The Crimson Spire
| The Crimson Spire | |
|---|---|
| ◈ RIFT MODULE ◈ | |
| INSPIRED BY | Castlevania (1986) |
| GUIDE | GRAVES |
| AREAS | 6 floors × 3 stages = 18 stages (linear) |
| BOSSES | 7 (6 floor bosses + THE LORD) |
| ABILITIES | HUNTER'S LASH (3 levels), 5 Sub-Protocols |
| CURRENCY | Hearts (limited resource) |
| ENTRY | Backbone (Node 13) — after Puzzle 12 |
| DIFFICULTY | Act III recommended (hardest Rift) |
| REWARDS | FLAME_PROTOCOL, HUNTER'S LASH, Spire Crest |
| A Castlevania-inspired linear gauntlet with 18 stages, a gothic horror aesthetic, sub-weapon strategy, and escalating difficulty. No shops, no backtracking, limited resources. | |
The Crimson Spire is the third and most challenging of the three Rift modules in Terminal Descent. Inspired by classic Castlevania, it presents a strictly linear vertical gauntlet of 18 stages across 6 floors. No backtracking. No shops. Limited resources. Designed for experienced players who have mastered the game's combat systems.
Overview
Accessed from the Backbone (Node 13) after Puzzle 12, the Crimson Spire is a monument of pure challenge. The player climbs a gothic digital tower, fighting through increasingly lethal encounters with only the HUNTER'S LASH (upgradeable primary weapon) and a selection of Sub-Protocols (limited-use special attacks costing Hearts).
GRAVES — a fallen hunter AI — serves as guide, warning of dangers ahead from the shadows.
No HEAT system. No shops. No saves within the Spire. Environmental text tells the story of the Spire's creator through architectural narrative.
Weapon System
HUNTER'S LASH (Primary)
| Level | Name | Damage | Range | Acquired |
|---|---|---|---|---|
| 1 | HUNTER'S LASH | 12 | Adjacent | Stage 1 |
| 2 | CHAIN LASH | 18 | +1 range | Floor 2 |
| 3 | FLAME LASH | 25 | +1 range, fire DOT | Floor 4 |
Sub-Protocols
One equipped at a time. Each use costs Hearts (limited resource):
| Sub-Protocol | Hearts | Effect | Found | Best Use |
|---|---|---|---|---|
| THROWING SPIKE | 1 | Fast projectile, weak but reliable | Floor 1 | Crowd control |
| ARC CUTTER | 1 | Arc attack, hits flying enemies | Floor 2 | Aerial threats |
| PURGE FLAME | 1 | Ground area denial, freezes IC, sustained damage | Floor 2 | Best for bosses |
| CROSS SIGNAL | 1 | Forward+return projectile, hits twice | Floor 3 | Crowd control, interrupts |
| STASIS_FIELD | 5 | Freezes all IC for 3 turns | Floor 4 | Emergency escape |
Hearts are a limited resource that cannot be replenished easily — strategic sub-protocol management is essential.
Spire Floors
| Floor | Stages | Boss | Key Mechanic |
|---|---|---|---|
| 1: Gates | 1-3 | GATEKEEPER | 3-turn cycle (WELCOME→DENY→EXPEL); ranged bypasses DENY |
| 2: Catacombs | 4-6 | REVENANT | Summons 2 Risen IC; PURGE FLAME prevents summoning |
| 3: Library | 7-9 | LIBRARIAN | Data attacks inflict Codex corruption; CROSS SIGNAL interrupts |
| 4: Armory | 10-12 | FORGEMASTER | Builds IC (1 per 3 turns); STASIS_FIELD on forge prevents |
| 5: Gallery | 13-15 | CURATOR | Summons copies of all previous bosses simultaneously |
| 6: Pinnacle | 16-18 | THE LORD | Multi-phase sovereign/monster fight |
Final Boss: THE LORD OF THE SPIRE
| THE LORD OF THE SPIRE | |
|---|---|
| Creator Consumed | |
| ☠ BOSS ENCOUNTER ☠ | |
| LOCATION | Stage 18: Lord's Throne |
| ACT | Rift |
| COMBAT STATS | |
| HP | Very High (Level 8) |
| PHASES | 2
|
| ABILITIES | DECREE, PUNISH, REIGN (Phase 1); CONSUME, CORRUPT, DESPAIR, CRIMSON RAIN (Phase 2) |
| WEAK TO | STASIS_FIELD during REIGN (P1), PURGE FLAME vs CONSUME (P2), CROSS SIGNAL during recovery |
| REWARDS | FLAME_PROTOCOL, LORD'S_CROWN, Prometheus Fragment #30, 2000 OR |
| The entity that built the Spire as a monument to its own power, consumed by narcissism. Two phases: the predictable Sovereign and the chaotic Monster. | |
Phase 1: THE SOVEREIGN (100-50% HP)
- Predictable 4-turn cycle: DECREE → PUNISH → REIGN → DECREE
- DECREE: Self-buff (+10% DMG), player debuff (-10% DEF)
- PUNISH: Heavy single-target (25-35 damage)
- REIGN: AOE corruption wave (15 damage to all programs)
- STASIS_FIELD during REIGN cancels the AOE entirely
Phase 2: THE MONSTER (50-0% HP)
- Pattern becomes random — no longer predictable
- CONSUME: Heals 50% of damage dealt
- CORRUPT: Disables sub-protocol for 3 turns
- DESPAIR: Morale drain (reduced effectiveness)
- CRIMSON RAIN: 5 strikes of 5-10 damage each
- PURGE FLAME negates CONSUME healing
- CROSS SIGNAL hits twice during recovery windows
- Max-upgraded FLAME LASH deals 40+ damage per hit
Export Items
- FLAME_PROTOCOL — 2× damage vs Hive IC specifically (major advantage in Act III)
- HUNTER'S LASH — Alternate primary attack that bypasses IC shields
- Spire Crest (cosmetic) — Gothic crimson deck border