Controls & Mechanics
Keyboard
Walk (tap) · Run (hold)
Jump · Climb up (while hanging)
Crouch · Drop from ledge (while hanging)
Creep — safe over spikes
X
Attack (sword required)
Short jump (standing) · Long jump (running)
Tile Legend
TileNameWhat it doesHow to handle
SSpike trapInstant death if you step / run over itCreep: hold ↓+→ the whole section
CChomperVertical blades — kill on close phaseWatch cycle; sprint when blades fully open
LLoose floorCrumbles after you step on itSprint through — never stop mid-tile
hSmall potionPartial healWalk over to collect
HBig potionFull heal + raises max HP permanentlyAlways collect — huge advantage
sSwordEnables combatWalk over to collect (Episode 1)
PPressure plateOpens exit gate when stepped onStep, then run to gate before it closes
A BTimed gateOpens for ~7 s after pressure plate hitDon't hesitate after the plate
EElite guardMore HP, faster swing than normal guardPatient poke-and-retreat; 6–8 hits
Core Techniques
A
Ledge Grab

While falling, brush past a ledge edge — the prince auto-grabs and hangs. Press to climb, to drop. After dropping, there's a brief cooldown before you can grab again.

B
Poke-and-Retreat (combat)

Walk into sword range → press X once → immediately step back. Wait for the guard to finish their swing, then step back in. Never spam X — you'll get blocked and take damage.

C
Fall Damage Rule

1–2 tile drops: safe. 3 tiles: ~half HP. 4+ tiles: instant death. Always grab ledges on the way down when possible to break the fall.

D
Vertical Grab-Climb

Stand at the edge of a ledge below a floating slab. Press to jump straight up — if you're close enough, you'll hang from the slab above. Press again to climb up.

Timer: 25 minutes covers all 3 episodes. Ep 1 ≈ 4 min, Ep 2 ≈ 6 min, Ep 3 ≈ 8 min at a steady pace. You have plenty of time — go slow and careful on hazards.
1

The Dungeon

Intro to all core mechanics · Est. 4 min · 1 guard · 1 spike corridor · sword pickup

New in This Episode
🪤
Spike Traps

Visible metal spikes in the floor. Running or walking over them is instant death. The only safe crossing is a crouch-creep: hold while moving.

⚔️
Sword & Combat

Pick up the sword on the slab (col 43). After that you auto-draw when near a guard. Use poke-and-retreat: one hit, step back, repeat.

🧱
Ledge Grab & Climb

Fall off a ledge edge — the prince auto-grabs the side. climbs up, drops. You need this to reach the wall at col 36.

Step-by-Step Route
1
Drop off start ledge

Run right off the upper starting platform. You'll fall to the ledge below. This is a safe drop — don't hesitate.

2
Run right along upper hall → main floor

Continue right, drop off the next ledge, then again to the main floor. Short 1-tile drops do no damage.

3
Spike corridor (col 30–32) danger

Slow to a stop before the first spike. Hold + and creep the entire section. Don't release ↓ until you're past all spikes.

4
Wall-climb (col 36)

Stand close to the wall. Jump right ( then ). You'll brush the ledge edge and hang. Press to pull up.

5
Loose bridge + sword (col 43–44) loose tiles

Sprint across — these tiles crumble. Keep running past them. Walk over the sword on the far slab to pick it up.

6
Drop to floor

Step off the right edge of the slab — you land safely on the floor below.

7
Fight guard (col ~50) combat

Walk toward guard until sword is drawn. Press X once, step back. Wait for their swing to finish. Repeat 3–4 times until they fall.

8
Pressure plate (col 53) opens gate

Step on the pressure plate. The exit gate opens. Move right.

9
Exit gate (col 56) CLEAR

Walk through the open gate. Episode 1 complete.

Survival Reference
Dying fromFix
Spike trapCreep the whole section — ↓+→, don't release ↓ early
Fall damageNever drop more than 2 tiles; grab ledges while falling
Guard kills youOne hit then step back; never spam X
Missed ledge grabYou must be falling (vy downward) when you pass the ledge — jump and let gravity pull you past the edge
Fell through loose bridgeGet a running start — don't slow down or stop mid-section
2

Halls of the Guard

Chompers · Timed gate · Multi-level climb · Big potion · Est. 6 min

New in This Episode
🦷
Chompers new

Vertical blade traps that cycle open → closed → open. Watch the animation. Sprint through ONLY when blades are fully open and starting to retract. One wrong timing = death.

⏱️
Timed Gate new

Hitting plate A opens gate A for ~7 seconds. The gate is far enough that you must sprint immediately after the plate — no pausing.

💊
Big Potion (H)

Full heal AND permanently raises max HP by 1. There's one in this episode at col 49 — always collect it.

Step-by-Step Route
1
Chomper #1 (col 8) time it

Walk up to chomper. Stop. Watch the blades open fully — wait for them to start retracting — then sprint through. Don't go on the opening motion, go on the peak-open moment.

2
Fight guard (col 14) combat

You already have your sword from Ep 1. Poke-and-retreat: hit once, step back, repeat 3–4 times.

3
Drop to lower ledge (col 20)

Continue right and step off the platform edge. You'll land on the long lower ledge. 1-tile drop — no damage.

4
Pressure plate (col 25) → sprint! 7 seconds

Step on plate A. The gate at col 30 opens for ~7 seconds. Immediately run right — no stopping. Drop to the main floor and sprint for the gate.

5
Through timed gate (col 30) time limit

Sprint through before it closes. If you miss it, go back and re-trigger the plate. The gate resets.

6
Chomper #2 (col 34) time it

Same technique — pause, watch cycle, sprint at peak-open.

7
Chomper #3 (col 37) time it

Immediately after #2. Don't carry momentum from #2 blindly — pause again and re-time this one.

8
Two-step wall climb (col 39–41)

Standing jump up-right onto the low step (col 39–40). Then another standing jump up onto the wall top (col 41). If you hang instead of landing, press ↑ to climb.

9
Loose floor bridge (col 46–47) loose tiles

Sprint — no stopping. These two tiles crumble fast. Keep running right through them.

10
Big potion H (col 49) collect!

Walk over it. Full heal + max HP +1. Do not skip this.

11
Fight guard (col ~46) combat

The guard from earlier may have followed you up the climb. Poke-and-retreat.

12
Plate P → Exit CLEAR

Step on plate P (col 56), sprint right, walk through the exit gate (col 59).

Survival Reference
Dying fromFix
ChomperWait for blades at their widest open point, then sprint — don't go on the opening motion
Gate closed on arrivalGo back, re-trigger plate A, sprint immediately this time
Fell off wall-climbUse standing (not running) jumps on the climb — you need height, not distance
Loose bridge fallRunning start, full speed, don't decelerate
Guard during climbClear the guard at col 14 before climbing; the one that follows is manageable at full HP + big potion
3

The Palace Gates

Elite guards · Triple-level climb · Sky bridge · Max challenge · Est. 8 min

New in This Episode
🛡️
Elite Guards (E) new

More HP than normal guards, attack faster, hit harder. Same poke-and-retreat — but slower. Expect 6–8 successful hits before they die. Do NOT rush.

🌉
Loose Sky Bridge

A run of crumbling tiles suspended in the air. Fall here and you drop to a lower catch platform (survivable). There's a heal potion there, plus a route back up.

Step-by-Step Route
1
Spike corridor — starts near beginning (col 9–10) danger

Spikes appear very early. Don't run. Hold + to creep from col 8 onward.

2
Fight guard (col 14) combat

Normal guard — poke-and-retreat. Save HP here — you need it for the elites ahead.

3
Loose floor dash (col 20–23) loose tiles

Four consecutive crumbling tiles. Get a running start before col 19 and sprint without any hesitation. If you pause, you fall through all four.

4
Chomper #1 (col 28) time it

Same as Episode 2 — pause, watch, sprint at peak-open.

5
Chomper #2 (col 32) time it

Pause again and re-time — don't carry momentum from #1.

6
Ledge grab-climb (col 36)

Running jump right — you'll grab a ledge at row 14. Press to climb up.

7
Vertical climb to slab (col 38)

Stand at the left edge of the ledge below the floating slab. Press to jump straight up — grab the slab edge — press again to climb.

8
Vertical climb to platform (col 41)

Same technique — stand at the edge below the platform, jump straight up, grab, climb.

9
BIG POTION (col 42) CRITICAL — take it

Full heal + max HP +1. You are about to fight two elite guards. This is not optional.

10
Elite guard #1 (col 45) elite combat

Be patient. One hit, retreat fully (2–3 steps back). Wait for their swing animation to end. Re-approach and hit again. 6–8 hits total. Do not get greedy.

11
Loose sky bridge (col 47–49) loose tiles

Sprint at full speed. If you fall, you land on the catch platform below — survivable. There's a heal potion there. To re-climb: move to col 50 right edge and ledge-grab the platform above.

12
Elite guard #2 (col 52) elite combat

Same as #1. If you fell and used the catch potion, you're still at good HP. Same slow poke-and-retreat discipline.

13
Plate P → Exit → VICTORY COMPLETE

Step on plate P (col 53), sprint right, walk through the exit gate (col 55). You've beaten all 3 episodes.

Survival Reference
Dying fromFix
Spikes at startStart creeping immediately at col 8 — they're earlier than in Ep 1
Loose floor fallRunning start from col 18, maintain full speed through col 23
Elite guard kills youRetreat 2–3 full steps after each hit and wait for animation reset before re-approaching
Fell off sky bridgeCatch platform is survivable — pick up the heal potion, re-climb at col 50
Low HP for elite #2The catch platform potion + the big potion at col 42 should keep you at full HP entering #2
Missed vertical climbStand at the very edge of the lower surface; the jump must be straight up, not angled