Take 6–8 hits to kill, attack faster, hit harder than normal guards. Identical poke-and-retreat technique, but slower — step further back after each hit and wait longer before re-approaching.
Crumbling tiles high up — sprint through. If you fall, you land on a catch platform below. That's survivable, and there's a heal potion there plus a route back up (ledge grab at col 50).
Don't run right from the start. Spikes appear earlier than in Ep 1. Begin creeping (↓+→) from col 8 onward.
Normal guard — poke-and-retreat. Stay at full HP going forward. Don't get hit here.
Get a running start from col 18. Sprint without any pause through all four tiles. Stopping mid-way means you fall through all of them.
Stop. Watch the cycle. Sprint at peak-open — blades widest, just starting to retract.
Stop again. Independent cycle from #1 — re-time separately.
Running jump right — you'll grab a ledge at row 14. Press ↑ to climb up to the top.
Walk to the edge of the ledge. Stand still. Press ↑ to jump straight up — grab the floating slab above — press ↑ to climb up.
Same technique — stand at edge, jump straight up, grab, climb. Three-level ascent complete.
Full heal + max HP +1. You are seconds from two elite guards. Walk over it. This is not optional — taking it is the difference between surviving both elites and not.
Walk into range. Hit once with X. Step back 3 full paces. Wait for their swing animation to completely end. Walk back in. Hit once. Retreat. Repeat 6–8 times. If you rush, they block and counter. Be patient.
Full speed across. If you fall to the catch platform below: pick up the heal potion there, then move right and ledge-grab the platform above at col 50. Climb back up and continue.
Same as #1. Same patience. Whether you cleared the bridge cleanly or used the catch potion, you should be at decent HP. One hit, full retreat, wait, repeat.
Step on the plate, sprint right through the final gate. All three episodes cleared. You've beaten Dungeon Prince.
| Dying from | Fix |
|---|---|
| Spikes at start | Start creeping at col 8 — earlier than in Ep 1 |
| Loose floor fall | Running start from col 18, maintain speed through col 23 without deceleration |
| Elite guard #1 at low HP | The big potion at col 42 gives full HP + max +1. Take it every time before #1. |
| Elite guard rush deaths | Full retreat after each hit — 3 steps back, then wait for their swing to end completely |
| Fell off sky bridge | Catch platform is survivable; pick up the heal potion; re-climb at col 50 right edge |
| Elite guard #2 at low HP | If you used the catch platform potion you'll have enough HP. Same slow technique. |
| Missed vertical climb | Stand at the very edge of the lower surface; jump is straight up, not angled forward |