HyperRogue

HyperRogue

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Lands not covered by the official guide
By pokemon2939
Any lands that, at the time of making/updating, are not covered in the official guide
   
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Desclaimer
I am not an expert on HyperRogue, nor am I in any way, shape, or form affiliated with the developers of said game, or Fulgur14, who has made the official guide. I am simply a fan who felt that perhaps others could benifit from my experiance.
Introduction
HyperRogue, for those who don't know, is a roguelike game with a twist-Hyperbolic geometry. Now, I could go into that myself, but this is not meant to be a full guide for HyperRogue (though it may become one, who knows).

I am a huge fan of the game, however frustrating it may be, but I'm also a fan of the official guide created for HyperRogue, as without it I would not have gotten as far as I have, and would likely have given up on it due to misunderstandings. However, I have noticed that the newest lands are missing from said guide. I understand the creator, Fulgur14, is very busy, and likely won't be able to edit it any time soon, so, since I have entierly too much free time on my hands, I've decided that I will fill in any missing lands to the best of my abilities.

This does, however, mean two things. First off, this guide may be inacurate, and should be taken lightly. I will do my best to double, triple, and quadruple check the information I put in, but I'm likely to have missed something. If there is something I missed, please let me know and I will fill it in as soon as I can!
Reptiles
This land may look easy, but soon you'll descover it can be quite annoying. To get to Reptiles, you need 10 Elixer of life, and 30$$ worth of treasure.

The land is composed of a bunch of weird, lizard-like tiles, surounded by chasms which often block you from the treasures. So, how do you get the treasures? You'll descover that sooner than you think, as before you know it, much of the floor will come to life.

Reptiles is composed of one enemy: Reptiles. these creatures cannot be killed, and instead must be stunned. They will stay stunned for 6 turns, which is pleanty to let you run. Rather than spawning as most creatures do, these Reptiles are already there, asleep under your feet, and, should you push one that's awake back into a chasm, they'll fall asleep again.

Reptiles do not stay asleep forever. You can see how many turns they'll wake up in by hovering over them, and they'll start flashing when they're close to waking up (first red, then yellow right before they wake up). However, standing on top of one will reset the counter. It does not matter where the chasm is, if it's an empty space or a space filled with water, they will go to sleep, effectivly becoming a bridge.

The treasure here are dodecahedrons, and after collecting 10, you will get the orb of Vaulting, which will allow you to jump over a monster, killing or stunning it in the process, however this must be in a straight line.
Dungeon
This land is easy to get into, hard to get out of. To get to the Dungeons, you must have 5 hypersian rugs, and 5 ivory figures.

The Great Vizier and the Wizard of the Ivory Tower collaborated to make this dungeon. Beware all who enter, as it's easier to go in than to get out. The dungeon shares similarities to both Ivory tower and the Palace. The dungeon uses gravity, but instead of climbing up, you'll be climbing, or more likely, falling, down. if that's not bad enough, not all of the platforms are completley stable. in fact, many of them are composed of gates, which only open from the top. If you're going down there, you better make sure there's a way back up.

There are three enemies that inhabit the dungeon:

Skeletons: likely prisoners, or guards you pushed down trap doors. Skeletons work the same way as in the palace, except because it's not the palace, they have a much longer stun time. something to note is that even when stuned, gravity still pulls at them, meaning they'll continue to fall, likely never to bother you again.

bats: bats are harmless, but can be very annoying. they fly around you, following just out of reach, until a skeleton comes around, then they swarm you, trying to block any form of escape. they're flying enemies, so you'll likely end up with four or five of them following you at a time, completley ignoring gravity.

Ghosts: act like wandering ghosts. they won't move next to another ghost, and can go through walls. They also aren't affected by gravity, as they're flying.

The treasure of the Dungeon is Slime mold, and after geting 10 of them, you can find the orb of recal, which after running out of power, will teleport you back to where you found the orb. Not very helpful in the dungeon (unless it's near a way out and you're going for a high score), but very useful if found in the crossroads and you get into a bad situation.
Lost Mountain
A mountain in the middle of the jungle. To get to the Lost Mountain, you have to have 5 rubies, 5 ivory figures, and you must be in the jungle.

The Lost Mountain is another place with gravity, just like Ivory Tower. But, unlike Ivory tower, there are no ladders to climb. Instead, you must rely on bushes, platforms, and ivys (which, by the way, are still trying to kill you).

The bushes, much like branches in the Yendorian Forest, come in two forms: small and big. Big bushes are perfectly stable, and you can jump from them as you please. small bushes, however, will break if you climb to an unstable location.

you can also use ivy branches to climb, though you'll have to wait for them to grow. you can climb on either side of the branches, but be careful, as active ivy will still kill you.

The enemies that appear here are the same as the jungle. Bushes will block eagle movments, Apes can climb (and break) branches just like you, and though the ivy will continue to grow, it is limited by gravity the same as you.

If you're brave enough to climb the mountain, you'll find Amethysts, and after getting 10, you'll unlock the orb of nature, which essentially turns you into an ivy. you can grow friendly ivy, which can grow and attack at a distance.
Prairie
a land that's really easy...if you're not looking for treasure. To get to the Prairie, you need to have 90$$ worth of treasure.

The Prairie is a large, mostly open space. It's a great place to go if you want to escape some enemies, or if you want to quick save without cheating. There are sections of bright green grass that contain roughly 5 orbs of saftey, which will teleport you to a similar area. this is great if you've enraged the bulls somehow, or if you're being swarmed by gladflies. There are also brown spots where the bulls run.

Honestly, I have little experiance with the area the bulls run in, but a test and an attempt to run around proved the area seemed to be either infinite, or regenerating, as even though the area around seemed to repeat, the dead orb I used to mark my track dissapeared, and the lands boardering seemed to change.

the enemies I've found (there could be more) are:

Herd bull: these guys just run around their dark patch minding their own buisness. But if you get next to them, they will kill you. They'll turn into raging bulls if their path is blocked (or if you attack them in Shoot em up mode, as I found out the hard way). Bulls cannot be killed, in fact, you can't even directly attack them, as they'll kill you imediatly.

Raging bulls: an enraged bull is nothing to mess with. These guys charge in a straight line, and if their pat deviates (i.e. by a heptagonal cell), they'll choose the one closest to you. These guys will keep going until they hit an obsticle, where they'll destroy it (except some, most noteably great walls), become stunned, and then charge at you again. However, they will run into other hazards which would kill the player (such as water, chasms, fire, etc).

gadflies: they start spawning once you start collecting treasures. they can wake up sleeping bulls, but otherwise have the same AI as most creatures do.

the treasure that you can find is Green Grass (which, oddly enough, doesn't have a special description), and besides the orb of saftey, you can also find orb of the bull, which gives you the power of thorns and horns if you move two spaces in a straight line. this, however, is broken if you move in a different direction.
Bull Dash
a peaceful place wiith sleeping bulls and buterflies. To unlock, get 90$$ worth of treasure.

Bull dash is a place filled with trees and big trees, both of which can be chopped down (big trees take two hits) and impassable limestone. However, treasure doesn't spawn here normally...instead, you have to use the sleeping bulls to your advantage.

The monsters that can be found here are:

Sleeping Bulls: imobile while asleep. however, get too close (about two spaces) and they'll wake up, enraged, and charge at you.

Butterflies: pretty things, aren't they? Butterflies do not persue the player, instead opting to flie around obsticals. however, they will attack you if you're next to them, and it's impossible to attack them. Instead, you have to use the bulls. when a bull destroys a butterfly, it leaves behind a Spinal, the treasure of this area.

Once you get 10 Spinal, you unlock the orb of horns, which will allow you to imediatly attack the cell in front of you when you move. this is actually more powerful than a normal attack, as it will stun any enemy you can't normally hurt.
Crossroads V
As far as lands go, it's extreamly small. To reach the crossroads V you need 300 treasure. This land consists of 4 tiles: one in the center, and three branching off, making a sort of fork from whatever land you came from.
Closing
That's all the lands not covered in the official guide as of today! Please remember I am not an expert on this game, and a lot of my information may be wrong. If you have information to add or correct, or you feel like giving some feed back, please feel free! Also, please note that I have little to no experiance in most of these lands, as they're either annoying, difficult, or have a high-level requierment. This also means I have no pictures, so that's why there aren't any in the guide.
1 Comments
i stole ur gender 3 Jan, 2020 @ 3:59pm 
Nice effort.

By compare and contrast with other curve trickery in the game, the "Bull Runs" in the Prarie appear to be built from a series of equidistants/hypercycles, meaning they are indeed infinite and there is no way to actually "walk around" one.