Step-by-step walkthrough for the first dungeon. Enemy types, traps, chests, and navigation to the boss room.
Entering the Dungeon
Stone/ruin structure at the far end of starting fields. Before entering: field teleport stone activated, gear repaired, potions stocked, party ready.
Dungeon Layout
Generally linear with side rooms: torch-lit corridors, patrols, breakable crates/barrels (items/Col), chests in alcoves, occasional traps, teleport stone before boss, boss chamber at end.
Player Tip: Use mini-map constantly. Unvisited corridors are gray. Follow main path for boss; check side rooms for chests. Backtrack at dead ends.
Dungeon Enemies
• Humanoid mobs (orcs/goblins) -- Weapon-wielding groups of 1-3. Focus one at a time; dodge swings more than Perfect Guard.
• Bats/flying insects -- Annoying flying enemies; hard to hit with slow weapons; AoE skills work or let party handle.
• Spiders/crawlers (if present) -- Fast, can poison; bring Antidotes.
• Patrol groups -- Pull one at a time if possible; fighting 3 at once is dangerous early.
Navigation Tips
• Move slowly; see enemies before they see you.
• Break crates/barrels for items.
• Check every side room for chest upgrades.
• Activate dungeon teleport stone when found.
• Teleport back to town anytime to heal/sell/repair/restock.
• Watch for pressure plate traps (raised stones); avoid or trigger from range.
Approaching Boss Room
Near the end: teleport stone activated, large ornate door/archway, antechamber before boss with no enemies. Heal, buff, assign potions to accessible buttons before entering.