Vampire Crawlers
Cheat Codes:
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Submitted by: David K.
Save your chickens:
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Smacking all those light sources will sometimes reveal chickens you
can eat to restore a small bit of health. These can make or break a
run if consumed at the right time, so you don't want to accidentally
use them when they're not needed.
Unless you're extremely low on health and might easily die in an
upcoming battle, it's best to leave your chickens until you've cleared
most of the map. This is because you'll often have Pummarola cards or
other healing methods that will top you off for regular battles. You
don't want to waste the chicken if other healing methods are currently
available, in other words.
In many cases, it's best to save the chicken for after you've beaten
a boss (before shoveling down to the next level), giving you a small
boost to your health right before heading into the next phase of the
dungeon.
Attractorb is your cheat code:
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This early-game Vampire Crawlers card is surprisingly overpowered. If
you play it as the first card in your combo, it draws one extra card,
but if you play it as the second card in a combo, it grants two new
cards. If you're lucky, and one of the new cards is a fresh Attractorb,
you can, once again, draw and play more cards.
Best Stats to Upgrade First:
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Knowing which stats to upgrade first makes early runs much easier to
stabilize, especially when you still have limited power and resources.
* Greed - It is one of the best first upgrades because it improves your
gold income, which means faster long-term account growth and quicker
access to other upgrades. It does not make a single fight easier on
its own, but it accelerates everything that comes after it.
* Growth - It speeds up leveling, which means you reach new cards, gems,
and passives faster during a run. This makes your whole build scale
earlier, which is why it is one of the strongest progression stats
to invest in near the start.
* Might - Cleanest universal damage upgrade because it boosts all
applicable damage cards instead of only helping one narrow setup.
If your early runs feel slow or bosses are taking too long, Might is
one of the most reliable fixes.
* Health / Max HP - It gives you more room for mistakes and helps
prevent runs from ending too quickly, even if it is not the most
efficient scaling stat later on.
* Armor - Armor is useful, but it is usually a step behind Greed,
Growth, and Might in early value. It helps preserve health against
repeated hits and swarms.
How to Defeat the Red Reaper:
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This guide will walk you through the mechanics, strategies, and builds
you'll need to survive and take it down.
-= Understand the Red Reaper's Stats =-
Base HP: 1,000,000 + (10,000 × your level)
* Base Attack: 333
* Curse Scaling: If you have any curse, both HP and attack are multiplied
by your curse percentage. Keep curse at 0% to avoid unnecessary difficulty.
* First Strike: The Reaper always attacks first, so revival is mandatory.
* Post-Defeat: Each kill increases your curse by 100%, making subsequent
fights harder.
-=Prepare Your Loadout=-
* Leader: Garo (essential) – boosts gold gain and has strong base stats.
* Second: Popia (highly recommended) – provides Mana Song and maintains
your Crawler.
* Third: Any character with card-draw abilities (for consistency).
-= Arcana=
* Rampage: Activates your Crawler ability every turn. Use Garo to boost
Greed and Popia to extend duration.
* Chain Link: Carries over your combo to the next turn.
* Map Choice: Pick maps with wild cards of all colors for easier combo
building.
* Good options: Garo's Tower (watch out for flooding—blue Reaper appears
if you take too long) and Magna Chapel.
-= Gem Setup (Upgrade at the Forge First) =_
* Coin Count (essential): Deals fixed damage equal to your coins.
* Farm overkills on the way to the boss for massive damage.
* Big Hit (highly recommended): Deals 10% of current HP as fixed damage per gem.
* Coin Card: Generates a large gold pouch (wild card).
* Midas: Each card play grants coins if a Midas-enchanted card is in hand.
* Wild: Turns a card into a wild card (0 mana cost, continues combo).
* Mild: Keeps a card in hand after use and at turn end, but breaks combo.
* Quick Draw: Deals cards at battle start.
* Fireproof: Prevents card destruction—great on Life Heart for easy max HP boosts.
-= Step 4: During the Battle – Core Tactics =-
* Attack: Use cards with Coin Count or Big Hit gems for fixed damage.
No time for combo-based damage like other bosses.
* Defense: Use Time-Stopping Knife (3 mana) to interrupt attacks, even if
it breaks your combo. If you don't have it, rely on knockback cards and luck.
* Combo Management: Use wild cards to maintain your combo. Don't waste
unnecessary cards.
* Card Recycling: Use Orb of Attraction (1 mana) to pull back cards you've
used for attacking.
-= On the Way to the Boss=-
* Open with Mana Song ? Unrefined Mana (wild card) to clear trash mobs and
trigger Garo's ability.
* Farm coins until you can trigger Ultra Maximum Overkill on the boss.
This is your main damage source.
* Use Life Heart (with Fireproof if possible) and Eternal Heart to boost
your max HP above 333 (the Reaper's base attack at 0 curse).
This lets you survive one hit after revival.
* If you've cleared the main story, overkill trash mobs for easy coin farming.
-= After the Kill =-
* Each kill spawns the Reaper again with higher curse.
* If you keep attacking after an Ultra Maximum Overkill, a pink Reaper
(Trickster) may appear.
* Skip it unless you're going for achievements.
* Reward: Defeating the Red Reaper unlocks MissingNO for your Cawler—a character
with absurd base stats, similar to Queen Sigma in Vampire Survivors.
-=Tips=_
* Keep Curse at 0%: The Reaper scales with curse, so avoid any curse-increasing
items before the fight.
* Revival is Mandatory: You'll always take the first hit, so bring a revival
item or skill.
* Don't Overstay: If you've killed 20 Reapers and see no end, it's okay to leave.
The game may change slightly if you do.
* Card Priority: Grab purple cards for mana generation.
Equip gems like Coin Count and Big Hit on them.
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