This is probably about as bad-@ss as events get.
(apologies to anyone offended)
You know those climactic sequences in sci-fi movies where the minions are chasing the hero(s) through a maze/building, just as a bomb is about to go off, taking out everything within a 5-mile radius with it? We're going to make that. Bomb, minions and all.
How does it work?
You turn on a bomb, yell "RUN!!!", then run through a maze (the dungeon generator can do this if you're too lazy to make one). Guards appear out of thin air and chase you through it (though you're slightly faster). If the timer reaches <1 sec, the bomb goes off, everything explodes and you die. But if you make it to the exit, everyone/thing else blows up and you live...for now.
Now the recipe:
You'll need 2 aptly-named switches- a "chase" switch, and a "kill" switch.
There will be minimum 4 events: a bomb, a minion/guard (you'll make more, obviously), a "detonator" (does a bit more) and a "diffuse".
The numbers in "minions" and "bomb" signify event pages, the line being my lame attempt to show this. Finally, right-click on your guard event and hit "copy" then sprinkle your guards around the area. They do not show up until the "Chase" switch is on.
The "wait" function in the guard event is optional, and is only used to time the explosions. But why do they explode, too? 1. it gets rid of them and 2. it saves you from having to make any extra events simply because you need explosion FX. I should point out that the timer does not stop if the guards catch you and start a fight.
If something's wrong (shouldn't be, since I copied it word-for-word), let me know.