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Exploring the Floor Most of the time you spend in a dungeon will be devoted to exploring the floor. The primary goal is to go from one room to the next in search of the boss room, but there are other reasons to explore the dungeon as well. You need to open every door and room, if possible, to maximize the XP you get, especially on large floors. Exploration is also the way to find important resources youll need to beat the boss. Small dungeons have only at most 16 rooms, and often fewer than that, so exploring them is pretty simple and quick. But with medium-sized dungeons (32 rooms maximum) and especially large dungeons (up to 64 rooms), exploration is a major undertaking. The exact approach used to explore and clear the dungeon depends largely on the particular floor clearing strategy you are using. At one extreme, there are players who do nothing but collect keys and open doors, not even stopping to kill monsters unless it is necessary to open guardian doors. And at the other extreme are players who kill every monster, fish every spot and chop every tree. Most parties fall somewhere in the middle, often killing most monsters but not all, and taking resources only when they are needed. Here are a few basic suggestions and tips for exploring floors. Note that these are geared more towards larger floors, since again, small dungeons are pretty quick and easy. Theres also a fair bit of advice specific to teams since, again, solo parties dont require much coordination. :) Sponsored links help make RuneScoop possible; RuneScoop members don't see them. See here for more information about ads. Think about a typical tree: it has a trunk at the bottom, which splits into large branches (limbs), then smaller branches and so forth. The rooms in a dungeon are laid out in similar a tree structureits just a very oddly shaped tree. :) You begin at the starting room, which has one or more doors coming from it. These doors open up rooms that in turn have doors, forming pathways or branches through the dungeon. One of these will eventually lead to the boss room, while the others all lead to dead ends. Theres no way to know which branch will lead to the boss, so at the beginning, you have to just pick a door and go for it. Once you do, though, it is best to follow a branch as far as it will go until you get stuck, which usually occurs because a door requires a key you havent found yet, or theres a challenge or skill door that cant be done immediately. When you cant proceed any further, you should backtrack, looking for other rooms near you that you passed by. Go back to those rooms and see if you can open them. Repeat the process as necessary to explore as much of the dungeon as you can. You have an unlimited, free spell to take you back the dungeons starting room, so dont be afraid to use it. This is particularly handy if youve followed a branch of the dungeon and found only doors that cant be opened. Sometimes, if you are far from the home room and there arent any doors in the immediate area that warrant investigation, its easier to have every teleport home and start a new branch of exploration. In a team, usually the team leader or the person managing keys will determine that there are no more openable doors in the teams immediate area, and say something like home tele or ht. Home Teleport is particularly powerful used in combination with Gatestone Teleport. If you find yourself in a spot where you cannot progress any further, drop a gatestone there, then return home and explore another part of the dungeon. You can then teleport quickly later on when you get the key or other item needed to open the door you were stuck on. Most of the rooms will have monsters in them; killing the monsters is usually called clearing the room. Which rooms to clear is a major decision point in choosing a dungeon raiding strategy. As mentioned earlier, some teams will clear every room, while others will clear only the bare minimum necessary to open the next door. Pretty much all teams, except for ones with the most casual of players, skip dead end rooms. These are rooms at the end of a branch of the dungeon but that do not contain the boss. There is really no need to kill the monsters in these rooms, since they dont have any doors leading to rooms behind them. You do lose a little XP (in the form of a lower level modifier) but not much compared to the time saved by not killing dozens of high-level monsters. An exception to the usual dead end policy is if a room has a valuable resource in it. Sometimes even the quickest rushers will clear a dead end room if it has a prayer altar in it and one hasnt been found elsewhere. Under normal circumstances, it is a wise idea to clear any rooms that are in the middle of long branches of the dungeon. Even though this takes some time and may make for a less than optimal rush, your team can really take a pounding if they have to keep running through monster-laden rooms that havent been cleaned out. I can recall one party that left rooms with tons of combat level 100+ monsters in them right next to the starting room. This meant that any time someone left the home base, theyd get pummelled, and if a player died and respawned at home without any food, they were stuck there. Pretty dumb, short-sighted way to play, in this authors opinion. Speaking of dying, beware the potential for disaster if you go into a room in a large, high-difficulty dungeon by yourself. A single room can have multiple monsters each capable of doing over 200 LP of damage per attack, and often using all three combat styles. I die more often in regular monster rooms than I do to bosses. It is best to clear rooms by starting with the most dangerous or annoying monsters first, to get them out of the way and eliminate the threat they represent. High on my list of annoying/dangerous monsters are poisonous spiders (not ice spider), mysterious shades and forgotten mages, warriors and rangers. You should also prioritize higher-level monsters over lower-level ones; an ice elemental may not be more dangerous overall than a mysterious shade, but if the elemental is level 100+ and the shade is level 2, thats an easy choice. This is definitely in the last but not least categorywhen you are in a team, communication is absolutely crucial. You need to tell your teammates what you are doing, and ask for help if needed, and they should do the same. Only with a steady flow of information can everyone work together well. A silent team is a bad team, in my opinion. (Amusingly, Ive seen famous chefs say the same thing about restaurant kitchens: if nobody is talking, something is probably wrong.) Of course I dont mean you should spam the chatbox with everything youre doing, but you should say when you find something or do something that other teammates may want to know about. This is essential especially if some members of the team are in different rooms, but useful even when they are in the same room. Some examples:
In addition to those gameplay-related examples, if for whatever reason you have to go AFK, or worse, leave the team temporarily, definitely tell everyone! Its very confusing and irritating when someone just disappears without warning.
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