Dungeoneering

**Dungeoneering** is a support skill that consists of exploring the dungeons of Daemonheim by solving puzzles, unlocking doors, fighting monsters and Bosses, and uses most *RuneScape* skills to solve puzzles to ultimately survive its depths. It is open to both free players and members. Dungeoneering takes place underneath an old castle named Daemonheim, which contains a dungeon of 60 floors with six different themes: Frozen, Abandoned I, Furnished, Abandoned II, Occult, and Warped.

## Part I: Getting there + the Area

The area is accessible by typing ::Dung in the chatbox. You will land to the area from the picture below.

## Part II: Creating a Party + Interface

To make a party, you first need a Ring of Kinship. This is obtained by speaking to the Dungeoneering Tutor, marked in yellow in the picture above. Once you have it, right-click it and select "Open Party interface". You will end up on the next picture on the left and when you click "Form Party", you will end up with an interface like the one below

The yellow area is the list of your current team members. You can have up to 5 players in your team, including you. You can do anywhere from solo to 5 men into the dungeon.

The orange area are 2 buttons and as they state, one makes you leave that party, so you can join another one. The other is used to invite players into your team. On Matrix, once you formed your party, you can "right-click" the players around you to invite them. It's easier that way. So for the time being, don't bother with the "Invite Player" button.

The red area shows which floor you are going to enter at. Right now it's showing 0 because none have been selected. You can change the floors at anytime BEFORE the start of the dungeon by clicking the "Change" button on the right. There are 60 total floors regrouped in 6 different themes;

Frozen Floors (Floors 1 to 11 inclusively)

Abandonned Floors (Floors 12 to 17 inclusively)

Furnished Floors (Floors 18 to 29 inclusively)

Abandonned II Floors (Floors 30 to 35 inclusively)

Occult Floors (Floors 36 to 46 inclusively)

Warped Floors (Floors 47 to 60 inclusively)

Different themes offer different colored scenes, different NPCs, different bosses. For example, you could encounter Astea Frostweb in Frozen floors, while not in any of the 5 others. By default, a higher floor grants more experience gained at the end. On Matrix, it's a little bit different. I'll get to it later. Here is a GIF of the different floors available. Note that they are all available to you no matter which level you are, unlike on RS3 where they are level-locked.

The pink area is where you can see which complexity is your floor set to. There are 6 complexity levels in total, which are explained in the following section. Upon changing the complexity, you will be asked to choose the size of the floor you wanna do; Small, Medium, Large. Complexity 1 to 3 locks you to small floors. 4-5-6 unlocks the mediums and larges ones. You can change the complexity by pressing the button "change" on the right side, also shown in the following section.

The purple area shows the Guide Mode option. Guide mode will make your life easier. Whenever you open your minimap inside your floor, you will see a map of the current rooms available/found/locked. The Guide mode will highlight the correct path to take in some kind of gold-ish tiles. The path you should not take will rather be brown-ish. Using Guide Mode reduces your total XP gained at the end so besides on the lower floors with low complexity, you shouldn't be using that.

The blue area shows the Progress system. It's the most complicated amongst all the previous ones. To simplify this, Progress is a way to tell the game you have already done the floors and therefore, it should reward you with more experience. When you start Dungeoneering for the first time, you haven't done any floor. So your CURRENT PROGRESS will be at 0, by default. The more you complete floors, the higher your CURRENT PROGRESS gets. If you complete 10 floors, your CURRENT PROGRESS will be at 10. The point of Progress is to get it to 60. So you gotta complete every single floors, no matter the difficulty/complexity. Once you have done so, your CURRENT PROGRESS will be at 60 while the PREVIOUS PROGRESS will remain at 0. To "enable" the game to reward you more experience because you have done them all, you have to click the "Reset" button at the bottom right of the Party interface. ONLY ONCE YOU HAVE COMPLETED ALL THE 60 FLOORS SHOULD YOU DO THAT. Once you have reset, your CURRENT PROGRESS will show as 0 and your PREVIOUS PROGRESS will show 60. From that moment you will obtain more experience everytime you complete a floor, assuming you don't miss too many doors and don't have too many deaths. The easiest way to obtain Progress 60 is to complete all the floors as small ones, complexity 1, looking at your minimap to see which path to take, rush to the boss and kill it.

## Part III: Complexity

Complexity is the difficulty of your floor. It unlocks things required to do in the floor. It ranges from the easiest (1) to hardest (6). You can change the complexity of your floor from the Party interface and clicking the button "change" on the same line. You will end up in an interface like so this GIF below.

The lower the complexity, the least experience you will get at the end. On the counter part, the higher the complexity, the better your experience will be. Here's a breakdown of each of the complexity levels.

Complexity 1: This is most basic complexity. The only thing you can do on this difficulty is Combat. You will only have doors with shaped keys to open. You will spawn in this complexity with gear from each styles + runes + arrows. This comes with a 50% XP Penalty.

Complexity 2: This complexity allows you to do the floor you're in with Combat, Cooking, Firemaking, Woodcutting and Fishing. So you could end up having to open doors requiring for example Level 25 firemaking. You also spawn with an inventory filled with the 3 styles gears + Runes + arrows. This comes with a 45% XP Penalty.

Complexity 3: This complexity allows you to do Combat, Cooking, Firemaking, Woodcutting, Fishing, Mining and Runecrafting. You will also have the opportunity to create weapons. You will spawn with an inventory filled with 1 of each style gear only. So Melee platebody and legs, Magic robe top and legs, Ranging body and chaps. You will have to gather resources if you want to upgrade your weapon. This comes with a 40% XP Penalty.

Complexity 4: This complexity offers you the same skills as C3, but with the addition of Farming, Hunter and the ability to upgrade your armour. You will spawn with nothing in your inventory. This comes with a 35% XP Penalty.

Complexity 5: This is the first complexity that allows you to do everything; Combat, Cooking, Firemaking, Woodcutting, Fishing, Mining, Smithing, Farming, Hunter, Thieving, Summoning, Construction. You will also spawn with no gear/weapon in your inventory. This comes with a 30% XP Penalty.

Complexity 6: Finally the most complex one. This is just like the C5, but it comes with 0% XP Penalty. So if you want the best experience rates, this is the complexity to choose. It's the hardest but it's so rewarding.

## Part IV: The Starting room

This is a picture of a Starting room on the Frozen floor theme. Each red square has a number, refer to the number below to know what they are/do.

#1 Top left corner: This area shows your total amount of Deaths within the dungeon. Everytime you die, this number goes up by 1. Each death reduces your total XP gained at the end by a certain %. Whenever you do a dungeon, you WILL come across various keys. when you pick them up, they go in a "shared pouch" everyone can "take" from to open the doors. The obtained keys throughout the dungeon will be shown there.

#2 Top middle: This area shows a furnace with anvils. Whenever you find ores or mine rocks, you can smelt them using this furnace at home. You can then use the bars on the anvils in order to smith higher/better weapons. Always depending on your Smithing level.

#3 Top middle: This area shows a water trough. Whenever you need to make a potion, that's where you fill your empty vials at.

#4 Top middle: This area shows 3 tables where you can find food, gear and weapons, tools, supplies, coins. You can pick some up for your personal use. Food is useful for obvious reasons going through your floor. Everything you find there can be picked up and sold to the Smuggler in the middle of the room.

#5 Middle: This area shows the Smuggler. The Smuggler acts as a shop. You can trade him to purchase ores, seeds, leather, logs, rune essence and various other supplies to help you go through the floor. Please note that you normally only need to buy the rune essence if you don't spawn with some and feathers. Normally a floor will offer everything you need to complete it, assuming you loot thieving chests, kill mobs etc. You will be able to find a GIF of the Smuggler's stocks at the end of this section.

#6 Middle: This area shows a summoning obelisk. During your run in the dungeon, you will encounter thieving chests and/or mobs dropping charms. You can then use said charms at the obelisk to spawn a familiar helping you complete the floor. I won't go into much detail about summoning in Dungeoneering because it's pretty much very, very useless besides the fact that you can sell the runes for a decent chunk of coins to the Smuggler.

#7 Bottom right: This area shows a runecrafting altar. This is used to craft any rune you need. It acts as a universal altar since you can craft all the runes on it. You simply need to purchase some rune essences from the Smuggler, or loot some, somewhere in the dungeon.

#8 Bottom right: This area shows a spinning wheel. In order to make range and magic gear, you will need proper leather and textiles. Those can be used on the spinning wheel.

#9 Bottom left: This area shows the exit. Whenever you feel like quitting the floor, this is one of the method to do so. You can also open the Ring of Kinship's party interface and click on "Leave party".

#10 Bottom left: This area shows a section of the chatbox where all the current floor's details can be found. Right now on the picture you can see that you are on the 5th floor, on Complexity 6. It's a small floor at a difficulty ratio of 1:1. Side note, the 1:1 ratio means that the floor is set to be completable by 1 person. If it was for example 3:5, that would mean it's completable with only 3 out of 5 players in a group.

#11 Top right: This area shows the button to access to the minimap. The minimap shows you the current opened rooms in your floor along with those that are locked behind puzzles, keys or skill doors.

## Part V: The Doors + The Keys

The doors in Dungeoneering differ. There are:

* Doors
* Key-locked doors
* Guardian doors
* Skill-locked doors
* Puzzle-locked doors

Doors: Normal doors require nothing to open it. You just click on it and it unlocks the next room.

Key-locked door: These doors have a glowing coloured shape in its center. That's the key you need to seek in order to open it. There are various type of keys. I will paste a picture below showing them all.

Guardian door: These doors require you to kill everything in the room in order to unlock the next one. When you encounter a room with a Guardian door, you can distinguish it with a moving eyeball on top of the door. Please note that these room DO NOT require you to kill any slayer level-locked monsters for example Edimmus, Seekers, Soulgazers, Jellies, Cave Slimes. You also DO NOT need to kill any dinosaur.

Skill-locked door: These doors will require you to have a specific minimum level in a specific skill in order to be able to open it. For example a door could require level 60 Woodcutting. I will post an image of a room that has the Shaped-Key and Skill-locked doors at the end of this section.

Puzzle-locked doors: These doors will require you to complete the room's puzzle in order to unlock them and be able to move on. I will refer to puzzles later on in this thread.

## Part VI: The Puzzles

During your adventure in a dungeon, you may encounter a few puzzles. Although there are a lot on RS3, there are a bit less in Matrix. Here's a list of the ones you could encounter, with an attempt at teaching you how to complete them:

Fishing Ferret

For this puzzle, you will need around 5-10 feathers. You will need to fish some vile fishes, then cook them. Once this is done, you need to click on a vile fish and throw is on the grid in order to make the ferret eat it, moving it form his starting point to the finish tile. On this picture, you see the the finishing tile on the top left, but not the ferret. On Matrix you see both quite easily. It can walk in diagonal by up to 4 tiles from it. You also see the water where you must fish from and the fire to cook the raw vile fishes. Whenever you complete the puzzle, a message in the chatbox will let you know.

Sliding Tiles

This is probably one of the easiest puzzle. It's a sliding puzzle so you have to form the same exact image as the one shown above by clicking on where a piece is supposed to move. It will automatically move to the nearest empty spot. All of these are the same across all the themed floors, besides the fact that the color and center logo change.

Sliding Statues

This is another quite easy puzzle. Upon entering the room, you'll notice 4 quadrans with 2 statues on each one. 2 of the quadrans are the models and don't have moveable statues, the 2 others are the statues you gotta match to their model. The model is ALWAYS ACROSS FROM THE MESSY ONE. To find out which one is which right click the various statues. 4 of them will have the options "Pull" and "Push". Those are not the models. When you found your models, match the messy ones to them by pulling each statue at the same place as their model. PLEASE NOTE. When I'm saying to match the model, match it. Don't try to place the statues in a way that would REFLECT them like a mirror. If Statue A1 is Top left, put it's messy Statue A2 Top left. You will see a message in the chatbox when the puzzle is completed.

Crystal Puzzle

This is another easy puzzle. In this one you will notice 4 crystals in 1 of the 4 corners. On the image above, they are on your top left. When they are grey, they're not lighted up. When they are colored, they are. When they're lighted up, you'll see them moving 1 tiles at the time towards the center orb. You gotta make them all go to the center orb at the same time. If you see some lights are off synchronization, just step on the tile that's at the begining of the line. Stepping on it holds the light to its current position. Stepping off makes it continue its way. A trick for this is to light 1 crystal. Once it lights up the center orb, click on the next crystal to turn it on. Eventually they will all get to the middle at the same time and solve your puzzle room.

Levers

Easiest puzzle but can be tricky. There are 5 levers in this room. The goal is to activate them all 5 nearly at the same time. Solo floors have a 10 seconds mark to activate them all, while 5men teams have roughly 2 seconds to do so depending on the ratio set at the start. A trick that works is to do a countdown and let your team know when to pull. If you are 5, it'll go easy. If you are alone, you can place a gatestone and group gatestone at different levers and teleport to them to do them quicker. There will also be a chat message if you successfully manage it. If you don't you will be hit by some toxic gas and take strong damage. Refrain from failing too often, this room can easily get you your first deaths.

Coloured Recess

This puzzle is simple. You have to pull/push each of the 4 recess on top of a tile linked to the center by the coloured line. When this is done, you gotta add the colors to it. There's a shelf with colored bottles IN one of the walls. Click it, do option 1. Click again, do option 2 and so on until you have the 4 bottles. Green bottles must be used on the Recess that's on the green line. Same works for each of the colors. Once this is done, you'll receive a chat message telling you so.

Flower Roots

The point of this farming puzzle is to uproot the biggest of all the flowers, To do so, you must uproot the smallest plants when they match the color of the bigger one. They flash from Yellow to blue, then to pink, then to purple and to yellow again. This can be tricky, but with some practice it becomes super easy. Once again, you'll receive a message when you have completed it.

Toxin Maze

In this room, you must be careful. You will take damage from the toxin if you fail it. The point of this puzzle is to either reach the key in the middle and loot the chest to stop the timer/Toxin to appear, or simply opening the doors if no keys are in the middle. In both cases, there are giant vases blocking your way. You're gonna have to run through portals to move from an inner ring to another.  When you first enter it, you will see a first portal. To have access through it, you gotta pull the lever nearby. Once this is done, the Toxin timer start. You have about 45 seconds to reach the middle chest to stop it or to open 1 of the doors around.

Flip Tiles

This is super easy. You need to either flip all the tiles on the green side, or the yellow side. When you click on a tile to flip it, it fips a total of 5 tiles at once in a "X" shape. When you are almost done, you can right click the remaining few tiles and force them. This will solve the puzzle but damage you at the same time. So be careful!

Fremennik Camp

This room has 3 crates with Bars, Planks and Raw fishes in them. You simply have to click on each of them to smith weapons, fletch bows and cook the fishes. Once this is done, the room is over.

Return the flow

In this room you have to bring the flow from the pillars to the center piece. You're gonna have to either mine the blocking rocks on the flow or repair the pillars. You can differenciate the broken pillars quite easily. Once the 4 flows reach the center, you have completed it.

Poltergeist

In this room you have to unlock the middle coffin and bless the remains inside of it. To do so, read what's written on the coffin. It will tell you a specific herb you need to get. For example; Slaughtercress, Papreader, Parslay etc. Look for a nearby filled farming patch. Click on it and look for the herbs that's written on the coffin. Pick 4 of them, clean them and use 1 clean herb per burner. Then light the burners and right-click open the coffin. Bless the remains and you'll have completed the puzzle.

Unhappy Ghost

This puzzle has 3 parts. First of all,  you have to open the coffin. Then you have to fix the vase and the broken pillar that's around the room. It's normally 1 vase, 1 pillar. Once this is done, you simply have to take the ring into the opened box around the room. Once this is done, congratulations, Puzzle completed.

## Rewards

The rewards shop is down the stairs in front of the dungeoneering area.

### Rewards of note are:

* Augory prayer scroll
* Rigour prayer scroll
* Chaotic Crossbow
* Chaotic Staff
* Chaotic Rapier
* Chaotic Longsword
* Chaotic Maul