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Troubleshoot missed beats, enemy hits and progression blocks using solo Cadence under the normal PC base-game rules. Find the beginner, progression and enemy guides, with DLC and character differences explained. Specific answers start closed.
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What is Crypt of the NecroDancer?
Troubleshoot missed beats, enemy hits and progression blocks using solo Cadence under the normal PC base-game rules. Find the beginner, progression and enemy guides, with DLC and character differences explained. Specific answers start closed.
Edition: Steam PC base game (app 247080), primarily Cadence, solo, normal rules, with AMPLIFIED, SYNCHRONY and character DLC disabled. Ports, mods and other characters use separate conditions.
Verification scope: Official announcements checked through v4.2.1 (2025-12-16). Public sources compared on 2026-10-04. The installed build, Japanese in-game display and a complete playthrough have not been tested. Older guides are used only for basic base-game behavior.
Sources checked: 2026-10-04
15 / 15 rows
First check character, rules and inputs
With ordinary Cadence, enemies do not stop when you stop giving inputs. Pause if you need thinking time. To practice enemy movement without keeping rhythm, choose Bard or No Beat Mode.
- Check whether your character is Cadence or someone else.
- Check normal rhythm versus No Beat and whether additions such as AMPLIFIED are enabled.
- Distinguish missed timing from actions blocked by weapon reach or terrain.
Doing nothing is different from pausing the game. Under normal rules, giving no input is not a safe way to stop approaching enemies.
Choose an article by your problem
Wide tables scroll horizontally.
| Problem | Character / DLC / setting check | Article | Next action to try |
|---|---|---|---|
| Inputs are missed despite matching the sound | Normal rhythm and audio/video latency settings | Beginner guide: inputs and beats | Try one input per beat where there are no enemies. |
| An enemy hits me while I am waiting | Cadence versus Bard and No Beat state | Beginner guide: different ways of waiting | Distinguish pausing from giving no input. |
| The same enemy hits me whenever I approach | Weapon reach, enemy color and floor | Enemy guide: relevant zone | Note the warning and distance, then open the relevant action example. |
| Stairs are unusable / the way stays closed | Current floor and Single Zone / All Zones | Progression guide: entrances and stairs | Note the displayed restriction and read the relevant section. |
| An upgrade I bought is missing | Lobby purchase versus a purchase during the run | Beginner guide: resources and unlocks | Separate starting equipment, appearance pools and permanent upgrades. |
| Enemies or equipment are missing from the guide | AMPLIFIED / SYNCHRONY / mod state | This page's scope | Do not apply base-game input examples unchanged. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Links are collected at the foot of the page. To learn boss names or unlock requirements, open only the answer you need in the corresponding article.
Read base-game and additional content separately
Wide tables scroll horizontally.
| Condition | Treatment in this article | What needs adjustment |
|---|---|---|
| PC base game, Cadence, solo, normal rules | Baseline for the text | Directional inputs select movement, digging or attacks. |
| Bard / No Beat Mode | Differences explained in the beginner guide | Enemy turns advance under different conditions from normal Cadence. |
| AMPLIFIED | Additional content treated separately | Adds zones, enemies, equipment and bosses. |
| SYNCHRONY | Explained as different conditions | New characters, co-op/versus, enemies and equipment |
| Hatsune Miku / Shovel Knight and others | Character-specific guides are outside this scope. | Movement directions, attacking and digging rules differ. |
| Console / mobile / mods / custom rules | Do not reuse fixed PC base-game inputs unchanged. | Check buttons, additional content, enemy behavior and record conditions. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Official update announcements were checked through v4.2.1. This does not mean installed states on all platforms were measured.
Fix one cause of failure per practice attempt
Equipment and enemy layouts change between runs, making causes harder to identify if you try to learn everything at once. The following is an editorial practice suggestion based on the checked sources.
- Match directional inputs to the beat without enemies to separate audio problems from decision-making problems.
- Practice one enemy with the same weapon, then add color variants later.
- When another enemy joins a familiar one, first check the floor and space behind you.
- After a failure, note one cause: mistimed input, out of reach, terrain restriction or a missed enemy warning.
- See the progression article for the difference between section practice and a complete run.
No particular weapon appearance or number of practice attempts needed to win is guaranteed.
Open only the answers you need
Wide tables scroll horizontally.
| Article | Ordinary display | Closed answers |
|---|---|---|
| Beginner guide | Controls, beats, weapons and resources | Facility and character unlock steps |
| Progression | Modes and different ways of resuming | Zone progression, stair requirements, bosses and finale |
| Enemy guide | Table conventions and assumptions | Enemy warnings, attack positions and concrete responses |
No matching entries in this table. Shorten the query or clear it to restore all entries.
This article is based on public sources. It does not claim unverified prices, minimum inputs, complete enemy coverage or hands-on experience.
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