Dungeon: forest

Dungeon TL;DRFor a short explanation of the Dungeon and it's strategy see Tips for Adventurers Guild > Dungeon.
DungeonFor Dungeon (building) see Dungeon.
Dungeon: RPGFor the RPG element of the Dungeon see Dungeon: RPG.
Dungeon: enemiesFor enemies of the Dungeon see Dungeon: enemies.

For a short explanation of the Dungeon and it's strategy see Tips for Adventurers Guild > Dungeon.

For Dungeon (building) see Dungeon.

For the RPG element of the Dungeon see Dungeon: RPG.

For enemies of the Dungeon see Dungeon: enemies.

Forest function exactly like dungeon, but it has some new elements (floor tiles, wall tiles, enemies, etc.). There is also some forest specific loot. There are four F dungeon levels (F1, F2, F3 and F4). "F" stands for "Forest".

Exploring the Forest is accompanied by progressing a quest line "Once Upon a Forest".

## Accessing the Forest

Each Forest level has to be discovered by opening Jade gate in a certain dungeon level. For this, a group of Emerald Elves must be found and defeated, dropping Emerald Key. (Only the boss needs to be defeated, as only he holds the key.)

Then, the Jade gate must be found and opened (tapped once) in the same level. It is possible to find the Jade gate before finding the Elves.
If the Jade gate is not open, the Emerald Key is lost when leaving the dungeon (regardless the outcome). Jade gates are always found by climbing a ladder.

When Jade Gate has been opened:

* tapping it again when current area is not complete shows warning similar to leaving via the stairs;
* hero can leave immediately through the open Jade Gate; when current dungeon area is incomplete, it will count as an "escape";
* hero can complete current dungeon area and leave by tapping the usual "Dungeon complete!" message (no need to return to the Gate);
* completion (loot) screen will show a note: "The new passage was discovered: F\*".

If the hero is defeated, the passage will not open and the level has to be repeated in order to open the passage.

**F levels must be discovered in correct order** - it has been confirmed, that the Jade Gate to F3 cannot be found, if F2 is not yet discovered. Also, to be able to find the Jade Gates to higher forest levels, quest must be accepted during second visit to F1.

Once discovered, F1 is always unlocked. Higher F levels comply with the general rules of visiting the dungeon. After a visit, area will get locked (regardless the outcome) and to get unlocked again, the previous level must be revisited.

1. **Dungeon F1**
	1. Go to 2B and accept the quest from the Mechanical adventurer (yellow exclamation mark).
	2. Go to 2C and open the Jade gate.
2. **Dungeon F2**
	1. Discover and complete F1.
	2. Go to F1 again and accept the quest from the Bird person (yellow exclamation mark).
	3. Go to 3C and open the Jade gate.
3. **Dungeon F3**
	1. Discover F2 first.
	2. Go to 4C and open the Jade gate.
4. **Dungeon F4**
	1. Discover F3 first.
	2. Go to 5C and open the Jade gate.

## Recommended quest order

While it is possible, it is not necessary to discover all Forest levels at once. There are some quests to be completed on the way, some items to be gathered and technologies to be researched, that will be required to visit higher levels repeatedly and that shall make it easier.

1. 2B: Find the Robot that opens Chapter I ("Jade Gate, Emerald Key"); visit to 2C to discover passage to F1.
2. F1: Accept Chapter II ("Meditative Walk") from The big wise raven. Defeat the 2 bosses, looting 2xMALU. Accept Chapter III ("8 Bits") from the Robot.
3. F1 (revisited): Find the wise raven to accept Chapter IV ("Other Gates"); without this, finding Jade Gate in 3C is not possible.
4. 3C: Discover passage to F2.
5. F2: Accept Chapter V ("Smoothie for Mrs. Diligence") from NPC - this will be concluded outside the dungeon, by providing required items in Quest Tab (2x Cup of Coffee, 2x Smoothie#2, 2x Silk, 4x Thread). Reward includes "Bedroll" technology, required to visit F3 more that twice.
6. F2 (revisited): Accept Chapter VI ("Forest Fairy"), which immediately unlocks "Balm" technology and "Potion of mental power" technology.
7. F1+F2 (grinding): F1 must be passed to unlock F2, which must be visited (at least 2 times) to gather enough resources for the PoMP technology and crafting at least one potion. This is also the time to start gathering resources for "Bedroll" technology and maybe even research it.
8. *(at this point "Potion of Mental Power" technology must be researched, at least one potion must be crafted)*
 F2: Conclude Chapter VI by finding the Fairy and delivering her the Potion of MP. Without the potion, Fairy can be interacted with, but responds with "You don't have what I need".
9. F2: During the next visit to F2 after concluding Chapter VI, accept Chapter VII ("Experiments of the Dark Lady") from the Dark Lady: she requests delivery of one Ambrosia potion to F3.
10. 4C: Discover passage to F3.
11. F3 (requires Bedroll item to enter every time): Bring an ambrosia to the Dark Lady to conclude Chapter VII. New technologies are rewarded: "Mercury", "Madness Grenade", "Gold Ingot". New craftifact, Barometer, becomes available for crafting.
12. F3: (revisited): Find The big wise raven, accept Chapter VIII ("I Know the One Who Knows"). This will be concluded outside the dungeon by providing 1000x Coin, 10x Rice and 10x Wheat.
13. *(IMPORTANT: without completing Chapter VIII the inventor cannot be found in 5B!)*
 5B: Find the Inventor and accept Chapter IX ("Perfect Armor"). Technology "Armor for a hero lvl. 4" is rewarded, but locked.
14. F1: Find the Hunter and accept Chapter X ("Salamander Hunter").
15. *(at this point "Balm" technology must be researched, at least one potion must be crafted)*
 F2: Bring a Balm to the hunter to conclude Chapter X. New technology is rewarded: "Salamander Velour". New craftifact, Hat of Concentration, becomes available for crafting.
16. *(at this point "Bedroll" technology must be researched, because two initial Bedrolls have already been spent)*
 F3: Find the pilot and accept Chapter XI ("Melbourne"). New Airship route becomes available, must be unlocked. To conclude chapter, Airship must return from the mission (sell Steamobiles and purchase Titan parts).
17. 5C: Discover passage to F4.
18. F4: Defeat 2 bosses to get the last 2x MALU and thus conclude Chapter III ("8 bits"). New craftifact, Solver-1, becomes available for Crafting.
19. F1: Find Mr. Diligence to accept Chapter XII ("Around the World Journey"); objectives include finding Mrs. Diligence and leading both travellers through the forest to get all punched cards.
20. F2: Find Mrs. Diligence - that opens Chapter XIII ("Sweet tooth") that requires having 2 technologies (Jam, Mandra-Cola) and delivering some food (10xMuffin, 10xBaklava, Date cake, 5xJam, 5xHoney, 10xMandra-Cola).
21. *(Chapter XIII must be completed to initiate "escort phase" of Chapter XII)*
 In F1 talk to Mr. Diligence, clear a path to the exit and talk again. One punched card will be rewarded.
22. In F2 talk to Mr. Diligence, clear a path to the exit and talk again. One punched card will be rewarded.
23. In F3 talk to Mr. Diligence, clear a path to the exit and talk again. One punched card will be rewarded.
24. In F4 talk to Mr. Diligence, clear a path to the exit and talk again. One punched card will be rewarded.
Chapter XIV ("Assembly") starts, requiring you to Craft:Solver-1 prototype.
25. After crafting the Solver-1, visit F1 to meet the raven again (Chapter XV, "Epilogue"), then find him in F2 to receive bonus rewards.

## Dungeon expenses

Forest levels require a small amount of resources before they can be entered.

  F2
  F3
  F4
  1A
  1B
  1C
  2A
  2B
  2C
  3A
  3B
  3C
  4A
  4B
  4C
  5A
  5B
  5C

## Environment

The Forest is a place full of wildlife and ancient magic. Among the trees there are small clearings that hero can move between. The path is blocked by lush vegetation that needs to be removed at a cost of Energy (they don't hold loot). Small bushes need 1 Energy similarly to breaking barrels in the stone dungeon. Bigger bushes that usually separate the clearings need 2 Energy to be removed (they also don't hold loot). When destroying bushes the hero (and all other creatures) move to the spot of the destroyed bush without losing Action points. A stump is similar to the brick door found in stone dungeon: on first tap it shows amount of Energy needed to cross, second tap removes the stump. The cost grows with dungeon difficulty: 7 Energy is needed in F1, 8 Energy is needed in F2, 9 Energy is needed in F3.

Among the trees there are some remnants of the well-known stone dungeon, including wooden door, MP-protected door and trapdoors leading to cellars holding dark secrets. There are some barrels, crates, vases and chests. But beware, not everything is what it seems.

Although there are purple chests and book podiums (known from the stone dungeon), the objectives of the forest raids are quite different. Hero needs to find and slay a boss in order to loot the Emerald Key and open a Jade Gate leading to another part of the area. Then hero needs to find and slay another boss, also holding an Emerald Key; opening the second Jade Gate concludes the raid and unlocks the next area, if it has been discovered already. This means that 2 Emeraldy Keys need to be found and 2 bosses slayed.

Moving around the forest is dangerous. There are some traps that you may - or may not - detect and disarm. There are enemies, some ancient creatures that may surprise the hero with their agility and skills. F1 seems to be themed around animals (mostly frogs and frog-like beings), while F2 is a place full of werewolves and vampires.

Hero can stumble upon already known mushrooms and ultraviolet cherry trees, but there is also a plenty of other berries, herbs and leaves to be collected. And there are also mineral deposits, but those need 4 Energy to be collected.

## Traps

Traps function the same as in the dungeon (see Dungeon: RPG > Traps). There is only one additional tile that may contain a trap - a slightly dark greener tile (hard to notice a difference between regular forest tiles). Possible traps can be found mostly in corridors or narrow paths between trees.

* F1:  = 8? -- deliver ? to ?.
* F2:  = 10? -- deliver ? to ?.
* F3:  = 12? -- deliver ? to ?.
* F4:  = 20? -- deliver ? to ?.

Traps can be in dark green tiles, both in corridors or in rooms (found in all forest levels).Trap after being triggered.Trap detected by hero before triggering it.Trap that has been disarmed by hero.
## Doors

Doors connect rooms and have to be opened to enter a room. The only difference between dungeon and forest is that brick doors are replaced with tree stumps (they function the same). For more information about doors see Dungeon: RPG > Doors.

* **Tree stump**
	+ Costs 7 Energy to enter (in F1).
	+ Costs 8 Energy to enter (in F2).
	+ Costs 9 Energy to enter (in F3).
	+ Costs 10 Energy to enter (in F4).
	+ XP: 0

Tree stump.
## Objects

### Non-interactable objects

Non-interactable objects are objects that the hero can't interact with and serve as an obstacles. Note that collected vegetation (Porcini, Mushrooms, Herbs, etc.) does not leave a an empty spot that can't be walked on (like in the dungeon).

Tree stump (not the door).Arsenopyrite/Cinnabar/Meteoric Iron deposit (once the item has been collected).Ginkgo biloba tree (once Ginkgo has been collected).Grimiore podium (once Grimoire is collected).Rocks (type 1).Rocks (type 2).Fireflies (collected). They look almost identical to uncollected fireflies (uncollected ones show a brighter spot on the bigger leaf to the right).Lamp (in forest).Rock stairs (in forest).Rocks (in forest).Sign near entry/exit.Campfire (collected).Horse carriage. This only appears in some quests when meeting Mr. or Mrs. Diligence.
### Wall tiles

The forest may also include wall tiles from the dungeon. Below are listed the ones that only appear in the forest. Trees are the most common wall tile type.

Tree wall (type 1).Tree wall (type 2).Vines (only found on stone walls).Window (only found on stone walls).
### Floor tiles

Floor tiles that appear in the forest. Some still need to be added.

Entry/exit tile.Grass tile.Dark grass tile.Grass with pebbles tile.Grass with weeds tile.Water tile.Bridge tile.
## Special rooms

Special rooms are rooms, which always have a certain enemy (and usually certain objects in various quantities). Special rooms might not appear in every forest level.

**Disclaimer**: All the names for these rooms are unofficial and suggested by the community. Currently, there are no room names in the game.

* **Water bridge room** - room with bridge tiles, water tiles and Cyclops. One one end the water tiles only extend a bit, but on the other end the water tiles extend for 30 tiles.
* **Temple ruins** - room with Feral gnoll, pillars and slate tiles. Similar to Isolation ward room in dungeon.

Cyclops room.Temple ruins.
### Notable rooms

Below are images of rooms, which have an interesting layout, but don't contain a special enemy.

* **Fireflies room** - room with a lot of fireflies.
* **Stone house room** - room that looks like a little house with windows.
* **Bush maze** - room with a lot of small bushes, that looks a bit like a maze.
* **Rock deposit** (might need a better name) - room with a lot of deposits (Meteoric Iron, Cinnabar and Arsenopyrite).

Fireflies room.Stone house.Bush maze.Rock deposit.
## Loot

Certain items can be acquired from the forest (some exclusively), which mostly depends on the level (F1, F2, etc.). Some items can be acquired by just picking them up, some from breaking boxes, vases or barrels and some drop from specific enemies. Some items can only be acquired when a certain condition is met.

## Lost adventurers

Lost adventurers work very similar in the forest as in the dungeon. They only appear in F3 and reward the player with the same rewards and same experience points (100). The only difference is that the Methusalem (old man with stick) has a goat in the forest. The goat can be interacted with (says "..."), but doesn't give any additional rewards as the milk of the goat is property of the Methusalem. There is also different flavor text when interacting with lost adventurers. There are shapeshifters also in the forest (confirmed in F3). There is one additional lost adventurer: Leprechaun, which gives a Pot of gold.

Lost adventurer in the forest (one of the possible ones).Pop up text upon interacting with a lost adventurer.Goat in the forest.Pop up text upon interacting the the goat.Leprechaun in the forest.Pop up text upon interacting with the leprechaun.
## Difficulty

* 1F is generally more difficult than 2C.
* 2F is generally more difficult than 3C.
* 3F is generally more difficult than 4C.
* 4F is generally more difficult than 5C.

## Enemies

For enemy stats see Dungeon: enemies. (Some stats might not be 100% correct.) Images of F1 enemies can also be seen in Gallery (a section lower).

## Gallery

Names are not official and are subject to change.

Start of F1.Angry boar and a pack of hungry wolves (enemies).Flowerbeast, Zombie and Serpent (enemies).Treenemy-youngster/Young tree protector (enemy).Giant snake (enemy).Pack of hungry wolves (enemies). They usually appear in a pack.One-eyed coin keeper (enemy).Garganbee, Leaf-pede and Giant toad (enemies).Old bonker (enemy).Mauve widow (enemy).Mushroom groover (enemy).Chest monster.Chest monster (in disguise).Meteoric iron deposit.Forest trap (with Traps skill lvl. 3).Green bush (costs 1 Energy to destroy).Old stump (functions like a Brick door).Campfire (unused). Restores Energy.Campfire (used). Restores Energy.Toad master (first boss in F1).Demon frog (second boss in F1).First Jade gate (open).First Jade gate (closed).Second Jade gate (open).Second Jade gate (closed).
## See also

* Dungeon
* Dungeon: RPG
* Dungeon: enemies
* Dungeon: family albums
* Tips for Adventurers Guild > Dungeon