Difference between revisions of "Walkthrough"

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==Introduction==
 
==Introduction==
This walkthrough charts the progress of a melee fighter wearing heavy armour who worships [[Trog]], [[Okawaru]] or [[The Shining One]]. If you have ascended using a different type of character, feel free to enhance this guide according to your experience. The progression order should apply to most characters.
 
 
 
This page only covers the general strategy of the game. For specific topics and tactics, see the related pages. The following are good reads for beginners:
 
This page only covers the general strategy of the game. For specific topics and tactics, see the related pages. The following are good reads for beginners:
  
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*[[Background and race combinations for beginners]]
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*[[Character guides]]
 
*[[Escaping from (and avoiding) trouble]]
 
*[[Escaping from (and avoiding) trouble]]
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*[[Strategy guides]]
 
*[[Tips and tricks]]
 
*[[Tips and tricks]]
*[[Strategy guides]]
 
*[[Character guides]]
 
 
*[[Weapon choice]]
 
*[[Weapon choice]]
  
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*[[Late Game Character Building]]
 
*[[Late Game Character Building]]
  
After you win the game, consider writing a character guide for your combination.
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You can also check each of the individual [[Branch]] pages for more information on a particular part of the dungeon.
 
 
You can also look at published wins on public servers for more hints.
 
  
 
==Overview==
 
==Overview==
* Character Selection
 
* Early game (approx. D:1 - D:9)
 
** Pre-Temple dungeon
 
** [[Ecumenical Temple]] - pick a [[god]] and establish a temporary [[stash]] if necessary
 
** Post-Temple upper dungeon
 
** Occasional [[portal]]s appear throughout the dungeon.
 
* Early branches (order may vary)
 
** [[The Lair]], L1-6 - establish [[stash]], preferably on L1
 
** [[Orcish Mines]], L1-3 - should get you some decent weapons and armour
 
* Middle dungeon (D:10 - D:15)
 
* Middle branches
 
** [[The Lair]], L7-8
 
** [[Orcish Mines]], L4
 
** [[The Swamp]], L1-4 - may wish to delay if you cannot swim or [[fly]]
 
** [[The Shoals]] L1-4 - may wish to delay if you cannot swim or fly
 
** [[The Snake Pits]] L1-4 - may wish to delay if you lack [[poison resistance]]
 
** [[The Spider's Nest]] L1-4 - may wish to delay if you lack poison resistance
 
** [[Elven Halls]] L1-2 - should get you some accessories and books
 
* [[The Depths]] - entered on D:15
 
* Branch endings, either for loot or a rune (order may vary, delay if you have teleportitis)
 
** [[The Crypt]] L5
 
** [[The Swamp]] L5
 
** [[The Shoals]] L5
 
** [[The Snake Pits]] L5 - definitely delay if you lack poison resistance
 
** [[The Spider's Nest]] L5 - definitely delay if you lack poison resistance
 
** [[Elven Halls]] L3 - delay if you lack high magic resistance
 
* [[The Vaults]] L1-4 - You need a [[rune]] to get into The Vaults
 
** [[The Crypt]] L1-3
 
** [[The Vaults]] L5
 
 
* [[The Realm of Zot]] L1-4
 
* [[The Realm of Zot]] L1-4
 
* [[The Realm of Zot]] L5 - don't pick up the [[Orb of Zot]] yet
 
* [[The Realm of Zot]] L5 - don't pick up the [[Orb of Zot]] yet
* Bonus branches (optional, order may vary, some characters may find any of these very hard)
 
** [[The Slime Pits]]
 
** [[The Abyss]] - explore until you get the rune: this can take a long time
 
 
** [[The Vestibule of Hell]] - an excellent place for your late-game stash
 
** [[The Vestibule of Hell]] - an excellent place for your late-game stash
** [[Tartarus]]
 
** [[The Iron City of Dis]]
 
** [[Gehenna]]
 
** [[Cocytus]]
 
** [[The Tomb]] - delay if you have teleportitis
 
 
** [[Pandemonium]] - remember to bring extra food and plenty of resistances
 
** [[Pandemonium]] - remember to bring extra food and plenty of resistances
 
** [[Ziggurat]] (a portal can be found by wandering Pandemonium, if you haven't found one elsewhere) - only go here if you want the challenge or need more supplies or equipment; ziggurats are extremely difficult
 
** [[Ziggurat]] (a portal can be found by wandering Pandemonium, if you haven't found one elsewhere) - only go here if you want the challenge or need more supplies or equipment; ziggurats are extremely difficult
 
* Pick up the Orb of Zot, run to Level 1, and escape!
 
* Pick up the Orb of Zot, run to Level 1, and escape!
  
==Character selection==
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==Early Dungeon==
Note that while race selection is locked in and significantly affects the whole game, the background/weapon selection only determines starting equipment,and skills, but doesn't affect the game in any other way (i.e you can develop any skills you choose). Also, initial god selection (if applicable) can be changed, but you will incur [[penance]], which may be deadly if you are not powerful enough yet.
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As the game starts, you'll find yourself in the [[Dungeon]]. The first levels are rather simple, but there are a few notable threats. [[Unique monster|Uniques]] (especially [[Sigmund]] and [[Grinder]]), [[player ghost]]s, [[ogre]]s, and bands of [[gnoll]]s or [[orc]]s all pose a significant threat on the first few levels.
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If you do decide to take on a threat, isolate that monster, and use any tricks at your disposal -- [[ranged weapon]]s, [[spells]], [[wand]]s, branded [[throwing]] weapons. etc. -- but remember, you're under no obligation to kill the monsters '''now'''. ''You'' get more powerful over the course of the game. The uniques and other "local bullies" don't.
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===The Temple===
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Once you find the Temple, pick a god if you haven't yet (and aren't a [[demigod]]). If the particular god you want isn't in the Temple (perhaps your temple was corrupted by [[Lugonu]]), you can find it in the main dungeon. If you're looking to convert to one of the more unusual gods (i.e. [[Lugonu]] or [[Jiyva]]), then you may have to wait until later to convert.
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===Portals===
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Throughout the game, you will find various [[portal]]s to optional levels. Many of the portals are timed, so if you wish to enter them at all, you must do so quickly!
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Portal levels have different themes, so always look up whichever Portal you've found, and consider whether you're equipped to deal with it. Some of these are obvious; you'll want fire resistance for the [[Volcano]], and cold resistance for the [[Ice Cave]]. If the portal plays to your weak points, skip it! Likewise, if the "guards" around the portal are too tough for you, you probably didn't want to go inside anyway.
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Before you venture into these portals, take a moment to [[drop]] anything you're certain you won't need for this portal -- You'll want to bring back any useful items you find. Once you're in, take stock of the situation, and explore carefully. Keep track of the exit portals (there's always at least one handy), and leave whenever you feel you're outmatched!
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Some of the first portals you might see include:
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*The [[Sewer]], filled with lots of water, and mostly weak monsters. Watch out for [[poison]]ous snakes, and whatever lurks at the end of this portal.
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*The [[Ossuary]], with lots of [[zombie]]s and/or [[mummie]]s, and occasionally more exotic undead.
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*The [[Bailey]], home to ranged combatants, typically armed with [[melee_weapon#polearms|polearms]] or [[ranged_weapon#crossbows|crossbows]].
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==Early Branches==
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While exploring the dungeon, you will find the entrances to the [[Orcish Mines]] and [[the Lair]]. Even though they are generally discovered in that order, most players will find it easier to clear the [[Lair]] first.
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===The Lair===
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The greatest threat of [[Lair]] is often fast moving enemies with poison, since these are the hardest to escape. Therefore, [[poison resistance]] is definitely recommended. If your characters lacks poison resistance and defenses in general, you might wish to explore a bit more of the dungeon, or dip into levels 1-3 of Orc.
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Other threats include [[hydra]]e which can mercilessly tear apart your character with multiple attacks, and [[blink frog]]s which act as even more annoying [[phantom]]s. Occasionally you might run into the rare fire-breather (such as a [[fire drake]], [[lindwurm]], or [[mottled dragon]]), so [[fire resistance]] can be useful.
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Like all the other branches you'll encounter, the final level of Lair is the hardest. Unless there's a [[portal]] there, which would be announced upon you entering the level, you won't lose anything by leaving it for later. So feel free to exit that floor if it's too hard, and come back to it when you're stronger.
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The Lair can have various branches, such as [[the Shoals]], [[the Swamp]], [[Snake Pit]], [[Spider's Nest]], and even [[the Slime Pits]]. These are all much more difficult than Lair, so ignore them until later!
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===The Orcish Mines===
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Despite the entrance often appearing earlier, the [[Orcish Mines]] are tougher than [[the Lair]]. Various [[List of orcs|special types of orc]]s like [[orc warlord|warlords]],  [[orc sorcerer|sorcerers]], and [[orc high priest|high priests]] will standing in your way, and the final floor can have [[ogre magi]] and [[giant]]s.
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Levels are often split into multiple paths, with some parts being unreachable unless you use a scroll of magic mapping and [[dig]] your way to them. But typically this is a waste, and exploring every [[staircase]] is sufficient for finding most of the loot.
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You'll find the entrance to the [[Elven Halls]] on the lower levels, but don't go in yet, as the elves are much tougher than the orcs.
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==Later Dungeon==
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After you've finished Lair and Orc, make sure to finish the dungeon. You'll find the entrances to [[the Vaults]] and [[the Depths]] before too long, but you should leave these for later. Once you're done, it's time to begin acquiring the [[runes of Zot]].
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==Lair Branches==
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The easiest branches in which you can find [[runes]] are the Lair branches. You will always have three branches to choose from: [[The Shoals]] or [[the Swamp]], [[Snake Pit]] or [[Spider's Nest]], and the innumerably more difficult [[Slime Pits]]. They're listed below in order of difficulty, from easiest to hardest. You might also refer to the Elven Halls section, if all the branches are too hard for you.
  
If you're new to Crawl, you'll have to experiment until you find a race/background combination that works for you. See the [[background and race combinations for beginners]] page for guidance.
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All of these branches are made somewhat easier with poison resistance, and it's almost a requirement in Snake Pit and Spider's Nest. If you still haven't found any, you can attempt to skin a [[swamp dragon]] for [[swamp dragon hide|its hide]] in Swamp, hope for equipment to show up in Shoals, or explore levels 1-2 of the [[Elven Halls]].
  
Don't forget to read the strategy guide for your character combination, if available. The available guides are listed earlier in this article.
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===Swamp===
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Assuming you have poison resistance by now and a way to kill hydras (spells, flaming weapons or non-bladed weapons), [[the Swamp]] should be fairly simple. Be careful to only fight from solid ground unless your character does well in shallow water or can [[fly]] (if you're surprised while wading through shallow water, retreat to dry land, then turn and fight).
  
==Early game==
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Some of the bigger threats include [[thorn hunter]]s, [[simulacra]] (bring [[cold resistance]] if you can), and [[the Lernaean hydra]]. But if you can overcome it all, you will eventually find the [[Rune of Zot|decaying rune of Zot]].
  
At the start of the game, start descending through the dungeon. Sometimes you'll need to skip levels and take the first stairs down as soon as possible, without further exploration, if they appear too risky. Uniques (especially [[Sigmund]] and [[Grinder]]), [[player ghost]]s, [[ogre]]s, and bands of [[gnoll]]s or [[orc]]s all pose a significant threat on the first few levels. You may be able to isolate the most dangerous monsters and kill them from afar, or by using any tricks at your disposal -- wands, spells, branded [[throwing]] weapons. etc. -- but remember, you're under no obligation to kill the monsters '''now'''. Remember, ''you'' get more powerful over the course of the game. The uniques and other "local bullies" don't.
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===Shoals===
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[[The Shoals]] are made up of several islands, surrounded by vast amounts of water. A source of flight is very important, as you'll probably need to fight from solid ground or [[fly]] to avoid incurring penalties, and shifting tides can confine you to one of the islands. If you don't have any source of flight, you might want to clear the first two levels of the Elven Halls in search of it.
  
Once you find the Temple, pick a god if you haven't yet (and aren't a [[demigod]]). If the particular god you want isn't in the Temple (perhaps you got the "corrupted temple"), you can find it in the main dungeon. If you're looking to convert to one of the more unusual gods (i.e. [[Beogh]], [[Lugonu]], or [[Jiyva]]), then you may have to wait until later to convert.
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Expect to have to deal with foes such as [[list of merfolk|merfolk bands]], [[list of centaurs#satyrs|various satyrs]], and perhaps even the dreadful Witch of the Tides, [[Ilsiuw]]. Many of the enemies here use [[Hexes]], so [[magic resistance]] is important. [[Clarity]] and/or [[stasis]] are also useful.
  
Then, continue exploring the dungeon until you find the entrances to the [[Orcish Mines]] and [[the Lair]]. Even though they are generally discovered in that order, most players will find it easier to clear the [[Lair]] first. These branches are not just digressions; clearing them is a major part of the game, and you will get significant resources from each. But, speaking of digressions...
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Whatever you do, be very careful when you explore, only [[autoexplore|autoexploring]] after you've eliminated most of the threats. Otherwise you will often find yourself trapped in combat, making your chances of collecting the [[Rune of Zot|barnacled rune of Zot]] very slim.
  
==Portals==
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===Snake Pit===
Throughout the game, you will find various [[portal]]s to optional levels. If a portal [[treasure trove|demands a price]], ignore it for now. Many of the portals are timed, so if you wish to enter them at all, you must do so quickly. Portal levels have different themes, and each has characteristic types of monsters and other threats. First, look up the portal, and consider whether you're equipped to deal with it. Some of these are obvious; You'll want fire resistance for the [[Volcano]], cold resistance for the [[Ice Cave]], or extra food for the [[Labyrinth]]. If the portal plays to your weak points, just skip it! (That ''is'' what "optional" means, after all.) Likewise, if the "guards" around the portal are too tough for you, you probably didn't want to go inside anyway. If the portal's timer runs out before you're ready to go in, well, that's life in the dungeon.
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The [[Snake Pit]] is populated by hordes of [[list of snakes|snakes]] and [[list of nagas|nagas]]; [[Poison]] damage and [[constriction]] are both common, and this level is especially dangerous to spellcasters thanks to [[mana viper]]s. In addition to the obvious choice of [[poison resistance]], [[fire resistance]] will help with the [[salamander]]s, and [[electricty resistance]] will help with the [[shock serpent]]s. A way to nullify [[teleport other]] is also useful.
  
If you decide to venture in, take a moment to set up your resistances and [[drop]] anything you're certain you won't need for this portal -- You'll want to bring back any useful items you find. Once you're in, take stock of the situation, and explore carefully. Keep track of the exit portals (there's always at least one handy). If you're outmatched, take what you've got so far (if anything) and skedaddle -- whatever's around the next bend surely isn't worth getting killed! If you step in and immediately face an "oh, sh*t" situation, '''RUN''', because it's not going to get easier!
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If you're well prepared, and take things carefully, it won't take long until you slither across the [[Rune of Zot|serpentine rune of Zot]].
  
Most likely, the first portal you find will be the [[Sewer]], which is good practice for your general strategy here. The sewer features lots of water, and mostly weak monsters, but there will be [[poison]]ous snakes, and the end of the sewer can have nastier monsters. [[Fly]]ing and [[amphibious]] species may be able to reach some extra treasure because of their ability to cross deep water. The second is likely to be the [[Ossuary]], with lots of zombies and/or mummies, and occasionally more exotic undead. Both are highly variable, with many possible maps and a range of hazard levels. The [[Bailey]] may show up a bit later -- this one needs distance attacks, defense against missiles, and a fair dose of raw killing power.
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===Spider's Nest===
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The Spider's nest has swarms of fast-moving [[list of arachnids|spiders]] that can quickly inflict severe poisoning, so don't enter without poison resistance unless absolutely necessary. But don't assume poison is all you have to worry about, as many spiders hit about as hard as [[yak]]s. Meanwhile, [[clarity]] will help with the Tarantellas, and [[see invisible]] will help you to deal with [[ghost moth]]s.
  
== Early branches ==
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Once you complete the final floor, you'll find the [[Rune of Zot|gossamer rune of Zot]].
While most of the individual branches are more-or-less optional, you do need to clear several of them to get your [[Rune of Zot|runes]] and win the game. Often when you first reach a branch entrance, you will not be strong enough to deal with the inhabitants, so you'll have to gather experience and equipment in the main dungeon, then come back later. When you do venture in, you should normally clear ''all but the last level''. These "branch endings", ''especially'' those with runes, are much more dangerous than the rest of their branch! It's wiser to leave them be until you've gotten more powerful and are ready to take them on. Note that runes are not needed for anything until you are ready to enter [[the Vaults]] or [[the Realm of Zot]].
 
  
It is generally safe to clear the all but the last level of [[the Lair]] when you find it. The first 3-4 levels are not too much of a challenge. You'll find packs of rats, various fast-moving poisonous snakes, [[Giant frog|frogs]] and assorted other beasts. (Watch out for [[spiny frog]]s, an early threat.) As you go deeper, [[sheep]] and [[Yak|yaks]] will occasionally be joined by [[death yak]]s, [[elephant]]s, and sometimes even [[dire elephant]]s. The occasional [[hydra]] will rear its heads, so make sure you have a means to deal with it. Establish your [[stash]] on L2; only beasts spawn on this level, and they can't pick up items. If you start having trouble with the beasts, return to the main dungeon (or other branches) for a while, rinse and repeat. Watch out for the occasional fire-breather such as a [[lindwurm]], [[fire drake]], or even a [[mottled dragon]]. If you're confident in your abilities, you may consider clearing Lair:8; however, be prepared to leave in a hurry, as Lair:8 always has a dangerous vault that you may not be able to handle.
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===Slime Pits===
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[[The Slime Pits]] are much more dangerous than the other branches, and require quite a lot of preparation before you can clear them with any semblance of safety. You shouldn't go here until you've ''at least'' completed the other two Lair branches, and even then often better off acquiring your third rune from [[the Vaults]] or [[the Abyss]].
  
Despite the entrance appearing earlier, the [[Orcish Mines]] are tougher than [[the Lair]]. While bands of plain orcs don't pose much difficulty, [[orc warrior]]s (nasty), [[orc knight]]s (nastier), and [[orc warlord]]s (deadly) may appear as you go deeper, punctuated by various [[ogre]] types and [[troll]]s. On the mystical side, you'll see plenty of [[orc wizard]]s who can turn invisible, [[orc priest]]s who can smite you from afar for serious damage, and even [[orc sorcerer]]s summoning demons. To add insult to injury, levels are often split into multiple paths, with some parts being unreachable unless you use a scroll of magic mapping and [[dig]] your way to them. You'll find the entrance to the [[Elven Halls]] on the lower levels, but don't go in yet, as the elves are much tougher than the orcs. As noted above, don't even touch the last level unless you're really "sweeping all before you" (and then watch out for [[orc warlord]]s and [[orc high priest]]s). You may also find a big [[ogre]] vault on Orc:4 -- if so, this will be your introduction to [[ogre mage]]s!
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Once you feel you're ready to enter the pits, you will need [[acid resistance]] and [[mutation resistance]]. Also, bring [[Clarity]] for the [[golden eyeballs]] if you have it. Make sure to read [[the royal jelly]]'s page and develop a strategy for dealing with it.
  
== Middle dungeon ==
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The one exception to all of this is characters who worship [[Jiyva]], who can waltz in and pick up the [[Rune of Zot|slimy rune of Zot]] with no resistance after reaching 6 piety.
After you've explored the majority of the early branches, continue to explore the main dungeon, but take it slow. Monster difficulty will start to ramp up noticeably. You'll find the entrances to [[the Vaults]] and [[Hell]] before too long. When you begin to feel uncomfortable with how dangerous the dungeon's monsters are, it's time to backtrack a bit and clear the branches you've passed over so far, especially finishing the [[Orcish Mines]] and [[Lair]].
 
  
== Middle branches ==
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==The Elven Halls==
Assuming you have poison resistance by now and a way to kill hydras (spells, flaming weapons or non-bladed weapons), [[the Swamp]] should be your first target... if it exists (Only one of Swamp and Shoals will appear in any game). Be careful to only fight from solid ground unless your character does well in shallow water or can [[fly]] (if you're surprised while wading through shallow water, retreat to dry land, then turn and fight). If you lack poison resistance, you may either get a swamp dragon hide in the swamp, or do the [[Elven Halls]] L1-2 first and hope to find equipment there.
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If you lack poison resistance or a means of flight, clearing the first two floors of the [[Elven Halls]] may provide you with one or both of them. The Halls feature many dangerous [[list of deep elves|deep elven]] casters.
  
If your game has generated the [[Shoals]] instead, the first few floors can be cleared now, so long as you're careful. Again, fight from solid ground or while [[fly]]ing to avoid incurring penalties. A source of flight is much more important in the Shoals than it is in the Swamp, as the Shoals have large patches of shallow water that you must traverse between areas of dry land. The shifting tides may even confine you to an island; if that happens, either fly to the next island or wait for the tides to shift. Expect to have to deal with foes such as [[list of merfolk|merfolk bands]], [[snapping turtle]]s, [[harpy|harpies]], and possibly even a [[kraken]].
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Thanks to the wide variety of magic, virtually every [[resistance]] will come in handy, but the most important one is [[magic resistance]]. If your magic resistance is too low, you could be [[banishment|banished]], sending you to the [[Abyss]].
  
Afterwards, you can clear the first four floors of the [[Snake Pit]] or the [[Spider's Nest]] (again, assuming you have poison resistance). The Snake Pit is populated by [[list of snakes|snakes]] and hordes of [[list of nagas|nagas]]; a large portion of their damage comes from poisoning you, but you'll also face a few heavy melee threats such as [[anaconda]]s or [[naga warrior]]s. The Spider's nest has swarms of fast-moving [[list of arachnids|spiders]] that can quickly inflict severe poisoning, so poison resistance is almost mandatory. Decent AC is also recommended, as many spiders hit about as hard as [[yak]]s.
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Some people like to complete this branch fairly early, even before finishing any of the Lair Branches. While this isn't impossible by any means, it's very difficult, and shouldn't be tried by inexperienced players.
  
If you lack poison resistance or a means of flight, clearing the first two floors of the [[Elven Halls]] may provide you with one or both of them. The Halls feature many dangerous [[list of deep elves|deep elven]] casters, especially on the third and final floor, so avoid going there for now. Even while exploring the upper floors, try to have high [[magic resistance]] to avoid getting [[Banishment|banished]]. On the physical side, there are also deep elves who love to pelt you from afar with their bows. [[Repel Missiles]] or [[Deflect Missiles]] are of great use here, if you have them.
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==The Vaults==
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[[The Vaults]] are an excellent place to collect your third [[Rune of Zot|rune]], although some characters may prefer [[the Abyss]]. In any case, you will need to obtain at least one [[Rune of Zot|rune]], preferably from a Lair branch.
  
As you explore these areas, you may find additional portals to places like the [[Volcano]], [[Ice Cave]], or [[Labyrinth]]. Should you find one, prepare yourself adequately before entering (i.e. fire resistance for the Volcano, extra food for the Labyrinth, etc.)
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Once you enter, the most helpful thing you can have is decent [[AC]], [[EV]], and [[SH]]. Elemental damage isn't uncommon, but there's a wide variety, so it's best to have wide spread of [[resistance]]s. [[Magic resistance]] is particularly important for [[Vault sentinel]]s, so if you don't think you can fight an entire floor at once, you'll also want that.
  
The [[Slime Pits]] are much more dangerous than any of the other branches found so far, and require quite a lot of preparation before you can clear them with any semblance of safety.
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[[The Vaults#Vaults:5|Vaults:5]] is exponentially harder than the earlier levels, and often it's best to dip into the Depths before attempting it. Read the [[The_Vaults#Vaults:5|V:5]] page for a detailed list of the tools and strategies needed to reach that [[Rune of Zot|silver rune of Zot]].
  
If you wish to enter [[The Vaults]], you will need to obtain at least one rune. This means you will need to descend to L5 of [[The Swamp]], [[The Shoals]], [[The Snake Pit]], or [[The Spider's Nest]]. If you lack poison resistance, the Shoals are the least dangerous.  
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===Crypt===
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As you explore the Vaults, you'll eventually find [[the Crypt]], home to all manner of [[undead]]. You'll want [[negative energy resistance]] (more is always better), and a way to cure or resist [[rot]]. Cold resistance can also help.
  
[[The Vaults]] (L1-4) are next. The primary threats here are mostly physical ones, so having a decent set of armour helps. [[Plate armour]] or better is generally enough to be able to fight your way through without too much trouble. Again, the fifth and final floor of the Vaults is extremely dangerous; do not enter it yet.
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If you plan on converting to [[The Shining One]] later in your game, save this branch until then.
  
You can then explore [[the Crypt]], which is a great source of piety with [[The Shining One]]. If you worship another god and plan to switch later to [[The Shining One]], you may want to delay clearing [[the Crypt]] (although you may also use [[the Abyss]] for this purpose). [[Dispel Undead]] and the [[Necromancy]] to back it will make the Crypt almost trivial. You'll find an entrance to the [[Tomb]] somewhere along the way, but '''DO NOT ENTER IT'''. The Tomb is one of the most dangerous places in the entire game, even for end-game characters.
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===Tomb===
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Inside the Crypt is [[The Tomb|the Tomb of Ancients]], chock-full of [[list of mummies|mummies]] and home to the [[Rune of Zot|golden rune of Zot]].  
  
== Branch endings ==
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This is one of the most dangerous branches in the game, full of [[smiting]], [[torment]], and [[death curse]]s. Often the first thing you'll see is a band of[[sphinx]]es that can [[paralyse]] and smite you to death, so don't tread lightly.
You should now be ready to the take the bottom floors of the various branches you've come across so far. If you're uncertain of your ability to do so, finish exploring the main dungeon first, though you won't be able to open the gate to the [[Realm of Zot]] yet. These "branch endings" are significantly different from the preceding levels, with non-random layouts and a high concentration of powerful monsters. They should be played carefully: explore in a circular fashion from the upstairs, ready to retreat at the first sign of danger, and try to pull individual monsters back to you instead of fighting large packs. See the individual branch pages for needed preparation and strategy. You will need high magic resistance for [[Elven Halls]], poison resistance for the [[Snake Pit]] and [[Spider's Nest]], a way to [[fly]] for the [[Shoals]] and [[Swamp]], and electricity resistance and high AC for [[the Vaults]].
 
  
== Lower dungeon and Zot ==
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Lots of [[negative energy resistance]], [[sustain abilities]], and some way to deal with the [[rot]] are all required. Or, you could worship [[Kikubaaqudgha]] for that wonderful death curse protection and torment resistance.
After you have your first three runes, finish exploring the main dungeon, if you haven't already done so.
 
  
Once you've cleared the main dungeon, go unlock the portal to [[the Realm of Zot]]. You should be able to clear the first four levels: they are similar to the [[Elven Halls]] and feature lots of narrow corridors inhabited by [[list of draconians|draconians]] instead of elves. Remember to use an [[amulet of resist corrosion]] to deal with yellow draconians, a source of [[electricity resistance]] for black draconians, and lots of [[fire resistance]] plus an [[amulet of resist mutation]] for [[orb of fire|orbs of fire]]. You may also consider clearing the outer portion of [[Zot:5]] -- as long as you don't go near the orb chamber, the threats you face will be primarily on the same level as the first four Zot floors.
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==Depths==
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[[The Depths]] are fairly straightforward. 5 floors of elaborate layouts leading up to the [[The Realm of Zot|Realm of Zot]] entrance. Along the way, you'll find entrances to [[the Abyss]], [[the Vestibule of Hell]], and [[Pandemonium]].
  
== Late branches ==
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Be on the lookout for [[mutation resistance]] if you haven't found it already, because it's useful in all of the branches you'll explore from here on out.
After clearing the majority of the Realm of Zot, you may choose to do a few of the optional branches. Their difficulty varies based on your character, but they provide plenty of experience, loot, and more runes. Note that you risk getting mutated in these branches, so if you already have good gear and experience, are low on [[potion of cure mutation|potions of cure mutation]], and don't plan on randomly teleporting in Zot:5, you may wish to clear that first. You may also delay some of these if you lack sufficient gear for them (such as corrosion resistance for the [[Slime Pits]] or high-power spells for [[the Tomb]]).
 
  
If you are worshiping another god and intend to switch to [[The Shining One]], do so now and clear [[the Crypt]] to boost your piety.
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==Abyss==
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[[The Abyss]] is the easiest of the branches you'll run across in the Depths. You absolutely need [[mutation resistance]], and [[apportation]] is great for nabbing that [[Rune of Zot|abyssal rune of Zot]] before you teleport away. Of course, you'll also want enough [[food]] to keep you from [[starving]].
  
You may find a portal to a [[Wizard Laboratory]] while exploring late-game areas. These areas vary greatly in what sorts of threats you may face; look up whatever laboratory you find yourself in before proceeding.
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Oddly, despite the constant [[-cTele]], teleportation is often a decent way to escape a dodgy situation. So don't leave all your source of teleport behind!
  
The [[Slime Pits]] are the easiest, but only enter if you have an [[amulet of resist mutation]] (or the mutation resistance mutation), and an [[amulet of resist corrosion]]. Clear the last level extremely carefully, avoiding the structure in the center until you've cleared everything else. Kill [[the royal jelly]], but be careful since it spawns more jellies when damaged. After you've killed the royal jelly, you can get the loot and the rune by [[dig]]ging, [[teleport]]ing, or [[Passwall]]ing through the walls of the loot chambers. Alternately, before you kill the royal jelly you can convert to [[Jiyva]], which will turn all the monsters in this branch neutral toward you and eventually unlock the rune vaults. Just be prepared to deal with your former god's wrath and hungry jellies eating your items.
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==Hell==
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After you enter [[the Vestibule of Hell]] and kill all the enemies inside, you'll be granted with four branchs: [[Gehenna]], [[Cocytus]], [[Tartarus]], and [[The Iron City of Dis]], all with their own [[Rune of Zot|rune]].
  
[[The Abyss]] contains another rune, but you'll have to spend a lot of time wandering through the chaotic, demon-infested realm in order to find it. Bring extra food and [[mutation resistance]], as well as any other resistances you'll need to deal with the various demons and cosmic horrors you'll find during your explorations. On the upside, you can find almost any item in the Abyss, so it's a good place to find additional equipment or supplies you're running low on. It's also a good place to build piety with [[The Shining One]], if you've already cleared the [[Crypt]] or have burned through some of your piety in other locations. In order to find the rune, you'll have to descend to at least Abyss:3.
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These places all have three things in common: Annoying [[Hell effect]]s, [[torment]], and a distinct lack of [[food]]. Other than that, they each have their own "theme" with relevant resistances.
  
You can also enter [[the Vestibule of Hell]] and kill everything there for an excellent end-game stash location.
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*[[Gehenna]]: Home to fire, hellfire, even more fire, and the [[Rune of Zot|obsidian rune of Zot]].
 +
*[[Cocytus]]: Realm of Ice and Annoying Amounts of Water. You'll find the [[Rune of Zot|icy rune of Zot]] here.
 +
*[[Tartarus]]: Full of [[undead]], [[draining]], and [[dispel undead]]. Contains the [[Rune of Zot|bone rune of Zot]].
 +
*[[Dis]]: A city where almost everything is made of iron, including the [[Rune of Zot|iron rune of Zot]].
  
[[Hell]]'s four branches each require particular resistances and contain fiends to [[torment]] you. Again, life protection is a must, and sustain abilities or several [[potion of restore abilities|potions of restore abilities]] is recommended. Every branch has loot and a rune at the end. You can also get the [[Sceptre of Asmodeus]] and the [[Staff of Dispater]] here. Note that you will very likely be cast into [[the Abyss]] at least once. It's recommended you read their respective pages and prepare carefully, as some of the most dangerous monsters in ''Crawl'' are found in these branches.
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If you can't clear [[the Realm of Zot]], you probably shouldn't even bother with these places, but if you want all 15 runes you'll have to enter them eventually.
  
[[The Tomb]], filled with mummies, is one of the most dangerous branches in the game. These cast death curses when killed (including torment for priests and greater mummies), but the real problem are mummy priests and greater mummies, who can both torment *and* smite you, resulting in a quick death; this can be mitigated with torment resistance or immunity. [[Kikubaaqudgha]] provides protection from mummy curses at high piety, so his worshippers should have relatively little difficulty. Alternately, if you are a summoner or a follower of a god who grants summoning invocations ([[The Shining One]] is perfect here), you can let your summons handle the mummies, though you'll need to proceed carefully. Life protection is a must to reduce harm from torment. [[The Tomb]] contains loot at the very end and a rune. If you have teleportitis and lack torment resistance, avoid it. Some players may be able to survive this branch anyway, but it's quite risky.
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==Pandemonium==
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[[Pandemonium]] is yet another place you probably shouldn't go to if you only want to win. It contains on [[[rune]] guarded by a randomly generated panlord, the [[Rune of Zot|demonic rune of Zot]]. The rest are guarded by unique Pan Lords, which you only have one chance to kill or outsmart.
  
== Zot:5 ==
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This place requires a ton of [[Pandemonium#Preparation|preparation]], as you'll need to be able to deal with [[Cerebov]], [[Mnoleg]], [[Lom Lobon]], or [[Gloorx Vloq]] whenever the game throws them at you, so have fun with that!
If you do have teleportitis, no means to cure it, and don't plan to randomly teleport in Zot:5 or can still become stronger, you may want to do [[Pandemonium]] or [[the Abyss]] first in hopes of finding a potion of cure mutation (or enough potions of mutation to randomly remove it). You could also attempt a [[Ziggurat]], although that can quickly become ''very'' dangerous, so don't be afraid to leave early. If you don't want all the runes, you may also consider converting to Zin and building piety with donations to use his Cure All Mutations ability.
 
  
Read [[Zot:5]] for more details on the level itself and the strategies for clearing it. In any case, this is the time to clear out the Orb chamber in preparation for your ascension.
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==Realm of Zot==
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[[The Realm of Zot|Zot]], the final frontier... or maybe not, depending on your branch order. This is where you will find the [[Orb of Zot]], the entire reason you're in the dungeon.
  
== Bonus branches ==
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To obtain the orb, you'll want lots of [[fire resistance]], [[corrosion resistance]], and [[mutation resistance]]. [[Electricity resistance]], [[cold resistance]], [[poison resistance]], and [[see invisible]] are also helpful.
You can now take the Orb and ascend for a multi-rune, but not "complete" win... ''or'' you can leave the Orb in place and prepare for [[Pandemonium]]. Make sure you bring plenty of food, and the recommended equipment/resistances described on that page.
 
  
When entering a new [[Pandemonium]] level, check for a message indicating the presence of a powerful demon lord. If such a message appears, this is your one chance to kill the demon lord and grab the rune (in [[Cerebov]]'s level, make sure you get the loot from his castle, too). Otherwise, explore and take the first portal you find to a new [[Pandemonium]] level. If you stumble across a randomly-named demon, kill him and see if there is a demonic rune. If you've killed [[Mnoleg]], [[Gloorx Vloq]], [[Lom Lobon]] and [[Cerebov]] and still have no demonic rune, continue through [[Pandemonium]] until you find one.
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Eventually you will arrive at [[Zot:5]], which contains the infamous Orb Chamber. Read that page for more details on how to not die there. Just know this: You'll probably want a source of [[Stasis]], in case you have to walk through a teleport traps.
  
After all this, or in case you stumble upon a portal to one while roaming [[Pandemonium]], you can raid one or more [[Ziggurat]]s. Note that this can be extremely dangerous and the loot will be virtually useless since you can already kill everything in the game anyway. If you haven't found a portal to a [[Ziggurat]] yet, you may be able to create one using a legendary deck of changes or a legendary deck of dungeons. Failing that, just wander around [[Pandemonium]] until you find one.
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Note that even if you want to collect every rune, often it's best to clear out Zot first for the extra experience and items. Just don't pick up the orb!
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==Ascension==
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When you've finished ransacking every place you wish, proceed to Zot:5 and claim the [[Orb of Zot]]! To save yourself a bit of distance, consider using [[Apportation]] to drag the Orb over to the nearest staircase (though this will take a while and make tons of noise, which is why you should clear out the Orb chamber first).
  
Finishing a [[Ziggurat]] is extremely hard: the later levels may be full of multiple Pan lords who haste themselves and summon tormenting and smiting demons before casting [[glaciate]] and [[firestorm], so there may be no safe strategy for it with your current character. Nonetheless, it is possible to fully clear them. Of course, you may also opt to enter one earlier (having found or made a portal) to get some of the loot in the upper floors, which are often quite survivable.
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Be warned that from the time you pick up the Orb, all portals in the dungeon will close, sealing off Hell and the other netherworlds. Furthermore, you will be under -cTele (that is, no teleport control ''anywhere'') from this point on.
  
Once you have done all that, find an exit from [[Pandemonium]]; while exits to the Dungeon are safer to use, exits through the [[Abyss]] are far more common. If you want the abyssal rune and haven't found it yet, wander around the Abyss until you find it. At this point, you can search for a portal back to the dungeon and make your way back to Zot:5.
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To finish the game, simply book it towards D:1. YYour priority now is speed: use every method of speeding yourself up available to you, whether it's [[haste]], [[Swiftness]], [[dig]]ging yourself a shortcut, or anything else. Use of any potions, scrolls, or wands that can help you travel more quickly, and don't worry too muchabout [[magical contamination]]; it doesn't matter if you exit the Dungeon as a [[Blurry Vision|half-blind]], [[deformed]], [[mutation|mutant]] [[Herbivore|vegan]] so long as you've escaped safely.
  
== Ascension ==
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You can also make use of the game's autotravel feature (Ctrl+G), which will automatically calculate the shortest route to your destination, but this won't automatically use items for you.
So, when you've finished ransacking every place you wish, just proceed to Zot:5 and claim the [[Orb of Zot]]! To save yourself a bit of distance, consider using [[Apportation]] to drag the Orb over to the nearest staircase (though this will take a while and make tons of noise, which is why you should clear out the Orb chamber first). Be warned that from the time you pick up the Orb, all portals in the dungeon will close, sealing off Hell and the other netherworlds. Furthermore, you will be under -cTele (that is, no teleport control ''anywhere'') from this point on.
 
  
To finish the game, simply book it towards D:1. Make use of the game's autotravel feature (Ctrl+G), which will automatically calculate the shortest route to your destination. Your priority now is speed: use every method of speeding yourself up available to you, whether it's [[haste]], [[Swiftness]], [[dig]]ging yourself a shortcut, or anything else. Make use of any potions, scrolls, or wands that can help you travel more quickly, and don't worry about [[magical contamination]]; it doesn't matter if you exit the Dungeon as a [[Blurry Vision|half-blind]], [[deformed]], [[mutation|mutant]] [[Herbivore|vegan]] so long as you've escaped safely.
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Occasionally residents of Pandemonium will appear to block your path, including [[Pandemonium lord]]s. If you can get around them, do so. If they block your path completely, only fight if you can clear a path within a few turns; otherwise, [[dig]] yourself a new path or take another route. Though you'll be under permanent -cTele, you can still make a semi-controlled [[blink]] by using a [[scroll of blinking]] or [[Controlled Blink]]; a random teleport, whether from a [[scroll of teleportation|scroll]] or [[wand of teleportation|wand]], can also get you free of a blockade.
  
Occasionally residents of Pandemonium will appear to block your path, including [[Pandemonium lord]]s. If you can get around them, do so. If they block your path completely, only fight if you can clear a path within a few turns; otherwise, [[dig]] yourself a new path or take another route. Though you'll be under permanent -cTele, you can still make a semi-controlled [[blink]] by using a [[scroll of blinking]] or [[Controlled Blink]]; a random teleport, whether from a [[scroll of teleportation|scroll]] or [[wand of teleportation|wand]], can also get you free of a blockade. Only stop to heal if you're in danger of dying, and use any means of healing quickly that remain at your disposal. Just travel as quickly and efficiently as possible, avoid getting pinned down, and you should escape without too much trouble.
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Only stop to heal if you're in danger of dying, and do so on an upwards stairway if possible. Just travel as quickly and efficiently as possible, avoid getting pinned down, and you should escape without too much trouble.
  
 
==History==
 
==History==

Revision as of 22:52, 6 September 2014

Version 0.15: This article may not be up to date for the latest stable release of Crawl.


Introduction

This page only covers the general strategy of the game. For specific topics and tactics, see the related pages. The following are good reads for beginners:

For generic character building strategy see:

You can also check each of the individual Branch pages for more information on a particular part of the dungeon.

Overview

  • The Realm of Zot L1-4
  • The Realm of Zot L5 - don't pick up the Orb of Zot yet
    • The Vestibule of Hell - an excellent place for your late-game stash
    • Pandemonium - remember to bring extra food and plenty of resistances
    • Ziggurat (a portal can be found by wandering Pandemonium, if you haven't found one elsewhere) - only go here if you want the challenge or need more supplies or equipment; ziggurats are extremely difficult
  • Pick up the Orb of Zot, run to Level 1, and escape!

Early Dungeon

As the game starts, you'll find yourself in the Dungeon. The first levels are rather simple, but there are a few notable threats. Uniques (especially Sigmund and Grinder), player ghosts, ogres, and bands of gnolls or orcs all pose a significant threat on the first few levels.

If you do decide to take on a threat, isolate that monster, and use any tricks at your disposal -- ranged weapons, spells, wands, branded throwing weapons. etc. -- but remember, you're under no obligation to kill the monsters now. You get more powerful over the course of the game. The uniques and other "local bullies" don't.

The Temple

Once you find the Temple, pick a god if you haven't yet (and aren't a demigod). If the particular god you want isn't in the Temple (perhaps your temple was corrupted by Lugonu), you can find it in the main dungeon. If you're looking to convert to one of the more unusual gods (i.e. Lugonu or Jiyva), then you may have to wait until later to convert.

Portals

Throughout the game, you will find various portals to optional levels. Many of the portals are timed, so if you wish to enter them at all, you must do so quickly!

Portal levels have different themes, so always look up whichever Portal you've found, and consider whether you're equipped to deal with it. Some of these are obvious; you'll want fire resistance for the Volcano, and cold resistance for the Ice Cave. If the portal plays to your weak points, skip it! Likewise, if the "guards" around the portal are too tough for you, you probably didn't want to go inside anyway.

Before you venture into these portals, take a moment to drop anything you're certain you won't need for this portal -- You'll want to bring back any useful items you find. Once you're in, take stock of the situation, and explore carefully. Keep track of the exit portals (there's always at least one handy), and leave whenever you feel you're outmatched!

Some of the first portals you might see include:

  • The Sewer, filled with lots of water, and mostly weak monsters. Watch out for poisonous snakes, and whatever lurks at the end of this portal.

Early Branches

While exploring the dungeon, you will find the entrances to the Orcish Mines and the Lair. Even though they are generally discovered in that order, most players will find it easier to clear the Lair first.

The Lair

The greatest threat of Lair is often fast moving enemies with poison, since these are the hardest to escape. Therefore, poison resistance is definitely recommended. If your characters lacks poison resistance and defenses in general, you might wish to explore a bit more of the dungeon, or dip into levels 1-3 of Orc.

Other threats include hydrae which can mercilessly tear apart your character with multiple attacks, and blink frogs which act as even more annoying phantoms. Occasionally you might run into the rare fire-breather (such as a fire drake, lindwurm, or mottled dragon), so fire resistance can be useful.

Like all the other branches you'll encounter, the final level of Lair is the hardest. Unless there's a portal there, which would be announced upon you entering the level, you won't lose anything by leaving it for later. So feel free to exit that floor if it's too hard, and come back to it when you're stronger.

The Lair can have various branches, such as the Shoals, the Swamp, Snake Pit, Spider's Nest, and even the Slime Pits. These are all much more difficult than Lair, so ignore them until later!

The Orcish Mines

Despite the entrance often appearing earlier, the Orcish Mines are tougher than the Lair. Various special types of orcs like warlords, sorcerers, and high priests will standing in your way, and the final floor can have ogre magi and giants.

Levels are often split into multiple paths, with some parts being unreachable unless you use a scroll of magic mapping and dig your way to them. But typically this is a waste, and exploring every staircase is sufficient for finding most of the loot.

You'll find the entrance to the Elven Halls on the lower levels, but don't go in yet, as the elves are much tougher than the orcs.

Later Dungeon

After you've finished Lair and Orc, make sure to finish the dungeon. You'll find the entrances to the Vaults and the Depths before too long, but you should leave these for later. Once you're done, it's time to begin acquiring the runes of Zot.

Lair Branches

The easiest branches in which you can find runes are the Lair branches. You will always have three branches to choose from: The Shoals or the Swamp, Snake Pit or Spider's Nest, and the innumerably more difficult Slime Pits. They're listed below in order of difficulty, from easiest to hardest. You might also refer to the Elven Halls section, if all the branches are too hard for you.

All of these branches are made somewhat easier with poison resistance, and it's almost a requirement in Snake Pit and Spider's Nest. If you still haven't found any, you can attempt to skin a swamp dragon for its hide in Swamp, hope for equipment to show up in Shoals, or explore levels 1-2 of the Elven Halls.

Swamp

Assuming you have poison resistance by now and a way to kill hydras (spells, flaming weapons or non-bladed weapons), the Swamp should be fairly simple. Be careful to only fight from solid ground unless your character does well in shallow water or can fly (if you're surprised while wading through shallow water, retreat to dry land, then turn and fight).

Some of the bigger threats include thorn hunters, simulacra (bring cold resistance if you can), and the Lernaean hydra. But if you can overcome it all, you will eventually find the decaying rune of Zot.

Shoals

The Shoals are made up of several islands, surrounded by vast amounts of water. A source of flight is very important, as you'll probably need to fight from solid ground or fly to avoid incurring penalties, and shifting tides can confine you to one of the islands. If you don't have any source of flight, you might want to clear the first two levels of the Elven Halls in search of it.

Expect to have to deal with foes such as merfolk bands, various satyrs, and perhaps even the dreadful Witch of the Tides, Ilsiuw. Many of the enemies here use Hexes, so magic resistance is important. Clarity and/or stasis are also useful.

Whatever you do, be very careful when you explore, only autoexploring after you've eliminated most of the threats. Otherwise you will often find yourself trapped in combat, making your chances of collecting the barnacled rune of Zot very slim.

Snake Pit

The Snake Pit is populated by hordes of snakes and nagas; Poison damage and constriction are both common, and this level is especially dangerous to spellcasters thanks to mana vipers. In addition to the obvious choice of poison resistance, fire resistance will help with the salamanders, and electricty resistance will help with the shock serpents. A way to nullify teleport other is also useful.

If you're well prepared, and take things carefully, it won't take long until you slither across the serpentine rune of Zot.

Spider's Nest

The Spider's nest has swarms of fast-moving spiders that can quickly inflict severe poisoning, so don't enter without poison resistance unless absolutely necessary. But don't assume poison is all you have to worry about, as many spiders hit about as hard as yaks. Meanwhile, clarity will help with the Tarantellas, and see invisible will help you to deal with ghost moths.

Once you complete the final floor, you'll find the gossamer rune of Zot.

Slime Pits

The Slime Pits are much more dangerous than the other branches, and require quite a lot of preparation before you can clear them with any semblance of safety. You shouldn't go here until you've at least completed the other two Lair branches, and even then often better off acquiring your third rune from the Vaults or the Abyss.

Once you feel you're ready to enter the pits, you will need acid resistance and mutation resistance. Also, bring Clarity for the golden eyeballs if you have it. Make sure to read the royal jelly's page and develop a strategy for dealing with it.

The one exception to all of this is characters who worship Jiyva, who can waltz in and pick up the slimy rune of Zot with no resistance after reaching 6 piety.

The Elven Halls

If you lack poison resistance or a means of flight, clearing the first two floors of the Elven Halls may provide you with one or both of them. The Halls feature many dangerous deep elven casters.

Thanks to the wide variety of magic, virtually every resistance will come in handy, but the most important one is magic resistance. If your magic resistance is too low, you could be banished, sending you to the Abyss.

Some people like to complete this branch fairly early, even before finishing any of the Lair Branches. While this isn't impossible by any means, it's very difficult, and shouldn't be tried by inexperienced players.

The Vaults

The Vaults are an excellent place to collect your third rune, although some characters may prefer the Abyss. In any case, you will need to obtain at least one rune, preferably from a Lair branch.

Once you enter, the most helpful thing you can have is decent AC, EV, and SH. Elemental damage isn't uncommon, but there's a wide variety, so it's best to have wide spread of resistances. Magic resistance is particularly important for Vault sentinels, so if you don't think you can fight an entire floor at once, you'll also want that.

Vaults:5 is exponentially harder than the earlier levels, and often it's best to dip into the Depths before attempting it. Read the V:5 page for a detailed list of the tools and strategies needed to reach that silver rune of Zot.

Crypt

As you explore the Vaults, you'll eventually find the Crypt, home to all manner of undead. You'll want negative energy resistance (more is always better), and a way to cure or resist rot. Cold resistance can also help.

If you plan on converting to The Shining One later in your game, save this branch until then.

Tomb

Inside the Crypt is the Tomb of Ancients, chock-full of mummies and home to the golden rune of Zot.

This is one of the most dangerous branches in the game, full of smiting, torment, and death curses. Often the first thing you'll see is a band ofsphinxes that can paralyse and smite you to death, so don't tread lightly.

Lots of negative energy resistance, sustain abilities, and some way to deal with the rot are all required. Or, you could worship Kikubaaqudgha for that wonderful death curse protection and torment resistance.

Depths

The Depths are fairly straightforward. 5 floors of elaborate layouts leading up to the Realm of Zot entrance. Along the way, you'll find entrances to the Abyss, the Vestibule of Hell, and Pandemonium.

Be on the lookout for mutation resistance if you haven't found it already, because it's useful in all of the branches you'll explore from here on out.

Abyss

The Abyss is the easiest of the branches you'll run across in the Depths. You absolutely need mutation resistance, and apportation is great for nabbing that abyssal rune of Zot before you teleport away. Of course, you'll also want enough food to keep you from starving.

Oddly, despite the constant -cTele, teleportation is often a decent way to escape a dodgy situation. So don't leave all your source of teleport behind!

Hell

After you enter the Vestibule of Hell and kill all the enemies inside, you'll be granted with four branchs: Gehenna, Cocytus, Tartarus, and The Iron City of Dis, all with their own rune.

These places all have three things in common: Annoying Hell effects, torment, and a distinct lack of food. Other than that, they each have their own "theme" with relevant resistances.

If you can't clear the Realm of Zot, you probably shouldn't even bother with these places, but if you want all 15 runes you'll have to enter them eventually.

Pandemonium

Pandemonium is yet another place you probably shouldn't go to if you only want to win. It contains on [[[rune]] guarded by a randomly generated panlord, the demonic rune of Zot. The rest are guarded by unique Pan Lords, which you only have one chance to kill or outsmart.

This place requires a ton of preparation, as you'll need to be able to deal with Cerebov, Mnoleg, Lom Lobon, or Gloorx Vloq whenever the game throws them at you, so have fun with that!

Realm of Zot

Zot, the final frontier... or maybe not, depending on your branch order. This is where you will find the Orb of Zot, the entire reason you're in the dungeon.

To obtain the orb, you'll want lots of fire resistance, corrosion resistance, and mutation resistance. Electricity resistance, cold resistance, poison resistance, and see invisible are also helpful.

Eventually you will arrive at Zot:5, which contains the infamous Orb Chamber. Read that page for more details on how to not die there. Just know this: You'll probably want a source of Stasis, in case you have to walk through a teleport traps.

Note that even if you want to collect every rune, often it's best to clear out Zot first for the extra experience and items. Just don't pick up the orb!

Ascension

When you've finished ransacking every place you wish, proceed to Zot:5 and claim the Orb of Zot! To save yourself a bit of distance, consider using Apportation to drag the Orb over to the nearest staircase (though this will take a while and make tons of noise, which is why you should clear out the Orb chamber first).

Be warned that from the time you pick up the Orb, all portals in the dungeon will close, sealing off Hell and the other netherworlds. Furthermore, you will be under -cTele (that is, no teleport control anywhere) from this point on.

To finish the game, simply book it towards D:1. YYour priority now is speed: use every method of speeding yourself up available to you, whether it's haste, Swiftness, digging yourself a shortcut, or anything else. Use of any potions, scrolls, or wands that can help you travel more quickly, and don't worry too muchabout magical contamination; it doesn't matter if you exit the Dungeon as a half-blind, deformed, mutant vegan so long as you've escaped safely.

You can also make use of the game's autotravel feature (Ctrl+G), which will automatically calculate the shortest route to your destination, but this won't automatically use items for you.

Occasionally residents of Pandemonium will appear to block your path, including Pandemonium lords. If you can get around them, do so. If they block your path completely, only fight if you can clear a path within a few turns; otherwise, dig yourself a new path or take another route. Though you'll be under permanent -cTele, you can still make a semi-controlled blink by using a scroll of blinking or Controlled Blink; a random teleport, whether from a scroll or wand, can also get you free of a blockade.

Only stop to heal if you're in danger of dying, and do so on an upwards stairway if possible. Just travel as quickly and efficiently as possible, avoid getting pinned down, and you should escape without too much trouble.

History

In 0.14 the Depths branch replaced D:17-27, and it was made necessary to obtain a rune of Zot to enter the Vaults.