Dungeoneering/Puzzles

This is a guide on solving puzzles in the Dungeoneering skill.

Ferrets in an island area
When you see a ferret in an enclosed island, buy some fishing equipment if you don't already have any, and fish from the fishing spot, cook the fish. Then throw the fish you fished at the square you wish to get the ferret on. You must get the ferret on the pressure pad to unlock the doors.
 * 1) Buy Fly fishing rod and plenty of Feathers
 * 2) Catch many Raw vile fish, you may have a funny accident
 * 3) Cook them into Vile fish, try not to "burn the fish so spectacularly that nothing is left of it"
 * 4) Toss the fish onto tiles to lure the ferret in a pattern that avoids the holes and to the pressure pad.

Ferret Hunter area
A ferret will run away when players get too close, escaping down a hole and out of another. The players must trap the ferret by cutting some dry branches that are on the wall and then making a simple trap out of them. Lay the trap and chase the ferret in to it.

Note: A lot of solo players seem to have trouble with this puzzle. The only trap that will work to catch the ferret is the one with dry branches. You will know it's the right wood because you will not be able to lay it on the holes. Another method to catch the ferret would be to wait until he is stuck behind a wall, and he can't see you and swiftly click catch. This method can take a few tries, depending on your hunter level.

Ice floor buttons
You will have to slide onto the pressure pads. Starting from the corner, slide diagonally to a pad, then diagonally to the next one. Get on a wall which puts you next to the button, then step on it.

Sliding statues
The player(s) will enter a room with 8 statues split into four groups, two of the groups of statues can be moved. The two movable groups must be matched with the stationary groups to unlock the door. There are

reports of this puzzle also being glitched, which happens randomly.

Flip tiles
In the centre of the room is a grid of tiles. 9 tiles make up one larger tile, some black and some white, in an overall 5x5 grid. The tiles must all be changed to the same colour, by flipping them using two options.


 * "Imbue" flips the tile and the four directly adjacent to it.
 * "force" flips only the tile itself, however the player is also dealt damage.

To solve this puzzle, you must inbue as much tiles as possible that are the colour you don't wish to flip to. When you have 4 or less of that coloured tiles left, force the tiles.


 * See also the Wikipedia article on the game called Lights Out for some additional strategy hints.

Monolith
In the centre of the room is the Monolith. Activate this and defeat the monsters around it to protect the Monolith as it charges. Please note: This is very hard to do soloing, however it is possible. You may need 100 or more Zeph+ Arrows or better and a good bow. Make sure you protect range all the time and that you have all of the Mysterious Shades attacking you to prevent the Monolith being attacked. Only one hit is needed to distract a shade, so simply whacking each one as it appears will make them stop attacking the monolith. This is best done with a bow or a fast weapon like a dagger, and all shades will die when the monolith is charged. It is also recommended that high level players use no weapon to attack them, either punching or kicking them, so that the shades do not die and summon additional shades.

Switch Trap
Switches surround the edges of a room. To unlock the door to the next room, all of the switches must be pulled. If one is pulled, the player must quickly run between each switch and left-click them. If they are not all pulled within a specific amount of time (approximately 3-5) the player will take high amounts of damage, and they will reset. Three or more players are recomended.

Suspicious grooves
Three lines of suspicious grooves are found on the ground, separating the entrance from the rest of the room. There is one safe path through the grooves; any incorrect choice will cause the player to be damaged and be forced to choose again.

TIP: If you chose a wrong set of "suspicious grooves" spikes will appear from the ground and inflict damage. Choosing the correct set does not activate the spikes. If you manage to find the set which isn't trapped and the other three aren't activated then it is advisable to drop a useless item onto the safe set so that teammates will be able to tell which path to take.

Three Statue Weapon Puzzle
Some puzzle rooms have 3 statues in them, one unarmed. the player must mine a chunk of rock off a wall and carve it into the stone weapon that neither of the other statues hold, then use it on the statue, then the doors unlock. If you fail to carve the weapon sucessfully, you get some minor damage.

Ten Statue Weapon Puzzle
Two rows of five statues are found in the room. One of the rows do not have weapons. The player must carve a stone weapon as before for each of these which would beat the statue opposite in the combat triangle. (if the statue opposite has a bow, the player must carve a sword etc.)
 * 1) Mine Crumbling wall - receive Stone block.
 * 2) Carve stone block - look at opposite statue and choose best weapon (Bow vs Staff, Sword vs Bow, Staff vs Sword) Note: only carve one stone at a time, or you will have a hilarious accident.
 * 3) Arm statue - give the weapon to the statue.

Follow the Leader Puzzle
One Statue per party member and five minus 'party size' Broken Statues All 5 pads are visable on the floor, but only a number of them equal to the number on members in your party (1-5) are active. Each inactive pad is associated with a broken statue. Each player must stand on an active pad and react to the closest statue by mimicing the emote that the statue does.

There are 5 emotes:


 * 1) Wave
 * 2) Nod Head
 * 3) Shake Head
 * 4) Laugh
 * Cry

All members of your party must get 3 in a row correct. Each try has a time limit to chose the correct emote, A failure to choose the right emote in the alotted time by any member of your party results in every member of your party taking some damage and having to start the count to three correct answers over again.

Crystal Puzzle
Four lodestones will be in the room: red, yellow, green, and blue. One or more may already be active. The inactive ones will require varying Magic levels to power up.

In the Middle is a large crystal and 4 lights are continuously running towards it (powered by the lodestones). By stepping onto a stepping stone a light stops moving. When the lights enter the crystal at the same time the doors will open.

Hint: by stepping from the sides over the stepping stone, you can stop them 1 tile at a time.

Toxin Maze
Next to the entrance of the room is a switch, once it's pulled, a countdown starts but you must do it if you want to pass through the barriers. If you run out of time, a toxin spreads through the room, dealing high and continuous damage. If there are more doors, you don't need to reach the centre in order to pass, but there are often keys in the centre. There's also a chest, and opening it removes the countdown and/or gas.

Invincible ghosts
You may enter a room with several ghosts who seem to be normal enemies, but one of them contains a spirit. Watch carefully for the spirit to emerge from one ghost and enter another, and only the ghost containing the spirit is vulnerable to attack. Once you kill a ghost, the spirit will switch to a different ghost until you've killed them all. Another case is that ghosts are invulnerable when they are on one of the grey rugs in the room. Attempting to attack a ghost on the grey rugs will do no damage.

Lodestone Power Puzzle
A player take a power key across numerous stepping stones. A floating orb will move towards a player whenever they make a move. Players may only move North, East, South or West while the orb may only move diagonally. Orbs capturing players will deposit them on the outside of the puzzle and deal heavy damage. By crossing strategically a player may activate the lodestone in the centre with the power key.

Riddler
The enigmatic hoardstalker will ask the players riddles, and the player has to show the correct item to him to proceed through the exit door. If the player shows the wrong item to the enigmatic hoardstalker, they will recieve damage.

See this page for the riddles and answers.

Icy Puzzle
Walk diagonally, horizontally and vertically to slide once onto all 4 pressure pads to unlock the doors.

doodoo

Seeker Sentinel
You may enter a room with a Eye rotating around with 4 mini crawling eyes patrolling and takeing large breaks at certain points. The objective of this puzzle is mainly just to get to the other side to progress. If a seeker spots you, they will respond with a message appearing over their head, and the Seeker Sentinel will look your way. If you are spotted, you will receive damage and be teleported behind one of the stone walls.

The teleportation has proven useful for progressing through the puzzle, as you are sometimes teleported next to the door.

Barrel Puzzle
You will not be able to enter the room until you push the first series of barrels out of the way to make a path. You cannot pull barrels, only push, so be careful that you do not push a barrel up against a wall or other object which will make it impossible to move again After this first stage is completed, you will have to chose between two paths to get behind the wall at the back of the room. Each path blocks off one bonus chest while allowing you to access the other, so it does not make a difference which path you choose as you will miss out on one of the chests in either case Pick up the barrel part and fix the broken barrel in the centre of the room (requires a hammer). The fixed barrel must then be pushed so it is adjacent to an 'Expelling Pipe'. You must get the barrel to full capacity before pushing it onto the pressure plate. Leaving the barrel by a 'Devouring Pipe' will reduce the capacity. As it is dificult to move the barrel quickly, the best strategy is to leave the barrel on the pressure plate until the pipe immediately next to it starts expelling, and use this pipe exlusively.

Magical Construct
Near the entrance of the room is a construct in need of repair and a Crate of magic rocks. Take the magic stones, cut them into the appropriate missing piece of the Damaged construct with a chisel, imbue them with the appropriate runecrafting level and the construct will come alive; slowly unlocking all the walls (Rune-covered door) in the room. Failure is possible when trying to chisel the pieces as well as when trying to attach them to the statue. Players will take damage if they fail, and have their magic level reduced if they fail when imbuing or charging the construct.


 * 1) Take a Lump of stone from the crate of magic rocks
 * 2) Inspect the damaged construct to find out which part is missing
 * 3) Carve lump of stone into Arm, Leg, or head (failure deals large damage as "you have a hilarious accident with the hammer and chisel, destroying the block in the process.")
 * 4) Imbue the carved part (Spare construct arm(u), Spare construct leg(u), Spare construct head(u))
 * 5) Repair construct - attaches new part to the damaged construct (Spare construct arm, Spare construct leg, Spare construct head)
 * 6) Charge Dormant construct - "You charge the construct with magical energy and it springs to life."

Sleeping guards
In this room there are 4 sleeping guards and each of them has a key. You must get the right key to unlock the door, this can be done in 2 ways.

Right way- walk tile for tile over the glass and steal the keys from the guards. (it is possible to accidently break a bottle and wake the guard)

Wrong way- just run over the glass and kill the guards untill you have the right key.

Note: If you choose the right way and you need to cross the room again then the guards still can be awaken. So if you choose the wrong way the guards will be gone and you can cross the room faster.

Agility maze
The room will contain a mini agility maze which would require the user to travel through a wall of wires, avoid swinging hammers and avoid a spinning disc. It is possible to take damage from the maze and a high agility level is suggested. After the puzzle is complete, a door can be opened from behind to allow fellow team mates pass through, or for later convenience. The maze is also likley to contain guards.

Note: There are continuously spinning blades in the corner of the room. Walk around them, do not think that your character will automatically go around them. They can hit a high amount of damage if you run in to them.

Note: Although agility, being a member only skill, the agility maze has been completed in a free-to-play version of the game with a character with the appropriate level requirements. It is unconfirmed if this was intentionally included for free-to-play and if it will be removed in future updates.

New Base Camp
There will be a fremmenik setting up a new camp for adventurers. Help by retrieving bars from the crate and forging them into battleaxes, cutting and stringing bows, and cooking fish for the new explorers.

====Agility Gaps ==== Get the power crystal, and jump on the gap on the middle. A guardian will appear and he moves diagonally but you can move vertically and horizontally. Make your way to the other side, but be careful, if you fail the jump, the guardian, if a next to you, will get you and deal damage. Unlock the doors and teleport back to home.

WARNING

If you try to get back jumping, the guardian WILL appear again.