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As players traverse the halls of Daemonheim while training the Dungeoneering skill, they will frequently come to special rooms and doors that require more than just a couple of clicks to pass. Some of them require players to slay monsters, others require keys to unlock them, and still others require more complicated actions within the room. Learning and overcoming these rooms and doors is one of the greatest challenges to mastering the skill.
Note that Jagex has not released official names for many of these challenges; most of the room names and many of the door names here originate from players.
Combat rooms are among the most common type of Dungeoneering rooms, and are also among the most time-consuming. They can only be passed after players fight (and, with the exception of the Monolith room, slay) the monsters in the room.
Note that Boss rooms and normal Guardian door rooms can be found on every Complexity, whereas the other types of room, including the subtypes of Guardian door rooms, can only be found on Complexity 5 and 6.
Puzzle rooms are rooms that require players to perform some complicated action within the room in order to unlock the room's doors. These actions range from things as simple and straightforward as pulling levers within the room at the same time, to actions as complicated and bizarre as carefully luring a ferret onto a pressure plate by throwing fish in front of it. The challenges in these rooms often require a player to have a certain skill level, relevant to the tasks within the room.
Key doors are locked by large magical seals; they require special Dungeoneering Keys to open them. See Key Doors for more information.
Skill doors are the simplest doors in Dungeoneering, aside from Enter doors. They require only the direct application of a single skill to open. Provided a player has the correct skill level, each door can be opened in a few seconds.
Be careful while opening a skill door, as you can not eat or change prayers for the duration of the animation, and you will continue to be attacked by the monsters in the room, if there are any. You may also fail the door, in which case you will receive damage, sometimes of over 500 Life Points (using some Ring of kinship classes can reduce this damage).
Skill doors on the route that leads to the dungeon's boss will always have requirements than someone on the team is capable of opening. If the dungeon is on a free-to-play world, the doors on that route will all have free-to-play requirements. However, doors on routes that do not lead to the boss may require the team to make a potion, and on free-to-play servers may even require members-only skills.
There are currently no doors of this kind for the Attack, Constitution, Cooking, Defence, Dungeoneering, Fishing, Fletching, Ranged, or Slayer skills.
The Home room is the room the team begins in. It contains the Smuggler, tables laden with food and equipment, and skilling apparatuses.
A dead end (also known as a "de") is a room that has only an entrance, and does not link to any other room.
Some doors can be opened with simply a click; these are called Enter doors, and are the easiest doors in Daemonheim.
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