Keys: 1 2 3 swim · H harpoon mode, then 1 2 3 to plot the path · Enter fire · S sonar, then 1 2 3 · Esc cancel
IRON JAWS
Hunt the shark before it hunts you
Twenty sea caves, linked by dark tunnels. Somewhere in them sleeps Iron Jaws, an armoured shark the size of a boat. You are a diver with a few harpoons, a few sonar pings and a limited supply of air. You cannot see it. You can only smell the blood in the water when it is one cave away.
Hunter: the classic. The shark sleeps until a harpoon misses, then it wakes and moves.
SENSES · in every cave you learn what is next door. Blood in the water: the shark is in an adjacent cave. A tugging current: a whirlpool. Slapping tentacles: a giant octopus. SWIM · click a neighbouring cave. Swim into the shark and you are eaten. Swim into a whirlpool and you are gone. An octopus grabs you and drops you somewhere random. HARPOON · a harpoon flies through up to five caves along a path you plot. Hit the shark and you win. Miss, and the shark wakes: it usually moves, sometimes into your cave. SONAR · on Rookie and Hunter you carry a few sonar pings: pick a neighbouring cave and learn exactly what is in it. Spend them when the safe caves run out. MAP HELP · on Rookie and Hunter, caves you have proven safe get a green ring, caves that might hold something nasty get yellow dashes, and when the blood trail only fits one cave that cave turns red. Swim through the green, harpoon the red. AIR · every swim costs a breath. Run out and you surface empty-handed. Fewer breaths and more harpoons left mean a better score.