Everything you click has an “info” option. Read it. Monsters tell you how to kill them, items tell you what they’re good for. Click Everything. Read Everything.
The most confusing thing for new players is the circle you can't get out of. This is always true - you will always be in a circle and you can't ever walk past its boundaries. The way you get around in pk is by jumping to something (a flag, a building, somewhere in your travel list, etc.) and this puts you into a new circle to walk around in. If you want to get out of that circle you'll have to visit (jump to) someplace else and be in a new circle.
First of all, you’re going to want to make yourself a territory and put your house in it. You want as much land as you can grab for this, so try not to build near anyone else’s area. One of the best ways to make sure you’re out in the open is to call your dog to hunt. Call your dog using the whistle in your items then tell him to walk, or click the "Find Open Land" option in your travel list. He’ll take you to empty land. If he can't find any, use your city ticket (in items) then travel as far to the edge of the city as you can, visiting the farthest black (city) flag you can see, repeat until you can't go any farther out, then walk your dog again. If you still can't get to open land, ask someone in Help Chat to invite you somewhere empty in your state. Once you're in open land build your cabin. Then build a territory around it.
You create a territory by planting flags. In order to plant flags you’ll need leather and wood. You should have some already, but pretty soon you’ll need to get some more. So find an empty spot, menu -> create -> build -> flag. Then walk out to the edge of it, not in the colored area and not next to any trees or anything, and plant another. Sometimes it’ll tell you there’s something too close even though you can’t see anything. That means it’s out on the other side of the circle where you can’t see it. Just move to the side a bit and try again. Then click the flag and “visit” it. Now you’re in your new circle. Keep doing this. Somewhere in the middle of your territory, build your house. If you don’t, you won’t have any way to get back to that territory again. (You’ll have other ways later, but that’s a long way off. Weeks.)
Let me repeat that: you can't get back to any flag you build right now, unless you can see it! You can get back to your house, your city if you join one, the nearest trade hub, and any city you visit. And your kingdom if you join one. But if you travel out into the wilderness and put a flag out there, you won't ever get back to it again. Accept that and move on.
Flags (and buildings and mines) have 3 states: normal (which is the default), private, and public. Private means only you can use them for travel EVER (and for mines it means only you can mine them). Normal means they can be used by anyone you've granted passage to (and you set their individual passage costs in your items). Public means they can be used by anyone who isn't set as your enemy (and you set public passage costs in your items also). Set your house, and the flags around it, as PRIVATE. And when you have enough stone, start "hardening" those flags. Hardened flags are harder to burn. If they can't travel to your house easily, it's less likely to be attacked.
Your next task is to start leveling up as fast as you can. You do this by earning experience, and then you have to spend food to buy the upgrade. DO NOT spend food on ANYTHING else just yet. You don’t need anything else that costs food until you’re level 5 (except a purse). So to gain experience (and gold) you want to kill anything you see, gather anything you see, chop anything you see except ferns. Feel free to back off from something and stand by a mourning tree to heal. Or eat a berry if there are no trees nearby.
You’ll want to have one sword, one spear, one shield, and one breastplate. Dump anything else for gold. You’ll also want a bow, but you can't use it until you have archery skill, and you can't just find a bow - you'll have to craft or buy one. Don’t forget to EQUIP your stuff. Equip your sword, your bow, your breastplate, and your shield. (You don’t have all of those yet, but as you kill monsters that carry them, they’ll drop them for you, except the bow.) Change from equipping sword to spear if the monster is killed better that way. You'll probably stop using the spear as you get stronger, but it's a good starter weapon for certain monsters.
One of the level bars (the brown one) is the weight you’re carrying and the total you can carry. This is controlled by backpacks. Keep any of those you pick up. I carry over 500 of them, each upgraded once. Also keep wood, leather, berries, sap, larva meat, stone, and iron if you have backpack room for them. Pretty much everything else you can dump for gold right now. Use the gold to upgrade your weapons and armor. Later on you'll sell things and make more gold or to get food, but for now focus on upgrading.
The weapons and armor have two numbers. A repair percent, and an upgrade level. As you use a weapon its repair percent goes down. Eventually you’ll have to repair it. You do this with resin, which you craft from fern sap and larva meat. The upgrade level is something you do with gold. BUT it costs less to upgrade a weapon if it isn’t repaired, so always try to do that first. Repair after..
GET A PURSE!!! When you die, you'll lose 10% of the gold you're carrying... and new players die a lot. A purse allows you to protect a certain amount of gold from this (the amount depends on the upgrade level of the purse). It costs food to upgrade your purse so that it protects more gold. Since you don't have much food to start out, and you're not going to make much gold right away, don't upgrade your purse past what you actually need to protect. How much for each level? Read the info on the purse!
That should be enough to get you going. When you're ready for more advanced concepts, please read the other posts I've written here.
Have fun!
Parallel Kingdom mentoring
Saturday, January 31, 2015
Friday, January 30, 2015
Trading, and How to Get More Food
Trading
There are two ways to do this in pk: through a trade post (tp) or using the "drop" method.
Using the tp is safer
Using a drop is usually cheaper
When food is involved, it MUST be done through a tp, since food cannot be dropped or transferred.
Drop Trades:
This is where a player will literally drop the items for the other to pick up. The other drops their items in exchange or transfers the gold to the player. There is no guarantee that either player will honor their end of this deal. And the player dropping items can rush over and pick them up before the other players gets them. Or can kill the other player, or kick them out, or invite someone else to attack them, or any of a million other things. If any of these things happen to you, it is "fair" within the rules of the game, though I personally despise people who play that way. But it's the risk you take when you drop trade.
Trade Post Trades:
These are safe, but the buyer will pay a 10% fee for the purchase which goes straight to pk, so the seller won't make as much gold/food from the sale.
There are two ways to do a tp transaction: you can just walk into any tp and buy something or post your items, or you can arrange a buyer/seller in advance and finish the transaction using the tp. If you don't have a buyer/seller already lined up, you want to use the tp with the most traffic. The prices will be lower and the turnover higher. When posting something for sale, you should first click "buy" and check out what that item is currently listed for. Please note that the items you see posted have NOT sold. Therefore you'll want to list yours for slightly lower. And don't forget to calculate in the 10% fee. You may also want to check the tp's average selling price for that item, though I haven't found that to be very helpful to me so far. Once you have posted an item, you have a limited time (I believe it's 1 hour) to use your claim ticket in your Items List to change your mind and retrieve it. Otherwise it will stay there until it sells or two weeks pass. If it hasn't sold in two weeks, it is returned to you. You'll get a notification that something didn't sell and was returned. If it does sell, you are informed what sold, who bought it, and how much you made.
The mechanics of buying and selling are identical for a privately arranged transaction, but you're better off doing these at a tp that has little traffic. Imagine: you post your item for 100 gold and your buyer accidently (or intentionally) buys someone else's item that is also posted. Better to use a small tp where yours is the only one. For these sales, the most common process is to go to Trade Chat at tell them you Want To Buy (wtb) or Want To Sell (wts) something. For example: "wts 130 wood for 100 food". When you find a partner for your trade, the seller will post in a small tp and invite the buyer... or sometimes the buyer invites to their preferred tp. Either way, the seller posts the item and the buyer buys it and it's all done fairly immediately. If you're in a hurry, this is the best way to buy or sell. But if you're in a hurry you are unlikely to get the best price. Everything is a trade off.
How to get more food
Things sold in tp's can be sold for either gold or food. So if you want more food, and you don't want to pay real money for it, you'll have to sell something for food. (Another way is to mentor new players, but that doesn't pay often enough. And if you're new you have no business trying to mentor anyone. So let's stick with what new players can/should do.) How can you find out what to sell for food, and how much food you'll get for it? Again, you need to ask in Trade Chat. You can ask for a price check (pc) on something. For example: "pc wood in food" will tell you the going price of wood in food. Obviously since food is a valuable commodity that can't be gathered or hunted or planted, the things you need to trade for it will also be valuable. Keep that in mind and don't expect to just be able to trade dropped weapons for food. You'll have to trade something you worked hard for.
You can also trade gold for food. Or vice versa Food is currently selling between 280 and 320 gold each. That price may change by the time you read this. And which end of that scale you can buy for will depend on how big of a hurry you're in, so you really shouldn't wait until you need to level up before dealing with a food shortage. If you don't have 80 food on hand, start trading until you have. And if you're already level 5 or about to be level 5 you will also need some refined oil for caverns, which require food to refine. So keep 100 food on hand at all times at a minimum. I recommend you work to keep up at 150.
You can also buy food directly for gold. This is more expensive than trading items for food, but if you have gold on hand you may wish to do this. Gold is hard to come by for newer players, but as you get stronger you'll earn faster.
Trading isn't difficult, but it requires a little patience. Being in a hurry, or being mad because you posted a week ago and your stuff hasn't sold yet, or posting something for higher than the going rate and thinking it'll sell, are all losing propositions.
There are two ways to do this in pk: through a trade post (tp) or using the "drop" method.
Using the tp is safer
Using a drop is usually cheaper
When food is involved, it MUST be done through a tp, since food cannot be dropped or transferred.
Drop Trades:
This is where a player will literally drop the items for the other to pick up. The other drops their items in exchange or transfers the gold to the player. There is no guarantee that either player will honor their end of this deal. And the player dropping items can rush over and pick them up before the other players gets them. Or can kill the other player, or kick them out, or invite someone else to attack them, or any of a million other things. If any of these things happen to you, it is "fair" within the rules of the game, though I personally despise people who play that way. But it's the risk you take when you drop trade.
Trade Post Trades:
These are safe, but the buyer will pay a 10% fee for the purchase which goes straight to pk, so the seller won't make as much gold/food from the sale.
There are two ways to do a tp transaction: you can just walk into any tp and buy something or post your items, or you can arrange a buyer/seller in advance and finish the transaction using the tp. If you don't have a buyer/seller already lined up, you want to use the tp with the most traffic. The prices will be lower and the turnover higher. When posting something for sale, you should first click "buy" and check out what that item is currently listed for. Please note that the items you see posted have NOT sold. Therefore you'll want to list yours for slightly lower. And don't forget to calculate in the 10% fee. You may also want to check the tp's average selling price for that item, though I haven't found that to be very helpful to me so far. Once you have posted an item, you have a limited time (I believe it's 1 hour) to use your claim ticket in your Items List to change your mind and retrieve it. Otherwise it will stay there until it sells or two weeks pass. If it hasn't sold in two weeks, it is returned to you. You'll get a notification that something didn't sell and was returned. If it does sell, you are informed what sold, who bought it, and how much you made.
The mechanics of buying and selling are identical for a privately arranged transaction, but you're better off doing these at a tp that has little traffic. Imagine: you post your item for 100 gold and your buyer accidently (or intentionally) buys someone else's item that is also posted. Better to use a small tp where yours is the only one. For these sales, the most common process is to go to Trade Chat at tell them you Want To Buy (wtb) or Want To Sell (wts) something. For example: "wts 130 wood for 100 food". When you find a partner for your trade, the seller will post in a small tp and invite the buyer... or sometimes the buyer invites to their preferred tp. Either way, the seller posts the item and the buyer buys it and it's all done fairly immediately. If you're in a hurry, this is the best way to buy or sell. But if you're in a hurry you are unlikely to get the best price. Everything is a trade off.
How to get more food
Things sold in tp's can be sold for either gold or food. So if you want more food, and you don't want to pay real money for it, you'll have to sell something for food. (Another way is to mentor new players, but that doesn't pay often enough. And if you're new you have no business trying to mentor anyone. So let's stick with what new players can/should do.) How can you find out what to sell for food, and how much food you'll get for it? Again, you need to ask in Trade Chat. You can ask for a price check (pc) on something. For example: "pc wood in food" will tell you the going price of wood in food. Obviously since food is a valuable commodity that can't be gathered or hunted or planted, the things you need to trade for it will also be valuable. Keep that in mind and don't expect to just be able to trade dropped weapons for food. You'll have to trade something you worked hard for.
You can also trade gold for food. Or vice versa Food is currently selling between 280 and 320 gold each. That price may change by the time you read this. And which end of that scale you can buy for will depend on how big of a hurry you're in, so you really shouldn't wait until you need to level up before dealing with a food shortage. If you don't have 80 food on hand, start trading until you have. And if you're already level 5 or about to be level 5 you will also need some refined oil for caverns, which require food to refine. So keep 100 food on hand at all times at a minimum. I recommend you work to keep up at 150.
You can also buy food directly for gold. This is more expensive than trading items for food, but if you have gold on hand you may wish to do this. Gold is hard to come by for newer players, but as you get stronger you'll earn faster.
Trading isn't difficult, but it requires a little patience. Being in a hurry, or being mad because you posted a week ago and your stuff hasn't sold yet, or posting something for higher than the going rate and thinking it'll sell, are all losing propositions.
Thursday, January 29, 2015
Cities
You have a ticket to your nearest city in your items, plus you can be invited to other cities and "visit" their city center in order to create an entry in your travel list. You may have lots of cities in your list, and you may visit lots of cities - and there are many reasons to do so. Traveling to a city does not make you a member of that city.
You can only join one city at a time, but you can always choose to "leave" a city and "join" another. You join a city by building a house there.
In the city of which you are a member you may have oil wells, crystal huts, research labs, armories, etc. and you can convert crude oil to refined oil (necessary for entering dungeons) if that city has a refinery.
Oil wells (crude oil):
Every city has oil wells. If they look like grass covered oily holes, they are unclaimed. You may claim it using wood (if you are a member of the city). Once you have claimed a well, click on it and tell it to create a golem. Then click on the golem and tell it to gather crude oil. The size of the well (small, medium, large) will determine how many golems can work it simultaneously. At any time you can click your well and collect the oil the golems have produced. If you don't collect for a while the well will become full and the golems will stop producing. You can increase the capacity of your well if you have researched that option in a research lab (also built in citites).
Crystal (huts):
If you see a crystal patch you may build a crystal hut next to it. Each patch can have up to 3 huts, though only one per player. You may personally have multiple huts but they need to be on separate crystal patches. A patch with more than one hut will permit additional golems to work each hut, so there is an advantage to building next to a patch that already has a hut or two. You cannot create golems here, but must create them at an oil well and walk them over to your hut before telling them to gather crystal.
Refined oil:
You refine oil at an oil refinery at any city that has one. It costs one crude and one food to make one refine oil. Dungeons cost 20 refined oil to enter (10 if you're a platinum member).
Golems:
Golems are stupid creatures, easily lost. They can jump with you to your kingdom or your war camp or your city, but otherwise they have to follow behind you and if you jump more than one flag at a time (or fail to wait before jumping again) they'll be left behind. You can always go back to get them if you know where you lost them, or use a compass to find them and travel to them (or call them to you under certain circumstances) but it's best to just move slowly and carefully in small steps.
Golems can be used to gather oil or crystal, or be trained as offensive minions using an armory or other war building. You can have up to 50 golems, but you'll need to research the additional golem capacity in your research lab and pay for the upgrades.
Archers and swordsmen can also be fused. If you fuse two units (or up to five) it still counts as two (or up to 5) but they all fight as one unit. They have the full HP of all units together, and the full fighting strength, but they can only hit one thing at a time. The biggest advantage, besides not having a mob of critters around you, is the increased HP. Having an archer killed means training another one (which takes 22 hours). Fused golems are harder to kill.
You can also garrison your trained golems in your city garrisons. When killed, they automatically regenerate in 20 minutes.
You can only join one city at a time, but you can always choose to "leave" a city and "join" another. You join a city by building a house there.
In the city of which you are a member you may have oil wells, crystal huts, research labs, armories, etc. and you can convert crude oil to refined oil (necessary for entering dungeons) if that city has a refinery.
Oil wells (crude oil):
Every city has oil wells. If they look like grass covered oily holes, they are unclaimed. You may claim it using wood (if you are a member of the city). Once you have claimed a well, click on it and tell it to create a golem. Then click on the golem and tell it to gather crude oil. The size of the well (small, medium, large) will determine how many golems can work it simultaneously. At any time you can click your well and collect the oil the golems have produced. If you don't collect for a while the well will become full and the golems will stop producing. You can increase the capacity of your well if you have researched that option in a research lab (also built in citites).
Crystal (huts):
If you see a crystal patch you may build a crystal hut next to it. Each patch can have up to 3 huts, though only one per player. You may personally have multiple huts but they need to be on separate crystal patches. A patch with more than one hut will permit additional golems to work each hut, so there is an advantage to building next to a patch that already has a hut or two. You cannot create golems here, but must create them at an oil well and walk them over to your hut before telling them to gather crystal.
Refined oil:
You refine oil at an oil refinery at any city that has one. It costs one crude and one food to make one refine oil. Dungeons cost 20 refined oil to enter (10 if you're a platinum member).
Golems:
Golems are stupid creatures, easily lost. They can jump with you to your kingdom or your war camp or your city, but otherwise they have to follow behind you and if you jump more than one flag at a time (or fail to wait before jumping again) they'll be left behind. You can always go back to get them if you know where you lost them, or use a compass to find them and travel to them (or call them to you under certain circumstances) but it's best to just move slowly and carefully in small steps.
Golems can be used to gather oil or crystal, or be trained as offensive minions using an armory or other war building. You can have up to 50 golems, but you'll need to research the additional golem capacity in your research lab and pay for the upgrades.
Archers and swordsmen can also be fused. If you fuse two units (or up to five) it still counts as two (or up to 5) but they all fight as one unit. They have the full HP of all units together, and the full fighting strength, but they can only hit one thing at a time. The biggest advantage, besides not having a mob of critters around you, is the increased HP. Having an archer killed means training another one (which takes 22 hours). Fused golems are harder to kill.
You can also garrison your trained golems in your city garrisons. When killed, they automatically regenerate in 20 minutes.
Wednesday, January 28, 2015
Dungeons
Personally, I find the dungeons to be the most fun part of playing pk, but not everyone does. For each 5 levels you gain, a new type of dungeon will become available to you. Dungeons cost 20 refined oil and 1 wood to enter. (10 refined if you're a platinum member, but you probably aren't one yet.)
Each dungeon has special items that you can only get in that type of dungeon (or by buying someone else's at a trade post). Most of them have a boss... or more than one... that is particularly challenging. Sometimes defeating the bosses will get you the special item.
Assuming you are at the level required for that type of dungeon, you may either enter on your own, or go in while still attached to the invite of someone else. There are advantages and disadvantages to each. Each person who pays to go in gets a torch. This isn't really important in itself, but the "torch bearer" or "torch holder" makes for an easy way to refer to that person. If you are the torch holder, you pay the refined oil and you fight all the monsters yourself and get all the boss-dropped special items yourself. If you are attached to someone else's torch you don't pay the refined oil and you don't get the boss drops, but there are two of you to fight each monster. The torch holder is the only one who can choose to travel out of a room, and they'll drag the entire party with them. If there is more than one torch holder in a room, there will be an additional quantity of monsters in that room (with a few exceptions in Sunken Cities). So where you might have 5 monsters if you got into a certain room, there will be 10 if there are two of you. 15 if three. Etc. It's not precise - sometimes a new person will cause a different mix of monsters than the first person. But if you expect each room to be twice as hard you'll be close enough. Also remember that each player will cause monsters of their appropriate level to appear. So if you're relatively weak, but a strong player enters the room, there will be monsters much stronger than you can handle!
You cannot leave a dungeon room until all monsters in that room have been killed. This is true even if a new person shows up after you've killed all your monsters, causing a new batch of monsters to appear. This can be frustrating sometimes in really difficult rooms, but on the other hand there are now two of you to fight them!
Once you kill the boss monster - or the final boss if there are several - you can no longer travel the dungeon. Your only option is to leave. So if you know there are more rooms you want to visit, try not to go into the boss room until you've done so.
You can only run a specific dungeon once a week. So once you've entered a cavern, you can run *other* caverns immediately afterward, but not *that* cavern until a week has passed. So don't drop anything important in there.
Many of the dungeons can be like mazes - it's hard to keep track of which rooms you've been in. I suggest you either keep a paper and pencil to map as you go, or drop something of little value to use as a breadcrumb trail. Berries, 0-level weapons, and crude oil are all good for this. Also, just because you've mapped a cavern doesn't mean you don't need to map the next one. Most of the dungeons of the same type have different floor plans.
Types of dungeons
Sewer
Level required: 1
This is the first type of dungeon you can enter. But that doesn't mean it's easy! It is, however, fairly straight forward. The primary path of the dungeon is a straight line right, followed by a straight line up to the boss. Any exits off this path go to additional (optional) side rooms that do not, themselves, have more openings. You won't get lost in a sewer. The spiders in a sewer don't net you (unlike spiders anywhere else in pk), which is nice. The boss will set nets on the floor though, and these can make moving around more complicated. When you get there, if you have a time when nothing is chasing you, you might want to walk around and spring those traps just to get them out of the way. They won't hurt you, they just freeze you for 15 seconds.
Cavern
Level required: 5
This dungeon is easy to get lost in. Keep track of where you've been in there. There are actually two kinds of caverns, but they look identical. One type has "no-eyes" monsters and the other doesn't. No-eyes will sometimes drop violet hearts (v-hearts) and these are quite valuable. Trade them for food until you're advanced enough to need any yourself. Other than no-eyes and the boss, you won't find any monsters in here that you haven't run into outside. But when you see troodonts standing in formation, that is a sign that you're approaching the boss room. Be sure your weapons are in good repair, and you've visited all the room in that dungeon you plan to visit.
Roc's Nest
Level required: 10
This dungeon is circular, with the boss in the center. Defeating the boss will put one roc egg directly into your inventory.
Grove
Level required: 15
This dungeon has 3 bosses, all identical. You will only be able to visit then in order. Doors will be locked until the necessary boss is killed. Every dead end in here will have either a boss or an acorn. Acorns are dropped directly into your inventory when you enter the room. Monsters may drop Dark Essence. This is good to sell if you don't have need of it. Once you defeat the third boss, a special symbol will show up on the floor. This is the warden, and you can pay him 16 acorns to gain access to warden skill.
Dojo
Level required: 20
This dungeon is run in a straight line. Your weapons and armor will unequip when you enter. Don't forget to reequip them when you exit. Defeating the final room will put 1 chi directly into your inventory.
Lair
Level required: 25
This dungeon has a straight line to the boss, but many side rooms. Some of these side rooms will lead you back to the central corridor - often in a different room than the one you started in. The side corridors do not have monsters you won't meet outside, except no-eyes. Defeating the final boss will put 1 dragon egg directly into your inventory.
Sunken City
Level required: 30
This is the most difficult of all the dungeons, but it is very profitable. The layout is simple enough that you won't get lost, but the monsters can be too much for many players, even veterans. When you enter, you go straight up to the empty room. In the center of the room will be a circle with three dark orbs - one in front of each exit door. As you complete the boss in each leg of the dungeon, the orb to that leg will light up. When all orbs are lit, you go through the portal in the center to fight the final boss. Each leg of the dungeon has two paths: a watery, broken, current-time path; and a light, whole, past-time path. You change paths by going through the portal along that leg. (The portal will be in the center of the room with the portal guardian. You can't miss it. That'll be the room you die a lot in.) When you're in the past-time path, pull all the switches down. Then when you're in the current-time path the doors will be open. Each minor boss will give you 1 khaos orb, and the final boss gives you 3 khaos orbs.
No, I haven't given you a lot of details about each dungeon. Discovering them is half the fun. Enjoy!
Each dungeon has special items that you can only get in that type of dungeon (or by buying someone else's at a trade post). Most of them have a boss... or more than one... that is particularly challenging. Sometimes defeating the bosses will get you the special item.
Assuming you are at the level required for that type of dungeon, you may either enter on your own, or go in while still attached to the invite of someone else. There are advantages and disadvantages to each. Each person who pays to go in gets a torch. This isn't really important in itself, but the "torch bearer" or "torch holder" makes for an easy way to refer to that person. If you are the torch holder, you pay the refined oil and you fight all the monsters yourself and get all the boss-dropped special items yourself. If you are attached to someone else's torch you don't pay the refined oil and you don't get the boss drops, but there are two of you to fight each monster. The torch holder is the only one who can choose to travel out of a room, and they'll drag the entire party with them. If there is more than one torch holder in a room, there will be an additional quantity of monsters in that room (with a few exceptions in Sunken Cities). So where you might have 5 monsters if you got into a certain room, there will be 10 if there are two of you. 15 if three. Etc. It's not precise - sometimes a new person will cause a different mix of monsters than the first person. But if you expect each room to be twice as hard you'll be close enough. Also remember that each player will cause monsters of their appropriate level to appear. So if you're relatively weak, but a strong player enters the room, there will be monsters much stronger than you can handle!
You cannot leave a dungeon room until all monsters in that room have been killed. This is true even if a new person shows up after you've killed all your monsters, causing a new batch of monsters to appear. This can be frustrating sometimes in really difficult rooms, but on the other hand there are now two of you to fight them!
Once you kill the boss monster - or the final boss if there are several - you can no longer travel the dungeon. Your only option is to leave. So if you know there are more rooms you want to visit, try not to go into the boss room until you've done so.
You can only run a specific dungeon once a week. So once you've entered a cavern, you can run *other* caverns immediately afterward, but not *that* cavern until a week has passed. So don't drop anything important in there.
Many of the dungeons can be like mazes - it's hard to keep track of which rooms you've been in. I suggest you either keep a paper and pencil to map as you go, or drop something of little value to use as a breadcrumb trail. Berries, 0-level weapons, and crude oil are all good for this. Also, just because you've mapped a cavern doesn't mean you don't need to map the next one. Most of the dungeons of the same type have different floor plans.
Types of dungeons
Sewer
Level required: 1
This is the first type of dungeon you can enter. But that doesn't mean it's easy! It is, however, fairly straight forward. The primary path of the dungeon is a straight line right, followed by a straight line up to the boss. Any exits off this path go to additional (optional) side rooms that do not, themselves, have more openings. You won't get lost in a sewer. The spiders in a sewer don't net you (unlike spiders anywhere else in pk), which is nice. The boss will set nets on the floor though, and these can make moving around more complicated. When you get there, if you have a time when nothing is chasing you, you might want to walk around and spring those traps just to get them out of the way. They won't hurt you, they just freeze you for 15 seconds.
Cavern
Level required: 5
This dungeon is easy to get lost in. Keep track of where you've been in there. There are actually two kinds of caverns, but they look identical. One type has "no-eyes" monsters and the other doesn't. No-eyes will sometimes drop violet hearts (v-hearts) and these are quite valuable. Trade them for food until you're advanced enough to need any yourself. Other than no-eyes and the boss, you won't find any monsters in here that you haven't run into outside. But when you see troodonts standing in formation, that is a sign that you're approaching the boss room. Be sure your weapons are in good repair, and you've visited all the room in that dungeon you plan to visit.
Roc's Nest
Level required: 10
This dungeon is circular, with the boss in the center. Defeating the boss will put one roc egg directly into your inventory.
Grove
Level required: 15
This dungeon has 3 bosses, all identical. You will only be able to visit then in order. Doors will be locked until the necessary boss is killed. Every dead end in here will have either a boss or an acorn. Acorns are dropped directly into your inventory when you enter the room. Monsters may drop Dark Essence. This is good to sell if you don't have need of it. Once you defeat the third boss, a special symbol will show up on the floor. This is the warden, and you can pay him 16 acorns to gain access to warden skill.
Dojo
Level required: 20
This dungeon is run in a straight line. Your weapons and armor will unequip when you enter. Don't forget to reequip them when you exit. Defeating the final room will put 1 chi directly into your inventory.
Lair
Level required: 25
This dungeon has a straight line to the boss, but many side rooms. Some of these side rooms will lead you back to the central corridor - often in a different room than the one you started in. The side corridors do not have monsters you won't meet outside, except no-eyes. Defeating the final boss will put 1 dragon egg directly into your inventory.
Sunken City
Level required: 30
This is the most difficult of all the dungeons, but it is very profitable. The layout is simple enough that you won't get lost, but the monsters can be too much for many players, even veterans. When you enter, you go straight up to the empty room. In the center of the room will be a circle with three dark orbs - one in front of each exit door. As you complete the boss in each leg of the dungeon, the orb to that leg will light up. When all orbs are lit, you go through the portal in the center to fight the final boss. Each leg of the dungeon has two paths: a watery, broken, current-time path; and a light, whole, past-time path. You change paths by going through the portal along that leg. (The portal will be in the center of the room with the portal guardian. You can't miss it. That'll be the room you die a lot in.) When you're in the past-time path, pull all the switches down. Then when you're in the current-time path the doors will be open. Each minor boss will give you 1 khaos orb, and the final boss gives you 3 khaos orbs.
No, I haven't given you a lot of details about each dungeon. Discovering them is half the fun. Enjoy!
Subscribe to:
Posts (Atom)