Dungeon loadout

Preparing the dungeon…

Loading combat assets before you play.

0%
Typing RPG thoughtspot.ca/typing
v2026.10.24.1
Daily challenge Warrior · loading… Mage · loading…

Dungeon Crawl - Type to Fight!

Pick a class. Words are your attacks. Clear them before the timer runs out — miss or time out and you take damage. Clear ten halls of monsters, each tougher than the last, then outrun the dark to the exit.

Warrior

Warrior

Every word you type is a sword swing. Strike in the first timer third for full damage, or build power with clean clears.

Mage

Mage

Every word you type is a spell cast. Same rules, arcane flair — great for vocabulary focus.

Made for desktops & keyboards (sound optional)

How to play

Type words to swing your sword or cast your spells. Fast, clean typing hits hardest. Tap a section to open it.

1Getting Started#

1.1Pick your words#

Before you start, choose what kind of words you want to fight with — a Word theme like animals or space. Or play a daily: today's Warrior daily and Mage daily give everyone in the world the exact same list, so you can compare scores fairly. The day's theme is shown at the top.

1.2Pick your hero#

The Warrior is a knight who swings a sword. The Mage casts spells with a staff. The rules are the same for both — only the moves look different. Every word you finish is one attack.

↑ Back to top

2Combat#

2.1Type the glowing word#

One word glows — that's the one to type, letter by letter, exactly as shown. At the very start of a run, its first letter flashes huge across the hall so you know where to begin. Don't worry: the timer doesn't start until you press your first key.

In the game: the first letter of the first word flashes huge across the hall
2.2Beat the timer#

Each word has a timer bar split into three parts. Finish in the first third for full damage, the middle third for 2⁄3, the last third for 1⁄3. Clean words in a row also charge up your strike power, so your hits grow bigger.

In the game: typing the glowing word while the timer bar runs
2.3Mistakes hurt#

Press a wrong letter, or let the timer run out, and the monster hits you — every single time, no second chances. A mistake also drains your power back down. A normal monster hit costs hall number + 4 HP (so 5 HP in hall 1).

In the game: a wrong key, and the monster hits the hero for 5 HP
2.4Halls & healing#

The dungeon has 10 halls. Beat every foe in a hall to move on — the monster box tells you where you are, like Kobold 3/10. Clearing a hall heals you to full.

In the game: a kobold falls and the monster box moves from 1/10 to 2/10
2.5Keyboard helper#

In battle, a little keyboard sits at the bottom-left. It lights up the next key you need, so you never have to hunt. Press a wrong key and it flashes red.

In the game: the keyboard helper lights the next key and flashes red on a wrong key
↑ Back to top

3Bosses#

3.1Boss foes#

The last foe in every hall is a BOSS — a bit bigger than the others, and it glows red in the line of monsters so you can see it coming. Bosses hit harder: hall number + 10 HP. The Hall 10 Tarrasque always hits for 20 HP.

In the game: the hall boss glows red, with BOSS FIGHT! over the monster box
3.2DEFEND YOURSELF!#

Sometimes a boss winds up a big attack and the word turns into a DEFEND YOURSELF! word. Type the whole thing with no mistakes and your hero steps out of the way (and tells the boss so). Miss a key or run out of time and you take double damage. A boss's very last word is always a defend word.

In the game: DEFEND YOURSELF! — the word is typed cleanly and the hero blocks: DEFENDED!
3.3The Tarrasque & escape#

Hall 10 is home to the Tarrasque, the final boss. Beat it and the exit gate opens — then run for the sunlight, typing to outrun the darkness behind you. Escape and you've won the run.

In the game: the Tarrasque turns to stone, the gate opens, the hero runs out into the Sunlight
↑ Back to top

4Classes & Moves#

4.1Knight (Warrior) moves#

Your level goes up by one each time you clear a hall, and new moves unlock as you level. The game picks a move for every word you finish.

Lv 1Silver SlashA quick, clean sword swipe.
Lv 1Boot the BaddieA big kick right in the belly.
Lv 1Meteor SlashSword raised high, then smashed down. A finisher.
Lv 3Sneaky SliceA sly cut that sneaks in from the side.
Lv 4CycloneA full spinning slash. A finisher.
Lv 5Surgical StrikeA precise outward cut.
Lv 6Top LopperAn overhead chop from up high.
Lv 7–9Holy MeteorReplaces Meteor Slash with holy light. Lv 8 adds a choir; Lv 9 adds a boom and screen shake.
4.2Mage moves#

The Mage has every move from the start — no unlocks needed. Every normal hit sends a crackling bolt from the staff tip into the monster.

Staff ThrustJabs the staff forward and fires a lightning bolt.
Ground SlamSlams the staff into the floor. It mixes in with Staff Thrust on normal hits and is always the killing blow — foes crumble to ash.
↑ Back to top

5Streak Buffs#

5.1How streaks work#

Every 10 clean words in a row unlocks your next streak buff, all the way up to a 90-word streak. One wrong key or a timeout resets the streak to zero, so keep it clean!

In the game: at Streak 10 the knight starts to glow with his first streak buff
↑ Back to top

6Potions & Controls#

6.1Potions#

A potion is a quick sip of health: press CtrlAltP any time in a fight and it heals 10% of your HP. You can carry up to 10. After halls 3, 6 and 9 there's a stop where you choose: Hold (keep going) or buy one Extra potion. If a hit would drop your HP to 0 (or anywhere under 10%), a potion is used automatically to save you and puts you back at 10% HP. Some burned coins also give you potions for your next run.

In the game: Ctrl+Alt+P drinks a potion and heals 10 HP
6.2Keyboard shortcuts#
CtrlAltP
Drink a potion — heals 10% of your HP (see Potions).
CtrlShiftSpace
Pause or resume the fight.
Esc
Leave the run and go back to class select.
↑ Back to top

7Scoring#

7.1Word, monster & run score#
  • Word score: up to 10 — how much of the word's timer was still left when you finished. A timed-out word scores 0. Every mistake, and every hit you take after the timer runs out, is another −1, so a word can go below zero.
  • Monster score: the average of the word scores you used on that monster, added to your total when it dies. One clean word or five clean words — same score. The Tarrasque counts ten times, so a perfect run is 1000.
  • Monsters you never reach score nothing, and the escape run isn't scored. Totals can be negative.
  • The scroll under the monster box shows your score, monsters vanquished, the current monster's average and the current word counting down.
  • Scoreboard: escaped runs first, then the most monsters vanquished, then the highest score.
↑ Back to top

8Treasure & Buffs#

8.1Treasure coins#
Treasure chest

Ten mistake-free words in a row drop one coin into your chest. A mistype or a timeout resets that count. Coins come in five rarities:

At the end of a run, keep your haul to add it to your Treasure museum on the start screen. Save your museum code (QR, copy, or email) — it's the only backup.

8.2Burning coins for buffs#
  1. In the museum, press Burn under a coin and pick a buff. The coin's rarity decides which buffs you can choose.
  2. The Next run buffs panel appears at the top-left and follows you down the page. It shows what you burned, how many of the 3 slots are left, and what you'll start with. Undo gives the coin back.
  3. Start any run — the buffs are applied and the slots empty. In combat, your buffs show under your HP: gold = still waiting to trigger, grey ✓ = used.
  • Up to 3 different buffs per run — the same buff can't be armed twice (it's greyed out in the picker).
  • Power buffs add up to 5×. Overclock jumps straight to 5× and doesn't mix with other power buffs.
  • Potions, hall skips (up to hall 4) and fewer foes (down to 7 per hall) all add up.
8.3All buffs#
↑ Back to top
Fallen in the dungeon

Fallen in the dungeon

The dark closes in. Your torch gutters out.

    You escaped the Dungeon!
    THE GATE IS BEHIND YOU

    Sunlight.

    You break out of the gate and the corridor falls away behind you.