Dark Citadel
This page may contain spoilers regarding Crownless. Continue on if you have already seen these bosses or do not mind spoilers.
The Dark Citadel serves as the main campaign of Crownless. It’s divided into six acts, each featuring unique environments, enemy types, and bosses. Throughout the adventure, players unlock new buildings, playable classes, and shortcuts to deepen exploration and progression.
Act I - The Forest and the Dark Caves
📜 Levels
Forest - Level 1 (Area Level 2)
Contains the Blacksmith NPC, unlocking the Blacksmith building in town.
The Dark Citadel Entrance is located here (Area Level 10). It becomes accessible after defeating the second boss, Shadow Face, or if the Architect has already been found by another character.
Forest - Level 2 (Area Level 3)
Dark Caves - Level 1 (Area Level 4)
Dark Caves - Level 2 (Area Level 5)
The Rogue can be rescued here, unlocking the class for all characters.
Dark Caves - Totem Pole (Area Level 6)
The Forest and Dark Caves primarily feature Beast-type enemies. The Caves also introduce falling rock hazards, indicated by smooth stones on the ground.
Boss: Totem Pole
The first major boss of the Dark Citadel campaign. The Totem Pole features four distinct phases, each based on a unique elemental totem: Fire, Ice, Earth, and Air. The order is randomized in each run.
During the fight, Goblins will continuously spawn from surrounding caves to assist the totems.
Rewards:
Unlocks the Combo skill and a shortcut between Forest - Level 2 and Forest - Level 3
May unlock the Rogue class if rescued during this act

Dark Citadel - Entrance
This area is accessed through the Dark Citadel Entrance found in Forest - Level 1. It’s the threshold between the early overworld and the true Citadel interior.
Key details:
The Sorcerer can be found here and unlocked as a playable class.
The entrance includes several candles and a switch that must be activated to begin the fight.
The number of lit candles determines the fight’s difficulty:
1–2 candles lit → normal difficulty
3–4 candles lit → “Harbingers of Dread” fight (hard mode)
More candles = higher difficulty = better rewards
Rewards:
Up to 9 trinkets, 3 skill upgrade orbs, and a special candle-based loot bonus.
A portal appears after victory, leading to new areas:
0–2 candles lit → Dungeon - Level 1
3–4 candles lit → Barracks - Level 1

Candle Mechanic
Each candle represents a difficulty modifier for the Citadel fight. Lighting more candles increases the number of Shades (shadow enemies) that spawn and enhances the boss’s attack patterns.
Rewards scale accordingly - higher risk yields rarer trinkets and blueprints.
Act II - The Crypt
After surviving the Dark Caves, your hero returns to the Forest to find another path into the Dark Citadel - this time through the Temple and the Crypts beneath. This act marks a tonal shift: the warm hues of the forest give way to eerie catacombs, cult rituals, and undead horrors.
Levels
Forest - Level 3 (Area Level 7)
Transition zone between the surface and underground levels.
Filled with Goblins and Beasts mixed with the first Cultists of the campaign.
Temple - Level 1 (Area Level 8)
Dominated by Cultists, performing dark rites to channel power into the Citadel.
The Warlock can be found here, unlocking the class as a playable character.
Crypt - Level 1 (Area Level 9)
Introduces the Undead enemy type - slow but relentless.
Narrow corridors filled with traps, coffins, and cursed chambers.
Crypt - Level 2 (Area Level 10)
Home of the Architect, who once again plays a crucial role in town progression.
Unlocks the Architect building and opens a new Dark Citadel Entrance in Forest - Level 1 for characters who have defeated Shadow Face.
Crypt - Shadow Face (Area Level 11)
The act culminates here, in a ritual chamber deep below the Citadel.
Boss: Shadow Face
The second major boss of the campaign - an unholy entity sustained by the power of the Cultists. You don’t attack Shadow Face directly; instead, your objective is to destroy the cultists channeling energy to him across glowing summoning circles.
During the fight, Shadow Face bombards the player with powerful attacks while waves of cultists continuously enter the arena. The battle tests crowd control, area awareness, and mobility - every second spent not breaking a ritual circle brings you closer to death.
Mechanics:
Defeat cultists on the ritual circles to weaken Shadow Face
Survive his magical barrages while managing adds
After several waves, the entity collapses
Rewards:
Unlocks the Architect building (if rescued)
Opens a shortcut to skip future fights against Shadow Face in NG+ runs
Access to new Dark Citadel paths and upgraded town features

Act III - The Dungeon
Descending deeper beneath the Citadel, players reach the Dungeon, an ancient underground network corrupted by dark growth and undead infestation. This act blends poisonous plant life and undead horrors, creating one of the most perilous and claustrophobic areas in the game.
Levels
Dungeon - Level 1 (Area Level 12)
The entry floor of the dungeon, featuring Undead enemies and numerous root traps emerging from the ground.
Environmental hazards such as thorn spikes and poison patches become more common here.
Dungeon - Level 2 (Area Level 13)
A labyrinth of overgrown corridors filled with sickle-like roots that lash out at close range.
Movement is limited by growths that slow players and block escape routes.
Dungeon - Arista (Area Level 14)
The boss arena - a massive chamber overtaken by poisonous flora and tangled vines.
Environment Hazards
The Dungeon introduces living plant traps that make traversal as dangerous as combat:
Thorn Spikes emerge from the ground to impale unsuspecting adventurers.
Poison Spores linger in the air, dealing continuous damage in affected zones.
Sickle-Roots lash out when approached, causing both damage and slow effects.
On higher difficulties, roots have increased durability (e.g., 200 HP before breaking in NG+1).
The best counter to the Dungeon’s hazards is caution - and fire-based attacks.
Boss: Arista
The third major boss of The Dark Citadel campaign is Arista, a massive corrupted plant creature dwelling deep within the dungeon’s heart.
Arista attacks in wide circles of thorn spikes, controlling large portions of the arena and punishing stationary players. Throughout the fight, she summons Mandrakes - smaller plant enemies that swarm the player and can poison on hit.
Boss Mechanics:
Periodic spikes erupt from the ground in a radial pattern
Poison spores spread through the chamber, dealing AoE damage
Summons waves of Mandrakes as the fight progresses
Later phases introduce sickle-roots that lash out and restrict movement
Rewards:
Grants rare trinkets and crafting materials tied to poison and vitality
Progresses the main questline deeper into the Citadel

Act IV - The Barracks
Emerging from the dark, overgrown depths of the Dungeon, heroes enter the Barracks - an ancient military complex buried beneath the Citadel. Once the heart of the Citadel’s defense, these halls now echo with the clatter of skeletal soldiers and cursed champions who never found rest.
This act marks a shift toward intense combat, featuring heavily armored enemies, elite undead warriors, and one of the most tactical boss fights in the campaign.
Levels
Barracks - Level 1 (Area Level 15)
The upper level of the fortress, filled with patrolling skeleton guards and spectral weaponry.
Introduces traps, spike corridors, and ghostly sentinels guarding armory rooms.
Barracks - Level 2 (Area Level 16)
A deeper descent into the ruined stronghold.
Features enemy squads that coordinate attacks, including melee units with shields and ranged undead archers.
Environmental hazards such as collapsing floors and flaming braziers add to the challenge.
Barracks - Harbingers of Dread (Area Level 17)
The final chamber of this act — a circular arena surrounded by towering statues and broken weapons of the fallen.
Here the Harbingers of Dread await.
Boss: Harbingers of Dread
The fourth major boss fight features two skeletal champions, known as the Harbingers of Dread. They are fallen heroes of the Citadel, corrupted by necromancy and bound to guard its secrets for eternity.
Heavy Harbinger
A towering, armor-clad warrior resembling the Warrior class.
Focuses on close-range combat, with heavy strikes and area slams.
Extremely high armor and physical resistance - best countered with elemental or piercing damage.
Caster Harbinger
A spectral mage reminiscent of the Sorcerer class.
Uses ranged magic attacks, fire or lightning orbs, and area-of-effect explosions.
Possesses high resistances and mobility, forcing players to dodge continuously.
Both Harbingers coordinate their attacks, punishing careless players who focus on one target for too long. In the final phase, they may cast simultaneous AoEs, covering most of the arena.
Rewards
Unlocks the 3rd and 4th candles at the Dark Citadel Entrance, expanding your ability to teleport deeper in future runs.
Enables direct teleportation to Barracks – Level 1 on subsequent playthroughs.
High-tier loot from both physical and magical item pools.

Act V - The Courts
Having conquered the Barracks, heroes ascend into the Courts - a vast necropolis once used as a ceremonial arena for the Citadel’s greatest champions. Now, the echoing marble halls are filled with skeletal serpents, flaming spirits, and remnants of long-forgotten rulers.
This act is both elegant and deadly - a place where ritual meets ruin, and every corridor tells a story of power and betrayal.
Levels
Courts - Level 1 (Area Level 18)
Entry hall of the ancient court, filled with crumbling statues and cursed banners.
Skeleton knights and flame wraiths roam among piles of bones.
Courts - Level 2 (Area Level 19)
The inner sanctum, lit by eerie braziers and spectral torches.
Environmental hazards include cursed fire trails and collapsing bridges.
Ghostly judges can appear and summon waves of lesser undead.
Courts - Serpents of Demise (Area Level 20)
The final arena of this act - a bone-covered chamber where the Serpents of Demise reside.
This boss fight features multiple skeletal serpents that move in patterns, blocking movement and creating zones of danger.
Boss: Serpents of Demise
The fifth boss encounter pits players against three (or four on NG+) skeletal serpents in a massive, circular chamber. These ancient guardians move fluidly around the arena, coiling and slithering across your path, often trapping you between their bodies.
Boss Mechanics:
Spirit Breath: Releases ghostly energy that spawns spectral enemies on impact.
Laser Beam Breath: Emits a sweeping energy beam that deals continuous damage - best dodged laterally.
Flame Trails: Leaves lines of burning fire across the arena that persist for several seconds.
Body Collision: The serpents’ bodies deal contact damage and can block escape routes.
On NG+1 and above, a fourth serpent joins the battle, greatly increasing difficulty and restricting movement space.
Rewards:
High-tier loot including legendary trinkets with fire and spirit bonuses
Permanent teleport unlock for Courts - Level 1 in future runs

Act VI - The Dark Halls
At the end of the long and brutal journey, the hero enters The Dark Halls - the final descent into the heart of the Citadel. These shadowed corridors are a maze of whispers, illusions, and death. The walls seem alive with the power of the curse itself, and light barely pierces the dark mist that fills the air.
Only those who have conquered the Citadel’s earlier trials dare to step here - for beyond the last door waits the Avatar, the embodiment of the Citadel’s will.
Levels
Dark Halls - Level 1 (Area Level 21)
A vast, winding corridor filled with shadow clouds and glowing spheres that unleash volleys of magic projectiles.
The walls pulse faintly with shadow energy, obscuring visibility and masking traps.
Magical traps appear as invisible circles that detonate when stepped on - dealing damage and applying stacks of Shadow Curse (especially lethal on NG+).
Dark Halls - Avatar (Area Level 22)
The final arena, where the Avatar of the Citadel awaits.
A grand hall wreathed in fire and shadow, illuminated by the glow of cursed runes carved into the floor.
Hazards
Shadow Clouds: Block line of sight and intercept projectiles.
Magic Traps: Invisible until triggered, dealing AoE damage and spawning new traps nearby.
Safe Corridors (Architect Buff): Can be activated before the level to nullify trap effects.
Boss: Avatar
The Avatar is the sixth and final boss of The Dark Citadel campaign - a being of pure shadow and wrath. The battle unfolds across three escalating phases, each blending martial precision with devastating magic.
Phase I - The Warrior of Light
Performs a wide lightning slash that can disarm.
Executes dash attacks to close distance rapidly.
Launches spear throws that pierce through the arena.
Creates AoE shockwaves that knock players back.
Summons shadow hands that grab and crush, leaving lingering zones of energy.
Phase II - The Shadow Within
The Avatar transforms into Shadow Face, channeling dark magic.
Attacks with volleys of projectiles and summons Shades that chase players.
Movement becomes erratic, alternating between teleportation and sudden melee bursts.
Phase III - The Final Form
Combines his light and shadow powers into one.
Gains a triple dash that leaves behind trails of flame.
His spear throws now ignite the ground, creating flaming lines.
Unleashes a new ability: a spiraling volley of fiery spears, spreading outward from his position.
Each phase grows faster and more aggressive - a true test of endurance and reflexes.
Rewards
Defeating the Avatar unlocks NG+ for your current character.
Grants rare trinkets imbued with both Light and Shadow attributes.
Permanently unlocks access to all previous levels through the Dark Citadel Entrance.

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