User:Spinfx/Guide Dungeon survival

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Overview

Surviving the Dungeon depends on how prepared a character is, both in terms of player skill as well as equipment. Like the Underground Jungle, the dungeon is a dangerous biome although the hazards it presents are rather different. For the most part, the environment's dangers are clearly visible rather than hidden - the challenge lies in navigating the labyrinthine narrow tunnels while avoiding enemies and attacks that may pass through foreground blocks. Fall damage is an omnipresent threat, and the abundance of Spikes necessitates paying close attention to where the player moves.

It is also a good idea to set up an outpost just outside the dungeon if prolonged exploration is expected. Death can descend upon the player rather quickly so it is useful to have a spawn point set close to the dungeon entrance to avoid the long journey from the original world spawn point.

The dungeon gains additional monsters after a hardmode boss, Plantera, is defeated. It is common to refer to the difference by shortening it to merely "dungeon" and "hardmode dungeon" (even if, technically, a dungeon in hardmode will still only have the original monsters if Plantera has not been killed yet).

Pre-hardmode exploration

Dungeon Bricks can only be mined with a Nightmare Pickaxe / Deathbringer Pickaxe or better, although if the player decides to explore The Underworld and avoid all boss fights prior to entering the dungeon, a Molten Pickaxe will also do. It is not uncommon for players new to the dungeon to not have a pickaxe strong enough to dig out dungeon bricks. In this case it is vital that the player has access to any kind of hook.

Post-Plantera exploration

The new monsters can pose a danger to even well-equipped players. By this point the player should have a pickaxe capable of mining dungeon bricks, as well as equipment to mitigate the threat of fall damage. This allows a more mobile approach to exploring the dungeon, which is necessary considering the tougher monsters.


Equipment

Aside from common sense tips such as equipping the best armor and weapon available, and using potions as necessary, there are several items that can be very useful to have while in the dungeon.

Mobility

The dungeon is full of narrow, twisting passages which hinder players from simply speeding through them, although most Movement Accessories are still useful to have. It is vital to at least have a hook, which helps greatly in arresting falls or scaling walls quickly. Furthermore, the presence of hazards such as spikes should serve as an additional warning against rushing especially if the player has no knockback protection. It is not uncommon to encounter a hazard or enemy and be knocked down into another hazard or die to fall damage.

Miscellaneous

First timers to the dungeon may wish to bring a Wire Cutter, obtained from the Mechanic who requires rescuing from the dungeon (making finding her one of the early goals of exploring the area). Wires are not uncommon to find here either as part of a trap or a light circuit - enough to harvest making buying unnecessary unless the player uses wire extensively.


Dangers

Environmental hazards

Spikes are present in great enough quantity to make them a serious danger. It is advisable to mine them out as they are encountered, especially where they may easily be run into (e.g. on floor sections).

Those innocuous-looking blue candles on shelves are actually Water Candles and should be removed. It's possible to find close to 40 of them in a large dungeon, removing them will help reduce the onslaught of enemies.

While Spike Balls and Blazing Wheels are technically enemies, the former is stationary (and indestructible) while the latter never detaches from a surface and keeps moving regardless of the player's presence, making them more of obstacles rather than something to defeat.

Enemies

While the long straight passages let monsters be seen long before they reach the player, the dungeon hosts enemies that have ranged attacks which pass through blocks, or can pass through blocks themselves. Early examples of these would be Dark Casters and Cursed Skulls respectively. Dark Casters cast a volley of 3 water bolts at the player before teleporting to reposition themselves and repeating their attack. The projectiles are slow enough to avoid and can be attacked to cancel them out. Cursed Skulls will fly through blocks towards the player, but will circle around keeping their distance for several moments before abruptly homing in on the player.



(WIP)