Shadow Temple: World 2 guide
The second world doubles the length of the campaign and changes how you think about a run. Playing one room well is no longer enough: you need to reach the fortieth with enough health for three boss phases.

Forty rooms, two different halves
The Shadow Temple is the forgotten sanctuary of the Void: purple corridors, broken statues and arenas wider than the forest ones. The campaign lasts forty rooms, and the best way to understand it is to split it in two halves.
In the first half you meet two guardians, in rooms 10 and 20, and a healing angel every five rooms. In the second half things change: from room 21, one room in three is an elite room with tougher enemies, and after room 25 the angels stop appearing.
- Healing angels after rooms 5, 10, 15, 20 and 25.
- Guardians in rooms 10 and 20.
- Elite rooms from room 21 on: 21, 24, 27, 30, 33, 36 and 39.
- Room 40: the final boss, yours to discover in the game.
The most important rule: the last fifteen rooms
From room 26 to room 40 there are no angels. The health you leave room 25 with is, more or less, the health you will face five elite rooms and the final boss with. This is the point where runs are won or lost.
So at the last angel, think ahead: if you are below half health, take the healing without hesitation. And throughout the first half it is worth picking defensive and recovery upgrades, even when they look less exciting than offensive ones.
The temple enemies
The temple mixes blades, bolts and seals, and several enemies change position after attacking. Reading the arena becomes more important than speed.

- Shadow Bandit: a short slash and a recovery, then a sidestep after a few attacks. Hit it while it recovers.
- Shadow Acolyte: charges a bolt and fires it in a straight line, then backs away if you get close. Step off the line and close the gap with a dash.
- Veil Hunter: winds up a straight dash marked on the ground and finishes with two slashes. Move out of the path and punish the end of the combo.
- Obsidian Warden: a slow mace strike or a fan-shaped wave, with a long recovery after the special. That is the best moment to unload your attacks.
- Eclipse Invoker: three diverging bolts or a fixed seal that erupts after a delay. The seal lands where you were when it was cast: move and it will miss.
The temple guardians
The Veil Ronin performs two slashes with a locked direction and a dash announced by a signal. After the combo it stays open for a long time: dodge the second slash and counter without rushing.
The Oni Warlord guards room 20. It is an armoured brute with a frontal maul strike, a half-circle sweep and a straight-line charge. Its most dangerous zone is the front: work its flanks and its back, and never stay in the path of the charge.
A plan for the run
A simple plan to reach room 40 in good shape:
- Rooms 1–20: build your run and pick at least one defensive upgrade.
- Room 25: last angel, take the healing if you are below half health.
- Elite rooms: take out ranged attackers and Invokers first.
- Room 40: save your strongest abilities for the last phase.
The articles follow the development build: numbers and details may change before release, and we update them when they do.