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Locked Dungeoneering Guide


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This topic is under construction and not finished, it has a lot of information already but I'd like to touch more on elite dungeons as a training method.

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Spoiler
  • Getting here, every new player starts with a Ring of Kinship, it should be within your bank. If it's not don't panic there are multiple ways to get here (see image below)
    • You can right click your right and click the 3rd option to teleport to daemonheim.
    • You can open the teleport hub (ctrl +t) by clicking the 'h' orb next to the minimap and using the 'misc' tab to teleport to daemonheim. 
    • You can open the teleport hub (ctrl +t) by clicking the 'h' orb next to the minimap and using the search bar (top right) type in 'dung' and daemonheim will be the bottom option to teleport to daemonheim. 

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  • If you have lost your ring you will need a new one, use one of the teleport options above and simply speak to the Dungeoneering tutor for a new one.HpIYOmy.png

 

  • Binding items: Binding items are extremely helpful, when you first start on complexity 1 you will start with gear, it's important to bind some of these items so that when you eventually move up to complexity 6 you have some bound gear to push through dungeons, these items can also be destroyed so you can bind higher level items at a later time as you get them. Image below shows starter items you get on c1 (red) and bound items that you can eventually achieve as you move on (yellow)
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Spoiler

 

  • Starting dungeoneering is pretty simple, click your ring to open the party interface (image below) and you can either invite your friends here before starting, set your floors and complexity or just click enter which will prompt you to pick your floor, complexity and dungeon size.
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  • Complexity; There are 6 stages of complexity, lower complexity makes dungeons easier by removing certain skill doors and giving you gear upon entry, however this comes at a cost of xp. 
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  • Floor sizes: When entering a dungeon you will be asked your floor size, there are 3 to choose from;
    • Small: up to 16 rooms.
    • Medium: up to 32 rooms.
    • Large: up to 64 rooms.
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Puzzle doors: Puzzle doors can sometimes be confusing so here are some of the ones that we have here on velheim and how to solve them

  • Sliding tiles: This room contains a 3x3 grid with 8 tiles and 1 space. Each tile has a part of a picture on it. To complete the puzzle, the player must move the tiles to form the picture. The player must click the proper tile to move it into the empty space, eventually creating the image above. In a group, it is best for only one player to solve the puzzle while the others run to a door. Any player attempting to move an incorrect tile or moving the same tile after the first member will suffer damage. Damage may still be taken from incorrectly moving the tiles even if the puzzle is completed. A player may move a second tile before the previous tile has finished moving; it is not necessary to wait the full time between each tile.
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  • Sliding Statues: This room has eight statues split into four groups. The four southern statues will be movable, while the northern four statues are stationary, you must mirror the statues to there northern counterpart.
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  • Leavers: The puzzle consists of 5 levers, each with a "Pull Switch" left-click option. Players need to pull all of them in the shortest time before a trap is triggered and levers reset, releasing gas harming the players in the room. The larger the team is, the less time there is before the gas is released (This is dependant on if you have chosen your dungeon size for 1 person, 1-3 people which is an additional option when starting a dungeon as a group).
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  • Flip Tiles: In the centre of the room is an overall grid of 5x5 tiles consisting of two different colours the goal it to get all the tiles to be one color. The tiles have a Runecrafting level requirement. When right-clicked, tiles give 2 options:
    "Imbue" - flips the imbued tile and any other tiles to the north/east/south/west of the imbued tile.
    "Force" - flips only the tile itself, but the player receives damage.
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  • Crystal Puzzle:  To solve this puzzle, you must stop all 4 lights on the large crystal. If you step onto one of the 4 pressure pads, the corresponding light will stop moving until you step off, this includes if it is in the crystal. Once you step off the pad it will start moving again.

    Solo players - You need to synchronise the lights so that they hit the crystal all at the same time. Stepping on and off the pressure pad starts and stops them. Once all 4 hit the crystal at the same time, the lock will open.

    A good strategy is to stand on a pressure pad while watching another colour—when the other colour is just before the Large Crystal, just off the second to last spot—step off the pressure pad. The idea is to synchronise that other colour with the one you are controlling. When two colours are synchronised move to the third, then the fourth, opening the doors.

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  • Toxin Maze: Next to the entrance of the room is a switch that must be pulled to progress. When pulled, a countdown starts until a toxin spreads through the room, dealing continuous damage. There is a chest in the centre of the room that will stop the toxin and remove the obstacles, but this is never necessary for reaching the doors. If the player is able to unlock the chest without using up the grace time, they will be rewarded with some items. Free players will sometimes encounter members only treasure in the chest. In that case nothing will be gained. All maze centres are reachable, but a long path is often needed to reach the centre.
    As such, if the maze does not contain a key in the chest room, then just make your way to the doors and set gatestones past the room if necessary to avoid navigating the toxin-filled maze.
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  • Fishing Ferret: Buy feathers if you do not have any already. It is recommended to have feathers for every floor. Players may also make use of Prawn Perks if they have unlocked them.
    Catch some raw vile fish (Only the first 3 fished vile fish gives Fishing experience.). One more than the puzzle requires is usually a good number. If you fail, you may receive damage.
    Cook them into vile fish.
    Toss the fish onto tiles to lure the ferret to move in a path that avoids the holes and to the pressure pad.
    You can use vile fish caught in one puzzle to lure the ferret in another of these puzzles (if it's in the same dungeon). As a result, if you come across a puzzle with too high of a fishing (or cooking) requirement, and there is another puzzle with lower requirement, stock up on vile fish from the less demanding puzzle to clear the more demanding puzzle.
    Ferrets can, and will move diagonally. You don't have to limit yourself to 90° angles. The ferret will move diagonally to its direction before heading straight (north, west, east, or south). With this in mind, all puzzles should take 2-3 cooked vile fish to complete.
    You can throw the second vile fish right after the first one landed. You don't have to wait for the ferret to move. It has a good memory and will follow the order in which you are throwing the fish. However, throwing the second fish too quickly can cause the ferret to stay put on the first fish's tile, requiring another throw.
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  • Fremennik Camp: Talk to him then click on the three crates, which you will smith into battleaxes, cutting and stringing bows, and raw fish to cook for the new explorers. He will then unlock the door(s).
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  • Fix the Flow: Fix the broken pillars (requires Construction) and mine away the debris (requires Mining). Once all the debris is gone and all pillars are fixed, the fountain will fill and unlock the door. There is a chance of failure to fix the pillar, in which case the red liquid will burn the player's hand and cause damage.
    It is possible to tell which corner of the room has debris/broken pillars by seeing which of the paths are not flowing red.
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  • Unhappy Ghost: There are a variety of tasks that need to be done to cheer up the ghost. An antique ring is on the ground and needs to be returned to the jewellery box. A broken pot (along the sides of the room) and a damaged pillar require repairing, requiring the same Construction level to repair each. Unlock the coffin (requires thieving) and bless the remains of the coffin (requires prayer).
    Beware that it's possible to take damage from failing any of the skill-related tasks.
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  • Coloured Recess: Push or pull all 4 blocks onto a coloured recess. (Be sure that the 'block' colours go onto the corresponding 'recess' colours) Then take all 4 coloured vials from the wall. Use the coloured vials on the block placed on the corresponding recess, and the doors will unlock. 
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  • Flower Roots:  Look at the colour of the biggest flower located at the centre in the room and the flowers on the root that block the way and all the flowers in the room will change colour. (You can hover over the flowers to verify the colour.)

    Only cut the small flowers which match the colour of the biggest flower, otherwise you will take damage from trying to cut other flowers which don't match the correct colour.

    After reaching the biggest flower, uproot it to unlock the door. All the unchopped flowers will be removed and the vines will be lowered, allowing easier passage through the room.

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Spoiler
  • Dungeoneering is fairly straight forward when it comes to levelling up which is why there is not a lot of information within this section, you just need to kill the boss and end the floor but there are some extra things you can do to gain the levels a bit faster.

 

  • Floor Rushing: What is floor rushing you ask? Basically it's setting the complexity to 1 and rushing to the boss to end the dungeon as fast as possible without worrying about opening everything up.

 

  • Dungeon Prestige: Prestige is the most vital thing to do if you are looking to climb levels fast, if you are a Classic or Regular player (who is priesting there whole account - see Prestige guide for more information on that) , dungeoneering floor priesting is worth doing. Every time you prestige, make sure that you reach the MAX floor you can, otherwise it'll just be time wasted, each time you prestige you will get bonus xp when re-doing the floors (this works well with rushing because you mainly want to take advantage of the higher level floors xp and bonus xp)

 

  • Skill and Puzzle doors: If you come across skill or puzzle doors that you can't open due to level requirement, skip them. These will not effect your ability at getting to the boss room.

 

Floors Guide:

  • Regular mode/Novice:
    • Rush floors 1-40 on smalls at complexity level 1
    • Open all doors: No
      • Complete floors 40-60 on large at complexity level 6
      • Open all doors: Yes
  • Ironman/Uim/Hcim:
    • Rush floors 1-30 on Small at complexity level 1
    • Open all doors: No
      • Complete floors 30-60 on large at complexity level 6 
      • Open all doors: Yes
  • Classic:
    • Rush floors 1-30 on Small at complexity level 1
    • Open all doors: No
      • Complete floors 30-60 on large at complexity level 6
      • Open all doors: Yes

 

Elite Dungeons:

  • Elite dungeons have been added to velheim and are amazing for low level dungeoneering climbing in order to unlock the skill level requirement for higher level floors before hand.
    • You gain xp just by killing npcs within the dungeon, along with tokens by killing the minibosses.
  • We currently Have Elite dungeon 1 (Temple of Aminishi) and Elite Dungeon 2 (Dragonkin Laboratory) with Elite Dungeon 3 (The Shadow Reef) in the works, you can get to both of these using the teleport hub (ctrl+t) by clicking the 'h' orb next to your minimap. You can find them within the bosses tab of the teleport hub or by using the serach bar (top right) and typing in 'elite dungeon' 
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Spoiler
  • Dungeoneering Experience when bought as a reward will not scale to your gamemodes xp rate, it's 1:1 all round, please be aware of this before buying.
    • All of the chaotic weaponry can be augmented and if you are a new player this is worth getting in order to start your pvm journey
      • If you plan on going for the completionist cape, it's wise to save 4,000,000 (4m) tokens as you will need to buy 10 of the Meilyr potion recipes as part of a completionist requirement.

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Advanced_pulse_core.png?3eb39 Pulse Cores: 10% core bonus xp for 10min (Stacks upto 60mins), 50% bonus is also applied when equipping the pulse core.

Book_of_knowledge_%28Elemental_Workshop_ Vote Books: 50% increased xp for 15min/book

 

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Don't forget about the well of goodwill and/or double xp weekends for even more xp gains!

 

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Very nice Dungeoneering guide, I like how "clean" your guides are!

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Spoiler

MY GUIDES:

How to get to the Travelling Merchant
How to get to the Travelling Merchant - Topic 3269

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Chompy Birds Guide - Topic 3278

Where to hand in Chronicle Fragments
Where to hand in Chronicle Fragments - Topic 3597

How to make Bullseye Lantern (Ironman Friendly)
How to make Bullseye Lantern (Ironman Friendly) - Topic 3617

Giant Mimic Boss - D&D
Giant Mimic Boss D&D - Topic 3684

Player Owned Ports Guide
Player Owned Ports Guide - Topic 3720

Bork Boss - D&D
Bork Boss D&D - Topic 3785

How to get to the Lost Grove - Slayer Creatures
How to get to the Lost Grove & the Slayer Creatures - Topic 3800

Raptor Key & Chest - Raptor Monsters
Raptor Key, Chest & Raptor Monsters - Topic 3806

Ancient Invention Guide/Overview
Ancient Invention Guide/Overview - Topic 3821

Crafting Guide - 1-99+

Crafting Guide - 1-99+ - Topic 3901

 

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