Dungeon Puzzles
(Demon Room) | To complete the Demon Room, the player must reflect a green beam into the demon five times.
When the room begins, diagonal lines of arrows will be fired from the demon’s side of the room toward the opposite wall. These arrow lines will have gaps that players can move through. To damage the demon, right-click the green beam projectile it shoots before it reaches the floor, reflecting it back at the demon.
(Bullet Hell Room) | To complete the Bullet Hell Room, the player must survive for 30 seconds without being hit, for a maximum of five times.
When the room starts, the central lantern will begin firing projectiles in all directions, and the outer ring will periodically do the same. These projectiles move slowly but increase in number as the player nears the full 30-second mark, gradually scaling the difficulty, where some different coloured projectiles will spawn that are faster.
(Wave Room) | To complete the Wave Room, the player must defeat all mobs within 50 seconds.
Throughout the puzzle, dungeon enemies such as Ram Rider, Feral Spirit, and Necrotic Spirit will spawn randomly. A unique enemy, Wendigo, is exclusive to this puzzle and will always spawn three times during the challenge.
(Colour Room) | To complete the Colour Room, the player must input the correct sequence of colours three times within a 30-second timeframe.
This is a colour memorisation puzzle where the player must remember the order of colours shown (Red, Blue, or Green) and then input them correctly from left to right. The difficulty increases as the sequence gets longer, starting from three colours, then five, and finally seven. To input a colour, right-click the corresponding floating colour block after the memorisation phase ends.
Boss Behaviour
(Arena Hazard) | Sylvaris summons Chompers from beneath the ground at random locations throughout the arena. Standing on them deals damage. These hazards will not spawn during Phase 2.
(Attack 1: Slime Blocks) | Sylvaris marks a player with fire particles. After a short delay, Sylvaris hurls a volley of slime blocks at the targeted player’s position, dealing damage upon impact.
(Attack 2: Bats) | When landing, Sylvaris spawns skeletal bats around the arena. Upon expiring, each bat explodes, releasing eight slime balls outward. This pattern repeats three times, each wave spawning a new set of bats.
(Attack 3: Soul Fire) | Sylvaris marks a player with blue fire particles. After a brief delay, Sylvaris throws a soul-infused orb that detonates upon landing, releasing four sets of vertical green slashes in cardinal directions from the point of impact.
(Attack 4: Dive) | Sylvaris burrows underground, marking a random player with soul fire particles. Moments later, Sylvaris bursts from the ground beneath the marked player, dealing a massive amount of damage as well as releasing slime blocks in all directions. Afterward, Sylvaris targets a player and dives down from the sky, creating a second burst of slime balls upon impact.
100% to 75% (Phase 1) | Sylvaris cycles through its main attacks, but never beginning with Attack 4. A circular ring surrounds Sylvaris, damaging any player who steps within it. After each attack, tree roots rise from the ground in the four cardinal directions, impaling and damaging any player caught in their path.
75% to 50% (Phase 2: Shulker) | Sylvaris teleports to the arena’s center, creating a large circular zone that indicates the safe area for players to stand. The arena is divided into four quadrants by beams that deal massive damage to any player who touches them. Sylvaris then marks four spots in each of the quadrants that indicates another safe zone, afterwhich rotating beams with a gap in them will spawn that players must dodge. Sylvaris then begins firing slime block projectiles in all directions.
50% to 25% (Phase 3) | Sylvaris resumes cycling through its main attacks, but never beginning with Attack 4. The damaging ring around Sylvaris remains, and after each attack, tree thorns rise from the ground in the four cardinal directions, impaling any player in their path.
25% to 0% (Phase 4: Arrows) | Sylvaris leaps into the air before crashing back into the arena’s center, creating a large damaging circle. Sylvaris then begins throws slime balls throughout the arena; when these projectiles strike the ground, they spawn arrows that ricochet randomly across the arena.