Dungeon loadout

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Typing RPG thoughtspot.ca/typing
v2026.10.18.1
Daily challenge Warrior · loading… Mage · loading…

Dungeon Crawl - Type to Fight!

Pick a class. Words are your attacks. Clear them before the timer runs out — miss or time out and you take damage. Clear ten halls of monsters, each tougher than the last, then outrun the dark to the exit.

Warrior

Warrior

Every word you type is a sword swing. Strike in the first timer third for full damage, or build power with clean clears.

Mage

Mage

Every word you type is a spell cast. Same rules, arcane flair — great for vocabulary focus.

Made for desktops & keyboards (sound optional)

How to play

The basics

  1. Pick a Word theme, or play today's Warrior daily / Mage daily (same list for everyone, theme shown at the top).
  2. Choose Warrior (sword swing) or Mage (spell cast).
  3. Type the glowing word exactly. At the start of a run its first letter flashes huge across the hall to show you where to begin — the timer waits for your first key. Damage is full / 2⁄3 / 1⁄3 by timer third; clean clears charge strike power.
  4. Wrong letter or timer empty = the monster hits you, every time — no grace period (see the damage numbers below). A mistype also drops your power back.
  5. Clear every foe in a hall to advance (the monster box shows where you are, e.g. Kobold 3/10). A hall clear is a full heal. At halls 3, 6, and 9 you may Hold or buy one Extra potion.
  6. The last foe of each hall is a red BOSS, a little bigger than the rest (you'll see it glowing in the line). A boss hit costs hall number + 10 HP; the Hall 10 Tarrasque always costs 20 HP. Other monsters cost hall number + 4 HP.
  7. Some boss words are DEFEND YOURSELF! attacks: type the whole defend word cleanly and you step out of the blow (and your hero lets the boss know about it). A wrong key or timeout breaks the defense and takes double damage. Every boss's last stand is always a DEFEND word.
  8. Hall 10 is the Tarrasque, the final boss. Beat it and the exit gate opens — outrun the dark to win.
  9. The keyboard overlay at the bottom-left of combat highlights the next key; a wrong key flashes red.

Knight moves

  • Level 1: Silver Slash, Boot the Baddie, and Meteor Slash.
  • Level 3: Sneaky Slice. Level 4: Cyclone. Level 5: Surgical Strike. Level 6: Top Lopper.
  • Level 7: Holy Meteor replaces Meteor Slash. Level 8: Holy Meteor Level 2. Level 9: Holy Meteor Level 3.
  • Streak buffs: every 10 clean clears in a row unlocks the next one, up to 90×. A wrong key or timeout resets the streak, so keep it clean.
CtrlAltP
Drink a potion (10% heal, carry up to 10)
CtrlShiftSpace
Pause / resume
Esc
Back to class select

Score

  • Word score: up to 10 — the share of the word's timer still left when you finish it. A timed-out word scores 0. Every mistake, and every hit you take after the timer runs out, is another −1, so a word can go below zero.
  • Monster score: the average of the word scores you used on that monster, added to your total when it dies. One clean word or five clean words — same score. The Tarrasque counts ten times, so a perfect run is 1000.
  • Monsters you never reach score nothing, and the escape run isn't scored. Totals can be negative.
  • The scroll under the monster box shows your score, monsters vanquished, the current monster's average and the current word counting down.
  • Scoreboard: escaped runs first, then the most monsters vanquished, then the highest score.

Treasure coins

Treasure chest

Ten mistake-free words in a row drop one coin into your chest. A mistype or a timeout resets that count. Coins come in five rarities:

At the end of a run, keep your haul to add it to your Treasure museum on the start screen. Save your museum code (QR, copy, or email) — it's the only backup.

Burning coins for buffs

  1. In the museum, press Burn under a coin and pick a buff. The coin's rarity decides which buffs you can choose.
  2. The Next run buffs panel appears at the top-left and follows you down the page. It shows what you burned, how many of the 3 slots are left, and what you'll start with. Undo gives the coin back.
  3. Start any run — the buffs are applied and the slots empty. In combat, your buffs show under your HP: gold = still waiting to trigger, grey ✓ = used.
  • Up to 3 different buffs per run — the same buff can't be armed twice (it's greyed out in the picker).
  • Power buffs add up to 5×. Overclock jumps straight to 5× and doesn't mix with other power buffs.
  • Potions, hall skips (up to hall 4) and fewer foes (down to 7 per hall) all add up.

All buffs

Fallen in the dungeon

Fallen in the dungeon

The dark closes in. Your torch gutters out.

    You escaped the Dungeon!
    THE GATE IS BEHIND YOU

    Sunlight.

    You break out of the gate and the corridor falls away behind you.