Rift of the Necrodanceroffers a fresh take on the tried and true rhythm genre. Instead of hitting notes to a beat on an ever-moving track, it’s your job to defeat the enemies that come your way.

With a huge range of different enemies, movement patterns, and traps to make your adventures difficult, things can get a little hard to remember. Thankfully, we’ve got you covered, as we detail every nuisance that the game can throw at you.

Cryptique rift of the necrodancer

Every Enemy Type, Explained

Rift of the Necrodancer has 37 different enemy types, each one with a unique movement pattern or requirement to kill. Below, you may find details for each:

Moves forward on the beat. Takes one hit to defeat.

Yellow Skeleton

Moves forward on the beat. Runs backward until blocked upon first hit, requires a second hit to defeat.

Black Skeleton

Moves forward on the beat. Runs backward until blocked upon second hit, requires a third hit to defeat.

Shielded Skeleton

Requires a double hit when in Action Row to remove its shield, then a further hit to defeat.

Yellow Shielded Skeleton

Requires a double hit when in Action Row to remove its shield, then follows Yellow Skeleton behavior.

Black Shielded Skeleton

Requires a double hit when in Action Row to remove its shield, then follows Black Skeleton behavior.

Double Shielded Skeleton

Requires a triple hit when in Action Row to remove both shields, then a further hit to defeat.

Blue Bat

Moves forward on the beat. After first hit, changes lane depending on the direction it faces and requires a further hit to defeat.

Red Bat

Moves forward on the beat. It moves in the direction it’s facing after the first hit returns to the original row after the second, then requires a third to defeat.

Yellow Bat

Moves forward on the beat. It moves in the direction it’s facing after the first and second hit, then requires a third to defeat.

Zombie

Hops side to side, changing lanes on the beat. Requires one hit to defeat.

Red Zombie

Hops side to side, changing lanes on the beat, wrapping around the board as it goes. Requires one hit to defeat.

Wyrm

Moves forward on the beat. Hold the directional button when its head hits Action Row and release it when its tail does.

Harpie

Dashes forward two rows on the beat, pausing between each dash. Requires one hit to defeat.

Blue Harpie

Dashes forward two rows on the beat, pausing between each dash. Requires two hits to defeat.

Red Harpie

Dashes forward two rows on the beat, with no pause between each dash. Requires one hit to defeat.

Blademaster

After unsheathing sword, glides from its current position to Action Row. Requires one hit to defeat.

Blue Blademaster

After unsheathing sword, glides from its current position to Action Row. Requires two hits to defeat.

Skull

Explodes into two skeletons upon hit. Skeletons land in the two lanes that the skull wasn’t in.

Red Skull

After first hit, changes row. After a second, it explodes into two skeletons. Skeletons land in the two lanes that the skull wasn’t in.

Blue Skull

After two hits, explodes into two skeletons. Skeletons land in the two lanes that the skull wasn’t in

Yellow Armadillo

Moves forward on the beat. Must be hit three times in a single beat.

Blue Armadillo

Like a Yellow Armadillo, except you only need to hit it on the first two of three times in a single beat.

Red Armadillo

Like a Yellow Armadillo, except you only need to hit it on the first and third times in a single beat.

Every Enemy Shadow, Explained

In Rift of the Necrodancer, enemies can have one of three shadows that alter their movement patterns. They are as follows:

Second most common. The enemy moves forward on the off-beat.

Star Base

Rare. The enemy moves forward on neither the beat nor the off-beat. Dances to their own tune.

Every Trap Type, Explained

Along with different movement patterns, Rift of the Necrodancer songs can include a variety of traps that can alter the way an enemy moves. They are as follows:

Movement Pattern

Directional Trap

Moves the enemy into the lane that the arrow is pointing.

Fire Trap

Sets the enemy on fire. The enemy runs forward at a rapid pace.

Rift Entrance

The enemy disappears into portal. Portals can be a variety of colors.

Rift Exit

The enemy appears from the exit, which corresponds to the color of the portal they entered.

Question Mark Trap

Turns the enemy into a question mark. Movement patterns and damage requirements stay the same as before they were transformed.

Green Slime-1

Blue Slime

Yellow Slime

Skeleton

Yellow skeleton

Black Skeleton

Shielded Skeleton

Yellow Shielded Skeleton

Black Shielded Skeleton