Monsters

Every chapter ends in a lair, and every lair belongs to a monster that bends one rule. Beat it and you can wear it as your own.

Everyone's first

The Shadow

Two eyes in the dark, and nothing else you can see. Every hunter's first quarry.

The Count's tower

Fifty chapters, fifty lairs, from the Crone at the door to the Count at the top.

Chapter 1

The Crone

Knows what you did. Has written it down.

In its lair: Hex

Six seconds in, the rooms trade colours, and again with every second monster you place. The walls stay where they are.

Chapter 2

The Shade

Stands where the light stops. Stopped every clock in the house.

In its lair: Stopped clocks

The clock is hidden until the last 30 seconds.

Chapter 3

The Doll

Always faces the door, however you leave her.

In its lair: Strings

No auto-cross and no sweeping: every cross is yours, one tap at a time.

Chapter 4

The Straw

Guards the field. Has not said from what.

In its lair: Crows

The crows peck away your crosses: each X lasts 12 seconds, and every monster you place costs your oldest cross.

Chapter 5

The Bound

Four thousand years patient. You will not outwait it.

In its lair: Wrapped

One by one, every few seconds, the rooms are wrapped grey and lose their colours.

Chapter 6

The Creature

Made, not born. Has opinions about that.

In its lair: Stitched

The tower is sewn from many small, twisting rooms.

Chapter 7

The Wolf

Perfectly reasonable company for twenty-seven nights a month.

In its lair: Full moon

The clock runs 40% faster.

Chapter 8

The Imp

Small, quick, and delighted by every mistake you make.

In its lair: Mischief

Tap and double-tap are swapped, and they swap back and forth with every second monster you place.

Chapter 9

The Risen

Slow. Tireless. Knows where you live.

In its lair: The dead rise

Eight seconds in, a zombie climbs out of a cell you crossed, and again with every second monster you place. Lift them off.

Chapter 10

The Hollow

Grins all night. Nobody has asked what at.

In its lair: Candle-lit

Only the cells near your last touch are lit. The rest of the tower is dark.

Chapter 11

The Phantom

Walks the same corridor nightly. The corridor was demolished in 1890.

In its lair: Unseen

Half the rooms do not show how many hide there.

Chapter 12

The Ghoul

Keeps to the graveyard. Prefers the older plots.

In its lair: Grave-robber

Ten seconds in it digs up the oldest monster you placed, and again with every third monster. Put it back.

Chapter 13

The Butcher

Keeps a tidy shop. One room at a time.

In its lair: One room at a time

No monster and no cross goes into a new room while a room you have begun is unfinished.

Chapter 14

The Other

The respectable one is asleep. This one is not.

In its lair: Two faces

At a third of the monsters, and again at two thirds, the tower turns into its mirror image, your marks with it.

Chapter 15

The Wisp

A light in the marsh that is never where you walk.

In its lair: Wandering light

Only a band of three rows is lit, and it drifts up and down on its own.

Chapter 16

The Spider

Spins in the attic. Patience is her whole trade.

In its lair: Webs

Every 10 seconds a web covers a 3x3 patch. Tap it to tear it away.

Chapter 17

The Undertaker

Measures every guest for a box.

In its lair: In order

Monsters are buried top to bottom: only the highest row still without one takes a monster.

Chapter 18

The One-Eye

Misses nothing. There is less to blink with.

In its lair: Blink

Its eye closes: every few seconds the board goes dark for a moment.

Chapter 19

The Minotaur

Born in a maze. Has never wanted to leave.

In its lair: Labyrinth

The rooms are long winding corridors.

Chapter 20

The Hunger

Thinner every winter. Hungrier every night.

In its lair: Starving

The longer you go without placing a monster, the faster the clock runs, up to three times. Stand still and it runs three times at once.

Chapter 21

The Goblin

Steals what glitters. Keeps what doesn't.

In its lair: Greed

No auto-cross, and only 12 crosses on the board at once. Clear one to make another.

Chapter 22

The Wail

You will hear her before you see her. That is the point.

In its lair: Lament

Every 10 seconds, and with every second monster you place, one room's number fades from the board for good.

Chapter 23

The Doppelganger

Looks just like someone you know.

In its lair: Twins

Every room has a twin beside it, wearing the same colour. Only the walls part them.

Chapter 24

The Golem

Follows the instruction exactly. This is the problem.

In its lair: Colossal

The biggest board in the tower: 11 by 11.

Chapter 25

The Horned

Offers a fair deal. Reads the small print aloud.

In its lair: Bargain

The clock starts at 15 seconds. Every new monster you place buys back 5 seconds.

Chapter 26

The Echo

Repeats everything. Gets it a little wrong.

In its lair: Echo

Every cross you make, or clear, is echoed in the cell mirrored top to bottom. The echo's crosses are faint, so you can tell them from yours.

Chapter 27

The Plague

Makes house calls. Does not take cancellations.

In its lair: Miasma

A fog creeps in from one corner and hides your crosses in every cell it covers.

Chapter 28

The Sandman

Comes when your eyes grow heavy. Takes his time.

In its lair: Drowsy

Sleep creeps over the board, and fast while you stand still. Every monster you find wakes it a little.

Chapter 29

The Mimic

Not every chest holds treasure.

In its lair: Decoy

Four monsters stand on the board from the start. Two of them are mimics: find them and lift them. Only two of the four may be off the board at once.

Chapter 30

The Poltergeist

Moves the furniture. Never while you are looking.

In its lair: Upheaval

Six seconds in, and with every second monster you place, the tower turns a quarter turn, your marks with it.

Chapter 31

The Medium

Speaks for the dead. They do not always agree.

In its lair: Planchette

You can only mark inside the planchette, a 4x4 window that sweeps the whole board, a different way each time.

Chapter 32

The Statues

They only move when nobody is looking.

In its lair: Stone

Every monster you place turns to stone after 10 seconds: it can't be lifted, and Undo can't take it back.

Chapter 33

The Lantern Man

Carries a light for lost travellers. Leads them further.

In its lair: Room light

Only the room you last touched is lit. A tap in a dark room carries the light there.

Chapter 34

The Changeling

Left in the cradle. Grew up wrong.

In its lair: Swap

Ten seconds in, and with every third monster you place, one of your monsters slips to a neighbouring cell. Put it back.

Chapter 35

The Leech

Small, patient, and always thirsty.

In its lair: Drain

Every monster on the board makes the clock run 30% faster.

Chapter 36

The Jester

Laughs at his own jokes. Only he gets them.

In its lair: Funhouse

Every tap lands on the cell mirrored across the middle of the board. A glow under your finger shows where.

Chapter 37

The Reaper

Not unkind. Simply punctual.

In its lair: The harvest

Every 20 seconds the scythe sweeps a row or a column and clears everything in it: monsters and crosses alike.

Chapter 38

The Worm

Lives in the walls. Hears every step.

In its lair: Burrow

A worm hunts the monsters you place. Its head goes a cell a second toward the newest one and eats any monster it lands on, growing a cell each time. It is three cells long in the lair's first room and two longer at the start of each room after. Its body hides the cells under it.

Chapter 39

The Owl

Sees in the dark. Never blinks first.

In its lair: Night sight

The board is dark but for a flash every 8 seconds. You can still mark in the dark.

Chapter 40

The Lich

Hid its heart somewhere else. Very patient about it.

In its lair: Undying

Two powers at once: the clock runs fast, and the rooms lose their colours.

Chapter 41

The Moth

Drawn to every light. Puts most of them out.

In its lair: Drawn to light

The tower is dark but around your monsters and your last touch. Every monster you find brings more light.

Chapter 42

The Siren

Sings from the flooded rooms. Do not answer.

In its lair: Lulled

No auto-cross, no Clue, no Check, no power-ups.

Chapter 43

The Harlequin

Never stands in a straight line.

In its lair: Diagonals

No two monsters may share a diagonal line, however far apart they stand.

Chapter 44

The Revenant

Came back for something it left behind.

In its lair: Unrest

Ten seconds in, and with every third monster, the oldest monster is dug up; eight seconds in, and with every second monster, the dead rise.

Chapter 45

The Wyrm

Counts its gold every night. Twice.

In its lair: Hoard

A fast clock, three hidden numbers, and no auto-cross.

Chapter 46

The Horseman

Rides the house at night. Lost his head, never his way.

In its lair: Hoofbeats

Every 15 seconds his hooves strike and every row moves down one; the bottom row comes round to the top. Your monsters and crosses move with it. The board is the same, only where you see it.

Chapter 47

The Whirlwind

A storm that learned to wait indoors.

In its lair: Spin

A whirlwind turns the whole tower while you hunt, once round every 20 seconds. Your taps turn with it.

Chapter 48

The Hydra

Cut one head off and learn your lesson.

In its lair: Two heads

Two monsters in every row and every column. They still never touch, and each room shows how many it holds. The clock runs twice as long.

Chapter 49

The Chimera

Lion, goat and serpent. All of them hungry.

In its lair: Three-headed

Candle-lit, and the crows take your crosses.

Chapter 50

The Count

Counts the grains if you spill rice. Cannot help it.

In its lair: The last night

Hidden numbers, no warnings, no aids, and only 60% of the time.

The Drowned Tower

Its first floor, open now. More floors are coming.

Chapter 1

The Gull

Screams over the rocks. Has never once been full.

In its lair: Swoop

Every 6 seconds a gull swoops low and hides a row or a column for 3 seconds.

Chapter 2

The Selkie

Takes off her skin to dance. Hides it where you will never look.

In its lair: Sinking

A monster you place stays in sight for 4 seconds, then sinks out of view. It is still there; you just can't see it.

Chapter 3

The Crab

Walks sideways, thinks sideways, pinches straight.

In its lair: Salt crust

Every 12 seconds the crab crusts a 3x3 patch of empty cells with salt. Tap a crusted cell to clear it before you can mark it.

Chapter 4

The Anglerfish

Its light is a promise. Its mouth is the rest of the sentence.

In its lair: The lure

The board is lit, except for a patch of dark that follows your last touch: you never see the cells around where you just played.

Chapter 5

The Kelpie

Offers you a ride. Never offers you the way back.

In its lair: Rising tide

Every 15 seconds the sea rises one row from the bottom and hides it. Place a monster in the row at the waterline and the water falls back a row.