Warrior Quest
Master attacks, defense and special powers. Racing, action, puzzles and duels to enjoy on phones or computers.
Cross the bronze citadel’s 3 courtyards, defeat their guardians, collect all 3 seals and reach the final exit alive. The arrows move your warrior in four directions: left and right across the courtyard, up and down along its depth. There is no jump. Space: strike. J: hold guard. K: dodge. L: power strike. Touch buttons provide the same actions; hold a direction to keep walking. Get within reach and watch the guardian’s visible windup, strike and recovery. Each press of Strike gives one attack: release before striking again. Holding never chains attacks. The bronze guardian blocks light strikes outside recovery, so exploit its openings. A landed strike adds 18 charge and a parry adds 24, up to 100. Pressing Power strike spends 60 charge; holding that button does not charge an attack. Hold Guard facing an attack to reduce damage at a continuous stamina cost. Strikes and dodges also spend stamina. The brief start of a guard can parry a well-timed hit; holding does not extend that window. Low stamina can cause a guard break. Heavy hammer blows cannot be blocked: dodge out of their reach. Release and press Dodge with a direction to move that way; without a direction, you step backward. Dodge has a cooldown before it can be used again. Let stamina recover between actions. Each courtyard has a guardian and a seal. Defeat the guardian, then walk to the seal to collect it: beating the enemy alone is not enough. A seal restores up to 18 health and opens the passage. After the last seal, physically reach the exit; holding all 3 seals does not finish the quest from a distance. At zero health, defeat takes priority even if you touch a seal or the exit at the same instant. Local mode pits two people against each other on the same keyboard or touch screen. On a touch screen, each player has a separate set of buttons. Player 2 uses F/H for left/right, T/G for depth, V to strike, B to guard, N to dodge and M for a power strike. The first to win 2 rounds wins the duel. A drawn round awards no point. These duels never unlock quest chapters. The quest against computer-controlled guardians has 12 chapters. Only completing a quest unlocks the next chapter; losing or winning a local duel does not. No countdown causes defeat. Pause stops combat, and saved attempts resume paused. Music and effects have separate volume controls; global mute silences both.