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The Dungeoneering skill allows a player, or a team of players, to adventure through a series of rooms with the goal of defeating the Boss Room. The various rooms have numerous objects that may be used to assist in this goal.

The rooms are built from templates that expand or contract according to the complexity and party size. The rooms can be classified as the Entrance room, Puzzle rooms or the Boss rooms.

Say "Hello" to the Smuggler!

Entrance Room[edit | edit source]

The Entrance Room is where every party enters the floor. The Smuggler is located here who sells most of the materials to make F2P items. Items used for exploring the floor are randomly generated and placed on the tables, such as weapons, tools, runes, etc. You will also see many of the stations needed for skills used on the floor. Depending on the level of complexity, you will see: a furnace with anvils, a spinning wheel, Runecrafting altar, a Summoning obelisk, a Divination energy rift, and a water trough. There is also an exit ladder that you can climb to exit the dungeon. Some doors in this room might have an obstacle to opening them.

Normally found in rooms[edit | edit source]

In any dungeon, it is possible to find:

  • at least one monster - although some rooms are occasionally unoccupied. (Dungeoneering/Monsters)
  • one or more guardian doors
  • one to three additional doors which may or may not be locked
  • one or two keys used to unlock locked doors
  • many different skilling resource spots
  • a puzzle room
  • a boss monster that will reveal an exit upon its defeat

Doors to more rooms[edit | edit source]

Each new room entered may have additional doors in it. it can be identified as one of the following:

  • Guardian door - locked until all the monsters in the room are killed. In warped floors, if a reborn warrior appears in the room, you cannot go through these, even if the door has been unlocked previously.
  • Locked Door - a key matching the lock must be used on it, or simply clicking on the lock when you have the key. The key may be in the same room or in another room eventually accessible.
  • Skill Door - an obstacle is blocking the door. You must have a specific level in a specific skill to destroy it. Potions or portents of passage can be used to raise your skills to the required level. Alternatively, you can use a Beguiling smoke devil card to unlock the door. Failure is possible at any level and you will take high damage if you do so.
  • Puzzle Door - a door in which a puzzle must be solved first before it can be opened.
  • Normal Door - a door which can be opened with no restrictions.

Note: Only Guardian Doors require you to kill any monsters. So although you may be attacked as long as you are in the monsters proximity, you can still pick up keys, unlock or unblock doors (if any) and traverse through any doors no longer barred. Helpful if you want to wait to make potions or armour and weapons but don't want to risk your life points without them.

Guardian Monsters[edit | edit source]

Guardian Doors are protected by randomly chosen monsters from a list according to the floor you are on. The list will likely be similarly grouped like the Boss Monsters. Bovimastyx monsters, which are nonaggressive, are not required to be killed to open a door of this type.

Resources and Skilling Spots[edit | edit source]

Objects related to skills and resources can be randomly found in any room of Dungeoneering.

Resources include as the following below. Note that some rooms may contain multiple resources in one room, and the resources can be the same. (e.g. two Corpsethorn trees, a Promethium rock and a Spiritbloom plant).

Spots used for increasing skills include the following as listed below. Note that some rooms may contain multiple spots.

Puzzle Rooms[edit | edit source]

If the room contains a puzzle, one or more doors will be locked until the puzzle is solved.

See Dungeoneering/Puzzles for help on completing them.

Note: Resources and skill spots that occur in a puzzle room may be used before solving the puzzle (if the puzzle remains inactive while doing so, usually by avoiding switched and pressure pads) but any monsters should be dealt with first, as they may create an obstacle for some puzzles.

Boss Room[edit | edit source]

See Dungeoneering/Bosses for tips on killing bosses.

The main goal of a floor is to defeat the boss. The completion exit doesn't open until the Boss Monster is defeated; exiting the dungeon in any other way results in a failed floor and will give you reduced experience (or none if you did not explore at least half of the dungeon).

Note: Before leaving the dungeon through the exit in this room, it is advised to explore as much of the dungeon as possible as this increases the experience you are rewarded with. You may not leave the boss room using the door if you are attacked, though you can teleport out using a gatestone, the exception being in the rooms of Luminescent Icefiend and Yk'Lagor the Thunderous (if not standing behind one of the pillars).

Update history[edit | edit source]

This information has been compiled as part of the update history project. Some updates may not be included - see here for how to help out!
  • ninja 1 July 2014 (Update):
    • The incense burners inside of the 'ghost with a key' Dungeoneering room now have left-click 'Add herb' options.
  • patch 21 January 2014 (Update):
    • Clicking on a key door after killing all monsters in a Dungeoneering room no longer triggers the message that the door will not be unlocked until all guardians have been slain.
  • patch 20 August 2013 (Update):
    • A certain set up of a barrel room in Dungeoneering no longer has its critical path blocked by mapping.
  • patch 5 July 2011 (Update):
    • A tree resource in certain Dungeoneering rooms can now be accessed.
  • patch 24 June 2010 (Update):
    • Fixed a problem with a particular challenge room in Daemonheim involving (not) waking guards.
  • patch 19 July 2010 (Update):
    • Adjusted the animations in one of the Dungeoneering challenge rooms.