Every lair, every relic, every secret cache and every hole some idiot left gold in. We walked all 144 screens of the Bottomlands so you don't have to get stabbed in a friendly way. Eight relics, eight floor plans, nine bosses, one ninja who will not stop saying he's a wizard. Spoilers kept to a minimum: we stop where the Citadel starts.
| Rubble opens with Smoke Bombs (lair 1) | “Rocks. My old enemy. I'll be back with Smoke Bombs, you lumpy bastards.” | ||
| Thorn wall opens with Ember Sigil (lair 2) | “A wall of thorns. Even wizards need the Ember Sigil for this one. Especially wizards.” | ||
| Deep water opens with Tide Slippers (lair 3) | “The channel is too deep. The Tide Slippers would help. So would a boat, but nobody owns one.” | ||
| Boulder opens with Iron Gauntlets (lair 4) | “I'm not punching this barehanded again. My knuckles still click.” | ||
| Chasm opens with Grapple Line (lair 5) | “I looked down. Big mistake. My whole robe clenched.” | ||
| Shadow veil opens with Moon Lantern (lair 6) | “Total darkness. Like the inside of a hat. I need a Moon Lantern, specifically.” | ||
| Crystal opens with Storm Staff (lair 7) | “Blud licked it, for science. It did not open. It never does.” | ||
| Magic ward opens with Wizard's Writ (lair 8) | “This ward wants credentials. One day, ward. One day, the Writ.” |
Cleared gates stay cleared. Tide Slippers are passive: own them and deep water is just water. Chasms are never walked; the Grapple Line pulls Blud to the first floor tile beyond. He named it Gerald.
11 caves and 9 lair rooms hide a cache: a chest of better loot and gold. Every boss also drops a Gold Star for more mana. Some caves hold only gold and a skeleton who clearly didn't. Here's where we started.
Each family wears the colours of its region (meadow, forest, desert, swamp, ash). Everything bleeds. Everything calls him ninja.









