FIELD NOTES
The hall is holding its breath.
Take a moment. The manor waits exactly where you left it.
Party powers & rescue
The Helm of Love
Mercy’s permanent relic. When any living ally is hurt, she creates a shared 36-point heart barrier and heals White, Dawn, Baba and herself by 3 HP per second until everyone is full. Shield recovers 4 points per second while healing. Rest: 24 active seconds after healing ends. If Mercy is KO’d, her barrier ends. It cannot revive fallen friends.
The Angel’s Bow
Dawn’s permanent relic. She automatically shoots golden arrows at visible enemies within 11 metres: 2 damage every 2.2 seconds. No Arcana needed. She still fetches supplies, sings ballads and nuzzles White.
Baba · Shapeshifting tanuki
A gentle tanuki in a cream hood and dark scarf. Find her glowing cage near the start of any floor, including tram floors. Press E or tap Rescue nearby: no coins, keys or enemy defeats needed. After rescue she stays with your party, alternating darts (2 damage) and kunai (3 damage) every 1.5 seconds at visible enemies within 11 metres. She shifts into a little fox when dashing or throwing kunai. Baba has 24 HP; pockets heal her and White’s bag keeps her safe for 25 active seconds if KO’d.
A little more trust
Rescuing Baba starts her loyalty at 25. Together in the maze: +1 every 12 active seconds while Baba is awake, and +5 for each new highest floor you reach after rescuing her. Pausing stops the timer. Loyalty never decreases and saves with your adventure.
A special thank-you plays on Floor 20 once Baba is rescued and Dawn, Mercy and Baba are all awake. If someone is in the bag, it waits for their return. Rescue Baba later and the moment can still happen on a later floor. Her maid appearance still requires 100 loyalty. You can skip the scene or replay it here afterward.
Replay the Floor 20 memory
Outlined map markers: amber = Baba, rose = Helm of Love, gold = Angel’s Bow. They wait in the first few connected rooms on every floor until rescued or collected. Unlocks are permanent and saved.
Party, pockets & hauntings
Damage values in this guide describe Normal: regular enemies deal 7–10 HP; doppelgangers deal 15. Difficulty also changes enemy speed, detection and attack timing. Change it anytime from Pause. White starts with 30 HP. Dodge the warm attack flash or right-click to counter. Earned health upgrades are kept.
Dawn, Mercy and rescued Baba each have 24 HP. Below half of White’s health (or their own), a nearby dove sings a 6-second, 18-point barrier around White, with a 24-second cooldown. Dawn approaches to nuzzle-heal 6 HP every 18 seconds. KO’d companions are automatically tucked into White’s bag, then return fully healed after 25 active seconds. The doves rise like phoenixes; Baba returns in an amber swirl. Timers pause with the game. Find the two permanent relics for additional powers listed above.
Tram floors: 8, 12, 16, 20 and 24. Press E or tap Board near the small tram. It follows rails through all remaining pickups to the carpet. E brakes and lets you off; board again nearby to continue. You can look around, cast, and counter aboard. Only rare ghost bats and doppelgangers haunt these floors.
Find the gold ring with the green gem in the maze. White or either dove can collect it. It equips immediately, restores 8 HP and permanently unlocks health regeneration and shop ring upgrades. Arcana still recovers without it.
Regular mazes now hold 13–14 wanderers, including two flying hands. Hands see White or either dove, close their fingers, then punch for 9 HP. Dodge or counter their warm warning. Laughing portraits are harmless. One walking chair roams each normal floor: blast it for supplies, with a 25% medkit chance and a 10% diamond-pear chance. Tram floors still have only 1–2 enemies.
Press I, tap Use items in Pockets, or open it from Pause. Choose White, Dawn, Mercy or rescued Baba and use a supply. Picking up food or medicine only stores it; benefits happen when used. Medkits fully heal and can immediately revive any KO’d companion. The regen ring and dove relics equip themselves permanently. Inventory pauses the action, keeps unused supplies, and saves after each use.
Health capsules: find one glowing pink-and-cream capsule per floor, marked by a pink dot on the map. White or any living companion can collect it. It instantly grants everyone +5 permanent maximum HP and living allies +5 HP, including Baba before rescue. Bagged friends keep their recovery timer and return with the higher maximum. Healing and medkits respect your new limits. Baba uses wider corner clearance and shapeshifts back to White’s recent route if stuck for 2.5 seconds or left far behind.
Music & sound
FLOOR THEME
Music48%
Sound effects62%
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