearest
    if enemy ahead within 1:
        cast slash
    else:
        step toward
Nothing Too TallWin Hands in the rushes after damaging every bog hand through reeds.
Any heroFenmarsh · room 36Checked on a replay of a won run

Exact rule

Unlock
Win Hands in the rushes (room 36); every initial boghand takes a positive direct cast hit (not targeted from above) with a reed low-prop tile strictly between caster and target on one row or column. Helper and damage-over-time hits do not qualify.

Verified by the game’s automated replay: Battle-wizard, Hands in the rushes (room 36): 38 turns, 190 executed instructions, 421 rows, 30 HP left. The run was judged with the kit of 35 draft picks, one per earlier room.

The verified script is 421 lines long and is not printed here.

Open SideWin Behind the shield with every hit on its bearers coming from a flank or rear.
Any heroThe Kingsroad ruins · room 42Checked on a replay of a won run

Exact rule

Unlock
Win Behind the shield (room 42); damage at least one initial shield-bearer with a direct hero cast, and all positive direct hits to initial shield-bearers originate on a side, diagonal or rear, never straight in front. Burns/ground/helpers may not deal their damage in this attempt.

Verified by the game’s automated replay: Rune-blade, Behind the shield (room 42): 12 turns, 91 executed instructions, 21 rows, 44 HP left. The run was judged with the kit of 41 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (21 lines)
loop:
    face nearest
    if enemy within 1:
        step away
    else:
        if chain lash ready and enemy ahead within 3:
            cast chain lash
        else:
            if rune flare ready and enemy ahead within 3:
                cast rune flare
            else:
                if dull bolt ready and enemy ahead within 5:
                    cast dull bolt
                else:
                    if magnet rune ready and enemy within 2:
                        cast magnet rune
                    else:
                        if enemy within 3:
                            wait
                        else:
                            step toward
Cut the RallyWin Under the banner with the banner-bearer as the first creature defeated.
Any heroThe Kingsroad ruins · room 44Checked on a replay of a won run

Exact rule

Unlock
Win Under the banner (room 44); the first creature-death event is its initial bannerbearer. Simultaneous deaths use the actual engine order; no other creature may have died earlier.

Verified by the game’s automated replay: Rune-blade, Under the banner (room 44): 12 turns, 16 executed instructions, 16 rows, 44 HP left. The run was judged with the kit of 43 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (16 lines)
step right
step up
step right
step up
face right
cast dull bolt
step right
step down
step up
face up
cast rune flare
face right
cast chain lash
step right
face down
cast chain lash
A Fuse Is an InvitationLet a sapper light its fuse, escape its blast, and win Broken road.
Any heroThe Kingsroad ruins · room 51Checked on a replay of a won run

Exact rule

Unlock
Win Broken road (room 51); an initial sapper enters lit-fuse state beside the hero, then self-explodes on a later creature turn while the hero is outside its blast tiles; it deals zero HP damage to the hero. It must self-explode, not be killed before detonation.

Verified by the game’s automated replay: Rune-blade, Broken road (room 51): 53 turns, 588 executed instructions, 42 rows, 42 HP left. The run was judged with the kit of 50 draft picks, one per earlier room.

The verified script is 42 lines long and is not printed here.

Change the AngleDefeat the Iron Captain by changing sides after his shield follows a hit.
Any heroThe Kingsroad ruins · room 50Checked on a replay of a won run

Exact rule

Unlock
Win The Iron Captain (room 50); at least two pairs of consecutive positive direct cast hits (a first and a second hit) on the Captain, where the first turned his shield, the second comes from a different side, and a successful hero Step falls between them (pairs may share a hit); zero blocked hits against the Captain.

Verified by the game’s automated replay: Rune-blade, The Iron Captain (room 50): 11 turns, 20 executed instructions, 17 rows, 15 HP left. The run was judged with the kit of 49 draft picks, one per earlier room.

Make Him MissBait the Minotaur’s charge and gore, then strike during his daze.
Any heroThe Kingsroad ruins · room 60Checked on a replay of a won run

Exact rule

Unlock
Win The Minotaur (room 60); the Minotaur makes a charge move of at least two tiles, his following gore attack does not include the hero tile, and a direct hero hit lands while his clock%4 is 2 or 3 before his next charge. No requirement to avoid unrelated damage.

Verified by the game’s automated replay: Rune-blade, The Minotaur (room 60): 29 turns, 261 executed instructions, 27 rows, 44 HP left. The run was judged with the kit of 59 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (27 lines)
loop:
    face nearest
    if enemy within 1:
        step away
    else:
        if chain lash ready and enemy ahead within 3:
            cast chain lash
        else:
            if rune trap ready and enemy ahead within 4:
                cast rune trap
            else:
                if shockwave ready and enemy ahead within 2:
                    cast shockwave
                else:
                    if rune flare ready and enemy ahead within 3:
                        cast rune flare
                    else:
                        if dull bolt ready and enemy ahead within 5:
                            cast dull bolt
                        else:
                            if magnet rune ready and enemy within 2:
                                cast magnet rune
                            else:
                                if enemy within 3:
                                    wait
                                else:
                                    step toward
Powder ArithmeticUse an ember beetle’s death burst to finish another creature, then win Powder keg.
Any heroThe Cinder hollows · room 63Checked on a replay of a won run

Exact rule

Unlock
Win Powder keg (room 63); a positive damage event from an emberbeetle death burst causes a different hostile creature’s death. Hero/helper splash killing both independently does not qualify.

Verified by the game’s automated replay: Rune-blade, Powder keg (room 63): 24 turns, 125 executed instructions, 679 rows, 35 HP left. The run was judged with the kit of 62 draft picks, one per earlier room.

The verified script is 679 lines long and is not printed here.

Ash Cannot HideAfter the Phoenix rises, hurt it with one of its own beetles and win.
Any heroThe Cinder hollows · room 80Checked on a replay of a won run

Exact rule

Unlock
Win The Phoenix (room 80); Phoenix has risen, then an emberbeetle death-burst event deals positive damage to it. The burst must occur after rebirth and be attributed to a beetle, not hero area damage.

Verified by the game’s automated replay: Rune-blade, The Phoenix (room 80): 22 turns, 199 executed instructions, 81 rows, 34 HP left. The run was judged with the kit of 79 draft picks, one per earlier room.

The verified script is 81 lines long and is not printed here.

One Step before the BreathStep out of the Dragon Wyrmling’s announced breath lane before it fires, then win.
Any heroThe Rimewood · room 100Checked on a replay of a won run

Exact rule

Unlock
Win The Dragon Wyrmling (room 100). On a draw-breath phase the hero occupies a tile in the dragon’s announced cardinal breath lane. Before its immediately following breath, take a successful one-tile Step perpendicular to that lane onto a tile outside it. That breath resolves while the hero is outside its attack tiles, causing zero hero HP damage; win afterward.

Verified by the game’s automated replay: Rune-blade, The Dragon Wyrmling (room 100): 33 turns, 338 executed instructions, 217 rows, 16 HP left. The run was judged with the kit of 99 draft picks, one per earlier room.

The verified script is 217 lines long and is not printed here.

No Free MealWin Bite and mend without losing any HP to ghoul attacks.
Any heroThe Drowned crypt · room 102Checked on a replay of a won run

Exact rule

Unlock
Win Bite and mend (room 102); all initial ghouls die; total actual hero HP damage from all ghoul attacks is 0, whether or not the attacking ghoul was already at full HP. At least one initial ghoul must spend a turn adjacent to the hero. Shields and roots are allowed; shield absorption is not HP loss.

Verified by the game’s automated replay: Rune-blade, Bite and mend (room 102): 19 turns, 99 executed instructions, 114 rows, 52 HP left. The run was judged with the kit of 101 draft picks, one per earlier room.

The verified script is 114 lines long and is not printed here.

No Second SkeletonWin The raiser without allowing the bone mage to summon.
Any heroThe Drowned crypt · room 103Checked on a replay of a won run

Exact rule

Unlock
Win The raiser (room 103); no bonemage-origin summon event occurs before its death. Existing room creatures do not invalidate it, and no account lifetime total is read.

Verified by the game’s automated replay: Rune-blade, The raiser (room 103): 7 turns, 14 executed instructions, 14 rows, 52 HP left. The run was judged with the kit of 102 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (14 lines)
face right
cast rune leap
face down
cast leap cut
face right
cast lunge
face right
cast reaping cut
face down
cast leap cut
face left
cast chain lash
face left
cast lunge
A Quiet Wailing HallWin Wailing hall without a single cast failing from silence.
Any heroThe Drowned crypt · room 104Checked on a replay of a won run

Exact rule

Unlock
Win Wailing hall (room 104); hero is silenced at least once, then an explicit Wait or successful Step is executed while silenced; zero silence-caused cast fumbles in the whole attempt. Avoiding silence entirely does not meet this recovery lesson.

Verified by the game’s automated replay: Rune-blade, Wailing hall (room 104): 30 turns, 649 executed instructions, 78 rows, 44 HP left. The run was judged with the kit of 103 draft picks, one per earlier room.

The verified script is 78 lines long and is not printed here.

Break the DependencyWin The Lich without wasting a hit on him while the phylactery stands.
Any heroThe Drowned crypt · room 110Checked on a replay of a won run

Exact rule

Unlock
Win The Lich (room 110); the phylactery dies before any hit lands on the Lich, blocked or positive; afterwards a hero-owned hit that is not from a helper damages the Lich at least once.

Verified by the game’s automated replay: Rune-blade, The Lich (room 110): 27 turns, 719 executed instructions, 117 rows, 49 HP left. The run was judged with the kit of 109 draft picks, one per earlier room.

The verified script is 117 lines long and is not printed here.

Strike the SolidWin The Twin Wraiths after landing direct hits on both twins without striking a faded one.
Any heroThe Drowned crypt · room 120Checked on a replay of a won run

Exact rule

Unlock
Win The Twin Wraiths (room 120); positive direct hero cast hits land on both original twins; no hero spell (a cast or its delayed landing) lands on a twin while its guard is intangible. Burns, ground and helpers are allowed but do not supply the qualifying hits.

Verified by the game’s automated replay: Rune-blade, The Twin Wraiths (room 120): 10 turns, 18 executed instructions, 18 rows, 49 HP left. The run was judged with the kit of 119 draft picks, one per earlier room.

Let the Sand SettleWin Under the sand after hitting its wyrms only while they are above ground.
Any heroThe Glasswing steppe · room 124Checked on a replay of a won run

Exact rule

Unlock
Win Under the sand (room 124); directly damage every initial sandwyrm at least once; no hero spell (a cast or its delayed landing) or helper hit lands on a sandwyrm while its submerged guard is active.

Verified by the game’s automated replay: Rune-blade, Under the sand (room 124): 28 turns, 78 executed instructions, 223 rows, 44 HP left. The run was judged with the kit of 123 draft picks, one per earlier room.

The verified script is 223 lines long and is not printed here.

Outside Her QuarterWin Medusa with no petrified hits and no stun.
Any heroThe Glasswing steppe · room 140Checked on a replay of a won run

Exact rule

Unlock
Win Medusa (room 140); zero Medusa guard-blocked hit attempts and zero hero stun applications from her gaze; directly damage her during at least two different facing quarters. No wall-clock speed condition.

Verified by the game’s automated replay: Rune-blade, Medusa (room 140): 15 turns, 29 executed instructions, 29 rows, 52 HP left. The run was judged with the kit of 139 draft picks, one per earlier room.

Break the PackSeparate the snow wolves and win The white pack without a pack-strength bite.
Any heroThe Rimewood · room 83Checked on a replay of a won run

Exact rule

Unlock
Win The white pack (room 83); at least one initial snowwolf selects a bite while no other living snowwolf is adjacent to it. Zero snowwolf bite intents receive the pack damage bonus during the attempt, even if a shield would absorb them. All initial snow wolves die. Distances count a diagonal step as one tile.

Verified by the game’s automated replay: Rune-blade, The white pack (room 83): 15 turns, 25 executed instructions, 25 rows, 44 HP left. The run was judged with the kit of 82 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (25 lines)
step up
face up
cast lunge
face up
cast reaping cut
face up
cast overload cut
face left
cast whirlwind
face up
cast thunder blade
step up
step up
step up
face right
cast rune throw
face left
cast lunge
face left
cast overload cut
step right
face right
cast rune throw
face right
cast ricochet rune
Secret achievementEarn this achievement in-game to reveal its details.

The game keeps this achievement hidden until it is earned.

Find a Shape That FitsWin Hollow armour by hurting shells with two different allowed attack shapes.
Any heroThe Clockwork vault · room 144Checked on a replay of a won run

Exact rule

Unlock
Win Hollow armour (room 144); positive damage to initial armour shells comes from two distinct allowed attack shapes among strike, cleave, ring, burn, field, burst and ally; zero blocked bolt/cross/nova hits against shells. Qualifying shapes must produce actual positive damage, not merely exist in the program.

Verified by the game’s automated replay: Rune-blade, Hollow armour (room 144): 14 turns, 24 executed instructions, 24 rows, 31 HP left. The run was judged with the kit of 143 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (24 lines)
step right
step right
step right
face up
cast reaping cut
face up
cast slash
face up
cast overload cut
face up
cast sweep
step right
face down
cast lunge
face down
cast overload cut
face right
cast needlepoint
face up
cast whirlwind
face right
cast thunder blade
face right
cast reaping cut
Close the DistanceWin Rats in the store damaging its mirror plate only from beside it, never letting it turn a hit back.
Any heroThe Clockwork vault · room 151Checked on a replay of a won run

Exact rule

Unlock
Win Rats in the store (room 151); no blocked hit on the initial mirrorplate; every positive hit on it except burn, ground and burst comes from distance <= 1; at least two of them are direct cast hits. Distances count a diagonal step as one tile.

Verified by the game’s automated replay: Rune-blade, Rats in the store (room 151): 11 turns, 19 executed instructions, 19 rows, 49 HP left. The run was judged with the kit of 150 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (19 lines)
face up
cast sweep
step right
face up
cast sweep
face up
cast overload cut
step right
face right
cast lunge
face right
cast thunder blade
face right
cast overload cut
face right
cast thunder blade
face right
cast thunder blade
step up
Stop the MendingWin The Clockwork Colossus with its heart destroyed before either weapon part.
Any heroThe Clockwork vault · room 150Checked on a replay of a won run

Exact rule

Unlock
Win The Clockwork Colossus (room 150); colossusheart dies before colossushammer and colossuscannon. Damage before that is allowed; no need for a kit-dependent five-turn kill. All three parts must die.

Verified by the game’s automated replay: Rune-blade, The Clockwork Colossus (room 150): 26 turns, 46 executed instructions, 46 rows, 52 HP left. The run was judged with the kit of 149 draft picks, one per earlier room.

The verified script is 46 lines long and is not printed here.

Keep It GuessingWin The Rune Colossus without letting it block a learned hit.
Any heroThe Clockwork vault · room 160Checked on a replay of a won run

Exact rule

Unlock
Win The Rune Colossus (room 160); at least two distinct damage-school categories deal positive damage to the boss; zero guard-blocked hit attempts against it. Hits from the same school count together as one category.

Verified by the game’s automated replay: Rune-blade, The Rune Colossus (room 160): 17 turns, 31 executed instructions, 31 rows, 32 HP left. The run was judged with the kit of 159 draft picks, one per earlier room.

Outgrow Her ReachDraw both treants out of the dryad’s healing square and win Heartwood.
Any heroThornreach · room 166Checked on a replay of a won run

Exact rule

Unlock
Win Heartwood (room 166); while dryad is alive, both initial treants each miss at least one dryad healing pulse because their distance from her exceeds 2; at those pulses each treant is missing HP, so exclusion makes a real difference. Dryad may then die at any time. Distances count a diagonal step as one tile.

Verified by the game’s automated replay: Rune-blade, Heartwood (room 166): 17 turns, 34 executed instructions, 34 rows, 52 HP left. The run was judged with the kit of 165 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (34 lines)
face up
cast lunge
face up
cast reaping cut
face right
cast rushing sweep
face right
cast reaping cut
face right
cast overload cut
face right
cast reaping cut
face down
cast leap cut
face down
cast reaping cut
face down
cast hamstring
face down
cast overload cut
face down
cast reaping cut
face right
cast thunder lunge
face right
cast thrust
face right
cast reaping cut
face up
cast rune leap
face left
cast twin hook
face left
cast lunge
Puff at a DistanceHit a spore pod from 2+ tiles away to make it puff, stay out of its cloud, and win Puffballs.
Any heroThornreach · room 163Checked on a replay of a won run

Exact rule

Unlock
Win Puffballs (room 163); a nonlethal direct hero hit from distance >= 2 makes an initial sporepod puff with the hero at distance >= 2; the hero ends each of the cloud's 3 turns outside the 8 tiles around the pod; the pod later dies. Distances count a diagonal step as one tile.

Verified by the game’s automated replay: Rune-blade, Puffballs (room 163): 18 turns, 30 executed instructions, 30 rows, 52 HP left. The run was judged with the kit of 162 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (30 lines)
step right
step right
step right
face down
cast reaping cut
face right
cast thrust
face up
cast overload cut
face down
cast reaping cut
face right
cast thrust
face right
cast spear form
face right
cast rune throw
step right
face right
cast thrust
face right
cast thrust
step right
face up
cast whirlwind
step right
face up
cast thrust
face up
cast rune throw
Hit and Be GoneProvoke a briar hog’s bristles from beside it, escape them, and win Rotten roots.
Any heroThornreach · room 167Checked on a replay of a won run

Exact rule

Unlock
Win Rotten roots (room 167); a direct hero hit from distance 1 provokes the initial briarhog; its subsequent bristle attack occurs with hero outside all eight attack tiles, after a successful hero Step since the provoking hit; bristles deal zero HP damage to hero. Distances count a diagonal step as one tile.

Verified by the game’s automated replay: Rune-blade, Rotten roots (room 167): 31 turns, 44 executed instructions, 44 rows, 28 HP left. The run was judged with the kit of 166 draft picks, one per earlier room.

The verified script is 44 lines long and is not printed here.

Answer Three WaysHurt the Sphinx in each of her three riddles and win.
Any heroThornreach · room 180Checked on a replay of a won run

Exact rule

Unlock
Win The Sphinx (room 180); positive direct hero damage lands during each riddle index 0,1,2; zero guard-blocked hits against her. Riddle 0 hit originates within 1 and riddle 1 from distance at least 3 as actual guard requires. Distances count a diagonal step as one tile.

Verified by the game’s automated replay: Rune-blade, The Sphinx (room 180): 30 turns, 50 executed instructions, 50 rows, 52 HP left. The run was judged with the kit of 179 draft picks, one per earlier room.

Point Your Shadow AwayTurn a shade with your own step, let its shot fly harmlessly on your next cast, and win Your own shadow.
Any heroThe Sundered Place · room 181Checked on a replay of a won run

Exact rule

Unlock
Win Your own shadow (room 181); a successful hero Step turns an initial shade to the step direction; the next hero cast follows with no shade move in between; the shade fires along that facing and the hero loses 0 HP to it; that cast deals damage.

Verified by the game’s automated replay: Rune-blade, Your own shadow (room 181): 24 turns, 37 executed instructions, 37 rows, 52 HP left. The run was judged with the kit of 180 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (37 lines)
step up
face right
cast flying blade
step left
face right
cast ricochet rune
face right
cast rune throw
face right
cast ricochet rune
step up
face right
cast ricochet rune
step left
face right
cast rune throw
step down
face right
cast rune throw
face right
cast ricochet rune
face right
cast rune throw
step down
step right
face up
cast rune throw
step down
step right
face left
cast rune throw
step right
step down
face right
cast lunge
face right
cast overload cut
Never the Same WayWin The ward remembers hitting one ward 3+ times, each a different way from the last, with nothing blocked.
Any heroThe Sundered Place · room 182Checked on a replay of a won run

Exact rule

Unlock
Win The ward remembers (room 182); no blocked hit on any initial runeward; one ward takes at least three positive direct hits, each with a school/shape different from the hit before it.

Verified by the game’s automated replay: Rune-blade, The ward remembers (room 182): 16 turns, 25 executed instructions, 25 rows, 52 HP left. The run was judged with the kit of 181 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (25 lines)
step right
step down
face right
cast rune throw
step right
face up
cast reaping cut
face up
cast thunder blade
face up
cast reaping cut
step right
step right
face right
cast overload cut
face right
cast reaping cut
step up
step right
face up
cast overload cut
face up
cast reaping cut
face up
cast slash
Look, Then Look AwayStone a gargoyle, let it walk, then turn to face it and hit it that same turn; win Do not look.
Any heroThe Sundered Place · room 183Checked on a replay of a won run

Exact rule

Unlock
Win Do not look (room 183); an initial gargoyle turns to stone while watched, later walks while unwatched, then a Face turns the hero to look at it and a positive direct hit lands on it in that same turn.

Verified by the game’s automated replay: Rune-blade, Do not look (room 183): 11 turns, 19 executed instructions, 19 rows, 44 HP left. The run was judged with the kit of 182 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (19 lines)
step right
step right
wait
face right
cast lunge
face right
cast overload cut
face right
cast sweep
face right
cast whirlwind
face up
cast reaping cut
face down
cast overload cut
face left
cast whirlwind
face up
cast reaping cut
Borrow the PullGet dragged in by a void eye's pull (no trap), then kill it with your next cast without moving; win The pull.
Any heroThe Sundered Place · room 184Checked on a replay of a won run

Exact rule

Unlock
Win The pull (room 184); an initial voideye's pull drags the hero with no trap triggered; the first later damaging hero cast kills that eye; no Step and no cast movement occurs from the drag until that cast ends.

Verified by the game’s automated replay: Rune-blade, The pull (room 184): 11 turns, 21 executed instructions, 21 rows, 47 HP left. The run was judged with the kit of 183 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (21 lines)
step right
face right
cast lunge
face up
cast chain lash
face right
cast whirlwind
face right
cast sweep
face down
cast overload cut
face up
cast reaping cut
face down
cast whirlwind
face up
cast lunge
face up
cast overload cut
face up
cast slash
Secret achievementEarn this achievement in-game to reveal its details.

The game keeps this achievement hidden until it is earned.

One Rune, Many EndsFinish three creatures with one cast's direct hits and win Slime cellar.
Any heroMossgate · room 16Checked on a replay of a won run

Exact rule

Unlock
Win Slime cellar (room 16); the direct hits of one hero cast (its own impact and chain) kill at least three distinct creatures present at the start of that turn. Helper, burn, field, delayed and burst deaths do not count; spawned slime pieces do.

Verified by the game’s automated replay: Rune-blade, Slime cellar (room 16): 5 turns, 8 executed instructions, 8 rows, 43 HP left. The run was judged with the kit of 15 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (8 lines)
step right
face down
cast slash
step right
face right
cast sweep
face right
cast wide arc

Rune-blade feats

Reach and CutAs the Rune-blade, win First light with Lunge followed by Slash.
Hero: Rune-bladeMossgate · room 1Checked on a replay of a won run

Exact rule

Unlock
In First light (room 1) the only successful casts are Lunge then Slash; Lunge moves the hero at least 2 tiles; Slash deals the killing hit; no fumbles.

Verified by the game’s automated replay: Rune-blade, First light (room 1): 2 turns, 4 executed instructions, 4 rows, 41 HP left. The run used the hero’s starting kit.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (4 lines)
face right
cast lunge
face right
cast slash
Paid in SteelSpend your last Charge on Thunder blade, recharge by hitting, then cast it again and win.
Hero: Rune-bladeChecked on a replay of a won run

Exact rule

Unlock
One fresh room attempt in any room; hero=runeblade; outcome=won. A successful Thunder blade cast starts with exactly its cost in Charge. Before its next successful cast, all Charge gained is from direct (non-delayed) hero spell hits; at least one Slash restores Charge. The second Thunder blade deals damage. No mana regeneration or kill-refund contribution in that interval.

Verified by the game’s automated replay: Rune-blade, Last barrow (room 19): 15 turns, 28 executed instructions, 21 rows, 34 HP left. The run was judged with the kit of 18 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (21 lines)
step right
step down
repeat 2:
    step right
wait
face right
cast lunge
face down
cast thunder blade
repeat 2:
    face left
    cast slash
face down
cast thunder blade
step right
step down
face down
cast slash
step right
face up
cast lunge
Swept Into PlaceLunge into position, then defeat two enemies with the next Sweep and win.
Hero: Rune-bladeChecked on a replay of a won run

Exact rule

Unlock
One fresh room attempt in any room; hero=runeblade; outcome=won. A Lunge moves at least 1 tile. The immediately next hero turn is a successful Sweep; that one Sweep kills at least two distinct non-summoned enemies.

Verified by the game’s automated replay: Rune-blade, Under the banner (room 44): 8 turns, 18 executed instructions, 10 rows, 41 HP left. The run was judged with the kit of 43 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (10 lines)
face right
cast lunge
repeat 2:
    step up
repeat 3:
    step right
face down
cast lunge
face left
cast sweep
Live HookPull a living enemy into your Charged floor, let the field finish it, and win.
Hero: Rune-bladeChecked on a replay of a won run

Exact rule

Unlock
One fresh room attempt in any room; hero=runeblade; outcome=won. Hook rune moves a surviving enemy from outside an active Charged floor's tiles to inside them; subsequent Charged floor damage kills that same enemy before it next leaves those tiles.

Verified by the game’s automated replay: Rune-blade, Under the banner (room 44): 13 turns, 26 executed instructions, 18 rows, 35 HP left. The run was judged with the kit of 43 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (18 lines)
repeat 3:
    step right
face right
cast slash
step left
face right
cast charged floor
face right
cast hook rune
repeat 2:
    wait
face right
cast leap cut
face up
cast flying blade
step up
face up
cast flying blade
Skip the SpikesUse Shield hop to jump over a spike in Spike garden, then win without triggering a trap.
Hero: Rune-bladeMossgate · room 14Checked on a replay of a won run

Exact rule

Unlock
In Spike garden (room 14) a successful Shield hop crosses a spike tile strictly between its safe starting tile and safe landing tile; hero no trap triggered for the whole attempt.

Verified by the game’s automated replay: Rune-blade, Spike garden (room 14): 11 turns, 21 executed instructions, 15 rows, 44 HP left. The run was judged with the kit of 13 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (15 lines)
repeat 2:
    step right
repeat 2:
    step up
face right
cast lunge
step right
step down
face right
cast shield hop
face up
cast lunge
step down
face down
cast lunge
Bleed the GuardLet Bleeding cut finish a guarded Shield-bearer, then win Behind the shield.
Hero: Rune-bladeThe Kingsroad ruins · room 42Checked on a replay of a won run

Exact rule

Unlock
In Behind the shield (room 42) Bleeding cut's bleed on the original shieldbearer makes its final HP loss while its guard is not lowered (lowered only on its odd clock with the hero adjacent) and the hero stands strictly inside its front cone; front diagonals do not count.

Verified by the game’s automated replay: Rune-blade, Behind the shield (room 42): 12 turns, 25 executed instructions, 14 rows, 40 HP left. The run was judged with the kit of 41 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (14 lines)
repeat 2:
    step up
repeat 3:
    step right
face down
cast slash
repeat 2:
    step right
step down
face left
cast bleeding cut
step right
face down
cast lunge
Borrowed HeartbeatDrain enough life to survive a Spearman’s next thrust, then win Spear points.
Hero: Rune-bladeThe Kingsroad ruins · room 43Checked on a replay of a won run

Exact rule

Unlock
In Spear points (room 43) hero HP before Drain rune is positive and <= the next original spearman attack’s post-reduction, pre-shield damage. Drain rune causes positive effective healing before that same turn’s spearman attack, which deals positive HP damage; hero survives the attack and wins. Shield absorption must be zero for that attack.

Verified by the game’s automated replay: Rune-blade, Spear points (room 43): 12 turns, 27 executed instructions, 16 rows, 4 HP left. The run was judged with the kit of 42 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (16 lines)
repeat 4:
    step right
face up
cast lunge
repeat 2:
    face down
    cast slash
face up
cast lunge
face down
cast drain rune
face down
cast slash
step down
face right
cast lunge
Blunt the GoreWeaken the Minotaur’s gore with Counter brand, survive it, and win.
Hero: Rune-bladeThe Kingsroad ruins · room 60Checked on a replay of a won run

Exact rule

Unlock
In The Minotaur (room 60) Counter brand applies weaken to the Minotaur before its clock%4=1 gore. At least one such gore hits the hero while that Counter-brand weaken is active, causes positive HP damage and has its attack damage positively reduced by weaken; hero survives and wins. No artificial lethal threshold is required.

Verified by the game’s automated replay: Rune-blade, The Minotaur (room 60): 16 turns, 36 executed instructions, 17 rows, 23 HP left. The run was judged with the kit of 59 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (17 lines)
step right
step up
repeat 2:
    step right
step up
repeat 2:
    step right
step up
face right
cast lunge
face right
cast counter brand
repeat 5:
    face right
    cast lunge
face right
cast slash
Cut Over CoverHit a foe with Spear form across your Rune stone after the stone takes a blow, then win.
Hero: Rune-bladeChecked on a replay of a won run

Exact rule

Unlock
One fresh room attempt in any room; hero=runeblade; outcome=won. An enemy damages a living Rune stone from Stone sigil. Later, while that same stone remains alive between hero and target on one ray, Spear form deals positive HP damage to an enemy beyond it; that enemy subsequently dies and the room is won.

Verified by the game’s automated replay: Rune-blade, Wings in the vault (room 8): 11 turns, 15 executed instructions, 15 rows, 44 HP left. The run was judged with the kit of 7 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (15 lines)
step down
face right
cast lunge
step right
face right
cast spear form
step right
step up
step down
step right
wait
face up
cast stone sigil
face up
cast spear form
Throne DanceDefeat the Barrow King without losing HP, using Slash for every hit on him.
Hero: Rune-bladeMossgate · room 10Checked on a replay of a won run

Exact rule

Unlock
In The Barrow King (room 10) hero HP damage for the entire attempt=0. Every positive HP-damage event on the Barrow King comes from Slash. No helper, burn, field, thorns or other spell may damage him; attacks against raised rats are unrestricted.

Verified by the game’s automated replay: Rune-blade, The Barrow King (room 10): 34 turns, 62 executed instructions, 45 rows, 44 HP left. The run was judged with the kit of 9 draft picks, one per earlier room.

Grove-caller feats

Bark AnswersLet Bark skin absorb a wolf bite completely, then win The grey wolf.
Hero: Grove-callerMossgate · room 4Checked on a replay of a won run

Exact rule

Unlock
In The grey wolf (room 4) a wolf bite with positive pre-shield damage hits the hero after Bark skin and causes zero HP loss because of that shield; later win. Damage on other turns is allowed.

Verified by the game’s automated replay: Grove-caller, The grey wolf (room 4): 6 turns, 15 executed instructions, 9 rows, 36 HP left. The run was judged with the kit of 3 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (9 lines)
repeat 2:
    step right
face right
cast thorn whip
face up
cast bark skin
repeat 2:
    face right
    cast thorn whip
Over the ReedsIn Reed screen, strike a wolf across reeds with Thorn whip and win without crossing to its side.
Hero: Grove-callerFenmarsh · room 31Checked on a replay of a won run

Exact rule

Unlock
In Reed screen (room 31) at least one original wolf receives positive Thorn whip damage with a reed tile strictly between hero and wolf. Hero never enters x>=5 during the attempt; win.

Verified by the game’s automated replay: Grove-caller, Reed screen (room 31): 16 turns, 28 executed instructions, 25 rows, 36 HP left. The run was judged with the kit of 30 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (25 lines)
face right
cast root grasp
face right
cast venom thorn
step up
face right
cast root grasp
face right
cast venom thorn
step right
face right
cast root grasp
face right
cast thorn whip
repeat 2:
    step down
step left
step down
face up
cast bark skin
step down
face right
cast root grasp
face right
cast venom thorn
Prickly ReplyLet Briar skin defeat a biting rat while you Wait, then win Under the banner.
Hero: Grove-callerThe Kingsroad ruins · room 44Checked on a replay of a won run

Exact rule

Unlock
In Under the banner (room 44) an original rat dies from Briar skin thorns during a turn whose explicit scripted hero action is Wait. The rat’s attack must hit the hero and have positive damage before shield absorption. Other enemies and earlier damage are unrestricted.

Verified by the game’s automated replay: Grove-caller, Under the banner (room 44): 18 turns, 34 executed instructions, 25 rows, 88 HP left. The run was judged with the kit of 43 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (25 lines)
face right
cast vine tug
step right
face right
cast thorn whip
step up
face right
cast vine tug
step right
face right
cast thorn whip
step up
face right
cast vine tug
repeat 2:
    face right
    cast thorn whip
repeat 3:
    step right
step down
face down
cast thorn whip
face down
cast vine tug
wait
Far From HomeReceive healing from a sprout at least five tiles away, then defeat an enemy from that far side and win.
Hero: Grove-callerChecked on a replay of a won run

Exact rule

Unlock
One fresh room attempt in any room; hero=grovecaller; outcome=won. Healing sprout gives the hero positive effective healing when Manhattan distance(hero,sprout)>=5. After that heal, the hero directly kills an original enemy while still at distance>=5 from the same living sprout.

Verified by the game’s automated replay: Grove-caller, Two from the dark (room 6): 8 turns, 15 executed instructions, 12 rows, 35 HP left. The run was judged with the kit of 5 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (12 lines)
face left
cast healing sprout
face right
cast call the badger
step down
face right
cast thorn whip
step down
repeat 2:
    step right
face up
cast thorn whip
Divide the HuntHave your wolf finish one foe while your roots keep a different foe from moving, then win.
Hero: Grove-callerChecked on a replay of a won run

Exact rule

Unlock
One fresh room attempt in any room; hero=grovecaller; outcome=won. A Spirit wolf kills an original enemy during a turn when a different living original enemy is snared by Root grasp and begins its creature phase not Manhattan-adjacent to the hero, and replaying its decision shows it would have stepped.

Verified by the game’s automated replay: Grove-caller, Two from the dark (room 6): 7 turns, 15 executed instructions, 12 rows, 36 HP left. The run was judged with the kit of 5 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (12 lines)
face up
cast root grasp
face right
cast call the wolf
face right
cast thorn whip
step down
face up
cast root grasp
repeat 2:
    face up
    cast thorn whip
Through the ThicketJump over your Bramble wall to strike the healer beyond, then win The glade healer.
Hero: Grove-callerThornreach · room 162Checked on a replay of a won run

Exact rule

Unlock
In The glade healer (room 162) a successful Root travel jumps over a living Bramble helper. Before that same helper expires or dies, hero damages the original dryad from its far side, and the bramble has taken an enemy hit; win.

Verified by the game’s automated replay: Grove-caller, The glade healer (room 162): 13 turns, 25 executed instructions, 25 rows, 96 HP left. The run was judged with the kit of 161 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (25 lines)
face right
cast root travel
face right
cast root grasp
face right
cast fallen log
face right
cast acorn bomb
face right
cast root travel
face up
cast bramble wall
face up
cast thorn whip
face down
cast fallen log
face up
cast acorn bomb
face up
cast root grasp
face up
cast root travel
step right
face down
cast thorn whip
Let It RunFinish a fleeing wisp with Venom thorn after leaving its row and column, then win Marsh lights.
Hero: Grove-callerFenmarsh · room 23Checked on a replay of a won run

Exact rule

Unlock
In Marsh lights (room 23) apply Venom thorn to the original wisp; after the last direct hit, the hero leaves both its row and column. A tick of that Venom thorn status kills the wisp while unaligned, without another direct hit on it.

Verified by the game’s automated replay: Grove-caller, Marsh lights (room 23): 8 turns, 16 executed instructions, 5 rows, 36 HP left. The run was judged with the kit of 22 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (5 lines)
repeat 6:
    step up
face right
cast venom thorn
step down
Transplant the HealerBark bash the Dryad out of a wounded Treant's healing range before her next pulse, then win Heartwood.
Hero: Grove-callerThornreach · room 166Checked on a replay of a won run

Exact rule

Unlock
In Heartwood (room 166) Bark bash moves the original dryad from distance<=2 of a living wounded original treant to distance>2. On the dryad’s next healing pulse that treant is still alive, wounded and outside her actual pulse tiles, so receives no healing from her. Both subsequently die and the room is won. Distances count a diagonal step as one tile.

No winning run for this feat has been recorded yet, so this wiki gives the rule and no solution.

Walking RegrowthRecover from a wound with Moss bed while moving every turn, then win the room.
Hero: Grove-callerChecked on a replay of a won run

Exact rule

Unlock
One fresh room attempt in any room; hero=grovecaller; outcome=won. Cast Moss bed while below full HP and remain below full HP after that cast turn's regeneration. Until HP becomes full, every following hero turn is a successful one-tile Step. At least one such Step turn receives positive Moss bed healing. HP reaches full on one of these Step turns while the regeneration is active, with no other healing source from the cast through recovery; trap and enemy HP damage remain zero during that interval.

Verified by the game’s automated replay: Grove-caller, Spike hall (room 5): 16 turns, 30 executed instructions, 21 rows, 36 HP left. The run was judged with the kit of 4 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (21 lines)
step up
repeat 2:
    step right
face up
cast moss bed
wait
repeat 2:
    step right
face right
cast thorn whip
step right
face right
cast thorn whip
face up
cast moss bed
step up
step right
step down
repeat 2:
    face down
    cast thorn whip
False SummerKeep the Fen Hydra burning through every direct hit with your thorn spells, and win without a head growing.
Hero: Grove-callerFenmarsh · room 30Rated hardChecked on a replay of a won run

Exact rule

Unlock
In The Fen Hydra (room 30) No hydra head spawns. At least one Thorn burst or Venom thorn cast damages the Hydra. At every non-burn positive HP-damage event against the Hydra, burning is active at the moment that hit would split it. Status burn ticks are permitted even on their final tick when the burn has just run out. Win.

Verified by the game’s automated replay: Grove-caller, The Fen Hydra (room 30): 7 turns, 16 executed instructions, 13 rows, 48 HP left. The run was judged with the kit of 29 draft picks, one per earlier room.

Battle-wizard feats

Personal SpaceWin The grey wolf without letting it reach a tile beside you.
Hero: Battle-wizardMossgate · room 4Checked on a replay of a won run

Exact rule

Unlock
In The grey wolf (room 4) the original wolf is never orthogonally adjacent to the hero after any completed phase or hero movement, and the attempt wins with no fumbles.

Verified by the game’s automated replay: Battle-wizard, The grey wolf (room 4): 2 turns, 3 executed instructions, 7 rows, 30 HP left. The run was judged with the kit of 3 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (7 lines)
step right
face right
cast firebolt
face right
cast spark
face right
cast spark
Brittle SolutionFreeze an enemy with Frost shard or ring, then defeat it with Shatter strike while still frozen, and win.
Hero: Battle-wizardChecked on a replay of a won run

Exact rule

Unlock
A Shatter strike kill hits a creature with frozen>0 at the start of that turn, whose latest freeze came from Frost shard or Frost ring.

Verified by the game’s automated replay: Battle-wizard, Pack hunt (room 12): 9 turns, 14 executed instructions, 14 rows, 2 HP left. The run was judged with the kit of 11 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (14 lines)
face right
cast meteor call
step left
step left
step right
step right
face left
cast frost shard
face left
cast shatter strike
face up
cast shatter strike
face down
cast shatter strike
Reserved SeatCall a Meteor onto an empty tile, have it defeat a patrol that walks in, and win.
Hero: Battle-wizardChecked on a replay of a won run

Exact rule

Unlock
A Meteor call cast at an unoccupied tile lands and kills an original patrolling creature that entered that tile by its own move.

Verified by the game’s automated replay: Battle-wizard, The imp's loop (room 61): 9 turns, 11 executed instructions, 11 rows, 30 HP left. The run was judged with the kit of 60 draft picks, one per earlier room.

Single FileHit three original wolves with one Ice lance, then win Pack hunt.
Hero: Battle-wizardMossgate · room 12Checked on a replay of a won run

Exact rule

Unlock
In Pack hunt (room 12) a single Ice lance cast deals positive HP damage to all three original wolves along one ray. Win; no kills are required from that cast.

Verified by the game’s automated replay: Battle-wizard, Pack hunt (room 12): 11 turns, 13 executed instructions, 13 rows, 6 HP left. The run was judged with the kit of 11 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (13 lines)
step right
wait
wait
wait
wait
step right
wait
step down
step down
face up
cast ice lance
face up
cast firebolt
Smell of SmokeUse Heat seeker to finish a burning enemy outside the direction you face, then win.
Hero: Battle-wizardChecked on a replay of a won run

Exact rule

Unlock
Heat seeker kills an enemy whose burning status was active before the cast and whose tile is not on the hero’s forward ray. Its conditional burning damage bonus must be applied. Win.

Verified by the game’s automated replay: Battle-wizard, Wisps in the rushes (room 34): 22 turns, 29 executed instructions, 29 rows, 90 HP left. The run was judged with the kit of 33 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (29 lines)
wait
wait
wait
wait
wait
face down
cast leaping flame
face up
cast heat seeker
step right
face right
cast cold snap
step up
face right
cast heat seeker
step up
step up
step down
face left
cast spark
step down
step down
step down
step down
face down
cast heat seeker
step down
face left
cast firebolt
Wordless FireLet Scorch path's fire defeat the Banshee while you are silenced, casting nothing after its wail, then win.
Hero: Battle-wizardThe Drowned crypt · room 104Checked on a replay of a won run

Exact rule

Unlock
In Wailing hall (room 104) the original banshee dies from a field tick that includes Scorch path, on a turn the hero is silenced, and the hero casts nothing from the last silencing wail through that turn.

Verified by the game’s automated replay: Battle-wizard, Wailing hall (room 104): 13 turns, 16 executed instructions, 16 rows, 90 HP left. The run was judged with the kit of 103 draft picks, one per earlier room.

Eyes on the ExitDefeat both basilisks in The stone stare without facing either down its line, using Heat seeker for their final hits.
Hero: Battle-wizardThe Glasswing steppe · room 122Rated hardChecked on a replay of a won run

Exact rule

Unlock
In The stone stare (room 122) both original basilisks die to Heat seeker; no basilisk stuns the hero; when a basilisk acts on an odd clock, the hero never faces it along an unblocked line.

Verified by the game’s automated replay: Battle-wizard, The stone stare (room 122): 8 turns, 16 executed instructions, 16 rows, 30 HP left. The run was judged with the kit of 121 draft picks, one per earlier room.

Move the PowderPull an Ember beetle beside a Bog hand, let its burst kill the hand without hurting you, and win.
Hero: Battle-wizardThe Cinder hollows · room 63Checked on a replay of a won run

Exact rule

Unlock
In Powder keg (room 63) Fire hook moves an original Ember beetle; that beetle's burst kills a Bog hand within 1 tile (diagonals count) of the pulled tile; the burst deals no damage to the hero.

Verified by the game’s automated replay: Battle-wizard, Powder keg (room 63): 18 turns, 26 executed instructions, 26 rows, 90 HP left. The run was judged with the kit of 62 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (26 lines)
step down
step down
step down
face right
cast firebolt
step down
step right
step right
face right
cast fire hook
face right
cast firebolt
face right
cast ember ward
face down
cast fire nova
step up
step up
face right
cast fire hook
face right
cast scorch path
step up
face right
cast fire hook
wait
Current Through StoneHave Forked bolt jump across a wall to hit another enemy, then win Last barrow.
Hero: Battle-wizardMossgate · room 19Checked on a replay of a won run

Exact rule

Unlock
In Last barrow (room 19) one Forked bolt chain step jumps 2 tiles in a straight line over a wall tile and deals HP damage to an original creature.

Verified by the game’s automated replay: Battle-wizard, Last barrow (room 19): 58 turns, 103 executed instructions, 103 rows, 4 HP left. The run was judged with the kit of 18 draft picks, one per earlier room.

The verified script is 103 lines long and is not printed here.

Use the RestHit each Harpy only while it rests, landing a spell on each, and win without one striking you.
Hero: Battle-wizardThe Glasswing steppe · room 121Checked on a replay of a won run

Exact rule

Unlock
In Glass wings (room 121) all 3 original harpies die; every hit on them lands at an odd clock (resting); each takes at least one spell hit; no harpy damages the hero.

Verified by the game’s automated replay: Battle-wizard, Glass wings (room 121): 6 turns, 12 executed instructions, 12 rows, 30 HP left. The run was judged with the kit of 120 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (12 lines)
face down
cast spit flame
face right
cast firebolt
face right
cast fuse ember
face down
cast cinder shot
face right
cast flame step
face up
cast cinder shot

Engineer feats

Set and StepBuild one Bolt turret from its row, step off its line for good, and let it win First light.
Hero: EngineerMossgate · room 1Checked on a replay of a won run

Exact rule

Unlock
In First light (room 1) exactly one Bolt turret is created and deals all damage; the hero is on its firing line at cast, then leaves it and never returns.

Verified by the game’s automated replay: Engineer, First light (room 1): 4 turns, 4 executed instructions, 4 rows, 32 HP left. The run used the hero’s starting kit.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (4 lines)
cast bolt turret
step up
wait
wait
Crossing ScheduleUse one Fuse bomb to hit both patrols in Crossing guards, then win.
Hero: EngineerMossgate · room 13Checked on a replay of a won run

Exact rule

Unlock
In Crossing guards (room 13) exactly one Fuse bomb is cast while neither skeleton is on its tiles, and its impact hits both skeletons.

Verified by the game’s automated replay: Engineer, Crossing guards (room 13): 42 turns, 46 executed instructions, 46 rows, 32 HP left. The run was judged with the kit of 12 draft picks, one per earlier room.

Watch Your StepHave a moving enemy trigger your Land mine and fall on that tile, then win.
Hero: EngineerChecked on a replay of a won run

Exact rule

Unlock
An original non-flying creature trips the Land mine by its own move, is hit by it, and dies on the centre tile without leaving it.

Verified by the game’s automated replay: Engineer, Pack hunt (room 12): 43 turns, 48 executed instructions, 48 rows, 12 HP left. The run was judged with the kit of 11 draft picks, one per earlier room.

The verified script is 48 lines long and is not printed here.

Long Way RoundSend a Clockwork beetle around a wall to defeat an enemy only it has hurt, then win.
Hero: EngineerChecked on a replay of a won run

Exact rule

Unlock
The beetle moves both horizontally and vertically; at summon a wall blocks the hero's line to the target; only that beetle damages the target, and it kills it.

Verified by the game’s automated replay: Engineer, The long gallery (room 17): 30 turns, 36 executed instructions, 36 rows, 32 HP left. The run was judged with the kit of 16 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (36 lines)
face right
cast bolt turret
wait
face right
cast clockwork beetle
face down
cast rivet gun
wait
step down
step up
step up
face right
cast clockwork beetle
wait
wait
wait
wait
wait
wait
wait
wait
step down
step right
step right
step down
step right
step right
step right
step up
face right
cast clockwork beetle
step down
step down
step down
face right
cast bolt turret
Full WorkshopOn one turn, have a turret hit, a barricade take a blow, and a repair drone heal you; then win.
Hero: EngineerChecked on a replay of a won run

Exact rule

Unlock
In a single room turn, three distinct living helpers perform these effective actions: a Bolt turret causes positive enemy HP loss; a Barricade loses positive HP to an enemy; a Repair drone gives positive effective HP healing to the hero. No replacement or expiry counts as a barricade hit. Win.

Verified by the game’s automated replay: Engineer, Pike and bow (room 46): 58 turns, 90 executed instructions, 90 rows, 32 HP left. The run was judged with the kit of 45 draft picks, one per earlier room.

The verified script is 90 lines long and is not printed here.

Last RoundTime a Pop-up turret’s final scheduled shot to defeat a Crossing guards patrol, then win.
Hero: EngineerMossgate · room 13Checked on a replay of a won run

Exact rule

Unlock
One fresh room attempt; level=Crossing guards (room 13); hero=engineer; outcome=won. A Pop-up turret kills a skeleton in the helper phase of the turn its time left is 1.

Verified by the game’s automated replay: Engineer, Crossing guards (room 13): 18 turns, 23 executed instructions, 23 rows, 32 HP left. The run was judged with the kit of 12 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (23 lines)
step up
step up
step right
step right
wait
wait
wait
wait
wait
face right
cast rivet gun
wait
face right
cast pop-up turret
wait
wait
wait
face up
cast fuse bomb
face down
cast pop-up turret
face up
cast rivet gun
Harpoon CrossfirePull a foe into your turret’s line with Harpoon gun and have that turret finish it on the same turn; then win.
Hero: EngineerChecked on a replay of a won run

Exact rule

Unlock
A Harpoon gun cast moves an original creature from outside to inside a turret's 4-tile firing line, and that turret kills it the same turn.

No winning run for this feat has been recorded yet, so this wiki gives the rule and no solution.

Clear the BarrelUse Air blast to remove a front blocker and let your Siege cannon hit the foe behind it that turn; then win.
Hero: EngineerChecked on a replay of a won run

Exact rule

Unlock
On an Air blast turn the cannon's 7-tile line holds an original front creature and one behind; the front one is pushed out of the line and not killed by the hero that turn; the cannon then hits a creature behind.

Verified by the game’s automated replay: Engineer, The phalanx (room 47): 64 turns, 109 executed instructions, 109 rows, 32 HP left. The run was judged with the kit of 46 draft picks, one per earlier room.

The verified script is 109 lines long and is not printed here.

Smoke and BrassLet a Smoke bomb-weakened foe hit your Brass guard, have the guard survive and later defeat it, then win.
Hero: EngineerChecked on a replay of a won run

Exact rule

Unlock
A Brass guard takes a hit from an original creature whose latest weakness came from Smoke bomb; the guard survives and later kills that creature.

Verified by the game’s automated replay: Engineer, Bite and mend (room 102): 24 turns, 34 executed instructions, 36 rows, 32 HP left. The run was judged with the kit of 101 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (36 lines)
face right
cast brass guard
step up
step up
wait
face right
cast smoke bomb
face right
cast rivet gun
wait
face right
cast rivet gun
wait
wait
wait
face right
cast rivet gun
face right
cast rivet gun
face right
cast rivet gun
face right
cast rivet gun
step right
step right
step right
step right
step right
step right
step down
face down
cast rivet gun
face down
cast rivet gun
face down
cast rivet gun
Tools for the JobIn Hollow armour, defeat the shell without bolts and the skeleton with the Rivet gun, then win.
Hero: EngineerThe Clockwork vault · room 144Checked on a replay of a won run

Exact rule

Unlock
In Hollow armour (room 144) no bolt from a cast or a timed spell hits the original armour shell, and something else of the hero's kills it; the Rivet gun kills the skeleton.

Verified by the game’s automated replay: Engineer, Hollow armour (room 144): 9 turns, 15 executed instructions, 15 rows, 32 HP left. The run was judged with the kit of 143 draft picks, one per earlier room.

A script that earns it

Enter it as shown, with its indentation, in the script editor.

Spoiler: show the verified script (15 lines)
step right
face right
cast mortar
face right
cast flame turret
face right
cast bolt turret
step down
step down
face up
cast searchlight
face right
cast rail shot
face right
cast rivet gun