Spire of Trials: a guide to every trial

· 3 min read · Spire of Trials

Spire of Trials: a guide to every trial

Climbing the Spire is a series of short trials. Only some players advance on each floor, so it pays to understand the rules from the first second. Here is a quick breakdown of every trial and tips to reach the top.

The game is still in development and details may change. We update this guide along with the game.

Controls and pushing

In many trials you can push rivals: press F (or E) on PC, tap the Push button on mobile, or press X on a gamepad. Pushing has a short cooldown, so don't waste it — push when a rival stands near the edge.

Doors

Doors: three doors, one is right

Five rooms with three doors each. The right door follows a secret floor rule that stays the same for all five rooms. Clues in the room: the symbol and dots on the board, the symbol's color, lamps (unlit or flickering), a quiet chime behind a door, an arrow on the floor, and the odd wooden door.

  • In the first room the rule is unknown — guess.
  • Remember what was special about the door that worked: the rule doesn't change.
  • Picked wrong? Cross out the clue that led you to that door.

Strength

A slider runs along a bar — stop it as close to the gold center as you can. Three tries, the best one counts. Don't rush: catch the rhythm on your first try.

Pedestals and Crown

Crown: hold the throne alone

On Pedestals, stand on a free pedestal for 3 seconds to place your key. In Crown, you score only while you're alone in the throne circle. The king can't push, but gets a shield after 8 seconds.

Memory Bridge

Memory Bridge

At the start the safe path flashes row by row — memorize it. A wrong tile breaks and stays broken. Not sure? Step on the lit tiles: someone has already crossed them safely.

Sumo, Tumbling Floor, Tower of Winds

  • Ring Sumo: stay near the center — the outer rings crumble.
  • Tumbling Floor: tiles fall a moment after you step on them — keep moving and don't waste tiles you'll need later.
  • Tower of Winds: hug the column before a gust, run on the outer side between gusts.

Animal Race

Racing across the sky tracks

A horseback race on one of four tracks. Glowing arrows speed you up, mud slows you down — but you can jump over it. Jump over logs or you'll stumble. Fall off and you return to the last checkpoint.

Ponies for the race: they all run the same

More about the ponies in Ponies for the Animal Race.

The final: Duel

Every finalist gets a revolver and one bullet. Hit — your rival is out; miss — wait for a crate with a new bullet. Don't fire blindly from afar: get closer and keep moving so you're harder to hit.

One last tip

Before a tournament visit the training hall: you can practice any trial with bots as many times as you like.

#guide#spire of trials

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