Scavenger
Resistance
Health 3
Hides the spark. Keeps it alive.
Ember Sense · passive
Embers show through the fog.
1/14 unlocked. Sign in to play the characters your profile has unlocked.
How it works
- You start in the Keepers' Lair (gold). The Rampant can't enter it.
- Cross the Quiet Zone (faint green). Nothing spawns there. Then search the maze for Embers.
- The Rampant sleep until you pick up an Ember. Then they wake and hunt you.
- Get back to the Keepers to bank what you carry. They take it down to the vaults, and the Rampant go quiet again.
- Bank every Ember on the level to clear it. Each level gives you a set number of moves; run out and the run ends.
- Each catch costs 1 health. You start with 3; stronger characters have more.
- Repair kits (green cross, even levels) heal 1. Heart shards (every 5th level) add +1 max health.
- Fires glow the turn before they burn. Searchlights turn to point a new way every turn.
Zones
- 1. The Alley (levels 1–3): drones that wander, and chase once you are close. 1 Ember per level.
- 2. Rooftops (levels 4–6): + Rampant Hunters, which chase anywhere but rest every few turns. + Searchlights: step into a beam and everything wakes. 2 Embers.
- 3. The Avenue (levels 7–9): + The Awakened, which chase without rest. + Fires that burn one turn in three. 3 Embers.
- After the Avenue, the Zones repeat as the next cycle with every hazard on. Each level is bigger, with more Rampant and fewer spare moves. Clearing a Zone unlocks it as a starting point.
Music: “Darkling” by Kevin MacLeod (incompetech.com). Licensed under Creative Commons: By Attribution 4.0.