Note: All puzzles can be found on non-members worlds, though the members-only ones will be unsolvable, thus will prevent free players from progressing.
Transferable resources
Important notice: If a team or player finds a puzzle that is unable to be completed, check if the same kind of puzzle was done previously. Some puzzles can be completed by using resources from other puzzles.
A list of puzzles with transferable resource:
- Three statue weapon - Stone block
- Ten statue weapon - Stone block
- Fishing ferret - Vile fish
- Magical construct - Lump of stone
In which, the three statue weapon and ten statue weapon use the same stone to craft stone weapon, so resources from these two puzzles can be exchanged. The other puzzles can only exchange resources between the same kind of puzzle.
Non-member puzzles
Icy pressure pad (Frozen floors only)
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Description |
The floor is covered in a sheet of ice, along with 4 squares. To complete the puzzle, players will have land on each of the 4 squares. |
Solution |
The solution varies each time. Though there is no official solution (there are different puzzles) the best tactic to use is to eye yourself on an obstacle or pad, and then angle each way. You will stop if you land on a pad. The key is that you can walk diagonally by clicking a diagonal tile. This will allow you to get off of the corners of the room. Use the obstacles to your advantage.
Tip: If you have branches of any kind, it might be useful to light a fire to offset yourself from the corner. |
Sliding tiles
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Description |
This room contains a 3x3 grid with 8 tiles and 1 space. Each tile has a part of a picture on it. To complete the puzzle, the player must move the tiles to form the picture. The puzzle is the image that represents each floor theme, that appears on the floor of the auto-grouping rooms. This puzzle is similar to the one that appears in the Quiet Before the Swarm quest. |
Solution |
The player can plan the solution, they must push the tiles to the correct place, like in the image above. The compass must be North. There is a example of the solution if a bottom middle is in the middle and then the middle in the far middle right. |
Sliding statues
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Description |
This room has eight statues split into four groups. Four of the statues will be movable, while the other four statues are stationary. |
Solution |
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 is a glitch in the game that traps you in the room until you log out or exit. The statues do not, always match the opposite stationary statues, sometimes you must replicate the diagonal stationary statues to the moveable ones and sometimes you have to create the mirror image, reflecting the stationary statues with the moveable statues but most of the time you have to replicate the opposite side so try that first but if not try the other ways too. Note: Make sure to copy the opposite side of the room with stationary statues and not the opposite side with movable statues. In addition, if two players are moving the same statue at the same time, it can glitch and the doors won't open. To fix, move that statue one tile (north, south, east or west) until the doors click open. |
Three statue weapon
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Description |
This room has 3 statues that represent the combat triangle in it. Two of the statues are armed with a weapon and one of the statues is unarmed. A chisel is in the centre of the room and a crumbling wall will appear on one of the edges. |
Solution |
The player must carve a third stone weapon to give to the unarmed statue.
Note: A hilarious accident might destroy the block and cause damage. Just go through the steps again if this happens. |
Ten statue weapon
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Description |
This room has two rows of five statues are found in the room. One of the rows is not armed. A chisel is in the centre of the room and a crumbling wall can be found on the side of one of the walls. |
Solution |
The player must carve a stone weapon for each of the statues in the unarmed row. The player must carve a weapon for each unarmed statue such that the unarmed statue would win against the armed statue according to the combat triangle.
Note: A hilarious accident might destroy the block and cause damage. Just go through the steps again if this happens. Note: If you give a statue the wrong weapon, continue giving the other statues the correct weapons. After the battle statues with correct weapons will retain their weapon and incorrectly armed statues will return to being unarmed. You can then simply give the statue(s) the right weapon. |
Follow the leader
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Description |
This room contains as many whole statues as the dungeon was intended for. The remaining statues are just broken statues. This room also contains 5 pads. The pads near the fixed statues are active and the pads near the broken statues are inactive. |
Solution |
All 5 pads are visible 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 mimicking the emote that the statue does. There are 5 emotes:
All members of your party must get 3 in a row correct. Each try has a time limit to choose the correct emote. A failure to choose the right emote in the allotted time by any member of your party results in every member of your party taking some damage and having to restart the count. It is possible to avoid damage by quickly running out of the tile if a mistake is made as this will make the statues inactive. Note: This puzzle will most likely prevent progress if a party member leaves the party, except it is set in lower difficulty, an example is there are 4 statues in 5:4 or 4:4 puzzles, the extra player can do other things but the team can still proceed. Note: In the past the statue would deal major damage to players when the players do wrong emote. This made the puzzle nearly impossible to clear in large teams and especially near release time of the Dungeoneering skill. It is reduced to 10 damage now for teams, however the statue still deals well over 100 damage each time a solo dungeoneering player does an incorrect emote. |
Switches/Levers
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Description |
The puzzle consists of 5 switches, which players need to pull all of them in the shortest time before trap is triggered and levers rest, releasig gas harming the players in the room. There have been some complaints about this puzzle having a bug since you get zapped about half a second before the final switch is pulled. On the sides of the switches there is a marking that looks like the Chinese symbol for 'five'. |
Solution |
To unlock the door to the next room, all of the switches must be pulled. As soon as one of the switches is pulled, all the other switches must be pulled within a certain time. If the switches are not pulled within a certain amount of time, poisonous gas will damage the player(s) and timer and switches will be reset. The more players there are, the less time the players have to pull all the switches.
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Flip tiles
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In the centre of the room is an overall grid of 5x5 tiles consisting of two different colours. The tiles have a runecrafting level requirement. When right-clicked, tiles give 2 options:
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The simplest way to solve the puzzle involves 'chasing' wrong-colour tiles down the puzzle until there is only one row of wrong-colour tiles left. To do this, start on the second row from the top (the direction you are facing does not matter), "imbuing" the tiles on the second row that are below the wrong-colour tiles on the top row. This should leave no wrong-colour tiles on the top row. Repeat this process on the third row, "imbuing" the tiles that are below the wrong-colour tiles on the second row. Do this two more times for the fourth and fifth rows. If you have done this correctly, there will only be wrong-colour tiles in the fifth (bottom) row, or, in rare cases, you will have solved the puzzle. At this point you may choose to simply "force" the remaining wrong-colour tiles on the bottom row to solve the puzzle, or, if you wish to completely avoid "forcing", you may use the following chart, followed by one more "chase", as described above, to solve the puzzle.
Note: Often, in large teams, players would try imbuing the tiles until only 1-3 tiles are the wrong colour (not dependant of rows), then forcing them and taking some damage. If you use this method, be sure to check that the forcing player has enough constitution to endure this. Example By pressing the orange on the example setup in the diagram to the left you get three black squares as shown in the diagram to the right. The orange dot on the right diagram is the mentioned win location. The three green dots will bring down the first row dark squares created by the orange dot. The blue dot then brings down the single remaining dark square within the second row. The four purple dots will clear the third row and the yellow dot will solve the board. These buttons are pushed in this order for this example only, to demonstrate what to do. In practice, all 11 tiles (including the first orange) could have been done in any order, but the order given here explicitly shows how it "Pulls Down" to the win. See the Wikipedia article on the game called Lights Out for some additional information on this puzzle. See this link for an applet that can solve for various puzzles. |
Monolith
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Description |
This room contains a monolith, which is placed in the center, and several shades that randomly appear and attack the monolith. |
Solution |
To solve this puzzle, you must kill the shades as fast as possible in order to protect the monolith. Ranged and magic are more recommended here than melee, but taking a rest before activating the monolith will make this room easy for melee players too. Just remember, shades use both magic and ranged, so wearing ranged armour against them will protect you from damage the most. When a new shade appears, hit it quickly to draw its attention from the monolith to yourself. If multiple shades appear at the same time, hit each of them once and then continue killing them. Members should note that this is very hard to do while soloing, however it is still possible. You may need 100 or more Zephyrium Arrows or better and a good bow, in addition to good ranged armour. Use Protect from Missiles at all times and make sure that you have all of the Mysterious Shades attacking you to prevent the Monolith from being attacked. Only one hit is needed to distract a shade, so simply shooting each one as it appears will make them stop attacking the monolith. Bear in mind that if you merely distract the shades, the damage can really stack up, especially on higher difficulties. Therefore, it is advised to kill the shades anyway to avoid wasting large amounts of food.
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Invincible ghosts
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Description |
This room contains several ghosts who seem to be normal enemies, but one of them contains a spirit. |
Solution |
To complete this puzzle, you must defeat all the ghosts. Watch carefully for the spirit to emerge from one ghost and enter another because only the ghost containing the spirit is vulnerable to attack. Once you kill a ghost, the spirit will switch to a different ghost (usually the closest ghost) until you've killed them all. The ghosts attack with both melee and magic. |
Suspicious grooves
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Description |
Three lines of suspicious grooves are found on the ground, separating the entrance from the rest of the room. |
Solution |
There is one safe path through the grooves; any incorrect choice will cause the player to be damaged and be forced to choose again. The only method of determining the correct pathway is through trial and error. If you chose a wrong set of "suspicious grooves", spikes will appear from the ground and inflict damage on you. Choosing the correct set does not activate the spikes. Tip: If working on a team, it is advisable to drop a useless item on top of the correct grooves so that teammates will be able to tell which path to take. Soloing players should try the spikes from the left or right, which will cause the spikes to indicate the safe spot. Warning: After activating spikes, it is still possible to take damage from them by clicking on the spikes and walking on them. It is also possible, after guessing the correct set of spikes, to walk sideways onto another set of spikes and take damage. |
Crystal puzzle
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Description |
This room contains four lodestones: one red, one yellow, one green, and one blue. One or more may already be active. The inactive ones will require varying magic levels to power up. This room also contains a large crystal, 4 lights continually moving towards the crystal and 4 pressure pads. |
Solution |
To solve this puzzle, you must stop all 4 lights on the large crystal. If you step onto one of the 4 pressure pads, the corresponding light will stop moving. If you stop the light while it is in the crystal, it will permanently stay there. If you stopped the light in a different place, it will continue moving after you step off the pressure pad. A good strategy is to stand on a pressure pad while watching another colour—when the other colour is just before the Large Crystal, just off the second to last spot—step off the pressure pad. The idea is to synchronize that other colour with the one you are controlling. When two colours are synchronized move to the third, then the fourth, opening the doors. The last colour can easily be finished by stepping on it while it is in the centre crystal and waiting for the other colours to meet. Another strategy is to wait near a pressure pad and step on it as soon as it is one space away from the crystal. This will cause the light to stop as soon as it reaches the crystal. Note: In rare occasions the puzzle will already be solved and doors open when you enter the room. |
Toxin maze
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Description |
A maze with long, tight corridors blocked by magical doors in which the player must reach the centre before poison gas kills them. |
Solution |
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 continuous damage. If there are more doors, you don't need to reach the centre in order to pass, but there are sometimes keys (occasionally vital to main path) in the centre. There's also a chest, and opening it stops the toxin. If the player is able to unlock the chest without using up the grace time, they will be rewarded but those using up time don't. Free players will sometimes encounter members only treasure in the chest, in that case nothing will be gained instead and a message popping up. All maze centres are reachable, but very often a long path is needed to reach the centre.
Tips:
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Pondskaters
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Description |
The room contains four swimming Pondskaters. One Pondskater has the key required to open the door. Upon catching the Pondskater with the right key, the door automatically unlocks. |
Solution |
Use a Fly fishing rod to catch the key out of the mouth of the Pondskater. This can only be attempted when the Pondskater is at the edge of the water. If the wrong fish is caught, it will bite the player in annoyance and will continue to swim around. The correct pondskater yawns when they assemble in the middle of the pond, visibly holding a key on its tongue. There is a chance fishing the correct pondskater would not unlock the room, for this keep trying at the correct one until the player retrieves the key. |
Fishing ferret
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Description |
A ferret is on an island surrounded by water with a fishing spot in it. Players must catch and cook vile fish on the provided fire. Players then must throw the cooked fish onto tiles in the island, leading the ferret to the pressure plate and avoiding holes. |
Solution |
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Coloured ferrets
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Description |
In this room, there are 5 coloured ferrets wandering around and 5 coloured plates on the ground, and each ferret has a plate of its colour. The goal is to lure each ferret to the plate with the same colour as it. |
Solution |
To do this puzzle, you do not need any special item, but you need a lot of patience. Ferrets will attempt to move away from any player that is in the two squares encompassing that which it occupies. Hence standing 1 square south of a ferret will make it walk two squares North away from you resulting in it being 3 squares away from where you are standing. Ferrets stuck in a corner of a room or against a wall will need to be scared so that they randomly move 2 to 3 spaces, hopefully to a spot in which they are no longer trapped against a wall. Due to this it is best left to one or two experienced people to finish this room so that others don't interfere with their work.
Once a ferret steps into its plate, it becomes immobile and you do not need to worry more about it. Once all the ferrets are in their plates, the doors in the room open. |
Coloured bookcases
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Description |
This room contains four rotating bookcases with four flying books. |
Solution |
In this room are four different colored bookcases and four matching books flying around. The goal is to direct each book to its appropriate bookcase. When a set of bookcases are facing each other, the books from them will go fly from one to the other. The rotating bookcases are essentially used to catch and throw books to the next bookcase. As soon as a book goes inside of a rotating bookcase, it can be turned once to stop the book from returning. Once the book is in the desired case, it can be rotated to face the next case and 'throw' the book. Once a book is in it's correct colored bookcase, the book will stay inside the case and stop flying. The doors will unlock once all the books are in their proper cases. |
Magical construct
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Description |
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, imbue them 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. Important note: Sometimes, there are more than one puzzles like this in one floor. If you don't have the required runecrafting level to imbue a part, you can imbue a part from the other puzzle, although you will still have to charge the dormant construct with a magic level. |
Solution |
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Sleeping guards
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Description |
In this room, there are 4 sleeping brute guards and each of them has a key that can possibly unlock a door. |
Solution |
You must get the right key to unlock the door, this can be done in 2 ways.
The first (and recommended) method is to pickpocket the guards for the keys to unlock the doors in the room, taking care not to run over the tiles and making noise. This method avoids having to kill the brutes. The second method is activated if the brutes are awaken (either by running over the tiles or by failing to pickpocket the brutes). The brutes must be killed for them to drop the key. If a player tries to open door without any keys, or in rare occasion player will step on bottle even when they are walking, the brute would still wake up. Team players tend to kill the brutes straight as less work is done. |
Seeker sentinel
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Description |
In this room, a Seeker sentinel rotates around in a circle with 4 Seeker spawn patrolling and taking large breaks at certain points. The objective of this puzzle is reach another door and/or pick a key to progress through the dungeon. If a Seeker spawn 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. |
Solution |
The method to get around this room is to "subdue" the Seeker spawn when they are facing away from you, with the Seeker sentinel facing away from you too. When subdued, you can run past the Seeker spawn, into the next alcove. Continue this method until you reach the door which you need to enter. Note: The teleportation has proven useful for progressing through the puzzle, as you are sometimes teleported next to the door. The damage dealt by the Seeker sentinel is also less than many puzzles. |
Lodestone power
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Description |
A purple power crystal will appear in front of a puzzle of stepping stones. The power crystal needs to be taken to the centre to charge the lodestone to unlock the doors. |
Solution |
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. A good strategy for completing this puzzle is to start on the left most platform, jump to the first pillar. Once you do that, the orb should appear on a pillar in front of you. Head all the way right then all the way to the end platform. You should bypass the orb as you only need 3 jumps to go from one side to the other whereas the orb needs five. Instead of jumping back you can use Dungeon Home Teleport and then go out there again. If you stumble at any point before the final pillar, you should head back to the outside and try again, since the orb gets a free move and will now be able to catch you regardless. An even better strategy involves using a gatestone. Jump to the first pillar on any side and drop a gatestone. Go back and then jump to the pillar on the opposite side of the puzzle. This will cause the orb to spawn a few tiles in front of that side of the puzzle. Teleport to your gate stone. The orb will stay on the same side of the puzzle, allowing you to very easily jump across with no threat of being caught, even if you stumble mutiple times. BEFORE doing that however, be sure to place another gatestone so you can escape. |
Collapsing room
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Description |
In this room, several piles of rocks will be blocking your exit. The rocks need to be mined to complete the room. The largest two rocks can be mined and removed completely, however, the smallest two will respawn and drop down again causing large damage to the player if they are underneath. |
Solution |
The solution is to mine the rocks then repair the collapsing frame that is supposed to be holding the rocks up. The frame cannot be repaired on F2P worlds due to a construction requirement, but players can still quickly run past the rocks after it is mined. It is suggested to mine all the rocks as you will get a large amount of mining experience.
If this is a bonus room, it will often have extremely high mining requirements such as 103 mining (in which case, a boost must be used). |
Sarcophagus/Poltergeist
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Description |
The room contains a sarcophagus with four censors around it and a ghost walking around it. There is a farming patch with several different herbs that must be used to open the sarcophagus and unlock the door. |
Solution |
Read the inscription on the sarcophagus. The inscription will give you a clue that will tell you which of the herbs in the available patch to pick. If you pick the wrong herb, you will take damage. After picking the correct herb four times (may require a Herblore level), consecrate them (just click on them, a certain prayer level is required), put them in the censors and then light them (a tinderbox is needed). Then open the sarcophagus, which may require a thieving level requirement. This puzzle has been encountered on a F2p world, and completed. |
Member puzzles
Ferret hunter trap
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Description |
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. Free players, regardless of solo or team, can complete the puzzle without making a trap, but most likely they will encounter a message saying: "You need a Hunter level of at least X to catch the ferret." |
Solution #1 |
1. One player should run around to make the ferret move, and another to stand in wait and catch the ferret. 2. Note: Solo players seem to have trouble with this puzzle trying to catch the ferret by hand. 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. 3. Look for dry branches on the wall to chop. Get about 4-6 of them, make traps, and lay them around the holes in the 4 corners of the room. Then chase the ferret around until it runs into the trap. 4. There are not always dry branches in the room. Soloers should situate themselves two squares away, but still hidden by wall. Notice that there will be favourite spots for the Ferret to rest. Then click on the Ferret to "Catch." When failing a catch, the Ferret will cause some damage. 5. An alternative is to get the ferret on the other side of a wall and surprise the ferret by launching yourself at it. This method may take a while to do as being bitten by the ferret and the ferret being too fast happens a lot. This method should mainly to be used by non-members. |
Solution #2 |
1. Chop 4 to 6 dry branches from the wall and make them into traps. 2. Place the traps around each corner (you cannot place them in the actual corner). 3. Walk to the opposite side of the room from your traps and scare the ferret into them. 4. Simply check the trap it was caught in then the doors will be unlocked. This puzzle requires experience in the Hunter skill to complete. An F2P player that has never trained the hunter skill will not be able to catch the ferret even by hand. |
Fremennik camp
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Description |
There will be a Fremennik Warrior setting up a new camp for adventurers. Free players can receive this puzzle, but won't be able to proceed due to their inability to string bows. However, free players can receive experience from smithing the battleaxes and cooking the fish. A free furnace and permanent fire are also provided in the room. |
Solution |
Talk to him then click on the three crates to retrieve bars, which you will smith into battleaxes, to obtain materials for cutting and stringing bows, and raw fish to cook for the new explorers. He will then unlock the door(s). Knife and hammer can be obtained from him if a player can go through a long conversation. |
Enigmatic hoardstalker
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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 receive damage. (The items with (o) have no utility outside of the enigmatic hoardstalker room). Free players can receive this puzzle, but won't be able to proceed; the enigmatic hoardstalker will not speak to the player on a free-to-play world. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Barrel puzzle
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Description |
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 choose 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. Note that only one chest contains real loot. The other contains a banana (you even get a message saying so), so luck matters when choosing a chest. Free players can receive this puzzle.If they do,they can still obtain loot from the chests and push the barrels around but cannot fix the barrel. |
Solution |
Pushing the barrels has a strength requirement. Pick up the barrel part and fix the broken barrel in the centre of the room (requires a hammer and a construction requirement). 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. There is currently a bug that unlocks the doors without pushing the barrel at the end on the pressure pad. |
Agility maze
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Description |
This room will contain a miniature agility maze which requires the user to traverse through a wall of wires, dodge a swinging pendulum, and avoid a pair of spinning blades. Free players can receive this puzzle, but cannot complete it since this is an agility event. |
Solution |
It is possible to take damage from the maze by failing the agility obstacles. F2P players were previously able to complete this puzzle, but this has been fixed.
After the puzzle is complete, a door can be opened from behind to allow fellow team mates pass through or for later convenience. 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 (500+), and can hit you several times. |
Broken Bridge
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Description |
The room has islands at each door and in the center, surrounded by a vast pit. Bridges between the central island and further doors are broken and must be repaired. |
Solution |
There are two main kind of repairing. The first way is to take repairing stone, crafting it and placing it on the bridge gap.(Requires construction) The other way is to take nail and plank, construct a wooden way to fill the gap. Either way there is a possibility that the resource is located at the other side, requiring Agility to jump across it and obtain the resources. This puzzle can be completed in F2P if a player in the dungeon has the required agility level to cross it. If they take the group gatestone with them, the whole party can follow. |
Blood fountain
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Description |
This room contains four pillars, a central fountain, and some debris blocking the liquid's path. |
Solution |
Fix the four pillars using a hammer and use a pickaxe to mine away the debris to fill the fountain and unlock the door. Requires both a construction and mining level. |
Unknown (P2P)
Grapple tightrope
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Description |
There is a wide gap between the entrance to the room and the door on the other side. You must use the materials found within the room the create a tightrope to walk across. Note that there are usually monsters on the other side. |
Solution |
Grab an item from both boxes in the room and use the leaf-like item on the spinning wheel to get a string. Then use the grapple head on the anvil. Use the two items on each other to get a grapple hook. Grapple the other ledge, and you may freely cross back and forth using the tightrope. |