Irondankgart’s Dungeoneering guide
I will not be describing how to solve puzzle rooms/kill bosses. There is the wiki for that. If you’re a
beginner, read the beginner section of this guide first, then use the wiki when you get stuck. This will
be a guide on SOLO dungeoneering. If you dungeoneer in a party, you will want to coordinate your
gates with your teammates. Useful links:
Puzzles rooms: http://runescape.wikia.com/wiki/Dungeoneering/Puzzles
Bosses: http://runescape.wikia.com/wiki/Dungeoneering/Bosses
The most important topics are fat. The syllable + number combination can be used to ctrl + f to a
specific section. The most important sections of this guide are Gating (B5) and Pathfinding (B6), so
skip there if you think you don’t need the rest.
- Getting started (for beginners, skip if you’ve done a few hours already)
o (A1) The concept
o (A2) Room types and Door types
o (A3) Binding gear
o (A4) Prestige/experience
o (A5) Themes
o (A6) Things to remember
- General (EVERYBODY. You should read this shit just to make sure you know it)
o (B1) Boosts
o (B2) Ring of Kinship
o (B3) Binds
o (B4) Abilities
o (B5) Floor settings
o (B6) Gating
o (B7) Pathfinding
- Becoming a dung god (advanced/experts, saving the seconds, don’t bother if you’re a casual)
o (C1) Surge
o (C2) Adrenaline
o (C3) Choose your floor
o (C4) Room mechanics (not on the wiki)
(A1) Getting started: The concept
In dungeoneering, you complete dungeons called floors. You gain access to a deeper floor every two
levels. Every floor consists of rooms. There are three sizes of floors: Small, Medium and Large. Smalls
consist of a 4x4 grid of rooms, Mediums are 4x8 and Larges are 8x8. At the end of each floor is a boss
monster to be defeated, after which you can go on to the next floor. The layout of floors is semi-
random. I.E. floor 1 will different every time you do it.
Floors can have complexities varying from 1-6. The higher, the more skills are integrated into the
floor. You have to work up to complexity 6 the first time you do dungeoneering, but after that you
can forget about complexities 1-5.
You can’t take items from the surface world into floors, although there are exceptions. While in a
dungeon you can ‘bind’ items to take them with you in other floors. More on this later.
(A2) Getting started: Room types and Door types
Rooms:
There are two types of rooms. First there are generic rooms, in which you simply need to open the
doors. Then there are puzzle rooms, in which you have to solve a puzzle or get past an obstacle to
open or get to the doors. Some of these rooms are a pain, some not so much. Details on these rooms
and how to complete them can be found on the wiki, and tips on some of them can be found in the
advanced section of this guide.
Doors:
Skilling doors: These doors have an obstacle right in front of them that you have to clear to open the
door. If you click on the obstacle you will either complete it, fail it and get damage, or not have the
level to try to clear it. If you fail it, try again. If you don’t have the level to try, forget about the door,
you don’t have to open it.
Key doors:
To open these door, you need a specific key. Keys are scattered throughout the dungeon, max one
per room, lying on the ground. When you enter a room with a key, the key will get a lootbeam and a
red dot on the minimap. Pick up all keys you see.
Guardian doors:
Kill all monsters. You don’t have to kill the dinosaurs, those are nice (no really, they are).
(A3) Getting started: Binding gear
As mentioned previously, you can bind items to you to keep them with you throughout the
dungeons. Right from the start you can bind multiple items to your bind pool, though you will only be
able to use one. As your level goes up, so does you bind pool and the amount of binds you can use
(offhands don’t count). If you have completed the medium tasks, you can also bind a potion, which
doesn’t count as an active bind. Lastly, there is an ammo bind slot, which doesn’t count as an active
bind either. The standard amount of arrows/runes you can bind is 125, which can be raised to 225 by
completing the Salt in the Wound quest, although you are unlikely to ever use up 125.
Lvl 20: 2 active binds
Lvl 50: 3 active binds
Lvl 90: 4 active binds
Lvl 120: 5 active binds
Your first bind should be a weapon, preferably the highest tier you can use. At higher levels, ranged is
the preferred style. Second and third should be chest and legs armor, after that you can choose
between another attack style, a hood, or a bloodnecklace if you’ve got the requirements.
(A4) Getting started: Prestige/Experience
To prevent you from doing only your highest floor (most exp), there is the prestige system. To explain
prestige I’ll start with how your gainz are calculated. First off, there is the number of rooms you’ve
opened. If you leave doors unopened, you’ll be getting less exp. Note that not all doors are worth
opening, more on this later. Secondly, there is the floor you just completed. The deeper the floor, the
more gainz.
Lastly, and most importantly, there is prestige. As you’ve hopefully noticed, you can select which
floor you want to complete when making a party. In the same interface you can also see which floors
you’ve checked off. Completing a floor will check it off. Now let’s say you are level 9 and have
checked off all 5 floors you can do. This is when you hit the reset button in your party interface,
which will uncheck all floors and give you a prestige of 5. The higher prestige, the more exp you’ll get.
In short: Complete all floors you can before resetting.
(A5) Getting started: Themes
The most useful aspect of themes is that when you complete a floor you’ve already checked off, it
will check off an uncompleted floor of the same theme. There are 60 floor in total, divided into
themes. Themes dictate which bosses can spawn and some puzzles are exclusive to a certain theme.
The themes are:
Frozen (1-11)
Abandoned 1 (12-17)
Furnished (18-29)
Abandoned 2 (30-35)
Occult/Occs (36-45)
Warped/Warps (46-60)
(A6) Getting started: Things to remember
- Pick up all keys
- Bind a weapon
- Reset when you’ve checked all floors you can
- Get gainz
- DoDung
(B1) General: Boosts
Scroll of Daemonheim: Can be bought from the rewards trader. Only buy it if you’re going for
120/200m.
Perfect juju dungeoneering potion:
Use it because why not. It lasts for 4hrs, gives +5% damage and lets you open skill doors two levels
above your own. Nice for occs/warps.
(B2) General: Ring of Kinship
The ring of kinship can be customized/upgraded using tokens while in a dungeon. You can choose
between multiple benefits for each of melee, ranged, mage and gatherer. For some reason jagex
doesn’t think it would be a good idea to balance these benefits between classes. As a result, ranged
is the strongest combat style in dungeoneering. So, you will be using ranged. Spend as much tokens
as you’re willing on the benefits Sniper and Desperado of the Ranged class.
(B3) General: Binds
Binds, in order of acquisition:
1. Highest tier bow + ammo you can use
2. Chest armor
3. Leg armor/Mage switch if your combat level is high
4. Mage switch/bloodneck/hood
5. Mage switch/bloodneck, get rid of the hood and get both mage switch and bloodneck
Potion bind (after med tasks): Strong ranged potion
(B4) General: Abilities
I’ll just leave this here. Might not be optimal. I choose
Snap Shot and Rapid Fire over Bombardment because
of rooms with only one high level monster. They also
give more dps for the bossfight. Don’t use revolution
unless you’re very lazy.
(B5) General: Floor settings
Always play on complexity 6. Don’t argue with me, just do it.
Then there’s the choice of small vs med.
If you’re just starting out, do some smalls. You’ll get levels from them anyway and get to higher floors
faster. Once you’re settled in a bit, make your 2-4 highest floors meds.
The optimal small vs med choice varies per level, so I’ll just give some guidelines.
Around level 60, start doing med around f20-25.
Around level 80, start doing meds around f28-30.
Around level 100, start doing med around f30-35.
Around level 110, start doing meds around f35.
To get a better xp/hr, you can buy low floors from the rewards trader close to the ring of kinship
teleport. This costs tokens, so if you’re dungeoneering for tokens, don’t bother. How much floors you
buy depends on how much tokens you’re willing to spend. Remember that you can buy xp with
tokens in a 1:1 ratio. Personally, I just buy all frozens.
When doing mediums, try to open all doors, even after finding the boss. For smalls, just open the
easy/fast doors. Feel free to end smalls when you can. For meds, put in a bit more effort, but if you
get a really bad room (for example monolith), just skip it.
(B6) General: Gating
Oh god how am I going to explain this.
Let’s start by looking at what task sets you have completed.
None or easies: RIP. Go do meds at least, preferably elites too. If you can’t do med/can’t find a frost
dragon, talk to the trader in the starting room and change your starting items from coins to a set of
items, including rune essence. Use this to make laws and cosmics.
Meds: Try to complete the elites. Part of the rewards for the med tasks is 40 laws/cosmics at the
start of each dungeon. Talk to the trader and get him to give you your rewards as soon as you enter
the dungeon, so you don’t have to ask him for them every time.
Elites: Good job. You have three gatestones to play with. Now you can really start being efficient.
What do gatestones do? You can drop them and then teleport back to them. To teleport to the group
gatestone (ggs) you need laws. To make a personal gatestone (gs1) you need cosmics, which you’re
hopefully getting from the med tasks. To make a second personal gatestone (gs2) you need to have
completed the elite tasks. Gs1 and gs2 can be recreated and as such don’t have to be picked up if you
want to change their location. This makes them easier to move then ggs.
This is really difficult to explain in text, but I’m going to try. Try to read between the lines to get a feel
for it. This section is very important for efficient dungeoneering!
There’s two ways to look at using gates. One is using gates to get to unopened doors or close to
them. Another way of looking at them is as a way of backtracking when you reach a dead end. In
both cases, you are reducing your travel time, which is the main point of using gates.
General guidelines:
- Unless your starting room has only one door, gate it with ggs. (unopened doors)
- If the starting room had only one door, drop ggs at the first fork in the path you encounter.
When you’ve cleared one side of the fork, teleport back to ggs. (backtracking)
- Drop gates at doors you can’t open yet, but don’t drop them close to each other. As a rule of
thumb, leave at least one room in between gates.
- At the start of a dungeon, you can use gs1 and gs2 more liberally than later on in the
dungeon. If you want to place them further away from the starting room/ggs, just remake
them.
- You can use one gate for multiple doors. I.E if you have a gate in a room and your next room
also has a fork, you can use the same gate. You can cluster section of the map together like
this.
- Remaking gs1 and gs2 is faster than picking them up.
- Just opened a dead end but it has a key in it? Drop a gate, pick up the key, teleport back to
the path.
- Find the boss? Gate it unless you already have a gate close by. You will always have to come
back here.
- You can use gates while fighting Stomp to make sure you’ll get to the lodestones in time.
(B7) General: Pathfinding
Pathfinding has two aspects: knowing the critical path and choosing a direction
Choosing a direction:
Exactly what it sounds like. In order to use gates as efficiently as possible, you want to have as few
unopened doors as possible. In order to get as few unopened doors as possible, you want to find
dead ends. To find the path that is most likely to have dead ends, you look at the minimap. Smalls are
4x4, meds are 4x8, remember that. Look at where you are and try to go to the sides/corners closest
to you. When you are at a side, try to stick to it. Limiting the amount of unopened doors you have is
really important.
The critical path:
The critical path is the route you must go through to reach the boss. All other rooms are bonus
rooms, which are optional. Why would you want to know? They all give the same exp right? Because
when you get a really shitty room and you know its a bonus room you skip that bitch.
How do I know what rooms are bonus rooms?
- If you can’t open a skilldoor because your level isn’t high enough, the room behind it is a
bonus room.
- If you can’t complete a puzzle because your level isn’t high enough, it’s a bonus room. I’m
not sure whether keys inside are always rooms for bonus rooms, but from experience I’d say
they are.
- Skilldoors give exp. How much exp depends on the level required to open it. All skill doors on
the critical path are of your level or just below it. When you get an amount of exp that is
lower than what you would normally get from that door, a bonus room lies behind it. This is
much easier to see if you’re maxed or if your stats are all roughly the same.
- The resources on the critical path are always two tiers under you maximum tier at most. Let’s
say you have 60 mining and see a novite ore, you are in a bonus room.
(C1) Becoming a dung god: Surge
First off I’m lmao because you think you can do this. LOOOOOL.
Nah jk gl on becoming a dung god. Proper Pathfinding and Gating will save you most time, this
section will provide relatively little improvement, only a few minutes per hour. You’re still pretty
decent if you don’t do these things.
You just won’t be a dung god.
For some time now surge has been enabled in dung, so use it as much as you can. Preferably in long
stretches obviously. Before you surge, right-click and keep you next action (probably opening a door)
at the ready. As you’re surging, click your next action. I love this shit.
(C2) Becoming a dung god: Adrenaline
I’m going to assume you know what adrenaline stalling is. I have Freedom on my bar because it can
be used not only for adrenaline stalling, but it can also get rid of snares from mages. If you’ve got the
monitor for it, keep Anticipate open (might as well keep bombardment open while you’re at it).
Surge is also an option, but not advised since you’re likely to waste its potential. Make sure you get
an auto-attack off before you use any abilities, or you might not adrenaline for it (and you do less
damage since you didn’t auto).
(C3) Becoming a dung god: Choosing your floors
We all know that some bosses are shit. Really really shit. But we can’t avoid them. Just try really hard
to avoid them. My shit-list is below, either because they take really long, because they are annoying
as hell, or both. There are some other pretty long ones I don’t mind as much, so I left them out.
Luminiscent Icefiend (skip frozens, cya hick)
Skeletal Horde (long)
Stomp (long, you don’t always get 2 crystals, in which case you have to repeat a phase)
Kal’Ger the Warmonger (long)
I’m going to assume that as you’re aspiring to be a dung god, you buy your frozen, so we’re going to
forget about Icefiend. The way the game decides what bosses to spawn is based on what floor you’re
doing, not what theme you’re doing. As such, more bosses are added to the pool you can get when
you get to the higher floors of a theme. Thus, you will be repeating the highest three floors of the
abandoned 1 / 2 and furnished themes to complete them. You can leave a dungeon at any point in
time through the party interface, unless you’re getting hit. When you just finished a floor, click the
arrow that speeds up the interface and then right-click the number one. You’ll get the option to leave
the dungeon.
Horde can be found on f12-17 and f30-35.
To minimize the torture, repeat floors 15-17 twice and repeat floors 33-35 twice.
Stomp can be found on f18-29.
To minimize the torture, repeat floors 26-29 twice and floors 27-29 once more after that.
Kalger can be found on f57-60.
Since these floor are the best exp, you’ll just have to suck it up. Rip gainz.
Special mention: Blink and why he isn’t in here. Using this method you would get Kal’Ger more often,
which is way worse. Look in the room mechanics section on how to fight Blink.
(C4) Becoming a dung god: Room Mechanics
Lots of second savers in this section. Let’s start with bosses.
Bulwark Beast:
Mageswitch, un-equip your ranged armor.
Stomp:
Place gates next to the lodes. Don’t destroy your pc.
Sagittare:
Mageswitch, un-equip your ranged armor.
Warped Gulega:
Save adrenaline for Death’s Swiftness.
Kal’Ger:
Place lodes on both sides.
Special mention: Blink
Most people hate blink but I think he is one of the most enjoyable bosses (unless it’s hardmode).
How to Blink: Blink always come from two different sides, and these sides are always next to each
other. Stand in the corner opposite of the corner where those two sides meet. Blink will appear on
your minimap before he appears in the actual dungeon, giving you time to react. When you see him
appear in either of the four rows you’re standing in between, pull up the last block of those rows.
When he appears in the rows adjacent to these four, run to the far side, away from blink, or you will
get damage. If he appears in the fourth row, do nothing. GZ you just did a dmgless blink.
Ferrets, Fishing
Fish one more fish than you need in case you burn one. The ferret always walks diagonally first, plan
for that. Very rarely will you have to use more than two fish to get him to the pressure plate.
Ferrets, colored traps
Ferrets start walking when there are less than 2 space between you and him. They walk diagonally
away from you unless you are in a straight line with them, in which case they will walk further down
the same line. When a ferret is next to a wall, stand next to the same wall and scare it. Never scare
them unless you really need to.
Ferrets, the most hated
Two ways of doing this. One is high risk-high reward, the other is slow but sure.
High risk high reward: Line yourself up with the ferret. Run towards it and let it run till it’s close to a
wall. Surge towards it and hope you catch it. You should prepare your action with right-click before
you surge. You can get 5 second ferret rooms like this, gl.
Slow but sure: Make 2-3 traps and place them in front of a corner you know you can drive the ferret
towards. Hope the trap triggers.
Colored energy
The one where you have to time the colors going into the center. Time the starting of a new color
right by clicking the crystal when the other colors you’re timing it with are in the center (the tick in
which they don’t show on the floor).
Toxic maze
You don’t have to go to the center. Yes really. Unless there’s a key there and you want it. Just pull the
lever and skip to the doors.
Magical construct
Go to another gate while it takes down the barriers.
Pillars with lodestone in the middle
Put a gate down before you hop on there (you’re probably doing this already but hey). God I hate this
room.
Mercenary leader
The minions will despawn after a minute or so. If it was a high level leader and it summoned multiple
minions already, go to another gate and come back later.
Barrel room
There is a pressure plate in the room but it’s useless. You don’t have to push the full barrel on there.
Statue bridge
Stand between the statues before you repair it, then click again shortly after to push it. The repair
animation takes longer than the time it actually takes to repair the statue.
Portal maze
Always take the portal opposite the one you came out of. You’ll either end up in the middle or
outside, in which case the port you haven’t gone through yet is the right one.
There’s loads more tiny things for specific room, but you have probably figure those out yourself.
These were most of the less obvious ones.
GL on becoming a dung god.