Trimps Wikia
Register
Advertisement
More about Trimps:
Exploration: Helium UniverseRadon UniverseMapsUnique mapsUnlocksImpsStoryLoot
Basic Information: Trimp (species)ResourcesStructuresJobsUpgradesEquipmentSettingsCombat
Long-term Gameplay: Helium/RadonPerksHeirloomsFormationsMasteryAchievementsLiquificationFluffy/Scruffy
Gameplay Changes: PortalChallengesVoid MapsChallenge²/Challenge³Player's SpireSpire Assault
Anomalies: Broken PlanetCorruptionSpireMagmaEmpowerments of NatureObsidianMutated zones
Other Useful Info: GuidesCalculatorsChangelogMods

The Spire looms menacingly above you, and you take in a deep breath of corruption. You take a look back at your Trimps to help gather some courage, and you push the door open. You slowly walk inside and are greeted by an incredibly loud, deep, human voice.

Do you know what you face? If you are defeated ten times in this place, you shall be removed from this space. If you succeed, then you shall see the light of knowledge that you seek.

The Spire is the third anomaly, coming shortly after Corruption. The Spire replaces Zone 200, and contains stronger monsters, extremely powerful rewards, and the conclusion to the Druopitee main story line.

Entering the Spire will force the player into the map selection screen, which can be turned off in the settings. Losing 10 times in the Spire will effectively knock you off of it, putting you at Zone 200 at the same exact cell you left off. This means the player has ten lives to beat it from start to finish.

The Spire can be attempted as many times as the player wants, although once your Trimps are defeated 10 times you have to Portal to try again.

Additional Spires also appear in the world as of patch 4.5. For more details about them, see the section titled Additional Spires below.

The following are permanent rewards for clearing any Spire for the first time (each Spire's reward can only be attained once):

In addition, the following rewards are conferred for completing individual Spires:

  • The first Spire grants several perks (culminating in Looting II) and unlocks the Player's Spire minigame.
  • The second Spire unlocks the Capable perk, allowing Fluffy to accompany the player through the Portal.
  • The third through fifth Spires unlock the Cunning, Curious and Classy perks which help Fluffy become stronger, faster.
  • Completing the sixth Spire grants enough Dark Essence to buy all the remaining Masteries, if any are still unbought.

Story[]

You reach the top of an incredibly large mountain. You can see at least 50 zones sprawled out before you. About 30 zones away, you can see a gigantic spire. It looks like architecture from your home world. You hope it's not a mirage...

It has been 30 zones, but you're finally here. Time to put what you've learned to the test!

You're so close to the source of corruption that you can taste it, and it doesn't taste good.

Finale[]

This section is very spoiler-heavy on the conclusion to the main story line. Expand if you want to read it.

The goal of the Spire is to find and defeat Captain Druopitee. Reaching specific milestones in the Spire will cause him to speak to you, revealing who he is and what he has to do with the player.

Cell 10

The voice booms again, and sounds as if it is coming from the walls themselves.

It has been forever, yet now we meet,
I'm not surprised you don't remember me.
I believe it is I who you currently seek,
Lifetimes ago I was Druopitee.

You're glad you remembered his name correctly! You feel tougher as memories begin to flood back, and unlocked Toughness II!

Cell 20

On our planet you and I studied time,
We realized Warp Speed could affect that line.
I took our work in a ship of my own design,
To test the effects of our new paradigm.

Oh yeah. That's where you knew him from! Wait doesn't he owe you some money? You feel fair taking a vial of 40 Nullifium from a research table.

Cell 30

My tests made other dimensions appear,
I found this planet in one and flew here.
There were hordes of enemies, if that wasn't clear,
The finding was huge but the threat severe.

Ah, so you're in a different dimension than your friends and family, comforting. Your desire to go home some day causes strength to flow through you, and you unlocked Power II!

Cell 40

To stay safe, I built many large towers.
I'd climb up, and I'd peer out for hours.
I searched for lifetimes, my mind became devoured,
then one day I found a way to gain power.

Dammit Druopitee. This is all going to end up being his fault, isn't it? You help yourself to a container filled with Helium, and figure he'll owe you a lot more than that once you hear some more.

Cell 50

After many lifetimes of observation,
I had finally found my salvation.
An airborne chemical to cause great mutation,
the Corruption was my new creation.

Yup, totally his fault. Your desire to stop him is so strong that you've unlocked Motivation II!

Cell 60

I pumped Corruption up from my spires,
I watched as it spread outward like wildfires.
They now bowed to me, their brains freshly rewired,
I had almost all that I desired.

You feel like anyone willing to pump something called 'Corruption' into a planet's atmosphere probably qualifies as a supervillian. You feel no remorse taking another vial filled with 60 Nullifium!

Cell 70

But Trimps, who in numbers are tough as stone,
weren't changed and I couldn't control them alone.
So I got in my ship and I went to our home,
I brought you here to the native Trimp Zones.

You don't remember that, but are pretty sure you weren't OK with it. Kidnapping definitely justifies taking this research Heirloom you just found.

Cell 80

You disliked my plan and had to be forced,
so I wiped your mind and plotted your course.
I came up with plans for equipment and resorts,
I wrote all I knew and left you reports.

Oh HE wrote those? Now that you think about it, you can see a lot of ways the designs could be improved, and unlocked Carpentry II!

Cell 90

Your Trimps grew strong while I watched and waited,
Their loyalty can not be debated.
You knew not of my plan, yet participated,
Now bow to me or be terminated.

Yeah you don't really feel too much like bowing and probably won't be doing that. You did find Helium which you feel no qualms about keeping for yourself.

Cell 100

Druopitee collapses to the floor. You were hoping he'd be a little more sane, but whatever. You shut down the corruption device and hope the planet will repair itself soon, then you rummage through his stuff and find keys, surely for the ship! You also find a massive stockpile of Helium. Your skills at salvaging things from this Spire have helped you unlock Looting II. You notice a small timeworn chest in the back of the room, where Druopitee had been storing the Skeletimp bones that he had collected over many timelines. You open it and find 20 Perfect Skeletimp Bones! You can tell though that these bones won't be here next time. The Spire's power grants you a permanent 4x bonus to all Dark Essence you collect, you can carry an additional Heirloom back through the Portal, and your Portal has also modified itself to now Liquify Zones equal to 5% of your highest Zone reached. You're not quite sure what a liquify is, but you're excited to find out!

You've also found a large, pulsing core that seems to be powering the Spire. You try to carefully remove it but instead smash it into 20 still-humming pieces! You give the pieces to your Scientists, who name the magical new material "Spirestones" and use them to begin construction on your own Spire!

You've helped the Trimps establish a legendary population and economy, and have brought down the man responsible for the chaos in this world. You could leave now and the Universe will forever be better because you existed. Trimps will erect statues of you as long as their civilization survives. But you know there are still other spires out there, pumping Corruption into the planet. Maybe the statues would be bigger if you stayed and helped out?


Loot[]

Standard loot in the Spire is the same as in normal zones. The only difference is that the Spire is also populated with golden safes, which drop Metal - 50x the amount of a standard metal cell.

On top of this, every cell that doesn't give one of the main Spire rewards gives the following amount of Helium:

[Zone 200 Helium reward] * 0.05 * (1.01 ^ [cell])

Furthermore, every row beaten in the Spire will increase all future loot, including Helium, by 2% per each beaten row, for a potential total of 20%. This bonus resets after using the Portal.

Below is a list of all the rewards found by defeating certain parts of the Spire. These are not marked by any icons on the grid. The book icons still represent the default mega books, as the Spire is effectively Zone 200. Note that the perks are one-time unlocks, so you will not see them on subsequent Spire runs.

Cell Reward
10 Toughness II
20 40 Nullifium
30 Power II
40 1.5x of Zone 200's Improbability's Helium
50 Motivation II
60 60 Nullifium
70 Random Heirloom from Zone 201
80 Carpentry II
90 3x of Zone 200's Improbability's Helium
100 Looting II, 10x of Zone 200's Improbability's Helium & 20 Spirestones

Enemy strength[]

Below is a table showing base attack and health values of imps on selected cells of the Spire. These values have to be multiplied by the attack/health multipliers of specific imps for the final value at those cells.

Corrupted imps stats are the same as every other imp in the Spire, with the only difference that these imps get corrupted abilities.

Standard Formatting
Cell Min Attack Max Attack Health
10 3.61V 5.42V 29.6Nd
20 17.3V 26.0V 109Nd
30 83.5V 125V 407Nd
40 401V 602V 1.51V
50 1.93Uv 2.89Uv 5.60V
60 9.27Uv 13.9Uv 20.7V
70 44.5Uv 66.8Uv 76.9V
80 214Uv 321Uv 285V
90 1.03Dv 1.54Dv 1.05Uv
100 4.95Dv 8.99Dv 23.6Uv
Scientific Notation
Cell Min Attack Max Attack Health
10 3.61e63 5.42e63 2.96e61
20 1.73e64 2.60e64 1.09e62
30 8.35e64 1.25e65 4.07e62
40 4.01e65 6.02e65 1.51e63
50 1.93e66 2.89e66 5.60e63
60 9.27e66 1.39e67 2.07e64
70 4.45e67 6.68e67 7.69e64
80 2.14e68 3.21e68 2.25e65
90 1.03e69 1.54e69 1.05e66
100 4.95e69 8.99e69 2.36e67

Compared to the baseline, creatures in the spire have the following modifiers:

Attack:
Health:

Where s is the number of spires cleared, and c is the current cell number. This means the first spire gives an effective power multiplier of 6.6 million, or about 22 world zones.

Druopitee[]

Druopitee has 23.5Uv Health (2.35e67 in Scientific Notation). Because Druopitee is actually an Improbability, it can be hit with MagnetoShriek. Given that the player should have at least 6 robotrimps by this point, his attack is thus:

Standard Formatting
Number of Robotrimps Min Attack Max Attack
No MagnetoShriek used 5.94Dv 8.91Dv
6 (BW 200) 2.98Dv 4.47Dv
7 (BW 215) 2.68Dv 4.02Dv
8 (BW 230) 2.41Dv 3.62Dv
9 (BW 245) 2.17Dv 3.26Dv
Scientific Notation
Number of Robotrimps Min Attack Max Attack
No MagnetoShriek used 5.94e69 8.91e69
6 (BW 200) 2.98e69 4.47e69
7 (BW 215) 2.68e69 4.02e69
8 (BW 230) 2.41e69 3.62e69
9 (BW 245) 2.17e69 3.26e69

Corruption[]

Corruption in the Spire occurs as normal, and although the strength of corrupted imps remains the same as standard imps in this area, some of the corrupted abilities for early runners of the Spire can be devastating, such as Corrupted Sharpness, which reduces the Trimps' health by a percentage.

The Headstart Mastery will cause more corrupted cells to spawn in the Spire, hence increasing the chance of cells containing Corrupted Sharpness or other undesirable abilities. However, as the difficulty curve of the Spire is way more immense than standard difficulty curve in the world zones, players who are reaching far into the Spire will be able to go through the starting rows killing enemies in one hit, vastly reducing the danger of corrupted cells.

Headstart Corrupted cells Corrupted rows
None 7 2
Tier I 9 2
Tier II 12 3
Tier III 17 3

Build Your Own Spire[]

Once the player has beaten the Spire for the first time, they can start building their personal Spire.

Additional Spires[]

In patch 4.5, additional Spires have been added to the game starting from Zone 300 and thereafter every 100 zones. In order to see Spire II, you must have beaten the original Spire, and to see Spire III, you must have beaten Spire II and so on. They serve as an extension to the main storyline above, and the final cell of each subsequent Spire features an Echo of Druopitee (since you've already killed him at the first Spire).

Similar to the original Spire, once 10 groups of Trimps are defeated, you will be kicked out of the current Spire and returned to the world corresponding to your current location. Due to the world being affected by Nature, the subsequent Spires are affected by the corresponding Nature as shown below (the cycle repeats for later Spires):

Spire Number Zone Empowerment of Nature Approx He for First Clear
Spire II 300 Poison 30 B 3e10
Spire III 400 Ice 5 T 5e12
Spire IV 500 Wind 150 Qa 1.5e17
Spire V 600 Poison 400 Qi 4e20
Spire VI 700 Ice 10 Sp 1e25
Spire VII 800 Wind 2No 2e30

Echo of Druopitee[]

In spires beyond the first Druopitee is replaced with Echo of Druopitee. The following tables contain the stats of Echo of Druopitee in additional spires (before MagnetoShriek)

Scientific notation
Spire Number Min Attack Max Attack Health
Spire II 3.43e104 5.15e104 1.12e98
Spire III 1.22e139 1.84e139 4.87e128
Spire IV 2.96e173 4.44e173 1.99e159
Spire V 5.06e207 7.59e207 7.77e189
Spire VI 6.41e241 9.61e241 2.91e220
Spire VII 6.18e275 9.28e275 1.05e251
Spire VIII* Infinity Infinity 3.66e281
Standard Formatting
Spire Number Min Attack Max Attack Health
Spire II 343Ttg 515Ttg 112Utg
Spire III 12.2Qiqa 18.4Qiqa 487Uqa
Spire IV 296Sxqi 444Sxqi 1.99Dqi
Spire V 5.06Osx 7.59Osx 7.77Dsx
Spire VI 64.1Nsp 96.1Nsp 29.1Dsp
Spire VII 618Na 928Na 105Dog
Spire VIII* Infinity Infinity 366Dn

*note that Spire VIII and above are not only unclearable, but also not realistically humanly reachable. These stats are entered only to show that there is indeed an end to numbers. Stats for spires beyond VIII will likely be Infinity Health as well.

Story[]

Warning: The following sections contain major spoilers on the main storyline. Click on Expand to see the content.

Spire II (Zone 300)

Cell 20

Everything in this Spire seems less tidy than the last, he never thought the first was something you could pass. You find a small note amongst some Nullifium.

Healthy mutation bad...
Slows delirium

Well that doesn't really sound like a bad thing. You found 200 Nullifium!

Cell 40

As you near the halfway point without too much strife, the Spire itself seems to become alive. You don't know what could be activating it since Druopitee is dead, so you keep your head down and you watch where you tread.

There's also some little containers floating a tiny bit off the ground, so you go check em out. You help yourself to a container filled with Helium!

Cell 50

Out of the corner of your eye, you notice a creature who doesn't seem like he belongs. You walk up closer and notice that it's a Trimp! Only this Trimp is purple instead of blue, obviously a result of some experiments by Druopitee. You let him know not to worry, and that you'll keep him safe. You name him Fluffy, and vow to never send him in to battle. Gained 1 Trimp!

(If the player has at least 1 point in Capable):

Out of the corner of your eye, you notice a creature who doesn't seem like he belongs. You walk up closer and notice that it's Fluffy! You turn around expecting to see your other Fluffy, but there is only one. You turn back as he waves at you in recognition, you feel a bit lightheaded, but you've had weirder things happen on this planet. You decide to keep moving up the Spire with your new old friend.

Cell 60

A humming vibration suddenly fills the air, and a voice booms from the walls.

There is a piece of me in every last Spire
I will ensure that Corruption is never retired
Though your resolve is something that I admire
Your little plan will surely backfire

So it seems like all of the Spires are actually sentient thanks to Druopitee. You're just glad the narrator isn't trying to do the poetry anymore. Hey wait...

You found 300 Nullifium!

Cell 70

I see you found my notes on my Healthy mutation
I bet you even think it could be your salvation
Improving this world must be quite the temptation
But your journey will surely end in frustration

Well, you definitely want to get your hands on some of that Healthy mutation now. You found a Z400 Heirloom!

Cell 80

Nothing here but a bunch of boxes, so you decide to rummage through them. You found 5 of each type of Nature Token!

Cell 90

Even if you were able, which you surely are not
A Healthier world would not hasten your trot
For there's strength in Health and you would be distraught
At the difficult challenge you yourself had wrought

It sounds like he's trying to tell you that the Healthy mutation would make your enemies even stronger. Still seems like releasing it would be the right thing to do, though. You figure you'll help yourself to another container filled with Helium!

Cell 100

As the Echo of Druopitee falls, you notice a large tank of some brown looking liquid, and you see pipes and tubes running from it to the top of the Spire. A label on the tank seems to indicate that this is the Healthy mutation and that you shouldn't touch it. But you know that what you want and what Druopitee wants are different things, so you start turning all the nozzles you can find. A fine brown mist begins to spout from the top of the Spire and you can tell that the world is finally healing. Now you just hope he was lying about this making the enemies stronger... You find a large stockpile of Helium and a brand new Spire Core! For your first time killing this Echo in any timeline, you have permanently added another 5% to your Liquification bonus and earned 20 bones! You have also unlocked the Capable perk!

Spire III (Zone 400)

Cell 20

There seems to be a pattern here of each spire looking considerably more trashed than the one before it. The walls feel cold and the vibration inside is very faint. Nobody's watching you, so you dig around looking for some stuff to take. You found 400 Nullifium!

Cell 40

The vibrations within the walls grow stronger with each step you take towards the top. The air has become noticeably warmer, and you expect the walls to start talking to you again soon. You help yourself to a container filled with Helium!

Cell 50

Fluffy suddenly drops to all of his extremities and begins closely inspecting the walls. After a few moments he chooses a location and smashes a hole in it, then pulls a small book out of said hole. Without even opening it up, he eats the book and gains experience! What a magnificent creature.

Cell 60

WHAT
WHO
How...

That didn't seem very coherent. It seems like destroying his Echo in the last Spire has made some sort of impact. You found 600 Nullifium!

Cell 70

I see that you're attempting some planetary healing
Leaving me steaming in an unappealing feeling
Your freewheeling and stealing has just reached the ceiling
Now commence kneeling or be sent off reeling

At least he's gained enough consciousness back to continue with the threats. You know that now is not the time to back down. You found a Z400 Heirloom!

Cell 80

It's obvious that you want the Corruption to slow
So I'll point out something you might not yet know
My Spires are infinite, there is no plateau
You are doomed and you've been so since long long ago

His Spires might be infinite, but it's not possible for his consciousness to be. You decide you'll worry about the rest of the spires once you've beaten Druopitee in to nothingness. You found 10 of each type of Nature Token!

Cell 90

Still you climb on, won't your strength ever waver?
You're determined to be this planet's true savior?
Stop to reconsider, we could be something greater
Or continue your path as a time traveling slaver

Slaver?! Your Trimps all know that they're free to leave whenever they want. He's just trying to get under your skin! You figure you'll help yourself to another container filled with Helium!

Cell 100

Well, that's one Druopitee and two Echoes of Druopitee down now. He says that he has infinite Spires and infinite versions of himself, but you could tell at the end there that his Echoes are losing power. You might be able to knock the sentience out of all of his Spires by just clearing one more! You set your sights 100 zones forward, turn some more nozzles to spread some more Health around the world, you take your helium, spit on the floor of the Spire, and move on. You find a large stockpile of 'Helium and a brand new Spire Core!' For your first time killing this Echo in any timeline, you have permanently added another 5% to your Liquification bonus and earned 20 bones! You have also unlocked the Cunning perk!

Spire IV (Zone 500)

Cell 20

As you guessed before you even stepped in, this Spire is in even worse condition than the one before. The air is colder, the walls are more still, and there's a feeling of vacancy. Might as well look for stuff to take! You found 800 Nullifium!

Cell 40

You wonder if the Echo of Druopitee will even be able to speak anymore. You know he'll be at the top waiting, just like the infinite other Spires, but maybe he'll just leave you be this time. You help yourself to a container filled with Helium!

Cell 50

Fluffy suddenly drops to all of his extremities and begins closely inspecting the walls. After a few moments he chooses a location and smashes a hole in it, then pulls a small book out of said hole. Without even opening it up, he eats the book and gains experience! What a magnificent creature.

Cell 60

The Spire is warming up again. Maybe Druopitee will make his final appearance soon. You found 1200 Nullifium!

Cell 70

Please just go around, there's nothing to see
Why is my demise something you must guarantee?
I beg you once more, please hear my plea
We could rule for all time, just you and me

No thanks, Druopitee. It's kinda nice to see him scared though! You found a Z500 Heirloom!

Cell 80

Well here is something I wouldn't normally say
Since it seems like you won't be going away
Each of my Echoes you slay makes my mind decay
I may not be able to communicate after today

Yes, that was becoming pretty obvious. His mind must really be decaying fast if he thought this admission would be anything other than motivating. You found 15 of each type of Nature Token!

Cell 90

Why don't you care that you're making things harder?
To repair the planet you'd give enemies armor?
When I brought you here, I thought you'd be smarter
But it seems like there's no room left to barter

No, there's not. You're almost there. You figure you'll help yourself to another container filled with Helium!

Cell 100

As this third Echo of Druopitee falls, the Spire suddenly feels twice as cold. Druopitee told you that he placed infinite versions of himself in infinite Spires, but his will should no longer be conscious in any of them. You turn another set of knobs to release some more of the Healthy mutation in to the world, and you figure there's nothing better to do than to keep looking for more to release. You just wouldn't be surprised to not hear from Druopitee again, at least not in this timeline. You find a large stockpile of Helium and a brand new Spire Core! For your first time killing this Echo in any timeline, you have permanently added another 5% to your Liquification bonus and earned 20 bones! You have also unlocked the Curious perk!

Spire V (Zone 600)

Cell 20

While you walk through the Spire, you whistle a tune. You haven't yet tired, your motivations zoom. As Fluffy checks for loot in this dark, dusty room, you suddenly see fire and hear a huge boom. You found 1600 Nullifium!

Cell 40

The fires still grow, but they leave a clear path. Just one direction shown, the thought makes you laugh. Unwisely Druopitee tried to rig this booby trap, but the fire shows the way to go so you thank him for the map. You help yourself to a container filled with Helium!

Cell 50

Fluffy suddenly drops to all of his extremities and begins closely inspecting the walls. After a few moments he chooses a location and smashes a hole in it, then pulls a small book out of said hole. Without even opening it up, he eats the book and gains experience! What a magnificent creature.

Cell 60

Against your better judgment, you continue to climb. Heat fills this dungeon, and doubt fills your mind. You feel a great evil that's long been confined, but with reluctance you move on for the good of Trimpkind. You found 2400 Nullifium!

Cell 70

You're close to the top of this large, awful tower. Your fearful thoughts drop, your will is empowered. Luckily you have Fluffy to support you in this hour, you two will never stop until these echoes are devoured. You found a Z600 Heirloom!

Cell 80

The presence here is unique from what you felt before. You know it can't speak but it's not done for. An intrusive thought knocks on your mind's back door:

You are weak. I'll be on the top floor.

You found 20 of each type of Nature Token!

Cell 90

Another thought enters your mind, this time louder than before:

Your death warrant's signed, soon you'll be no more.
I gave you everything you have, it was no easy chore.
Your Trimps are MINE, prepare for war!

Even in death this guy's a dick. You figure you'll help yourself to another container filled with Helium!

Cell 100

As yet another Echo of Druopitee fades into nothingness, you feel something urging you to check underneath a loose stone in the corner of the room. After lifting it up, you find a small notebook with the words "Global Domination" written on it. The text all seems to be in Druopitee's handwriting, which you instantly recognize from the books you've found around the planet. The first few pages all discuss Druopitee's success with various creatures here, followed by multiple pages documenting failures at attempts to control the Trimps. The very last page with any writing in it indicates that Druopitee intended to create leaders they'd be more likely to follow, by creating clones of himself mixed with varying amounts of Trimp DNA. Is this where Fluffy came from?! You find a large stockpile of Helium and a brand new Spire Core!. For your first time killing this Echo in any timeline, you have permanently added another 5% to your Liquification bonus and earned 20 bones! You have also unlocked the Classy perk!


Loot[]

The rewards for beating certain cells from Spire II onwards are shown in the following table:

Cell Reward
20 200 * (2 ^ (Spire Number - 2)) Nullifium
40 1.5x of Current Zone Omnipotrimp's Helium
50 Fluffy (Spire II only)

2x Fluffy EXP for Current Zone (Spire III and above)

60 300 * (2 ^ (Spire Number - 2)) Nullifium
70

Z400 Heirloom (Spire II & III only)

Z500 Heirloom (Spire IV and above)

80 5 * (Spire Number -1) Tokens of each Nature
90 3x of Current Zone Omnipotrimp's Helium
100

10x of Current Zone Omnipotrimp's Helium

A Spire Core

Various Fluffy Perks (one-time only)

Similar to the original Spire, metal safes (with 50x metal loot) also populate these Spires. In addition, all cells without any loot on them reward Helium corresponding to the formula from the original Spire.

Healthy Cells[]

"Repairing the planet, finally?"

If Spire II is cleared, Healthy cells will start appearing in the World starting Zone 301 with 2 Healthy cells, then increasing by 1 every 15 zones cleared. They will begin replacing Corrupted cells with a brown, earthy color. Healthy cells reward 3x the value of Corrupted cells for 45% of a zone's Omnipotrimp Helium per cell, but the enemies are stronger (whether they are fast or not depends on the Imp), and have further buffs to their special abilities, as per the table below:

Mutation Description
Healthy and Tireless This bad guy attacks twice for 1.5x damage - once before you, and once again after you.
Healthy and Precise This bad guy has a 25% chance to crit you for 600% extra damage.
Healthy and Sharp Every time this bad guy attacks, you will lose an additional 30% of your current health.
Healthy and Strong This bad guy has an additional 2.5x attack.
Healthy and Tough This bad guy has an additional 7.5x health.

The number of Healthy cells will stop increasing if a later Spire is not fully cleared, i.e. Zone 400 has 8 Healthy cells; if Spire III is cleared, then the number keeps increasing, but if Spire III is not cleared, then there will be 8 Healthy cells every zone thereafter.

Strategies[]

See Guide:How to attempt the Spire.

Trivia[]

  • In patch 4.9, new story was added to Spire V (Zone 600).
  • In patch 4.5, new Spires now appear every 100 zones after the original Spire, provided one clears the previous Spire. Also, the 5 Bones reward from cell 90 has been replaced by Helium. In addition, permanent rewards like extra Bones and Liquification of early zones are added.
  • In patch 3.6, every row beaten in the Spire now grants an additional multiplier to all future earned Helium for the duration of the run.
  • In patch 3.51, Spire's metal reward per each golden safe was increased from 10x to 50x.
  • The spire can be thought of as an overlay for z200. All of the z200 drops are in place, waiting to be picked up. Dropping out of the spire causes the spire metal safes to become empty cells, but the rest of the zones layout is unchanged, and progress on z200 resumes exactly where you left off in the spire.
  • The map bonus works in the spire.
  • Spire was added in patch 3.4.
Advertisement