Original Message:   No, kkc wasn't with NWC, but Tom Zeliff, the designer of the Dungeon of Secrets, was, and he gave us this walkthrough....

After reading many posts complaining about the Dungeon of Secrets being really tough, I thought I'd defend it by posting a quick walkthrough guide on how to complete it easily.  Having a high perception really helps so that you can see certain traps, but there are clues to every trap in there.  As you know you must pass through the dungeon without setting off a single trap, otherwise you must pass through again.  It really is not that hard, and does not require the split second timing to make the jumps.  If you set off a trap, you will know as all traps do make a noise once set off. 
First, a couple of tips.  This dungeon will require you to be able to run forward and jump at the same time.  The default key for the jump key is X, which is in just about the worst possible place aside from Scroll Lock.  Re-map the Jump to a more comfortable key.  You need not buff your party up with tons of protection spells as there are no monsters in this dungeon.  Fleet foot may come in handy for some areas, but this dungeon is best completed without it.  The normal run speed is perfect for this dungeon, with one section requiring you to walk (more on that later).  If after reading this guide you still can not finish the dungeon or have some other problem preventing the light reflexes needed there is a magic based alternative to running the course that you can use to bypass all of the traps. 
Let's start with the basics:
Doors and Levers:
The guy at the front will tell you that there are 9 doors in the dungeon, each of which has a lever attached to it.  Behind each door is an axe that will fall if the door is opened.  Hitting the lever before the door will disable the axe for a certain length of time, which varies from section to section.
You must hit the lever, then make it to the next door and get the door completely open before the bell goes off to avoid having the axe fall.  If an axe falls, you have set off a trap.  If you run out of time and have not made it to the door yet, you have not set off a trap.  Work your way back to the lever and try again.
The dungeon starts off easy, but gradually more obstacles will be placed between the lever and the door.  If you set off any of these traps then you have also failed and will need to redo it.  Luckily the traps do very little damage; more like a slap on the wrist.  I guess they weren't trying to kill us with them, just sting a little for screwing up.  I am very grateful for this, as I got hit by many of these traps while putting this walkthrough together.
Lever and Door 1
Traps encountered:  none
Difficulty:  Very easy
The first door and lever are visible from the beginning of the dungeon.  Talk to the guy in the booth and accept the trial.  He will give you instructions on the dungeon.  Walk up to the gate and push the button.  This seems to reset the dungeon, so if you screw up you don't have to talk to Chadwick again to make another attempt.  The gate will open, and you will be presented with the first door and lever.  Use the lever, then when it starts ticking open the door.  If done correctly you will not hear or see the axe fall.
Lever and Door 2
Traps encountered:  none
Difficulty:  Very easy
The second lever will be on the wall to the left, and the door just beyond on the right.  Again, use the lever, then open the door.  Easy!
Lever and Door 3
Traps encountered:  none
Difficulty:  Easy
This time things are a bit tougher, but still quite simple.  After passing through door 2, you will see the lever, but not the door.  The door is further along the hallway, and not far off at all.  If it helps, you can walk over to the door to get a feel for where it is before hitting the lever.  Just be sure not to open the door until you have used the lever.  Use the lever, the run to the door.  Easy.
Random trap:  Double Axe Trap
Trigger:  Big floor plate
Difficulty:  Easy
After the third door you will encounter a chamber with water.  If you look down through the water you will see a metal sewer grate, and then beyond that a large floor tile that looks different from the rest of the floor.  I've tried many times with lots of combinations of Fleet foot and running, but I was never able to jump this floor plate without setting off the trap.  There is an easy way around it though.  Open the sewer grate by using it.  Fall into the water and swim under the trap and up on the other side. 
Lever and Door 4
Traps encountered:  Fireball room
Trigger:  Many floor plates
Difficulty:  Moderate
This room can seem like the hardest room in the whole dungeon, and if it does then you are not doing it correctly.  When you first step into the room you'll hear some squeaks of that rat you have been hearing all through the dungeon.  Step back as he triggers a bunch of fireballs that eventually do him in.  Note:  These fireballs do NOT count as setting off a trap.  They are there merely for a little humor.  Poor rat.
Once the fireballs have stopped it is your turn to make it through the room.  The lever is on the right hand side, and the door is at the opposite end.  After many experiments with saving and reloading I've found that the safe stones are the oval ones, and all of the tiles around them will set off fireballs.  Think Indiana Jones here:  There was a trap that he had to step around the oval stones to avoid getting shot at, but here you have to step only on the oval stones.  I've also found that you can walk on and off the first oval stone without setting off a trap if you are lined up.  With a high perception you can see all of the trigger stones. 
The thing that catches most people here is that they try to run across and jump, or have Fleet foot on.  Under those circumstances it is very very difficult to make it across.  Here is the easy solution:  walk.  Go into the options and turn off the Always Run, or just hold down the Walk key.  Now simply walk forward onto the first stone, then while still walking jump 4 times in a row and you're across just that easily.  It doesn't require amazing reflexes or hair timing.  Use the lever, calmly walk onto the first safe stone, then while still in walk mode jump four times in a row and that's it.  Be sure to save before attempting this jump sequence so you can retry it.  After successfully completing this room you can turn run back on.
Lever and Door 5
Traps encountered:  Big blade
Trigger:  Standing
Difficulty:  Easy
Many people have complained bitterly about this trap, but avoiding it is very easy.  Your clue about what to do is in where the perception markers show up, and where the lever is.  The perception markers cover the walls from about head level up, and the lever is on the ground instead of at normal height.  Those clues should point to one easy solution:  crouch.  Use the lever, hold down the crouch key until you are near the bottom of the stairs, then stand up and run the rest of the way to the door. 
Lever and Door 6
Traps encountered:  none
Difficulty:  Easy
In this room you'll see the standard door, but the wall on the right will be covered in levers.  Which one is correct?  Well if you have your perception value high enough, it will be highlighted for you.  Or you can look in the mirror to the left where only the real lever will cast a reflection. 
Myth:  Hitting one of the false levers counts as setting off a trap.
Fact:  False.  The false levers don't do anything other than move down and up.  You will know you have hit the real lever because you will hear the standard ticking noise of the timer.  Once you have hit this lever you have a very short period of time to make it to the door.  Use the lever and book it to the door, but don't open the door unless you hear the ticking noise.
Lever and Door 7
Traps encountered:  Double Axe Trap
Trigger:  Floor plate
Difficulty:  Moderate
In this one you'll be coming through the water room from the top floor.  The lever is on the wall to the right.  To make it to the door, you must jump a small floor plate to avoid setting off the Double Axe Trap, and then make another jump to make it over the gap.  People that have a hard time walking and chewing gum may find this tricky, but it's not that hard.  Just two moderately timed jumps are needed to make it across.  Be sure to save before attempting in case you set off the Axe Trap, or fall to the room below.
Lever and Door 8
Traps encountered:  none
Difficulty:  Very Easy
After riding the elevator down you'll see the next door directly in front of you.  If you turn around you?ll find the switch in the wall of the elevator shaft.  Use the lever, and then proceed through the door.  Don't delay though as this is a fairly short timer as well.
Lever and Door 9
Traps encountered:  The Gauntlet
Trigger:  Many Floor Plates
Difficulty:  Moderately difficult
This last room requires a little more planning to do.  The floor plates are laid out like this:
The traps go in this order: 
1) Blade in the wall (right side)
2) Blade in the wall (left side)
3) Overhead spikes
4) Wall spikes (left side)
5) Spike board (right side)
6) Spike board (left side)
7) Spike board (right side)
8) Double blade
9) Double saw blades (left/right staggered)
10) Rolling log with saw blades
To make it through hit the lever, then follow the following steps:
Run around Plate 1 on the and then stick to the right wall.
Stay on the right wall until you are in the open space of Plate 3, then jump.
After passing Plate 4 side step to the left and proceed down the center.
Before stepping on Plate 8, turn to the right and jump for corner of the L shaped gap.
Turn to the left and make a diagonal jump over Plate 9.
Head straight and make a big jump over Plate 10.
Open the door.
If you follow all of these steps you should easily make it through without setting off a trap.  It takes a little practice, and odds are you won't get it on the first try, but with quick saving and a little patience you can solve this dungeon. 
If all else fails you can use the Lloyd's Beacon shortcut.  Run through the dungeon setting off as many traps as you want, then just outside of the last door (but not through the gate) place a beacon.  Go out, talk to the guy in the booth, push the button and renter the dungeon.  After clearing the first door, cast the Beacon again and you will be transported to the end of the dungeon without having set off a trap. 

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