browser RPG · Trial Hall

Walk the hall. Lock on. Strike.

A tiny playable slice on the page — Hashora, a bearded Bitcoin wizard with a starry robe, a tall pointy hat, and a staff crowned by a glowing orange orb of magic internet money, faces a Ledger Shade in a single Trial Hall. Move, lock on, strike with the staff, and raise a ward. Free demo. Full campaign when seats open. Entertainment only — not a wallet, not an exchange, not financial advice.

Health 5/5 Blessed — Attuned — Sigils 0 Sats 0 Streak — Room Trial Hall Quest 0/110 Boss 6/6 Best 0 In-game ₿ 0 Block — Next block — Reward 50 Halving in — blocks

Objective: enter the Trial Hall — lock on, strike the Ledger Shade, survive. Raise the ward on the red tell — a ward already up does not reel them. Strike into the tell and a hit cuts the attack — the staff snaps back for another light bite. Land that bite and the shade is shoved back. Miss that bite and the next tell comes sooner. Step out of the red tell and the bite misses, but the next tell comes sooner. At half health the tell closes faster. At one heart the tell opens wider.

Trial Hall: ← → ↑ ↓ or WASD move · Z or L lock-on · J, X, or Space staff strike · hold K, C, or Shift to raise a ward · raise the ward on the red tell and the shade reels — a ward already up does not — strike then and the bite is heavier and plants them — miss that heavier bite and the next tell comes sooner — land a strike before that tell starts and the rush is stuffed — hold the ward through that rush and it reels longer than a ward raised on the tell — let that long reel close and the next tell surges — that bite takes two hearts — raise the ward on that surge and they reel longer — let that reel close and they are spent — the next tell waits, and it does not surge — strike once while they are spent and that bite is heavier — a miss leaves it — land it and the next tell waits longer, and the ring reads Break — when that tell opens it is slow and the ring still reads Break — raise, strike, or step out — it still takes one heart — raise the ward on that slow tell and they reel longer than the rush — the ring reads Still — strike during that reel and the bite takes three hearts and roots them, and they stay down longer than a plant — a miss does not — strike once while they are rooted and that bite takes three hearts, heavier than a riposte — a miss leaves it — a second strike stays the riposte — the root does not last longer — land that dig and the next tell waits out a rise, longer than the root, and the ring reads Rise — a miss does not start it — a second strike does not refresh it — it does not surge — when that wait ends the next tell opens slow, longer than a normal tell and longer than the break, and the ring reads Wake — raise the ward and they reel longer than the still reel — the ring reads Hush — strike during that hush and the bite takes four hearts and seals them longer than a root — the ring reads Seal — a miss does not — strike once while they are sealed and that bite takes four hearts, heavier than a riposte — the ring reads Crack — a miss leaves it — a second strike stays the riposte and does not refresh the seal — land that crack and the next tell waits out a fall, longer than the seal and longer than the rise, and the ring reads Fall — a miss does not start it — a second strike does not refresh it — it does not surge — when that wait ends the next tell opens slow, longer than the wake, and the ring reads Dusk — raise the ward and they reel longer than the hush reel — the ring reads Lull — strike during that lull and the bite takes five hearts and veils them longer than a seal — the ring reads Veil — a miss does not — strike once while they are veiled and that bite takes five hearts, heavier than a riposte — the ring reads Fray — a miss leaves it — a second strike stays the riposte and does not refresh the veil — land that fray and the next tell waits out a sink, longer than the veil and longer than the fall, and the ring reads Sink — a miss does not start it — a second strike does not refresh it — it does not surge — when that wait ends the next tell opens slow, longer than the dusk, and the ring reads Gloom — raise the ward and they reel longer than the lull reel — the ring reads Murk — strike during that murk and the bite takes six hearts and shrouds them longer than a veil — the ring reads Shroud — a miss does not — strike once while they are shrouded and that bite takes six hearts, heavier than a riposte — the ring reads Rip — a miss leaves it — a second strike stays the riposte and does not refresh the shroud — land that rip and the next tell waits out a drop, longer than the shroud and longer than the sink, and the ring reads Drop — a miss does not start it — a second strike does not refresh it — it does not surge — when that wait ends the next tell opens slow, longer than a normal tell and longer than the gloom, and the ring reads Night — raise the ward and they reel longer than the murk reel — the ring reads Pall — strike during that pall and the bite takes seven hearts and cloaks them longer than a shroud — the ring reads Cloak — a miss does not — it does not shroud them — an ordinary plant stays short — strike once while they are cloaked and that bite takes seven hearts, heavier than a riposte — the ring reads Tear — a miss leaves it — a second strike stays the riposte and does not refresh the cloak — land that tear and the next tell waits out a plunge, longer than the cloak and longer than the drop, and the ring reads Plunge — a miss does not start it — a second strike does not refresh it — it does not surge — when that wait ends the next tell opens slow, longer than a normal tell and longer than the night, and the ring reads Void — raise the ward and they reel longer than the pall reel — the ring reads Null — strike during that null and the bite takes eight hearts and blanks them longer than a cloak — the ring reads Blank — a miss does not — it does not cloak them — an ordinary plant stays short — strike once while they are blanked and that bite takes eight hearts, heavier than a riposte — the ring reads Gash — a miss leaves it — a second strike stays the riposte and does not refresh the blank — land that gash and the next tell waits out a rift — longer than the blank and longer than the plunge, and the ring reads Rift — a miss does not start it — a second strike does not refresh it — it does not surge — when that wait ends the next tell opens slow, longer than a normal tell and longer than the void, and the ring reads Abyss — raise the ward and they reel longer than the null reel — the ring reads Deep — strike during that deep and the bite takes nine hearts and fades them longer than a blank — the ring reads Fade — a miss does not — it does not blank them — an ordinary plant stays short — strike once while they are faded and that bite takes nine hearts, heavier than a riposte — the ring reads Shear — a miss leaves it — a second strike stays the riposte and does not refresh the fade — land that shear and the next tell waits out a chasm, longer than the fade and longer than the rift, and the ring reads Chasm — a miss does not start it — a second strike does not refresh it — the fade is not extended — it does not surge — when that chasm ends the tell opens slow, longer than a normal tell and longer than the abyss, and the ring reads Pit — raise the ward and they reel longer than the deep reel — the ring reads Hollow — strike during that hollow and the bite takes ten hearts and wanes them longer than a fade — the ring reads Wane — a miss does not — it does not fade them — an ordinary plant stays short — strike once while they are waned and that bite takes ten hearts, heavier than a riposte — the ring reads Cleave — a miss leaves it — a second strike stays the riposte and does not refresh the wane — land that cleave and the next tell waits out a gorge — longer than the wane and longer than the chasm, and the ring reads Gorge — a miss does not start it — a second strike does not refresh it — the wane is not extended — an ordinary plant does not gorge — the next tell does not surge — when that gorge ends the tell opens slow, longer than the pit, and the ring reads Maw — raise the ward on that maw and they reel longer than the hollow reel — the ring reads Gape — strike during that gape and the bite takes eleven hearts and ebbs them longer than a wane — the ring reads Ebb — a miss does not — it does not wane them — an ordinary plant stays short — strike once while they are ebbed and that bite takes eleven hearts, heavier than a riposte — the ring reads Rend — a miss leaves it — a second strike stays the riposte and does not refresh the ebb — land that rend and the next tell waits out a gulf — longer than the ebb and longer than the gorge, and the ring reads Gulf — a miss does not start it — a second strike does not refresh it — the ebb is not extended — the gulf is not a gorge — an ordinary plant does not gulf — the next tell does not surge — when that gulf ends the tell opens slow, longer than a normal tell and longer than the maw, and the ring reads Brink — raise the ward and they reel longer than the gape reel — the ring reads Sway — strike during that sway and the bite takes twelve hearts and slacks them longer than an ebb — the ring reads Slack — a miss does not — it does not ebb them — an ordinary plant stays short — strike once while they are slacked and that bite takes twelve hearts, heavier than a riposte — the ring reads Snap — a miss leaves it — a second strike stays the riposte and does not refresh the slack — land it and the next tell waits out a trench, longer than the slack and longer than the gulf, and the ring reads Trench — a miss does not start it — a second strike does not refresh it — the slack is not extended — the trench is not a gulf — an ordinary plant does not trench — the next tell does not surge — when that trench ends the tell opens slow, longer than a normal tell and longer than the brink, and the ring reads Floor — raise the ward and they reel longer than the sway reel — the ring reads Rest — strike during that rest and the bite takes thirteen hearts and limps them longer than a slack — the ring reads Limp — a miss does not — it does not slack them — an ordinary plant stays short — strike once while they are limped and that bite takes thirteen, heavier than a riposte — the ring reads Hobble — a miss leaves it — a second strike stays the riposte and does not refresh the limp — land it and the next tell waits out a gulch, longer than the limp and longer than the trench — the ring reads Gulch — a miss does not start it — a second strike does not refresh it — the limp is not extended — the gulch is not a trench — an ordinary plant does not gulch — the next tell does not surge — when that gulch ends the tell opens slow, longer than the floor, and the ring reads Bed — raise the ward and they reel longer than the rest reel — the ring reads Dream — strike during that dream and it takes fourteen hearts and dozes them longer than a limp — the ring reads Doze — a miss does not — it does not limp them — an ordinary plant stays short — strike once while they are dozed and that bite takes fourteen hearts, heavier than a riposte — the ring reads Jolt — a miss leaves it — a second strike stays the riposte and does not refresh the doze — land that jolt and the next tell waits out a ravine, longer than the doze and longer than the gulch — the ring reads Ravine — a miss does not start it — a second strike does not refresh it — the doze is not extended — the ravine is not a gulch — an ordinary plant does not ravine — the next tell does not surge — when that ravine ends the tell opens slow, longer than the bed, and the ring reads Grave — raise the ward and they reel longer than the dream reel — the ring reads Tomb — strike during that tomb and it takes fifteen hearts and slumbers them longer than a doze — the ring reads Slumber — a miss does not — it does not doze them — an ordinary plant stays short — strike once while they are slumbered and that bite takes fifteen hearts, heavier than a riposte — the ring reads Rouse — a miss leaves it — a second strike stays the riposte and does not refresh the slumber — land it and the next tell waits out a canyon, longer than the slumber and longer than the ravine — the ring reads Canyon — a miss does not start it — a second strike does not refresh it — the slumber is not extended — the canyon is not a ravine — an ordinary plant does not canyon — the next tell does not surge — when that canyon ends the tell opens slow, longer than the grave, and the ring reads Barrow — raise the ward and they reel longer than the tomb reel — the ring reads Cairn — strike during that cairn and it takes sixteen hearts and reposes them longer than a slumber — the ring reads Repose — a miss does not — it does not slumber them — an ordinary plant stays short — strike once while they are reposed and that bite takes sixteen, heavier than a riposte — the ring reads Stir — a miss leaves it — a second strike stays the riposte and does not refresh the repose — land it and the next tell waits out a basin, longer than the repose and longer than the canyon — the ring reads Basin — a miss does not start it — a second strike does not refresh it — the repose is not extended — the basin is not a canyon — an ordinary plant does not basin — the next tell does not surge — when that basin ends the tell opens slow, longer than the barrow, and the ring reads Well — raise the ward and they reel longer than the cairn reel — the ring reads Shaft — strike during that shaft and it takes seventeen hearts and settles them longer than a repose — the ring reads Settle — a miss does not — it does not repose them — an ordinary plant stays short — a second strike stays the riposte and does not refresh the settle — letting that reel close does not settle them, does not surge, and does not spend them — a strike or a step-out still answers it — it still takes one heart — it does not surge — a strike or a step-out still answers it — it still takes one heart — it does not surge — letting that reel close does not repose them, does not slumber them, does not surge, and does not spend them — a strike or a step-out still answers it — it still takes one heart — it does not surge — letting that reel close does not slumber them, does not doze them, does not surge, and does not spend them — letting that reel close does not doze them, does not surge, and does not spend them — a strike or a step-out still answers it — it still takes one heart — letting that reel close does not limp them, does not surge, and does not spend them — a strike or a step-out still answers it — it still takes one heart — it does not surge — letting that reel close does not slack them, does not surge, and does not spend them — a strike or a step-out still answers it — it still takes one heart — it does not surge — letting that reel close does not ebb them, does not surge, and does not spend them — letting that reel close does not wane them, does not surge, and does not spend them — a strike or a step-out still answers it — it still takes one heart — letting that reel close does not fade them, does not surge, and does not spend them — a strike or a step-out still answers it — it still takes one heart — it does not surge — letting that reel close does not blank them, does not surge, and does not spend them — a strike or a step-out still answers it — it still takes one heart — letting that reel close does not surge and does not spend them — letting that reel close does not cloak them, does not surge, and does not spend them — a strike or a step-out still answers it — it still takes one heart — it does not surge — letting that reel close does not shroud them, does not surge, and does not spend them — a strike or a step-out still answers it — it still takes one heart — it does not surge — a strike or a step-out still answers it — it still takes one heart — letting that reel close does not surge and does not spend them — a strike or a step-out still answers the wake — it still takes one heart — letting that reel close does not surge and does not spend them — one heart still opens wide — a second strike stays light — the staff snaps back for one light bite if you chase — land that bite and they stay down for one more light bite — strike into the red tell and a hit cuts the attack — the staff snaps back for another light bite — land it and the shade is shoved back — miss it and the next tell comes sooner — step out of the red tell and the bite misses, but the next tell comes sooner — at half health the tell closes faster — at one heart the tell opens wider · strike the corner pots — some hide a Mend Heart (+1, it waits while you are full) · every fifth warden leaves a Life Shard (+1 max heart, full heal) · Cyclone Cast: keep J, X, or Space held after the swing until the ring turns gold, then let go — a full circle for 2 that throws the foe back and breaks pots in reach — a raised ward or a bite drops the charge · B or Q throws the Halving Disc — it comes back, stuns a foe for a moment, and carries hearts and the Trial Key back to Hashora · touch: drag walks, tap strikes, hold still wards, Interact locks on, hold Spin then let go · 1 buys a Recovery Potion (25 in-game ₿), 2 an Orb Overcharge (50), 3 a Fee Bump (10), 4 a Ward (35), 5 a Heart Vessel (60) — a block of 50 every 10 minutes of play, halving every 210,000 blocks · Esc/P pause · R replay · Classic halls: Space or E talks and claims · claim a sigil on your last heart and it knits one wound — claiming one also leaves swift feet for a few seconds · F or Pulse breaks wards · at one heart the pulse comes back sooner · a wounded shrine mends and leaves a short blessing; full health gets swift feet · wards sleep, kindle with a shove, then flare — only the flare bites · pulse a sleeping ward and it scatters a few sats, and the pulse does not snap back · standing in the kindling shove scatters a few sats and leaves it alive · stand in the flare and the bite pays more, if you live · pulse a flaring ward for less · pulse a kindling ward for a few sats and the pulse snaps back · a lit torch draws a nearby ward in and holds it asleep — step into that light and it slips back to its post — lighting a torch feeds a spent pulse at once — stand in that glow and a spent pulse returns sooner · sentries mark a spear line, then thrust — step off a spear you were standing in and it scatters a few sats, or keep a pillar on the line and it scatters a few sats · a pulse that falls just short of a sentry comes back a little — pulse before the spear line locks and it scatters a few sats — step out of reach before that lock and the sentry lifts its spear — pulse a locked spear to parry for more — pulse the spear once it is moving for more than that parry — a pressed spear parries for more · pulse the opening for more · leave the opening and the next spear comes sooner and bites harder — step off that spear and the opening pays more · a lit torch eats a spark, and its flame stops a spear or a lunge that crosses it · walking into one in the dark burns · three slips and it scoffs · picking up a glowing sat feeds a spent pulse — the last sat in a room pays a little more — a sat streak of x3, x5, or x8 pays a little more · drag to walk · Esc or P pauses · M mutes · R or tap plays again after a run · progress saves automatically

What you just played

Hashora is a bearded Bitcoin wizard in a long starry robe and a tall pointy hat. His staff is topped with a glowing Bitcoin-orange orb — a little magic internet money — that pulses softly and flares when he strikes, spins, or raises a ward. The Trial Hall is a short lock-on combat slice — Hashora walks a single room, locks onto a Ledger Shade, strafes, strikes with the staff, and raises a ward. Raise the ward on the red tell and the shade reels. A ward already up does not. Strike in that opening and the bite is heavier. It plants them. Miss that heavier bite and the next tell comes sooner. Land a strike before that tell starts and the rush is stuffed. Hold the ward through that rush and it reels longer than a ward raised on the tell. Let that long reel close and the next tell surges — that bite takes two hearts. Raise the ward on that surge and they reel longer. Let that reel close and they are spent — the next tell waits, and it does not surge. Strike once while they are spent and that bite is heavier. A miss leaves it. Land it and the next tell waits longer — the ring reads Break. When that tell opens it is slow and the ring still reads Break. Raise the ward, strike into it, or step out. It still takes one heart. Raise the ward on that slow tell and they reel longer than the rush. The ring reads Still. Strike during that reel and the bite takes three hearts and roots them — they stay down longer than a plant. A miss does not. Strike once while they are rooted and that bite takes three hearts, heavier than a riposte. A miss leaves it. A second strike stays the riposte. The root does not last longer. Land that dig and the next tell waits out a rise — longer than the root, and the ring reads Rise. A miss does not start it. A second strike does not refresh it. It does not surge. When that wait ends the next tell opens slow — longer than a normal tell and longer than the break — and the ring reads Wake. Raise the ward and they reel longer than the still reel — the ring reads Hush. Strike during that hush and the bite takes four hearts and seals them longer than a root. The ring reads Seal. A miss does not. Strike once while they are sealed and that bite takes four hearts, heavier than a riposte. The ring reads Crack. A miss leaves it. A second strike stays the riposte and does not refresh the seal. Land that crack and the next tell waits out a fall — longer than the seal and longer than the rise, and the ring reads Fall. A miss does not start it. A second strike does not refresh it. It does not surge. When that wait ends the next tell opens slow — longer than the wake — and the ring reads Dusk. Raise the ward and they reel longer than the hush reel — the ring reads Lull. Strike during that lull and the bite takes five hearts and veils them longer than a seal. The ring reads Veil. A miss does not. Strike once while they are veiled and that bite takes five hearts, heavier than a riposte. The ring reads Fray. A miss leaves it. A second strike stays the riposte and does not refresh the veil. Land that fray and the next tell waits out a sink — longer than the veil and longer than the fall, and the ring reads Sink. A miss does not start it. A second strike does not refresh it. It does not surge. When that wait ends the next tell opens slow — longer than the dusk — and the ring reads Gloom. Raise the ward and they reel longer than the lull reel — the ring reads Murk. Strike during that murk and the bite takes six hearts and shrouds them longer than a veil. The ring reads Shroud. A miss does not. Strike once while they are shrouded and that bite takes six hearts, heavier than a riposte. The ring reads Rip. A miss leaves it. A second strike stays the riposte and does not refresh the shroud. Land that rip and the next tell waits out a drop — longer than the shroud and longer than the sink, and the ring reads Drop. A miss does not start it. A second strike does not refresh it. It does not surge. When that wait ends the next tell opens slow — longer than a normal tell and longer than the gloom — and the ring reads Night. Raise the ward and they reel longer than the murk reel — the ring reads Pall. Strike during that pall and the bite takes seven hearts and cloaks them longer than a shroud. The ring reads Cloak. A miss does not. It does not shroud them. An ordinary plant stays short. Strike once while they are cloaked and that bite takes seven hearts, heavier than a riposte. The ring reads Tear. A miss leaves it. A second strike stays the riposte and does not refresh the cloak. Land that tear and the next tell waits out a plunge — longer than the cloak and longer than the drop, and the ring reads Plunge. A miss does not start it. A second strike does not refresh it. It does not surge. When that wait ends the next tell opens slow — longer than a normal tell and longer than the night — and the ring reads Void. Raise the ward and they reel longer than the pall reel — the ring reads Null. Strike during that null and the bite takes eight hearts and blanks them longer than a cloak. The ring reads Blank. A miss does not. It does not cloak them. An ordinary plant stays short. Strike once while they are blanked and that bite takes eight hearts, heavier than a riposte. The ring reads Gash. A miss leaves it. A second strike stays the riposte and does not refresh the blank. Land that gash and the next tell waits out a rift — longer than the blank and longer than the plunge, and the ring reads Rift. A miss does not start it. A second strike does not refresh it. It does not surge. When that wait ends the next tell opens slow — longer than a normal tell and longer than the void — and the ring reads Abyss. Raise the ward and they reel longer than the null reel — the ring reads Deep. Strike during that deep and the bite takes nine hearts and fades them longer than a blank. The ring reads Fade. A miss does not. It does not blank them. An ordinary plant stays short. Strike once while they are faded and that bite takes nine hearts, heavier than a riposte. The ring reads Shear. A miss leaves it. A second strike stays the riposte and does not refresh the fade. Land that shear and the next tell waits out a chasm — longer than the fade and longer than the rift, and the ring reads Chasm. A miss does not start it. A second strike does not refresh it. The fade is not extended. It does not surge. When that chasm ends the tell opens slow — longer than a normal tell and longer than the abyss — and the ring reads Pit. Raise the ward and they reel longer than the deep reel — the ring reads Hollow. Strike during that hollow and the bite takes ten hearts and wanes them longer than a fade. The ring reads Wane. A miss does not. It does not fade them. An ordinary plant stays short. Strike once while they are waned and that bite takes ten hearts, heavier than a riposte. The ring reads Cleave. A miss leaves it. A second strike stays the riposte and does not refresh the wane. Land that cleave and the next tell waits out a gorge — longer than the wane and longer than the chasm, and the ring reads Gorge. A miss does not start it. A second strike does not refresh it. The wane is not extended. An ordinary plant does not gorge. The next tell does not surge. When that gorge ends the tell opens slow, longer than the pit, and the ring reads Maw. Raise the ward on that maw and they reel longer than the hollow reel — the ring reads Gape. Strike during that gape and the bite takes eleven hearts and ebbs them longer than a wane. The ring reads Ebb. A miss does not. It does not wane them. An ordinary plant stays short. Strike once while they are ebbed and that bite takes eleven hearts, heavier than a riposte. The ring reads Rend. A miss leaves it. A second strike stays the riposte and does not refresh the ebb. Land that rend and the next tell waits out a gulf — longer than the ebb and longer than the gorge, and the ring reads Gulf. A miss does not start it. A second strike does not refresh it. The ebb is not extended. The gulf is not a gorge. An ordinary plant does not gulf. The next tell does not surge. When that gulf ends the tell opens slow, longer than a normal tell and longer than the maw, and the ring reads Brink. Raise the ward and they reel longer than the gape reel — the ring reads Sway. Strike during that sway and the bite takes twelve hearts and slacks them longer than an ebb. The ring reads Slack. A miss does not. It does not ebb them. An ordinary plant stays short. Strike once while they are slacked and that bite takes twelve hearts, heavier than a riposte. The ring reads Snap. A miss leaves it. A second strike stays the riposte and does not refresh the slack. Land it and the next tell waits out a trench, longer than the slack and longer than the gulf. The ring reads Trench. A miss does not start it. A second strike does not refresh it. The slack is not extended. The trench is not a gulf. An ordinary plant does not trench. The next tell does not surge. When that trench ends the tell opens slow, longer than a normal tell and longer than the brink, and the ring reads Floor. Raise the ward and they reel longer than the sway reel — the ring reads Rest. Strike during that rest and the bite takes thirteen hearts and limps them longer than a slack. The ring reads Limp. A miss does not. It does not slack them. An ordinary plant stays short. Strike once while they are limped and that bite takes thirteen, heavier than a riposte. The ring reads Hobble. A miss leaves it. A second strike stays the riposte and does not refresh the limp. Land it and the next tell waits out a gulch, longer than the limp and longer than the trench. The ring reads Gulch. A miss does not start it. A second strike does not refresh it. The limp is not extended. The gulch is not a trench. An ordinary plant does not gulch. The next tell does not surge. When that gulch ends the tell opens slow, longer than the floor, and the ring reads Bed. Raise the ward and they reel longer than the rest reel — the ring reads Dream. Strike during that dream and it takes fourteen hearts and dozes them longer than a limp. The ring reads Doze. A miss does not. It does not limp them. An ordinary plant stays short. Strike once while they are dozed and that bite takes fourteen hearts, heavier than a riposte. The ring reads Jolt. A miss leaves it. A second strike stays the riposte and does not refresh the doze. Land that jolt and the next tell waits out a ravine, longer than the doze and longer than the gulch. The ring reads Ravine. A miss does not start it. A second strike does not refresh it. The doze is not extended. The ravine is not a gulch. An ordinary plant does not ravine. The next tell does not surge. When that ravine ends the tell opens slow, longer than the bed, and the ring reads Grave. Raise the ward and they reel longer than the dream reel — the ring reads Tomb. Strike during that tomb and it takes fifteen hearts and slumbers them longer than a doze. The ring reads Slumber. A miss does not. It does not doze them. An ordinary plant stays short. Strike once while they are slumbered and that bite takes fifteen hearts, heavier than a riposte. The ring reads Rouse. A miss leaves it. A second strike stays the riposte and does not refresh the slumber. Land it and the next tell waits out a canyon, longer than the slumber and longer than the ravine. The ring reads Canyon. A miss does not start it. A second strike does not refresh it. The slumber is not extended. The canyon is not a ravine. An ordinary plant does not canyon. The next tell does not surge. When that canyon ends the tell opens slow, longer than the grave, and the ring reads Barrow. Raise the ward and they reel longer than the tomb reel — the ring reads Cairn. Strike during that cairn and it takes sixteen hearts and reposes them longer than a slumber. The ring reads Repose. A miss does not. It does not slumber them. An ordinary plant stays short. Strike once while they are reposed and that bite takes sixteen, heavier than a riposte. The ring reads Stir. A miss leaves it. A second strike stays the riposte and does not refresh the repose. The next tell waits out a basin, longer than the repose and longer than the canyon. The ring reads Basin. A miss does not start it. A second strike does not refresh it. The repose is not extended. The basin is not a canyon. An ordinary plant does not basin. The next tell does not surge. When that basin ends the tell opens slow, longer than the barrow, and the ring reads Well. Raise the ward and they reel longer than the cairn reel — the ring reads Shaft. Strike during that shaft and it takes seventeen hearts and settles them longer than a repose. The ring reads Settle. A miss does not. It does not repose them. An ordinary plant stays short. A second strike stays the riposte and does not refresh the settle. Letting that reel close does not settle them, does not surge, and does not spend them. A strike or a step-out still answers it. It still takes one heart. It does not surge. A strike or a step-out still answers it. It still takes one heart. It does not surge. Letting that reel close does not repose them, does not slumber them, does not surge, and does not spend them. A strike or a step-out still answers it. It still takes one heart. It does not surge. Letting that reel close does not slumber them, does not doze them, does not surge, and does not spend them. Letting that reel close does not doze them, does not surge, and does not spend them. A strike or a step-out still answers it. It still takes one heart. Letting that reel close does not limp them, does not surge, and does not spend them. A strike or a step-out still answers it. It still takes one heart. It does not surge. Letting that reel close does not slack them, does not surge, and does not spend them. A strike or a step-out still answers it. It still takes one heart. It does not surge. Letting that reel close does not ebb them, does not surge, and does not spend them. Letting that reel close does not wane them, does not surge, and does not spend them. A strike or a step-out still answers it. It still takes one heart. Letting that reel close does not fade them, does not surge, and does not spend them. A strike or a step-out still answers it. It still takes one heart. It does not surge. Letting that reel close does not blank them, does not surge, and does not spend them. A strike or a step-out still answers it. It still takes one heart. Letting that reel close does not surge and does not spend them. Letting that reel close does not cloak them, does not surge, and does not spend them. A strike or a step-out still answers it. It still takes one heart. It does not surge. Letting that reel close does not shroud them, does not surge, and does not spend them. A strike or a step-out still answers it. It still takes one heart. It does not surge. A strike or a step-out still answers it. It still takes one heart. Letting that reel close does not surge and does not spend them. A strike or a step-out still answers the wake. It still takes one heart. Letting that reel close does not surge and does not spend them. One heart still opens wide. A second strike stays light. The staff snaps back for one light bite if you chase. Land that bite and they stay down for one more light bite. Strike into the red tell and a connecting hit cuts the attack. The staff snaps back for another light bite. Land that bite and the shade is shoved back. Miss that bite and the next tell comes sooner. Step out of the red tell and the bite misses, but the next tell comes sooner. At half health the tell closes faster. At one heart the tell opens wider. Clay pots sit in every room's corners — strike them, and some hide a Mend Heart. Every fifth warden also leaves a Life Shard that adds a heart and heals you fully. Hashora also has a Cyclone Cast: keep the strike held, let go when the staff glows gold, and the staff sweeps a full rainbow circle — farther than a strike, from every side, hard enough to throw the foe back. On a phone or tablet, drag to walk, tap to strike, hold still to ward, press Interact to lock on, and hold the Spin button, then let go. Classic halls remain available from the secondary button: wander candlelit halls, meet keepers of the old chain stories, collect orange sigils — one claimed on your last heart knits a wound, and any claim leaves swift feet for a few seconds — and break the vault sentinel to reach the genesis dome. It reels, and a pulse hits harder. Three slips and it scoffs. Stone pillars break a sentry's path and stop a spear that crosses them for a few sats, drifting wards sleep, kindle with a shove, then flare and only the flare bites. Pulsing a sleeping ward breaks it for less, and the pulse does not snap back. Standing in the kindling shove scatters fewer sats and leaves the ward alive. Standing in the flare lets it bite and break for a larger purse, if you live. Pulsing a flare pays less. Pulsing a kindling ward scatters a few sats and snaps the pulse back. A lit torch draws a nearby ward in and holds it asleep. Step into that light and it slips back to its post. Lighting a torch feeds a spent pulse at once. Stand in that glow and a spent pulse returns sooner. A lit torch eats a spark, and its flame stops a spear or a lunge that crosses it. Walking into a spark in the dark still burns. A pulse that falls just short of a sentry comes back a little. Pulsing before the spear line locks scatters a few sats. Stepping out of reach before that lock lifts the spear and pays nothing. Pulsing a locked spear parries the thrust for a smaller purse than the opening. Pulsing the spear once it is moving pays more than that parry. Parrying a pressed spear pays more, and stepping off still pays most. A clean sidestep off a spear you were standing in lets the thrust miss, scatters a few sats, and opens the sentry. Pulse that opening for sats. Leave the opening and the next spear comes sooner and bites harder. Step off that spear and the opening pays more. The archive shrine mends one wound and leaves swift feet for a few seconds, or blesses full health with longer swift feet. At one heart the pulse comes back sooner. Either pickup feeds a spent pulse. The last sat in a room pays a little more. A sat streak of x3, x5, or x8 pays a little more. A corner map fills in as you walk. Hashora also keeps a little magic internet money: a new game opens on the Genesis Block (“The Times 03/Jan/2009 Chancellor on brink of second bailout for banks”), and the first 50 in-game BTC go to him. After that, a block is found every 10 minutes of active play (paused time does not count) for 50 in-game BTC, halving every 210,000 blocks on Bitcoin’s own schedule toward 21,000,000. Spend it on a Recovery Potion (25), an Orb Overcharge (50) that lengthens the staff strike for 30 seconds, a Fee Bump (10) that halves the wait for the next block, a Ward (35) that absorbs the next bite, or a Heart Vessel (60) that adds one max heart and mends one. In-game BTC is a fictional score with no cash value — it is not bitcoin and never leaves the page. Progress saves automatically, so you can resume your quest later. The demo is free on this page. The list covers the fuller quest when seats open.

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