Stealth archaeology puzzle. Navigate 20 ancient temple chambers.
━━ THE TEMPLE AWAITS ━━
Deep in the jungle, four ancient temples hide relics no one has touched in a thousand years. The traps still work. The serpents never left.
You’ve crossed the overgrown courtyard. Now you’re inside, and the walls are narrower than the maps suggested. Three artifacts. One exit. Every stone you step on has been stepped on before — by something that learned from it.
━━ HOW IT WORKS ━━
Navigate a 9×12 stone grid of carved corridors and sealed chambers. Three artifacts are placed at fixed positions in each chamber. Collect all three, then reach the exit in the top-right corner.
Dart traps fire along entire columns — each trap fires for one turn every four, then resets. The yellow column glow marks the live danger zone. Between firings, there are three safe turns. Time your crossing carefully: step in while the column is dark, clear it before the next volley.
Serpents patrol the corridors in long, rhythmic sweeps. They move back and forth along fixed paths, and they can sense prey two tiles ahead of them in their direction of travel. The orange glow on the floor shows their sight range. Let a serpent pass, then follow in its wake. Never step into the glow.
━━ ANCIENT LOGIC ━━
Dart columns and serpents operate on independent schedules. The column fires on a strict four-turn cycle. The serpent position is determined by its patrol length and starting offset. Both are visible, both are predictable. The temple does not cheat — it simply expects you to think further ahead.
Tap an adjacent tile to move, tap your own tile to wait. The game shows all danger information in real time. No randomness, no hidden mechanics.
━━ 20 CHAMBERS · 4 TEMPLES ━━
Outer Gates → Serpent Halls → The Vault → Inner Sanctum. Each temple increases the number of active dart columns and adds a second serpent to the patrol routes. The Inner Sanctum features serpents with overlapping patrol ranges — the only path through requires waiting for both schedules to open a single-tile gap at the same time.
━━ SCORING ━━
3 Relics — 60 turns or fewer
2 Relics — 90 turns or fewer
1 Relic — any completion
━━ EVERY CHAMBER IS SOLVABLE ━━
All 20 chambers have been verified to have a clean 3-relic solution within the turn limit. The ancient architects were thorough. So were we.
Détails
Version
1.0
Version Android minimale
7.0
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0
Site du développeur
bigftsp.online
Disponible dans
Albanie, Autriche, Belgique, Allemagne, Danemark, Espagne, Îles Féroé, Groenland, Hongrie, Italie, Liechtenstein, Lituanie et 2 de plus