01 · Type to fire
The target is the walker drawn in the darkest line, with a dashed ring at its feet; its word is also in the console. Type straight through it: each correct letter is a bolt from the keep. Finish the word and the walker breaks apart. At the start of a word, typing another walker's first letter switches to it — no two walkers on the field start with the same letter.
02 · Typos fire back
A wrong letter never halts you: it is marked, the cursor moves on, and that walker fires a bolt at the keep (−3). A walker that reaches the line stops and batters the keep until it falls.
03 · Ink & turrets
Every correct letter earns 1 ink; clean words and kills earn more. Press 1 2 3 (or tap the buttons) to build or upgrade the turret on that lane, up to level 3. Turrets fire on their own and bite the last letter off the nearest word in their lane, so your words get shorter. Higher levels fire faster and reach further down the lane.
Level 125 ink · every 2.6 s · near half
Level 245 ink · every 1.8 s · most of the lane
Level 370 ink · every 1.2 s · the whole lane
04 · Clean words & the shield
A word with no typo heals the keep +2 and adds to your combo (score ×1 to ×5). Two clean words in a row raise a shield round the keep that soaks three hits. Your first typo drops it.
05 · Walkers
Runnersmall, quick, short words
Walkerthe steady march
Bruteslow, shouldered, long words, hits hard
Heraldwave 3 on · carries a sign with a whole line — spaces count
06 · Keys
A–Z · Spacetype
1 · 2 · 3build / upgrade turret
Escpause · close this panel
Enterstart · play again