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Door Types - Regular, Guardian, Locked, Skill and Boss Doors Rooms within Daemonheim are connected to each other with doors; there are no open passageways between rooms, or other ways to move around except for teleports. Doors close automatically after being used; you must click a door each time you move from one room to an adjacent one, even if you just used that door to enter the room youre in. This was probably done to prevent accidentally going somewhere youre not ready for. As mentioned in the discussion of floor navigation, the first time you click a Daemonheim door it merely shows you what is beyond it; the second time you click, you go through. These two clicks can be from different players, so in a team it is important that only one player open any door until the boss is found, or you may be thrust into the boss room before you are ready. There are many types of doors in Daemonheim, some of which will test your RuneScape skills, or your real life ability to solve a puzzle and keep track of different items that are needed in a particular order. These are doors that do not have any special associated with them; their default left-click action is Enter Door, and when you click the door youll immediately go through it to the next room. Regular doors are actually the least common type in Daemonheim; most fall into one of the categories below. However, skill doors turn into regular doors after they have been solved (though their appearance remains different). These are the most common type of doors in rooms that do not have puzzles. They are so named because they watch what is going on in the room, and wont let you open them until all of the guardians (read: monsters) in the room are killed. These doors are the bane of players trying to rush dungeons. In your travels through Daemonheim, youll encounter many doors blocked by special locks that have a color and shape associated with them. A cool graphical effect in front of the door shows you what the lock is; you can also examine the door and youll see that it is named for the key it requires. Even after the door is unlocked, it retains its original name (for example, blue rectangle door). These locks are the primary way that Jagex makes Dungeoneering floors require more thinking and exploration, rather than just being something where you just try to find the shortest path to the boss room. The keys to these locked doors are located on the floor of various rooms in the dungeon, and it is quite common to find the door with a particular lock before the key is located. This forces players to keep track of where door locks are, and move around the dungeon as keys are discovered. The locks and keys are always arranged so that you never have the key you require locked behind a door that needs it, but are often arranged so you need to use multiple keys in a particular sequence. For example, suppose a door with an orange crescent lock on it has the green triangle key within it. The game will never make it so that the door with the green triangle lock has the orange crescent key; this would make the rooms impossible to unlock. Instead, it will design the floor so that you encounter the green triangle lock somewhere else, and must first unlock the orange crescent door, get the green triangle key, and go back to deal with the green triangle lock. Only one colored key can appear in any room, and they can be in nearly any room typeincluding challenge rooms. They are usually in the center of the room, but can be in odd locations, again most commonly in the case of puzzle rooms. Its also possible for a key to be in the starting room, but never the boss room. Its a good idea to look at the minimap when you encounter a new room. If you see a red dot on the floor, most of the time this means it is a key, so remember to pick it up. (Sometimes it may be a tool like a chisel, needed for a challenge room). Be especially careful of the silver keys, which are easy to miss. The colors associated with keys are crimson, orange, yellow, green, blue, purple, gold and silver; the shapes are corner, crescent, diamond, pentagon, rectangle, shield, triangle and wedge. This means there are 64 possible combinations, but I dont know for certain if they all exist. These are doors that have skill-based barriers on them, such as fallen rock to be mined, a bar to be forced using your brute strength, or a rogue familiar to be dismissed. You must have the appropriate level in the doors associated skill, and sometimes the right tool, in order to open the door. Once this is done, the door can be used freely by anyone. Each skill door looks different, and some are easy to recognize, such as the door blocked by rocks, or the one with vines growing over it. Usually you need only left-click the door, and if you have the appropriate level and tool, your character will immediately do what is needed to open the door. It is also possible to fail at any of these doors, which results in taking about 200 to 500 LP of damage and then needing to try again. The game will put up a message saying what happened to cause the damage (though it is usually a bit hard to swallow: how do you take 500 points of damage trying to pick a lock? :) ) Table 51 lists all of the skill doors and the skills and tools needed to solve them. They are identified by the left-click option you see when hovering your mouse over the door.
It is possible for a skill door to have a level requirement above the highest level anyone in the party has in that skill, even if someone has all 99s. In some cases you can use a potion to boost the necessary skill level high enough to bypass the door; once the challenge is cleared your level can drop back down and it wont matter. I have a skill door boost table that may be helpful for figuring out if you can boost up high enough or not, and another to quickly let you figure out what potion you need to do it. If you cant get through a door due to its level being too high, it means you have to skip part of the level, but youll never be blocked from reaching the boss in this way. Sponsored links help make RuneScoop possible; RuneScoop members don't see them. See here for more information about ads. This door leads of course to the boss room and has a special name. It can be (and often is) locked with a colored shape lock. The boss door can be located anywhere, including the starting room (though it is usually locked in that case, otherwise the critical path for that dungeon would be negligible). Teams should be extra careful in clicking doors until the boss door is found, to ensure someone doesnt enter the room prematurely. Once combat begins, you usually cannot use the door to leave.
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