While training the Dungeoneering skill, the player travels through randomly generated dungeons. Each dungeon contains multiple “rooms” of similar size, laid out in a grid design. A “small” dungeon can be up to four rooms by four rooms. The rooms are hidden from sight until a player unlocks and opens the corresponding door. The goal of the dungeon is to search the rooms for the boss room, where the exit is located.
Upon starting the dungeon, all players are placed in the “starting room”, where there are tables full of items, a furnace, a spinning wheel, and most importantly the smuggler. The party can prepare for the dungeon here as there are no monsters in the start room. There is always at least one door in the room, usually more. When the player is set, he can start the exploration right away!
Usually, a room will contain monsters. They can be ignored, or exterminated, it doesn’t make a substantial experience difference in the end. Sometimes it is required to kill the monsters to proceed to the next room. Quite commonly, there will be a creature that is called a *mastyx. These monsters look like fat dinosaurs, and are not hostile. For the sake of time, it is best to ignore these monsters and move on without killing them.
Although it is possible to find a door that a player can proceed through without unlocking it, in most cases, doors will be locked by some means, slowing your progress. It is important to know how to unlock these doors in order to progress rapidly through the dungeon.
Very often, doors will be locked by key. Keys are located on the ground throughout the dungeon, and it is up to the player to match the key with the corresponding door. Every key has a color and a shape, such as “crimson wedge” or “yellow diamond”. If there is a key, then there is also a door with a matching shape and color somewhere in the dungeon. It is important to keep a sharp lookout for keys every time you enter a room, because very commonly keys are left on the ground, and valuable time is consumed when you have to search for it to unlock a door.
Guardian doors will not open until all of the monsters in a room are killed (excluding the *mastyx). They can be found anywhere – even in rooms without any monsters to begin with. If there is even one hostile monster in the room, however, the doors will remain locked.
Skill doors often require an item to open. For example, if there is a pile of rocks in front of a door, the player must have a pick, as well as a certain mining level to clear it. The level requirement can be anywhere from level 1 to level 114, but requirements above 99 are accessible only to members who can make stat-boosting potions.
Puzzle Room Doors:
There are many rooms that contain puzzles. The doors unlock once the puzzle has been solved. Puzzle rooms are the most time consuming and complex part of dungeons, and it may be hours of dungeoneering before you see the same puzzle again, due to the fact that there are so many possible rooms to be generated. Skilled dungeoneers have the puzzles memorized, but this guide is an excellent reference to newer dungeoneers. It gives details of the many puzzles and how to solve them.
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