Living Wall is an Event in Act 1, The Exordium. Three friendly statues emerge from the stonework to offer their assistance, presenting the following dialogue and 3 choices:
As you come to a dead-end and begin to turn around, walls slam down from the ceiling, trapping you!
Three faces materialize from the walls and speak.
"Forget what you know, and I'll let you go."
"I require change to see a new space."
"If you want to pass me, then you must grow."
- [Forget] Remove a card from your deck.
- [Change] Transform a card in your deck.
- [Grow] Upgrade a card in your deck.
There's no price or drawback to any choice. The only caveat is that once the player chooses a statue, they can't change their mind.
Choosing any of the 3 options yields the following dialogue:
Satisfied, the walls in front of you merge back into the ceiling, leaving a path forward.
- [Leave] (Nothing happens)
Be sure to check your deck before choosing a head - once a choice is selected, it's locked in.
- [Forget] This option should almost always be chosen if the player has a removable Curse(with the possible exception of Parasite) in their deck. Removing the unwanted, detrimental card is a strong option.
- [Change] While this option is indisputably the weakest out of the three, it can be useful in decks that have no leaning yet or lack enough decent cards to beat the boss. This option is preferable to upgrading a Strike but less desirable than simply removing it in most cases.
- [Grow] This option should be chosen if the player has a card in their deck that would be significantly stronger when upgraded. This includes cards that scale more when they are upgraded, cards that increase in debuff, buff, or draw, cards that become Innate or no longer Exhaust, and the unique Searing Blow.