Crypt Of The NecroDancer



Weapons are items that are equipped in the 'Attack' slot and determine how the player attacks. Weapons vary in what tiles they hit and how many tiles are hit at once. Only one weapon can be equipped at a time unless the player has the Holster. 1 Common Attributes 1.1 Damage Types 1.2 Throwing 2 Weapon Materials 3 Weapons There are 3 types of damage: Normal, Piercing and Phasing. Crypt of the NecroDancer is a hardcore roguelike rhythm game. Can you survive this deadly dungeon of dance, slay the NecroDancer, and recapture your still beating heart? Or will you be a slave to the rhythm for all eternity?

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(Redirected from Crypt of the Necrodancer)
Crypt of the NecroDancer

Developer: Brace Yourself Games
Publisher: Klei Entertainment
Platform: Windows
Released internationally: April 23, 2015

This game has unused enemies.
This game has unused graphics.
This game has unused items.
This game has debugging material.

This game has a notes page

Crypt of the NecroDancer is a game where you jump around to the beat of the music to find your dad in a crypt who went looking for a lute to save your mom who only went into the crypt in the first place to destroy the lute to save you. Curses, man.

To do:
A bit of pre-release information here but there's definitely more out there!
  • 1Unused Graphics
  • 2Unused Items
  • 3Unused Enemies

Unused Graphics

Medic

Sprites for what appears to be cut Lobby NPC who is only referred to as 'Medic'. What purpose this character would have had is unknown, although given his status as a medic it's possible he could have sold the player heart upgrades, something the Dungeon Master instead does in the final game. He might have also acted as the shopkeeper for the Health Shop (the Blue Shopkeeper fulfilling that purpose in the final game).

Wight Rune

Sprites for a warp tile referred to as a 'Wight Rune' whose purpose was likely to teleport you to a Secret Shop. Interestingly, there is a monster called a Wight, which is also green, indicating that perhaps this warp would have spawned upon defeating a Wight.

Crystal Floor and Old Lava Floor

Sprites shared by an old version of the Lava Floor present during the second Necrodancer boss fight, and by an unused Crystal Floor.

Conductor Sarcophagus

Sprites for a Sarcophagus, likely meant for the Conductor boss fight. The Conductor already summons enemies without Sarcophagi, so it was probably removed for that reason.

Unused Items

There exist a number of unused or copied sprites for items found in the games data folders.

Magnet

Sprites of an item referred to as a 'Magnet'. It's unknown what use it would have had, and the crude quality of the sprite show that it was cut fairly early on.

Goldmail Armor

Sprites of an item referred to as a 'Goldmail armor'. Its name suggest that it was possibly intended as a stronger or alternate version of the 'Chainmail' armor, thought interestingly the design of the armor appears to be based on both the 'Leather' and 'Heavy Plate' armors instead of the 'Chainmail' one. Its function may also have been to turn the player invincible/give the player infinite armor for a beat after picking up gold, since golden weapons give the player infinite damage for a beat after picking up gold. The quality of the sprite is high enough to suggest that it was removed late in development, though it is unknown as to why it was cut.

Also present in the items folder are copies of four other armor sprites (including goldmail) renamed with the word spiked added to them.

Shield Familiar

Sprites of an item referred to as a 'Shield Token' and a 'Shield Familiar'. Its purpose probably was to block incoming damage from one of four directions (eight if playing Diamond). It is unknown why it was cut.


All the items below are mentioned in the necrodancer.xml file and lack their own sprites, instead using the ones of other items:

Lord Crown

An action slot item referred to as lord_crown. Its description says 'GIGANTISM', suggesting that its purpose was likely to turn the player into a giant. Interestingly, the Scroll of Gigantism already does that, so it probably replaced the Lord Crown.

Double Heart Transplant

An action slot item referred to as double_heart_transplant. Its description is the same as the name, suggesting that its purpose was either to have two Heart Transplants in one slot, or to make the item's effect twice as long. The reason for its removal is unknown.

Ninja Mask

A head slot item referred to as head_ninja_mask. Its description says 'STEALTHY', suggesting that its purpose may have been to turn the player invisible, either for some amount of time or until unequipped. The reason for its removal is unknown.

Charm Spell

A spell slot item referred to as spell_charm. Its description says 'CHARM NEARBY ENEMIES', suggesting that its purpose may have been to turn nearby monsters friendly, either for some amount of time, or until the player exited the floor. The reason for its removal is unknown.


Unused Enemies

Skeleton Spearman

An enemy which is only a minor edit of the regular Skeleton's sprites, with a spear added in its right hand and its sprite's background being solid white. It's unknown where this enemy would have been found in the game.

When placed in-game via a level editor it will generally follow the player, throwing its spear toward them if they move on a tile found along the same horizontal line as the enemy. Once its spear is thrown, the enemy will turn into the standard Skeleton used in the final game. Drops 4 gold, has 1 heart, and does 0,5 damage when either the enemy or its spear comes in contact with the player.

Toad


An enemy which is only a minor edit of the regular Skeleton's sprites, with the white having been turned green and its sprite's background being solid white. It's possible that this enemy could have been a Level-2 variant of the Skeleton, if not a completely unique enemy altogether, since Level-2 features green mushrooms aplenty.

When placed in-game via a level editor it will generally follow the player, jumping in their direction across two tiles either cardinally or diagonally. Drops 4 gold, has 1 heart, and does 1,5 damage when coming in contact with the player.

Mother Slime

An enemy which is only a minor edit of the regular Green Slime's sprites, which was improperly scaled up and has its sprite's background being solid white. It's possible that this enemy would have been intended to be a stronger variant of the regular Green Slime, though it's unknown where this enemy would have been found in the game.

When placed in-game via a level editor it will avoid the player, jumping cardinally out of their way. Once defeated, and much like the Zols from The Legend of Zelda, it will split into a smaller version of itself, here three enemies called 'Tinyslimes', which are improperly scaled down versions of the Green Slime's sprites. As soon as they spawn they will collectively move away from the player in a triangular pattern. Mother Slime drops 15 gold, has 2 hearts and does 2 damage. Meanwhile each Tinyslimes drops 1 gold, has 1 heart, and does 0,5 damage.

Troll

Youtube

An enemy which is a seemingly finalized unused variant variant of the 'Ogre' miniboss. This enemy has dirty green skin, a brown tunic, burgundy body hair, a yellow eye and nose, as well as two dropping horns on its head (instead of the 'man-bun' worn by the Orge). Instead of using a wooden club like the Ogre, this enemy simply rams into the player, though as a trade-off its health will regenerate rather quickly after having been attacked once. It's unknown where this enemy would have been found in the game.

When placed in-game via a level editor it will follow the player. Once hit, it will move in the direction opposite to the player until its life regenerates. Drops 4 gold, has 3 hearts and does 2 damage when coming in contact with the player.

Doppelganger

A weird enemy which will spawn as a random monster, even unused ones, and will continue to periodically turn into a different monster as long as it is left alive. Any monster it can turn into will behave as they normally would, and the only difference between an enemy and its Doppelganger equivalent is that the latter will have a light green shadow underneath it. It's unknown where this enemy would have been found in the game, and it's likely it was cut due to it being too unpredictable.

Skeleton Tank

An enemy which uses the sprites of the Fire Beetle, which reveals that while it was intended to be a variant of the Skeleton enemy, it was cut so early that it only received a unique behavior and no unique sprites.

When placed in-game via a level editor it will generally follow the player, periodically revealing its 'weak spot' (the Fire Beetle without its shell) before quickly hiding it. Drops 3 gold, has 1 heart, and does 1 damage when coming in contact with the player.

Ice Cauldron

An unused variant of the Coal Cauldron enemy which much like its used counterpart comes in two forms: Passive and Mimic. When placed in-game via a level editor, the Mimic variant will move toward the player cardinally once they step onto an adjacent tile, while the Passive variant will simply act as a motionless object which the player can destroy without receiving damage. Once destroyed, both versions will turn the tile they were on into an ice patch, and the Passive version will drop 1 gold if defeated by Monk. The Mimic variant does 1 damage when coming in contact with the player.

Black Slime

A DLC exclusive black variant of the Slime enemy. When placed in-game via a level editor it will move in a set parallelogram pattern of right > down-left > left > up-right. It has 1 hearts and does 1,5 damage when coming in contact with the player.

White Slime

A DLC exclusive White variant of the Slime enemy. When placed in-game via a level editor it will move in a set large square pattern of right > right > down > down > left > left > up > up. It has 1 hearts and does 1,5 damage when coming in contact with the player.

Crystal Skeleton

A DLC exclusive Crystal variant of the Skeleton enemy. When placed in-game via a level editor it will move toward the player cardinally. Once hit, it won't drop gold, but instead Crystal Shards, which start blinking after one turn and disappears on the next turn. It has 1 hearts and does 1 damage, while the Crystal Shards do 0,5 damage when coming in contact with the player.

Crystal Armored Skeleton

A DLC exclusive Crystal variant of the Armored Skeleton enemy. When placed in-game via a level editor it will move toward the player cardinally. Once hit from the side, it will turn into a Crystal Skeleton. It has 1 hearts and does 1 damage when coming in contact with the player.

Crystal Skeleton Knight

A DLC exclusive Crystal variant of the Skeleton Knight enemy. When placed in-game via a level editor it will move toward the player cardinally. Once hit, it will turn into a Armored Crystal Skeleton. It has 1 hearts and does 2 damage when coming in contact with the player.

Crystal Skull

A DLC exclusive enemy which consists of a large disembodied skeleton head. When placed in-game via a level editor it will move toward the player cardinally. Once hit, it will split into three Crystal Skeletons. It has 1 hearts and does 0,5 damage when coming in contact with the player.

Tar Ball

A DLC exclusive unused variant of the Water Ball. When placed in-game via a level editor it will move toward the player either cardinally or diagonally. Once it comes in contact with the player it won't inflict damage, but instead it will destroy itself and turn the tile it was on into a tar puddle. It has 1 heart and will only drop gold if killed by a weapon or a spell.

(Source: Marukyu, Jnac Cloo, and the Crypt of the NecroDancer Wiki)

Debug Menu

There is a debug menu in the game that allows you to do many things, from giving yourself items to summoning traps. Here's how to activate it:

  • Have Crypt of The Necrodancer and Cheat Engine running.
  • In Cheat Engine, select CoTN as the process to open.
  • Press Add Adress Manually.
  • In the adress, input necrodancer.exe+435c1e, change type to Byte and press OK.
  • Change the value to 1.
  • Press F1 in-game.


The debug menu should show up, from there you can do anything you want with the game. Go see the notes page for a list of commands.

Retrieved from 'https://tcrf.net/index.php?title=Crypt_of_the_NecroDancer&oldid=819109'
Mail has been fixed; you should now be able to confirm your e-mail address, watch pages, and the like.
Please report any issues on Discord.
(Redirected from Crypt of the Necrodancer)
Crypt of the NecroDancer

Developer: Brace Yourself Games
Publisher: Klei Entertainment
Platform: Windows
Released internationally: April 23, 2015

This game has unused enemies.
This game has unused graphics.
This game has unused items.
This game has debugging material.

This game has a notes page

Crypt of the NecroDancer is a game where you jump around to the beat of the music to find your dad in a crypt who went looking for a lute to save your mom who only went into the crypt in the first place to destroy the lute to save you. Curses, man.

To do:
A bit of pre-release information here but there's definitely more out there!
  • 1Unused Graphics
  • 2Unused Items
  • 3Unused Enemies

Unused Graphics

Medic

Sprites for what appears to be cut Lobby NPC who is only referred to as 'Medic'. What purpose this character would have had is unknown, although given his status as a medic it's possible he could have sold the player heart upgrades, something the Dungeon Master instead does in the final game. He might have also acted as the shopkeeper for the Health Shop (the Blue Shopkeeper fulfilling that purpose in the final game).

Crypt of the necrodancer review

Wight Rune

Sprites for a warp tile referred to as a 'Wight Rune' whose purpose was likely to teleport you to a Secret Shop. Interestingly, there is a monster called a Wight, which is also green, indicating that perhaps this warp would have spawned upon defeating a Wight.

Crystal Floor and Old Lava Floor

Sprites shared by an old version of the Lava Floor present during the second Necrodancer boss fight, and by an unused Crystal Floor.

Conductor Sarcophagus

Crypt Of The Necrodancer Cadence

Sprites for a Sarcophagus, likely meant for the Conductor boss fight. The Conductor already summons enemies without Sarcophagi, so it was probably removed for that reason.

Unused Items

There exist a number of unused or copied sprites for items found in the games data folders.

Magnet

Sprites of an item referred to as a 'Magnet'. It's unknown what use it would have had, and the crude quality of the sprite show that it was cut fairly early on.

Crypt Of The Necrodancer Switch

Goldmail Armor

Sprites of an item referred to as a 'Goldmail armor'. Its name suggest that it was possibly intended as a stronger or alternate version of the 'Chainmail' armor, thought interestingly the design of the armor appears to be based on both the 'Leather' and 'Heavy Plate' armors instead of the 'Chainmail' one. Its function may also have been to turn the player invincible/give the player infinite armor for a beat after picking up gold, since golden weapons give the player infinite damage for a beat after picking up gold. The quality of the sprite is high enough to suggest that it was removed late in development, though it is unknown as to why it was cut.

Also present in the items folder are copies of four other armor sprites (including goldmail) renamed with the word spiked added to them.

Shield Familiar

Sprites of an item referred to as a 'Shield Token' and a 'Shield Familiar'. Its purpose probably was to block incoming damage from one of four directions (eight if playing Diamond). It is unknown why it was cut.

Crypt Of The Necrodancer Mods


All the items below are mentioned in the necrodancer.xml file and lack their own sprites, instead using the ones of other items:

Lord Crown

An action slot item referred to as lord_crown. Its description says 'GIGANTISM', suggesting that its purpose was likely to turn the player into a giant. Interestingly, the Scroll of Gigantism already does that, so it probably replaced the Lord Crown.

Double Heart Transplant

An action slot item referred to as double_heart_transplant. Its description is the same as the name, suggesting that its purpose was either to have two Heart Transplants in one slot, or to make the item's effect twice as long. The reason for its removal is unknown.

Crypt

Ninja Mask

A head slot item referred to as head_ninja_mask. Its description says 'STEALTHY', suggesting that its purpose may have been to turn the player invisible, either for some amount of time or until unequipped. The reason for its removal is unknown.

Charm Spell

A spell slot item referred to as spell_charm. Its description says 'CHARM NEARBY ENEMIES', suggesting that its purpose may have been to turn nearby monsters friendly, either for some amount of time, or until the player exited the floor. The reason for its removal is unknown.


Unused Enemies

Skeleton Spearman

An enemy which is only a minor edit of the regular Skeleton's sprites, with a spear added in its right hand and its sprite's background being solid white. It's unknown where this enemy would have been found in the game.

When placed in-game via a level editor it will generally follow the player, throwing its spear toward them if they move on a tile found along the same horizontal line as the enemy. Once its spear is thrown, the enemy will turn into the standard Skeleton used in the final game. Drops 4 gold, has 1 heart, and does 0,5 damage when either the enemy or its spear comes in contact with the player.

Toad


An enemy which is only a minor edit of the regular Skeleton's sprites, with the white having been turned green and its sprite's background being solid white. It's possible that this enemy could have been a Level-2 variant of the Skeleton, if not a completely unique enemy altogether, since Level-2 features green mushrooms aplenty.

When placed in-game via a level editor it will generally follow the player, jumping in their direction across two tiles either cardinally or diagonally. Drops 4 gold, has 1 heart, and does 1,5 damage when coming in contact with the player.

Mother Slime

An enemy which is only a minor edit of the regular Green Slime's sprites, which was improperly scaled up and has its sprite's background being solid white. It's possible that this enemy would have been intended to be a stronger variant of the regular Green Slime, though it's unknown where this enemy would have been found in the game.

When placed in-game via a level editor it will avoid the player, jumping cardinally out of their way. Once defeated, and much like the Zols from The Legend of Zelda, it will split into a smaller version of itself, here three enemies called 'Tinyslimes', which are improperly scaled down versions of the Green Slime's sprites. As soon as they spawn they will collectively move away from the player in a triangular pattern. Mother Slime drops 15 gold, has 2 hearts and does 2 damage. Meanwhile each Tinyslimes drops 1 gold, has 1 heart, and does 0,5 damage.

Troll

An enemy which is a seemingly finalized unused variant variant of the 'Ogre' miniboss. This enemy has dirty green skin, a brown tunic, burgundy body hair, a yellow eye and nose, as well as two dropping horns on its head (instead of the 'man-bun' worn by the Orge). Instead of using a wooden club like the Ogre, this enemy simply rams into the player, though as a trade-off its health will regenerate rather quickly after having been attacked once. It's unknown where this enemy would have been found in the game.

When placed in-game via a level editor it will follow the player. Once hit, it will move in the direction opposite to the player until its life regenerates. Drops 4 gold, has 3 hearts and does 2 damage when coming in contact with the player.

Doppelganger

A weird enemy which will spawn as a random monster, even unused ones, and will continue to periodically turn into a different monster as long as it is left alive. Any monster it can turn into will behave as they normally would, and the only difference between an enemy and its Doppelganger equivalent is that the latter will have a light green shadow underneath it. It's unknown where this enemy would have been found in the game, and it's likely it was cut due to it being too unpredictable.

Skeleton Tank

An enemy which uses the sprites of the Fire Beetle, which reveals that while it was intended to be a variant of the Skeleton enemy, it was cut so early that it only received a unique behavior and no unique sprites.

When placed in-game via a level editor it will generally follow the player, periodically revealing its 'weak spot' (the Fire Beetle without its shell) before quickly hiding it. Drops 3 gold, has 1 heart, and does 1 damage when coming in contact with the player.

Ice Cauldron

An unused variant of the Coal Cauldron enemy which much like its used counterpart comes in two forms: Passive and Mimic. When placed in-game via a level editor, the Mimic variant will move toward the player cardinally once they step onto an adjacent tile, while the Passive variant will simply act as a motionless object which the player can destroy without receiving damage. Once destroyed, both versions will turn the tile they were on into an ice patch, and the Passive version will drop 1 gold if defeated by Monk. The Mimic variant does 1 damage when coming in contact with the player.

Black Slime

A DLC exclusive black variant of the Slime enemy. When placed in-game via a level editor it will move in a set parallelogram pattern of right > down-left > left > up-right. It has 1 hearts and does 1,5 damage when coming in contact with the player.

White Slime

Crypt Of The Necrodancer Review

A DLC exclusive White variant of the Slime enemy. When placed in-game via a level editor it will move in a set large square pattern of right > right > down > down > left > left > up > up. It has 1 hearts and does 1,5 damage when coming in contact with the player.

Crystal Skeleton

A DLC exclusive Crystal variant of the Skeleton enemy. When placed in-game via a level editor it will move toward the player cardinally. Once hit, it won't drop gold, but instead Crystal Shards, which start blinking after one turn and disappears on the next turn. It has 1 hearts and does 1 damage, while the Crystal Shards do 0,5 damage when coming in contact with the player.

Crystal Armored Skeleton

A DLC exclusive Crystal variant of the Armored Skeleton enemy. When placed in-game via a level editor it will move toward the player cardinally. Once hit from the side, it will turn into a Crystal Skeleton. It has 1 hearts and does 1 damage when coming in contact with the player.

Crystal Skeleton Knight

A DLC exclusive Crystal variant of the Skeleton Knight enemy. When placed in-game via a level editor it will move toward the player cardinally. Once hit, it will turn into a Armored Crystal Skeleton. It has 1 hearts and does 2 damage when coming in contact with the player.

Crystal Skull

A DLC exclusive enemy which consists of a large disembodied skeleton head. When placed in-game via a level editor it will move toward the player cardinally. Once hit, it will split into three Crystal Skeletons. It has 1 hearts and does 0,5 damage when coming in contact with the player.

Tar Ball

A DLC exclusive unused variant of the Water Ball. When placed in-game via a level editor it will move toward the player either cardinally or diagonally. Once it comes in contact with the player it won't inflict damage, but instead it will destroy itself and turn the tile it was on into a tar puddle. It has 1 heart and will only drop gold if killed by a weapon or a spell.

(Source: Marukyu, Jnac Cloo, and the Crypt of the NecroDancer Wiki)

Debug Menu

There is a debug menu in the game that allows you to do many things, from giving yourself items to summoning traps. Here's how to activate it:

  • Have Crypt of The Necrodancer and Cheat Engine running.
  • In Cheat Engine, select CoTN as the process to open.
  • Press Add Adress Manually.
  • In the adress, input necrodancer.exe+435c1e, change type to Byte and press OK.
  • Change the value to 1.
  • Press F1 in-game.


The debug menu should show up, from there you can do anything you want with the game. Go see the notes page for a list of commands.

Retrieved from 'https://tcrf.net/index.php?title=Crypt_of_the_NecroDancer&oldid=819109'