Ember Volcano
A red sky, a sun dimmed by ash, smoking volcanoes on the horizon and sparks rising around you. You arrive after the Twin Archers, at around 2,500 metres.

- On a run
- 2,500 to 3,000 m
- New here
- Lava geysers and lava pits
- Best ink
- Ice: it cools both for good
- Boss
- The Fire Monk at 3,000 m
- In Fight
- Waves 21 to 25
- Look and sound
- Ash, embers, smoking volcanoes and a red sky
Ember Volcano brings two dangers at once, and both are about heat: lines that sit over lava don't last. Which ink you carry matters more here than anywhere else.
The dangers of Ember Volcano
Lava geysers
A black vent on the path glows, spits and shows a red ! as soon as it is on screen. It erupts just as the ninja reaches it, in a column of lava.
Beat it: Draw a bridge across the vent: he runs over on the line and the lava stops underneath it. He has to be on the line, because lava fills the column below it.
Lava pits
A pit full of lava, a little wider than an ordinary pit. A line over it burns through fast.
Beat it: Draw the bridge at the last moment, when he is nearly at the edge. Half of them have an arc of coins over them, too.
Which ink works here
| Ink | What it does here |
|---|---|
| Pen | Takes a geyser's blast, then burns away. Over a lava pit it burns through quickly, so draw late. |
| Rubber | The same as pen: one blast, then it burns. |
| Steel | Holds through a geyser's blast, and lasts longer over lava. |
| Fire | Not solid: lava goes straight through it, and so would he. |
| Ice | The best ink here. An ice line cools a geyser for good, and an ice bridge over a lava pit cools into stone that stays. |
Tips for Ember Volcano
- Equip ice if you have it: it solves both dangers.
- For lava pits, wait. A bridge drawn early is a bridge that is gone.
- The glowing cracks in the ground are only scenery; the vents are the ones with the red !.
- A geyser cooled with ice adds nothing to your combo, but it is the safest way past.
Common mistakes
- Drawing a lava bridge too early and watching it burn before he gets there.
- Using fire anywhere near lava.
- A bridge that ends before the vent, so he steps off it into the column.
Ember Volcano in Fight and Duel
Fight moves to a new world every five waves, in the same order as the run. Waves 21 to 25 take place in Ember Volcano, and the last of them ends with the Iron Brute again, tougher than the first time. After the Mist Caves the order starts again from Bamboo Valley at wave 41. In a Duel, every match is set in a world picked at random, so you may meet your opponent here too. See Fight: surviving the first twenty waves for each warlord.
The boss
At 3,000 metres, the Fire Monk, who lobs fireballs you can send back. After him, the weather turns: Storm Coast.