Dungeoneering/Puzzles

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All puzzles can be found on non-members worlds, though the members-only ones will be unsolvable, thus preventing free players from obtaining access to some rooms.

Transferable resources

A list of puzzles with transferable resource:

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 to land on each of the 4 squares.
Skill requirements
None
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.

Seeker sentinel (Abandoned floors only)

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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.
Skill requirements
None
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.

Sleeping guards (Furnished floors only)

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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.
Skill requirements
Thieving helps, but not necessarily required
Solution
You must get the right key to unlock the door(s), 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. Turn off Run before you enter this room. 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.

There can be multiple doors requiring keys, but each key can only unlock one of the doors. A key disappears when it is used to unlock a door.

The Brutes can be dangerous if woken up, depending on the player's combat level, on some occasions there will be Brutes sleeping that have Gorgonite/Promethium Mauls on.

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.
Skill requirements
None
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. In a group, it is best for only one player to attempt the puzzle at a time. Any player attempting to move an incorrect tile or moving the same tile after the first member will suffer damage. Damage may still be taken from incorrectly moving the tiles even if the puzzle is completed.

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.
Skill requirements
None
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.

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. A recent update has allowed players to pull the statues making it easier for players.

Attempting to push a statue to a location where a monster or player is will result in the statue not moving. Thus, it is advisable to pull the statue to avoid this.

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 crumbling wall will appear on one of the edges.
Skill requirements
Mining and Crafting
Solution
The player must carve a stone weapon to give to the unarmed statue.


  1. Mine crumbling wall (need a pickaxe) - receive Stone block.
  2. Carve stone block (need a chisel and hammer) - look at the two armed statues and carve the weapon that neither is using. You can choose between a Stone sword, Stone staff, or Stone bow.
  3. Arm statue - give the weapon to the statue.

Note: A hilarious accident might destroy the block and cause damage. Just go through the steps again if this happens.

Note: If you attempt to mine two stone blocks it will cause 110 damage and you will not receive the stone block . The drop trick will work here.

Note: In case you are unable solve this puzzle due to insufficient skill levels, it IS possible to use stone weapons you can mine and craft in the Ten statue weapon puzzle provided you have both of these puzzles in the same dungeon.

Ten statue weapon

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Description
This room has two rows of up to five statues in the middle of 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.
Skill requirements
Mining and Crafting
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.
  • If the statue uses Magic (wields a staff), arm the other statue with a Bow.
  • If the statue uses Melee (wields a sword), arm the other statue with a Staff.
  • If the statue uses Range (wields a bow), arm the other statue with a Sword.
  1. Mine crumbling wall (toolbelt pickaxe works) - receive stone block. You receive damage if you fail to mine the wall.
  2. Carve stone block (toolbelt hammer and chisel works) - look at the opposite statue and choose best weapon according to the combat triangle (Sword beats bow, bow beats staff, staff beats sword). You can choose between a stone sword, stone staff, or stone bow.
  3. Arm statue - give the weapon to the statue.

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.

Note: The Dungeoneering update has modified the amount of statues depending on the team size. If there is just one player, there will be 2 to 3 pairs of statues to finish, unlike having to do all 5 pairs of statues before that update.

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.
Skill requirements
None
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:

  1. Wave
  2. Nod head
  3. Shake head
  4. Laugh
  5. Cry

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. You will have to wait though, since moving in and out will still make the statue attack you.

Note: This puzzle will most likely prevent progress if a party member leaves the party, except when the floor is set to a lower difficulty.

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.

Levers

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Description

The puzzle consists of 5 levers, which players need to pull all of them in the shortest time before a trap is triggered and levers reset, releasing 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 lever is pulled. On the sides of the levers there is a marking that looks like the Chinese numeral (五), possibly there as a reminder to those who can read it, that there are five levers, as the lever closest to the entrance may be overlooked. The larger the Dungeoneering party, the less time there is to pull all the levers before being zapped. Thus, when players have difficulty in larger parties, this simple task can (and does) become one of the hardest challenge rooms available.

Skill requirements
None, but high agility and low weight can help.
Solution

To unlock the door to the next room, all of the levers must be pulled. As soon as one of the levers is pulled, all the other levers must be pulled within a certain time. If the levers are not pulled within a certain amount of time, poisonous gas will damage the player(s) and timer and levers will be reset. The more players there are, the less time the players have to pull all the levers.

Important! If you are unable to pull all five levers in the time allotted, you should stand in the centre of the room to avoid taking damage.

  • Solo scenario
    • Start on one side of the room, so that running to get all the levers will take the least amount of time.
    • If you click the next lever too fast you will skip the prior click before its lever is pulled.
    • Watch your player as it runs to the next lever. It stops, turns, and pulls the lever in three distinct actions. Be ready to click the next lever, but wait until your avatar pulls the lever before clicking the next lever.
      • If you suffer from high lag and the above doesn't work, try clicking the next lever a bit sooner, such as when your character is barely next to the current lever.
  • Team scenario
    • Selecting a leader for this puzzle will make the puzzle's completion easier. The leader should announce when to start and who will take which lever(s) (example: 3 player raiding would need 2 players to pull 2 levers and 1 player to pull 1 lever).
    • Warning: Two players pulling the same lever at the same time will Un-pull the lever, possibly relocking the room and ultimately dealing damage to all members!
    • Tip: In order to compensate for a lack of players, keep in mind that you can use gatestones.

Flip tiles

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Description
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:


  • "Imbue" - flips the imbued tile and any other tiles to the north/east/south/west of the imbued tile.
  • "Force" - flips only the tile itself, but the player receives damage. It can be reduced with an Artisan or Gatherer's Ring.
Skill requirements
Runecrafting
Solution
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.
If these are left in the bottom row... X X "Imbue" these in the top row X X
If these are left in the bottom row... X X "Imbue" these in the top row X X
If these are left in the bottom row... X X X "Imbue" this in the top row X
If these are left in the bottom row... X X X "Imbue" this in the top row X
If these are left in the bottom row... X X X "Imbue" this in the top row X
If these are left in the bottom row... X X X "Imbue" this in the top row X
If these are left in the bottom row... X X X X "Imbue" this in the top row X

Note: Often, in large teams, players would try imbuing the tiles until only 1-3 tiles are the wrong colour (not dependent 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

Press orange to bring dark down
Press orange to bring dark down
Press orange to setup for win
Press orange to setup for win

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.

Note: If the puzzle is completed and the room is unlocked, you can toy around the tiles. This DOES NOT re-lock the door though.

Monolith

Main article: Monolith
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Ghosts

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Description
This room contains several ghosts who seem to be normal enemies, but one of them contains a spirit.
Skill requirements
None, though high combat skills will finish this puzzle faster.
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 (always the closest ghost) until you've killed them all. The ghosts attack with both melee and magic, and cannot be poisoned. They are similar to the ghosts of the occult floors, but the levels will vary depending on party size (sometimes in a group of 5, the ghosts could be level 14).

Strangely enough, the ghosts here give double the XP, similar to the Gravecreeper.

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.
Skill requirements
None, but Thieving is helpful.
Solution
There is one safe path through the grooves; any incorrect choice will cause the player to be damaged. If you chose a wrong set of suspicious grooves, spikes will appear from the ground and inflict damage on you. You can reduce some of the damage by switching your ring of kinship to the 'Gatherers' setting. The higher the tier bought, the less damage will be inflicted. Choosing the correct set does not activate the spikes.

A recent update has added the ability to check the grooves for the traps. Right click the groves and choose the investigate option to check them. Much like checking for seed in the Vinesweeper game, you can fail and try again. This makes it possible to pass this trap without taking damage.

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.

Note: When in a team, if the group gatestone is placed on a spike square, other members of the party will not be able to teleport to the gatestone.

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.

Warning: If soloing a dungeon and you get this room, you will, with the levers room, end up with low level creatures.

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.
Skill requirements
Magic (Unless all 4 lodestones are already charged)
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 until you step off, this includes if it is in the crystal. Once you step off the pad it will start moving again. Solo players - You need to synchronize the lights so that they hit the crystal all at the same time. Stepping on and off the pressure pad starts and stops them. Once all 4 hit the crystal at the same time, the lock will open.

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.

A better strategy is to first choose a colour. Now, stand by an unactivated stone, and when the colour chosen is in the middle, activate it. If done correctly, both colours will be synchronized. Be sure to let other teammates know which colours to trap in the middle and which you have synchronized.

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.

Also, you can try having 3 of them at the same time, and one not coming in. This will also solve the puzzle without wasting a small amount of time.

In teams of 3+ players you can have all three players stand on a different pad and trapping 3 lights in the centre. when the 4th light moves into the center the doors will unlock.

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.
Skill requirements
None
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, and due to an update on 15 March 2011, removes the obstacles. 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:

  • It is advised to place a gatestone outside of the room so that the player can teleport out in case time runs out (recommended only for team raids, because your teammates can finish the maze for you)
  • One can home teleport out of the maze if one is truly lost. He/she will still receive damage from the toxin, but it will not interrupt the spell.
  • Solo Players - The timer does not reset if you teleport out, you will have to start over with the poison gas present the whole time, so bring enough food to get through the first time.
  • It is suggested that you should try to figure out the maze ahead of time, using an Orb of Oculus. Be sure you get a good look at every door. Some obstacles are a bit smaller than others, and will be harder to see over a wall.
  • Sometimes, the solution is to work around the edges to the other door and head straight in from there. Check this route before trying it.

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.
Skill requirements
Fishing
Solution
Use a Fly fishing rod to catch the key out of the mouth of the Pondskater. This can only be attempted when a Pondskater is at the edge of the water. If the wrong bug is caught, it will bite the player 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.
Pondskater with key yawning

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.
Skill requirements
Fishing, Cooking, and Ranged
Solution
  1. Buy a fly fishing rod and 5 or more feathers.
  2. Catch many raw vile fish. If you fail, you may receive damage from a hilarious accident.
  3. Cook them into vile fish. If you fail, the raw vile fish will completely disappear from your inventory.
  4. Toss the fish onto tiles to lure the ferret to move in a path that avoids the holes and to the pressure pad.
  • Note: Only the first 3 fished vile fish gives fishing experience.
  • Tip: You can use vile fish caught in one puzzle to lure the ferret in another of these puzzles (if it's in the same dungeon). As a result, if you come across a puzzle with too high of a fishing (or cooking) requirement, and there is another puzzle with lower requirement, stock up on vile fish from the less demanding puzzle to clear the more demanding puzzle.
  • Tip: Ferrets can, and will move diagonally. You don't have to limit yourself to 90° angles. The ferret will move diagonally to its direction before heading straight (North, West, East, or South). With this in mind, most puzzles will take 3 or fewer cooked vile fish to complete.
  • Tip: You can throw the second vile fish right after the first one landed. You don't have to wait for the ferret to move. It has a good memory and will follow the order in which you are throwing the fish.
  • Tip: This puzzle provides only cooking and fishing experience, no range experience.

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.
Skill requirements
None
Solution
To do this puzzle, you do not need any special item, but you do need a lot of patience. Ferrets will attempt to move away from any player that is in the two squares encompassing the one 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 players to finish this room so that others don't interfere with their work. Alternatively, if a ferret gets stuck on a wall or corner, one could move onto the space where the ferret is standing to make it move away, but this does not always work.

Scaring the ferret causes it to move around randomly, and it is usually necessary to scare a ferret if it gets stuck along a wall.

Once a ferret steps into its plate, it becomes immobile and you do not need to worry about it any more. Once all the ferrets are in their plates, the doors in the room open.

Tip: Turn off run and rather walk at it. Its easier to control where and how many paces it will move that way.

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 Lump of stone, cut them into the appropriate missing piece of the damaged construct with a chisel (Crafting level required), imbue them with the appropriate Runecrafting level and then charge up the construct (requires a Magic level). The rune construct will then slowly unlock all the walls (Rune covered door) in the room. As with all puzzles, players will take moderate to severe damage if they fail. Previously, this puzzle would reduce a player's Magic level if they failed to imbue or charge the construct, which would oftentimes result in the dungeon being impossible to complete. Jagex changed this on 15 March 2011.
Skill requirements
Crafting, Runecrafting, and Magic
Solution
  1. Take a Lump of stone from the crate of magic rocks.
  2. Examine the damaged construct to find out which part is missing. A harder way is just rotate the view and watch the missing part.
  3. Carve lump of stone into Arm, Leg, or head (failure deals some amount of damage as "you have a hilarious accident with the hammer and chisel, destroying the block in the process.") This causes extremely high damage onto you.
  4. Imbue the carved part (Spare construct arm (u), Spare construct leg (u), Spare construct head (u)). Failure to imbue will cause moderate to heavy damage to player attempting and destroy the carved stone.
  5. Repair construct - attaches new part to the damaged construct (Spare construct arm, Spare construct leg, Spare construct head).
  6. Charge Dormant construct - "You charge the construct with magical energy and it springs to life." As mentioned failure will cause moderate to heavy damage.

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.
Skill requirements
Agility
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 basic 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. It is suggested that you place a gatestone before you start so that if you stumble at any point before the final pillar, you can teleport to your gatestone and try again, since the orb gets a free move and will be able to easily catch you.

A 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 gatestone. Create another gatestone and drop it. 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 multiple times.

The optimal strategy is a bit more risky, but saves time. First, jump to the first middle pillar. Now, jump to the second and pay attention to the direction the orb moves. Next, jump sideways one pillar away from the orb. Lastly, jump 2 pillars straight forward to the end of the puzzle. Warning: if you stumble even once, there is a good chance the orb will collide with you.

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 (and one for the middle rock on one side) will respawn and drop down again causing large damage to the player if they are underneath, unless the frames have been fixed.
Skill requirements
Mining; Construction helps, but not necessarily required
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. There will also be resources, so mine the rocks away to get access to them.

Winch bridge

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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 bridge to walk across. Note that there are usually monsters on the other side.
Skill requirements
Smithing, Crafting, Ranged, and Strength
Solution
Grab an item from both boxes in the room and use the meatcorn (leaf-like item) on the spinning wheel to get a rope. Then use the broken hook on the anvil (requires a hammer). Now use the two items on each other to make a grapple hook. Grapple the other ledge and use the winch to pull the bridge across.

Ramokee familiars

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Description
There is a large obelisk in the centre of the room that is home to four ramokee familiars: Ramokee skinweaver, Ramokee deathslinger, Ramokee stormbringer, Ramokee bloodrager.
Skill Requirements
None, but combat helps.
Solution
Defeat all monsters to continue. For teams, it is important that the team works together and kills each one as a group.

Kill the Ramokee skinweaver first since it heals the other Ramokees. Then kill the deathslinger (range), stormbringer (mage), and bloodrager (melee) in that order. This is the common order for players with melee binds.

Note:There may be other monsters in the room besides the Ramokees. This is especially common in larger teams. Tip: Use snare on the bloodrager when attacking the other enemies. Using Deflect/protect from Summoning does reduce the damage taken

Warning: Larger teams can contain also very high levelled creatures inside. Such incidents happen, as having all of the Ramokees on such a team are level 130+, and some other creatures such as skeletons or so can also be similar to that.

Note: If this room occurs early, there is a good chance of the familiars being a low level, and easy to kill.

Note: The Hexhunter bow greatly aids in this room. If a party member has one, they should attack the Stormbringer while the rest of the team focuses on the Deathslinger. If a member has a Celestial surgebox or Celestial blastbox with runes included, they should kill the Bloodrager after the Skinweaver is dead.

Mercenary leader

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Description
The room has a mercenary leader with some backup minions that teleport in and out.
Skill Requirements
None
Solution
To complete the room, kill the mercenary leader. Wait for a moment where it is only the mercenary leader in the room, to minimise damage. Focus on killing the leader only. It may be a good idea to have the party leader mark it.

Group Strategy:

  1. Drop the group gatestone outside the room.
  2. Rush the leader as a team, pray against magic. The longer you are in the room, the more of the minions will drop in to help him. Note that all 3 types of the combat triangle may spawn. Alternatively, if soloing, you could wait for the leader to have only mages summoned.
  3. After killing the leader, teleport out again and wait for other minions to teleport out, unless the minions are of relatively low level.

That was the common strategy before the Mercenary leader got an update. Before the update, the leader was a lower level, but the minions were all tier 11. Now, the leader is higher, but the minions are lower, making it easy to tank the minions until the leader is dead.

Note: the Hexhunter bow greatly aids in killing the leader.

Member puzzles

Hunter ferret

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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."
Skill requirements
Hunter; Woodcutting and Fletching are required for solo players to make traps, but not necessarily required for teams
Solution #1
You need an axe and knife for this method.


  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. You may occasionally fail to chop the branches, which causes some damage. Get about 4-6 of them, fletch 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. On extremely rare occasions, the room may appear without any dry branches at all (although this may be a glitch). If this happens, soloers should situate themselves two squares away, but still hidden by the 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 bite the player, which stuns them for a few seconds.
  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 stunned by the ferret and the ferret being too fast happens a lot. This method should mainly to be used by non-members.
Solution #2
File:Ferrethuntertrap.gif
  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. A F2P player that has never trained the hunter skill will not be able to catch the ferret even by hand.

Please note that you can save time by looking where the ferret stays if everyone is out of the room. Make a trap, lay it in that spot, exit the room, and the ferret will walk to the trap.

Solution #3

In large teams of 5 people you can have 4 people in each corner and one person with the highest hunter level yo catch the ferret. this way the ferret will get trapped between 2 people and will run back and forth.

Fremennik camp

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Description
There will be a Fremennik scout 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 (tier 1) are also provided in the room.
Skill requirements
Cooking, Smithing, and Fletching
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 (Riddles)

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Description
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 heavy 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. This hoardstalker can be a good way to "suicide"; it is best to kill yourself if no altars are in the dungeon or you are low on health.
Skill requirements
Summoning (may need to recharge current Summoning points) and possibly Thieving if the item required cannot be found elsewhere in the dungeon.
Solution(s)

Note: You are able to use items other than the ones provided in the room. For example, if the riddle calls for a hammer, but no one in the party can open the doors, you can use one that you've bought from the Smuggler.

Note: No Summoning level is required to complete this puzzle. If no one can understand the Hoardstalker, you can still try giving him every item possible until the riddle is solved. Be cautious, however, because each incorrect item may deal up to about 400 damage.

Riddle Item Name Picture Location
Without me, a deathslinger is merely a gorajo with a stick. Bowstring 1
Though I'm light, I can not illuminate the dark. Feather Feather 1
The blunt force I provide is surprisingly constructive. Hammer 1
Completed I can make you dead, but currently I have no head. Headless Arrow File:Headless arrow.png 1
From your veins I flow, from essence did I grow. Blood Rune A blood rune 2
I can get you almost anything you want, but with no one to accept me, I am worthless. Coins A coin 2
I pluck the denizens of the sea, to serve a salty sailor's tea. Fly fishing rod Fly fishing rod 2
I am cursed with but one eye. And from Haystacks I will spy. Needle A Needle 2
I demonstrate faith in a dark god. Unholy Symbol Unholy symbol 2
Born through fire, I'm lost in winds and muddied in water. Ashes Ashes 3
Sticks and stones may break me, exercise may ache me. Bones Bones 3
Though my friends fly high, I was always destined to protect. Novite kiteshield Novite kiteshield 3
Remove my yellow skin, and dine on me within. Banana A banana 4
I am water that brings fire to your heart. Firebreath whiskey 4
While many call me mould, some call me savoury. Gissel mushroom 4
Without me you cannot survive / would perish, but fill a room with me and you would surely die. Vial of Water Vial of water 4
The slowest of assassins, I'm at home on your blade or in your drink. Weapon Poison Weapon poison 4
A serpent am I, yet on land I would die.

Dusk eel
Short-finned eel
Salve eel
Cave eel

Dusk eel
Short-finned eel
A Salve eel
4

  • 1: On the tables in the apart room, near the chest.
  • 2: In the chest in the apart room, near the tables.
  • 3: On the ground in the apart room, without anything else in it.
  • 4: In the food barrel in the apart room, near the farming patch and cooking range.

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 and obtain loot from the chests and push the barrels around, but they are unable to fix the barrel.

Skill requirements
Strength and Construction
Solution

Pushing the barrels has a strength requirement. Pick up the Broken barrel bits 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 the room unlocks. Leaving the barrel by a 'Devouring Pipe' will reduce the capacity.

Once the barrel is full, put it on the pressure plate to unlock the doors.

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.
Skill requirements
Agility
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. The puzzle is now available to free players since the 7th of December, it is easier for free players than members.

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 into them (600+), and can hit you several times.

Keystone bridge

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Description
The room has islands at each door and in the centre, surrounded by a vast pit. Bridges between the central island and further doors are broken and must be repaired by mining a rock and crafting it.
Skill requirements
Mining, Crafting, and Construction
Solution
This variant of the broken bridge room involves mining a rock from the Mining rock, crafting it into a carved keystone, and placing it on the damaged bridge gap.

Broken plank bridge

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Description
The room has islands at each door and in the centre, surrounded by a vast pit. The bridge between the central island and further doors are broken and need to be repaired by using planks provided on the other side.
Skill requirements
Agility and Construction (but not required if gatestones are utilised)
Solution
This variant of the broken bridge room involves jumping over the gap, taking 5 planks from the crate and constructing a wooden way to fill the gap.

Note: This puzzle can no longer be completed by a free player, regardless if they have trained Agility or Construction.

Note: You dont need to fill the gap if soloing.

Return the flow

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Description
This room contains four pillars, a central fountain, and some debris blocking the liquid's path.
Skill requirements
Mining and Construction.
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 level for fixing the pillar and a mining level for mining the debris.

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.
Skill requirements
Smithing, Crafting, Ranged, and Agility
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 (requires a hammer). Use the two items on each other to get a grapple hook. Grapple the other ledge, and walk across on the tightrope.

Note: This puzzle is not to be confused with the winch bridge, the version of the puzzle that does not require Agility and can be completed by non-members.

After one person crosses the rope there is no longer an agility requirement.

Statue bridge

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Description
There are two stone statues near the edge of the gap. You will notice that a pressure pad is close to one of them. There is also a Mining rock within the room. The giant statue initially requires a construction level to fix, although fixing gives mining experience
Requirements
Mining, Construction, and Strength. Hammer.
Solution
Mine the mining rock found in the room. You will receive a lump of stone. Use this on the statue without a clear face to repair it. Now, push the statue on the pressure pad. The bridge will slide across closing the gap.

Poltergeist

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Description
The room contains a sarcophagus with four censers 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.
Skill requirements
Herblore, Prayer, Firemaking, and Thieving
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 (requires a Herblore level), consecrate them (requires a Prayer level), put them in the censers and then light them (requires a tinderbox and a Firemaking level). Then open the sarcophagus (requires a Thieving level).

Unhappy ghost

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Description
Looks similar to the poltergeist room, but instead, the Ghost's tomb has been ransacked and needs some repairing.
Skill requirements
Construction, Thieving, and Prayer
Solution

There are a variety of tasks that need to be done to cheer up the ghost. An antique ring is on the ground and needs to be returned to the jewellery box. A broken pot (along the sides of the room) and a damaged pillar require repairing. Unlock the coffin and bless the remains of the coffin.

Beware that it's possible to take damage from failing any of the tasks, and your prayer points may be reduced if you fail to bless the remains.

Coloured recess

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Description
These rooms contains 4 coloured recesses; a green, purple, blue and yellow one. One of the walls contains vials. There are 4 blocks scattered across the room.
Skill Requirements
Strength and Herblore
Solution
Push or pull all 4 blocks onto a coloured recess. Then take all 4 coloured vials from the wall. Use the coloured vials on the block placed on the corresponding recess, and the doors will unlock.

Flower roots

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Description
The room contains a big flower which requires Farming Skill to uproot. The vine roots growing from the big flower have smaller flowers which need to be chopped away. This will clear a path to the big flower.
Skill requirements

Woodcutting and Farming

Solution
Look at the colour of the biggest flower located at the centre in the room and the flowers on the root that block the way and all the flowers in the room will change colour. (You can hover over the flowers to verify the colour.)

Only cut the small flowers which match the colour of the biggest flower, otherwise you will take damage from trying to cut other flowers which don't match the correct colour. (You may also fail even if it is the correct colour.)

After reaching the biggest flower, uproot it to unlock the door. Often there is no flower that match with the biggest flower. Wait for the flowers to change colours. The colours rotate through: red, yellow, blue, and purple (in that order). The biggest flower rotates through the colours slightly faster than the roots.

Coloured bookcases (Occult floors only)

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Description
This room contains four rotating bookcases with four flying books.
Skill requirements
None
Solution

In this room are four different coloured 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.

To find the colour the bookcase should hold, examine the bookcase on the wall by right-clicking. This will tell you the colour needed.

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 its correct coloured bookcase, the book will stay inside the case and stop flying. The doors will unlock once all the books are in their proper cases.

Portal maze (Warped floors only)

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Description
The maze has 8 rooms, each with portals on the sides that lead to a random room.
Skill Requirements
None
Solution
The goal is to reach the centre of the maze. Keep moving as you will continuously take damage while inside the maze until you reach the centre. Once you reach the centre, wait a few seconds and the doors will unlock. In larger teams, there will be pressure pads equal to the number of people the dungeon was designed for. You will need to have everyone standing on a pressure plate in the centre room. There was a glitch where you could stand on one of the tiles, logout, and upon returning the door would unlock without the need of your team. This glitch has been patched as of 2011-09-21. One strategy which often works is that once you enter through one of the initial three doors, always go through the door opposite of you.

References

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fi:Dungeoneering/Puzzlet