Catacombs

The Catacombs are the third Area of the game.

This level requires players to take more caution with delayed spike traps and much stronger enemies.

This Area is generally considered a massive difficulty spike in comparison to Forest. Take your time, use ranged attacks when needed, and watch your health! Given the dim lighting and narrow labyrinths, if you still have magic mapping, this is the time to use it!

## Bosses

### Necromancer

The Necromancer is one of the three bosses that spawn in the **Catacombs**

It has 250HP.

**Behavior**

Will follow the player with wall phasing ability, cannot be hit while he's moving.

**Attacks**

 Bone Possession

**Strategy**

Right after triggering the boss and grabbing his attention, make sure to run to a previously cleared area (or just clear the area around him) wait for a while until he follows you with his Teleport ability, then retreat and repeat.

Try to kill the Summoned Skeletons and Summoned Skeleton Mages as fast as possible. he will just summon more and more leaving you no time to go anywhere near him to land a strike and the Summons will high amounts of damage.

Watch out for the Possessed Bones as they are deceptively lethal. It is possible to jump over the flying bones and quickly re-engage the boss.

Be aware that having Hands, or Zombies around can make this already difficult fight, even tougher. Be sure to clear the area!

* The Necromancer
* The Necromancer and his summons

### Abomination

The Abomination is one of the three bosses that spawn in the **Catacombs**

It has 250HP.

**Behavior**

Abomination starts off with two spike balls, then gains spike balls as he loses health, they also don't orbit him when he's not attacking. When it spots the player, it will enter a short period of invulnerability.

**Attacks**

 Spiked Shot | The Abomination Launches each of his spiked balls into the player without much delay each dealing heavy damage and will return to him after they reached their maximum distance.

**Strategy**

You can try to slip through its spike balls and get as much damage in as possible until just before it starts launching spike balls at you which then you must evade them. After evading the spike balls, you then repeat the same process.

One of the best places to fight the boss is wide open ground, this allows you ample room to dodge the spike balls and kite the boss.

You can try to kite it by using ranged attacks such as spells and bows.

While the Abomination can move quickly through open areas, it is pretty slow while navigating through narrows chokepoints and while climbing up floors.

* The Abomination
* The Abomination launching its spiked balls

### Zombie Dragon

The Zombie Dragon is one of the three bosses that you will encounter in the **Catacombs**

It has 250HP.

**Behavior**

The Zombie Dragon is a flying mob, which gives him enough mobility around the battlefield to chase the player in almost any area, Positions itself based on what attack it's going to do, Has Similar attack patterns to the Dragon in the Dark Caves

**Attacks**

 Homing Explosive Flames | The zombie dragon Charges to release 6-8 Explosive Flame bolts that follow the player.

**Strategy**

Just after the boss fight begins, retreat to a better positioning with no spike traps nor monsters and stay tuned for The Zombie Dragon to start his Emerge! attack animations.

Jump upon his impact to avoid shockwave damage and counterattack quickly, then hide behind a wall at least 2 tiles tall fight to avoid damage.

Be aware that the fireballs will still deal damage you even if you have +4 fire resistance.

* The Zombie Dragon
* The Zombie Dragon launching a fireball

## Traps

### Spikes

Touching this trap from above deals instant death to the player or creature, with some exceptions.

**Countermeasures**

Simply walking through spikes causes no harm whatsoever.

Spike Protection gear will permanently destroy wooden spikes when the player would otherwise be impaled on them.

The Featherfall status effect will let you fall through spikes harmlessly unless you are pressing Down to fall faster. It can be obtained from drinking a Potion of Featherfall, wearing Featherfall gear, or holding on to a Chicken.

Slowly sliding down walls using the Rogue's Acrobatics skill or Climb Walls gear will let you fall through spikes harmlessly.

**Bad ideas**

Some things *do not* offer spike protection, even though it seems like they might:

* The Wildling's Bear Stomp ability.

**Special interactions**

The Goblin King destroys spikes as if he wore Spike Protection gear. Other bosses except for the Rainbow Slime are entirely immune. Fox Thieves are also immune.

### Knife Traps

Also known as spring-loaded spike traps, these gray knives are buried in the ground. They trigger only when a player walks on top of them, as no other creature triggers the trap. The knives surge upwards after a short delay, instantly killing any unlucky creature standing above.

**Countermeasures**

Light Feet gear lets the player walk across knife traps without triggering them.

Spike Protection gear still causes knife traps to be activated. However, instead of 999, they will deal no damage.

You can also sneak across the spikes to avoid activating them, but this is not recommended as this makes you an easy target for enemies.

## Tips

* Make your way through this floor slowly to avoid missteps.
* Be wary of crates and barrels (appear as vases in the Catacombs), as on this floor they can be magically thrown at players. Bows, boomerangs, or spells can be used to break them from a distance.
* Shopping can be treacherous on this floor, see Zombie.
* Ghosts can be easily petrified with the Frost Nova spell. This will cause them to fall to the bottom of the map before pursuing you again.
* Hands can be a problem without any stun/knock-back items or enchanted equipment. Make sure you have a freezing weapon or high speed to avoid them. Freezing a hand after it grabs you will cause it to release you, and the hand will remain frozen for a little bit, allowing you to get a few hits in.
* Zombies can be handled similarly to goblins, however with their tunneling ability they can catch you off guard.