3 Action item
As the Dark Angel, return to the Dungeon Heart within four M AZE minutes, avoiding traps, pitfalls and men with pointy sticks. Be Amazed This land is divided into nine challenges, and all must be overcome to complete the goal of returning to your Dungeon Heart.
Section 1 — Trippy The first section tests your sinister intelligence. You need to negotiate a path through the lava. The problem is … the path keeps changing. Along the paths you will find Trigger Traps, each of which will raise or collapse a section of path. Follow these precise instructions to navigate through this section: From the start, take the first right and trip that switch. This will create some paths that will allow you to walk through the two Trigger Traps ahead. Then take the first right. Back out, go north, and then take the next left. Trip the switch in front of you, walk across the newly created paths, and follow the path around. The path heads south and then east. Ignore the path north for a moment, proceed east and trip the switch in the dead end. Return back, and proceed north up the path you just passed. As you go, do not take the path to the east — this is a booby trap, and will only eat up your time if you trip it. Instead, proceed north … avoiding the Trigger Trap in your path. Walk around it, and continue going eastwards, and onto the second section.
Section 2 — Gee Wiz This second section is a maze, with Hero Wizards trying to fry you at every turn. The paths will lead to various doors opening into the Hero keep, but beware — only two of them lead to passageways beyond. The rest? Dead ends and large boulders. To negotiate this section, follow these instructions: When you see the first Wizard ahead of you, turn left (north) then take your first right. Follow this path around and then take the second left. This will see you safely inside the keep.
Section 3 — Timing is … everything Once through the door, assuming you haven’t been made a Dark Angel pancake (a delicacy in certain, more affluent, circles of Hell), turn left, heading south. You will come across a Trigger Trap, and as you follow the path, your next challenge awaits. The boulders ahead of you will roll back and forth, and you need to negotiate safe passage through them. Only attempt to pass one boulder at a time, then stop. Hold down the run button (default is s) to get you past the boulder as quickly as possible. Then attempt the next one, then the next one. Run through the door, then stop dead.
Section 4 — The Word of Keeper? You will find yourself within an empty room. Look down. See the blood-red path? Follow the path. That’s it. Feel free to deviate off the path, but if you do, you’ll be sorry. Get the point?
Section 5 — Cannon to the Left, Cannon to the Right One way to do this — fast. Stay on the red path and run like hell. Oh, and leave that spell book alone — it’ll give you the cold shoulder. Get through the door, and proceed down the corridor.
Section 6 — Rollmo Stars Come Out Tonight When you walk into the next room, you will trigger off a round of Trigger Traps. Out of the darkness, three boulders will approach. The only gap is between the middle one and the one on your right. As you walk towards them, keep close to the northern wall (the wall on your right), then sidestep left as soon as the center boulder has passed. Go down the corridor at the far end.
Section 7 — Be Bould As you come around the corner, you will set off more Trigger Traps. This will release eight boulders that will circle the room. Simply run through the middle of them. At the far end there will be some Sentry Traps to greet you, and more on the next path beyond them. Be careful — there is a nasty Freeze Trap just past the center Sentry. Sidestep the Freeze Trap, avoiding the tile to its east, and go out through the passageway.
Section 8 — Little Help from My Friends Proceed down the passageway, and you will enter a small room containing tw friendly Skeletons (… well, they look like they’re smiling). Walk over the Trigger Trap in the corner, and they will be able to join you. Group them to you — press the Group key (default is 7), highlight the Skeletons, then click on them. They will amble over to you. Walk through the Steel Door and meet the Hero Knight. Allow your Skeletons to fight him, while you attack from behind. After slaying the Knight, go through the next Steel Door and toward the Temple. Once you are in here, the path behind you will become inaccessible, but the finish line is close.
Section 9 — Bould Over Proceed down the path heading west. Around the corner you’ll find a Trigger Trap next to you. Trip this, and a Wooden Bridge will appear. Walk over the bridge, and the next tile will trip the huge boulder. It will roll toward you, but you can simply sidestep it. Three more Boulder Traps follow, but avoid them in the same way. Then run to the end and you’re back, safe and sound, at your Dungeon Heart!