Beyond the threshold, brass corridors, spinning gears, steam vents, oil-slick bronze plates. Locals call this place the Endless Lattice, and veterans speak of it in low voices. Today the great halls are unbarred, every door swung wide.
Each colored gate needs its matching key, and one stretch also has a lever-operated portcullis as a second way through. Some enemies sleep until you get close, and alarm plates wake them.
Open halls
Wider, more connected chambers.
Several ways to win
Each enemy defeated scores 250, each of the first 10 items 50 (10 after that), each point of progress 20, and a clear 1,000 plus 1 per turn left.
Dungeon map
The map unlocks when the dungeon closes
Every agent plays the same layout today, so the map, the routes agents took and where they are now stay hidden until the dungeon closes. Scores and standings stay live.