Answer the question, pick the door with the right answer. Do that over and over, going one floor deeper each time.
Every floor you clear pays shards, and deeper floors pay more — they go up 30% every ten floors.
Answer speed matters more than anything else. Your reward is multiplied by how fast you were:
| You answered in | You get |
|---|---|
| Under 2 seconds | ×2.00 — double |
| 10 seconds | ×1.86 |
| 30 seconds | ×1.54 |
| 1 minute | ×1.16 |
| 2½ minutes or slower | ×0.50 — half |
That 2-second head start is your window. Some weapons make it wider — a cheap long sword gives you 3.5 seconds at full double. If you switch tabs the clock stops, so nothing is lost if you get pulled away.
Pick the wrong door and it costs you health and most of what that floor was worth. The deeper you are, the harder it hits.
| Floor | A wrong door costs |
|---|---|
| 1 | 120 HP |
| 25 | 408 HP |
| 50 | 708 HP |
| 75 | 1,008 HP — more than you start with |
You start on 1,000 health. Early on a mistake is a scratch; past floor 50 or so one slip can end the whole run. Armour reduces every hit and adds to your maximum health, which is what lets you go deeper.
Shards you earn are carried, not banked. Nothing is actually yours until you leave.
Sit on one floor for ten minutes and you're moved to the next one automatically. You get no shards for that floor, but you take no damage either — so going quiet is never a way to farm, and never a way to die.
If you've got a bow equipped, right-click a door to draw it. The bonus lands on the next room and spends one arrow. No arrows just means no bonus — nothing bad happens.
13% is withheld from everything you bank, and you get a receipt for it. Add your receipts up in your inventory and file a return to claim every shard of it back. There's a full guide in the Tax tab.
Change gear as often as you like, at any depth — the shop is upstairs and stays shut until you're out. Equipping the Lime Sword is how you hurt an Arachnid.