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Overview[]

Otiluke Journal Sprouted PD

Otiluke’s Sokoban Journal and the depths it gives access to were all added in v.4.1 of Sprouted PD in 2016. It is named after Sprouted's NPC Otiluke, who is in his turn a reference to the Archmage Otiluke from the Greyhawk world of the RPG game Dungeons & Dragons. Two of Sprouted's mods that were developed after v.4.1., Easier Sprouted Pixel Dungeon and Special Surprise Pixel Dungeon, have also inherited this item and its depths but have made minor - ESPD, or radical changes to them - SPSPD (as Deistic Pixel Dungeon was based on the previous v.3.5., it has no journal and it is completed after the hero defeats Shadow Yog). It is sold at the depth 6 (Prison) shop for 3000 gold and in order to be able to teleport the hero to any location, it must have at least one Journal Page added to it (the "Read" / Teleporting option displayed in the image becomes available after at least one page is added to it).

Otiluke's Journal
Otiluke's Journal
The journal of the powerful Otiluke. It is missing pages...

Without any page added to it, it has no active function and its level is +1. If pages are added to the Journal but they remain unread, its level will still be displayed as +1 no matter how many pages get added to it (reading one page is enough to activate the leveling up though). After one page has been read, adding one page will make the Journal gain one level: after the first page gets added and read, it will become level +2, and the hero will be able to use it to teleport to the Journal depth that its corresponding page was added, and the Journal after each use will need 500 turns to pass until it gets fully charged and the "Read" / Teleporting option becomes available again. With every additional page the charges needed will become less: 333 at +3 with the second page, 250 at +4 with the third page, 200 at +5 with the fourth page, 166 at +6 with the fifth page, 142 at +7 with the sixth page, 125 at +8 with the seventh page, and the charges needed will end up being only 111 after all 8 pages are added and the Journal reaches +9 level (having the Spectacles equipped cuts instantly the charges needed to half: they become 250 at +2, 166 at +3 etc. and only 55 at +9). Any time the hero adds a new page, the Journal gets fully charged. There are two minor bugs related with the Journal: a) when the hero is standing on a ladder tile, the Journal might not give the "read" option, although it is fully charged, and the hero must step to another tile, for the option to become available and b) even when all the pages are added, the game description of the Journal still says that it is missing pages. The player should not bother with that, if the Journal displays all 8 of the first image's options. The Journal can't be used on stage Boss and big Boss depths, even after the boss and all its minions are defeated and the depth is empty. It can't also be used on depth that the hero has already teleported to them (Bokk depths, Key depths etc.) and also the hero can't tleport directly from one Journal depth to the other: he/she must first return to the regular dungeon, and then teleport to the new Otiluke's Journal depth.

Its Safe Room page is dropped by a random Gnoll Archer in the Ancient Sewers key depth (usually somewhere between the 25th and 50th killed), its Sokoban 1, 2, 3, and 4 pages by the respective mini-bosses of depths 5, 10, 15, and 20 (Goo, Tengu, DM-300, Dwarf King) and the Dolyahaven page is found after the Orb of Zot is broken, an item that is dropped by the last Shadow Yog killed.

The Dragon Cave and Vault pages are not dropped by enemies and appear instead rarely in the embers of burnt bookcases, but only when they are burnt with the Spectacles equipped (for details about obtaining the Spectacles, read the Sokoban 2 section). To sum up there are 8 Otiluke's Journal pages: 5 puzzle depths (Sokoban 1, 2, 3, 4, and Dragon Cave), 2 totally friendly depths (Safe Room and Vault), and 1 friendly surface depth with 7 hostile depths below it (Dolyahaven).

All potions work on the Otiluke's Journal depths apart from the Potion of Levitation and also the Levitation from the upgraded Splash function of the Dew Vial. Potions of Mind Vision don't work specifically on the Stone Golem Otiluke and Zot depths without the Spectacles equipped (potions of Mind Vision are very useful in semi-mapping Sokoban 2, 3 and 4 puzzles, which can;t be mapped without the Spectacles, as they also show sheep, which are plenty on these depths),

[All the Journal depth images in the following sections depict how the depth looks like before the hero makes even one step inside it.]

Safe Room (Depth 50)[]

Sokoban Journal page Sprouted PD
Safe Spot
A loose journal page labeled Safe Spot.

It is practically a storage room available at any place in the regular dungeon for the items that the hero wants to keep in general but not to carry them in the backpack, and a also a very convenient place for him/her to Water with Dew without any disturbance and with the maximum possible drops, as its two 3X3 rooms are ideal for this purpose. 

Safe Room Sprouted PD

When the hero first arrives in the Safe Room, this message is displayed: A small space carved out of the fabric of time serves well to keep me replenished. I have been able to rest here and store some of my items to relieve my burden. 

Sokoban 1, 2, 3, 4 and Dragon Cave[]

Overview[]

When the developer of Sprouted was designing the Sokoban depths, he aimed to adding a feature from the roguelike Nethack, which feature is itself a loan from the Sokoban arcade game. The general goal in all of these games is to solve a puzzle and earn a reward by moving boxes or box-like items to specific tiles. 

Focusing on Sprouted, all of the Sokoban puzzle depths and also the Dragon Cave depth partly (which includes only the d and e of the following) include: a) different types of Sheep that are initially all either movable or destructible, b) Switches that either Generate Items or Activate Portals when a sheep in placed on them, c) Portals that usually teleport the hero to a part of the depth that is otherwise unreachable or just to another part of the depth, d) Traps that either Change the type of sheep which is placed on them or Destroy the hero's Armor/destroy a Sheep/Teleport the hero away from the depth, e) Chests or Skeletal Remains that contain in most of the cases gold but also have a much smaller chance to contain Scrolls of Upgrade. Switches generate items only on the first hero's visit in each of these depths and chests contain generous amounts of gold only on the first visit and from 1 to 99 gold on all the rest visits. In all of the Sokoban puzzle depths item switches first generate keys and after the specific number of keys that is supposed to spawn on the specific depth finishes, the item switches start generating in random order: i) rare scrolls like Scrolls Magical Infusion and Regrowth (the second one is more a unique than a rare scroll, as it drops only from the Rat Boss on depth 1 of the regular dungeon, can't be a product of transmutation, and is not available anywhere else), ii) rare seeds like those of Phase Pitcher, Starflower and Upgrade Eater (the least one in Sokoban 4 only), iii) regular Eggs on Sokoban 4 puzzle depth only, and iv) a unique item that is only obtainable as a reward from solving the specific Sokoban puzzle on the first visit. Activating less than the total of item creation switches on a depth will result in fewer rare items spawning, and probably also on the depth unique item not spawning, as it might be left to spawn last. Also, when the hero obtains an unidentified scroll during a visit on a Sokoban puzzle depth, he/she should better identify it with a Scroll of Identify and not by using it, as it might be the very rare Scroll of Regrowth and get wasted on a depth with not many tiles available for high grass to grow (unidentified scrolls in the Vault and Dragon Cave will never be Scrolls of Regrowth though).  

Sokoban 1 is easily solved without any wands available, Sokoban 2 needs at least a Wand of Telekinesis for its unique item (see walk-through in the Sokoban 2 section) and a Wand of Flock for all its loot to become available, and Sokoban 3, 4 and the Dragon Cave can't get solved for their unique items to become available without a Wand of Flock, as it is impossible to move the available sheep on the depth in all the necessary item or portal switches / deactivate all the necessary traps. All wands work on the Sokoban puzzle depths apart from the Wands of Blink and Teleportation, and all scrolls apart from Scrolls of Magic Mapping (and also the similar effect of Blue berries), unless the hero has the Spectacles equipped (the random Scroll of Magic Mapping from the Unstable Spellbook and the Scrying function of the Talisman of Foresight are also blocked without the Spectacles equipped). The only way to map an Otiluke Journal depth in general without the Spectacles equipped is by reading a Scroll of Regrowth, but as these scrolls are very rare, and all Sokoban puzzle depths have few tiles available for high grass to grow on them, Scrolls of Regrowth are basically wasted when used in this way. Using the Wand of Flock on the Sokoban 1, 2, 3, and 4 depths generates a strong Sokoban Flying Protector (one with each wand use, regardless of how many sheep were created) but not on the rest of the Otiluke's Journal depths. Lastly, the long-distance jumps that are available by using the Heroic Leap and Smoke Bomb special skills of the epic armor are blocked in Sokoban 1, 2, 3, and 4 but not on the rest of the depths (also the Wands of Blink and Teleportation work in the rest of the depths). 

Item Creation and Portal Switches[]

Moving on to some details of the aforementioned, item switches either are blue and generate items (first keys, then rare items or the unique Sokoban puzzle item) or red and activate teleportation portals.  

Item Creation Switch[]

Item Creation Switch Sprouted PD
Item Creation Switch
This switch creates an item somewhere on the level.

This switch is activated by moving any type of sheep on it or creating a sheep on it by using a Wand of Flock. After it gets activated, it disappears.  

Portal Switch[]

Portal Switch Sprouted PD
Portal Switch
This switch turns on and off a portal somewhere.

This switch is activated also by moving any type of sheep on it or creating a sheep on it by using a Wand of Flock. After it gets activated, it remains on the depth and can get reused as many times as the hero wants (in Sokoban 3 and 4 reactivating the same switch changes the destination of some teleportation portals).  

Sheep[]

Two general types of Sheep spawn from the beginning in Sokoban 1, 2, 3, and 4 (type a and b) and two more types can be created by the hero's actions (type c and d): a) white movable transformable permanent sheep that can be moved by either pushing them or changing positions by them, b) black destructible sheep that vanish when the hero steps on their tile and they deactivate a random Fleecing trap somewhere on the depth, c) white permanent non-transformable sheep that can be moved only by a Wand of Telekinesis and are created by moving an X sheep on a Change Sheep trap, and d) white temporary sheep that are created by the Wand of Flock. All white sheep activate Portal and Item Creation switches when placed on them and become Wool Rugs when placed on a Fleecing Trap.

Movable Sheep[]

R-Sheep[]
R Sheep Sprouted PD
Sheep
This is a magic sheep. What's so magical about it? You can't kill it. It will stand anywhere you move it, all the while chewing cud with a blank stare.

It changes places with the hero and can get pushed forth to a specific direction only with a Wand of Telekinesis. When placed on a Change Sheep trap it becomes a Y-sheep and a Wool Rug when placed on a Fleecing trap.

Y-Sheep[]
Y Sheep Sprouted PD
Sheep
This is a magic sheep. What's so magical about it? You can't kill it. You could probably push it out of the way though.

It can get pushed horizontally or vertically (but not diagonally) by the hero and can also get pushed forth to a specific direction with a Wand of Telekinesis. When placed on a Change Sheep trap it becomes an X-sheep and a Wool Rug when placed on a Fleecing trap.

X-Sheep[]
X Sheep Sprouted PD
Sheep
This is a magic sheep. What's so magical about it? You can't kill it. You could probably push it out of the way though.

It can get pushed horizontally, vertically and diagonally by the hero and can also get pushed forth to a specific direction with a Wand of Telekinesis. When placed on a Change Sheep trap it becomes an immovable non-tranformable plain sheep and a Wool Rug when placed on a Fleecing trap.

Plain Sheep[]
Plain Sheep Sprouted PD
Sheep
This is a magic sheep. What's so magical about it? You can't kill it.

Along with the Flock Sheep it is one of the two types of sheep that never appears from the start on any Sokoban puzzle depth and is a product of putting an X-sheep on a Change Sheep trap. It can get pushed forth to a specific direction only with a Wand of Telekinesis, can't get changed by a Change Sheep trap and becomes a Wool Rug when pushed on a Fleecing trap.

Temporary Sheep[]

Black Sheep[]
Black Sheep Sprouted PD
Sheep
This is a magic sheep. What's so magical about it? You can't kill it. It will stand anywhere you move it, all the while chewing cud with a blank stare.

It can't get pushed by any means and just disappears when the hero steps on its tile, becoming a wool rug and at the same time deactivating a Fleecing trap. With each depth generation each black sheep is assigned to a specifc fleecing trap, but gets reassigned when the Sokoban puzzle depth is generated again (so there is no point in memorizing the traps that were deactivated by black sheep the previous time, when attempting to solve a Sokoban puzzle for one more time).

Flock Sheep[]
Plain Sheep Sprouted PD
Sheep
This is a magic sheep. What's so magical about it? You can't kill it. It will stand there until it magically fades away, all the while chewing cud with a blank stare.

Along with the Plain Sheep it is one of the two types of sheep that never appears from the start on any Sokoban puzzle depth and is a product of the Wand of Flock. It deactivates both Change Sheep and Fleecing Traps (becomes a Wool Rug on Fleecing traps), activates all switches and apart from being temporary, it functions like any other white sheep. Without its help, Sokoban 3 and 4 and the Dragon Cave are unsolvable. As mentioned before a Sokoban Flying Protector appears with each use of the Wand of Flock, regardless of the sheep generated (that 1 Flying Protector will be generated, either with 1 or 10 sheep created, so it is better to visit Sokoban 2, 3, and 4 with a highly upgraded Wand of Flock, to generate the fewer Protectors possible). The sheep disappear after turns have passed, the amount of which depends on the wand's level (3 turns at level 0, 4 at level 1, etc.up to 16 turns at +13).

Teleportation portals[]

Portal Sprouted PD
Portal
This is a portal to another location on this level.

As mentioned before, they usually teleport the hero to a part of the depth that is otherwise unreachable or just to another part of the depth. They get activated only after a Portal Switch is turned on and specifically on the Sokoban 3 and 4 depths they might change their destination if the same or another switch is turned on again. Sometimes on the depths with many portals turning on a portal switch might activate one portal and deactivate another one at the same time.

Traps[]

Change Sheep trap[]

Change Sheep trap Sprouted PD
Change Sheep trap
This trap will change the form of any sheep.

It is actually not a trap as it is not harmful to the hero and just changes the available moves of the sheep that is placed on it without destroying it. After one use it becomes a triggered trap and can't get reused. It also gets deactivated by the Wand of Flock sheep but has no effect on the sheep generated on it neither on a plain sheep that is moved on it by a Wand of Telekinesis (so the game message is mildly inaccurate).

Trap triggered prison
Triggered trap
This trap has been used and is not dangerous anymore.


Fleecing trap[]

Fleecing trap Sprouted PD
Fleecing trap
Stepping on a fleecing trap will destroy your armor or eject you from the level.

This is the actual trap and a very harmful one to all non-enemy characters on the dpeth. As the game message says, when the hero steps on this trap with an armor equipped, the armor will get instantly destroyed (the Sokoban puzzle depths can be really frustrating, when the hero does that with an Epic Armor equipped), and if he/she is not wearing any armor, he/she will get teleported away from the depth. When Flying Protectors are not plenty on the Sokoban puzzle depth or have not appeared yet (so there is no need for better defense), it is highly recommended for the hero to equip an otherwise useless armor, to avoid the frustration of losing a good armor by a judgement mistake or a misclick. Spare armors should be always available, even in Sokoban 1, as the Black Sheep don't always deactivate the Fleecing traps needed for the hero to proceed further in the Sokoban puzzle, and on all Sokoban puzzle depths they can spare the hero from some extra uses of the Wand of Flock and from the accompanying Flying Protectors. Apart from stepping on them with an armor equipped, Fleecing traps are supposed to get deactivated by moving a sheep on them or creating one with a Wand of Flock, and can also get deactivated randomly by a disappeared Black sheep. After its deactivation, its tile becomes a Wool Rug, a decorative remnant of the sheep that was sacrificed on it.

Wool Rug tile SPS-PD
Wool Rug
A plush wool rug. Very nice!


Sokoban 1 (Depth 51)[]

Sokoban Journal page Sprouted PD
Journal Page Sokoban Practice
A loose journal page labeled Sokoban Practice.

I have devised a method for creating extra-planar spaces in which to hide my belongings.

Oddly, strange breeds of sheep have materialized in these spaces. Mybe I can use these ovine denizens to my advantage.

-Otiluke, 1345 LP.

On the hero's first visit the journal page message is repeated. It is solvable without the need of any specific items and is practically a tutorial to how the Sokoban puzzles are solved. There are 5 chests that can be looted. On this first visit, each chest contains 300 to 500 gold and have a 1/6 probability of containing a Scroll of Upgrade instead of gold (so the hero can obtain 0 to 5 Scrolls of Upgrade and 0 to 2500 gold after opening all five of them), and the second item creation switch (with the third one activated doing nothing) generates the Towel, a unique item that is extremely useful in the Dolyahaven Mines in late-game as it is the only cost-efficient to stop the heavy damage from the Kupua-gas-generated bleeding (potions of MEnding and Healing get spent, Dreamfoil seeds need to get thrown and stepped on etc.). Spend some time thinking about the necessary moves and try solving it on the first try as the Dolyahaven Mines are much more difficult without the Towel. Due to the simplicity and the low danger of this Sokoban puzzle, in early levels when the hero is still poor, he/she can find an extra 1 to 100 gold per chest (and earn up to 500 gold from its 5 chests in the best case scenario) by visiting it repeatedly.

Towel[]

Towel Sprouted PD
Towel
Don't forget your towel!

It cures all types of Bleeding and also the Caustic Ooze debuff.

Sokoban 1 Map[]

Key for all of the Sokoban maps that follow: a) Portal Switches are marked with an orange square, b) Item Creation Switches that generate keys or nothing with a light blue square, c) Item Creation Switches that generate rare scrolls, rare seeds or the puzzle's unique item with a dark blue square, d) reachable Burnable Bushes with a red square, and e) the tile that the unique Sokoban item spawns with a green square. Players are reminded that rare items and the unique item spawn after all the keys have spawned, and also the unique item spawns randomly after the non-key items start spawning, so the dark blue squares mark actually the item creation switches that are normally accessible later, hence one of them will generate the unique item if all the previous switches have been already activated. If all the item creation switches don't get activated, less rare items will spawn and the unique item might not spawn at all. When more than one green squares are marked, there are more than one possible spawn tiles.

Sokoban 1 Sprouted PD

As mentioned just before, it is solvable without the need of any specific items. The two possibly tricky parts for the new player could be: a) The ninth sheep that the hero encounters may need to get turned to an X-sheep and get moved to the fleecing trap of the next room, as the black sheep of that room may disarm other fleecing traps on the depth, and not the fleecing trap that blocks access to the rest of the depth. b) The four fleecing traps in succession on the east part of the depth must be disarmed, in order to allow the hero to have access to the bottom square room, step on the black sheep tile and be totally sure that the fleecing trap that will normally prevent him/her from obtaining the Towel will be deactivated. The hero should put each R-sheep on a Change Sheep trap, move the Y-sheep carefully so he/she keeps having empty tiles around it to keep pushing it, and move it gradually on each fleecing trap.

Sokoban 2 (Depth 52)[]

Sokoban Journal page Sprouted PD
Journal Page Sokoban Castle
A loose journal page labeled Sokoban Castle.

Having mastered the elements required for creating my spaces, I am now set out to build a grand fortress in which to hide my valuables.

-Otiluke, 1348 LP.

On the hero's first visit the journal page message is repeated. On this first visit, each one of the 24 chests of the depth will contain 400 to 800 gold, always 1 potion of Liquid Flame and will also have a 1/6 probability of containing a Scroll of Upgrade instead of gold or the potion (so the hero can obtain 0 to 23 Scrolls of Upgrade and 0 to 18,400 gold after opening all 24 of them - apparently due to the 1/6 probability of the scrolls spawning, the Scrolls of Upgrade will be far less than 23, and also the gold loot will most probably be somewhere between 0 and 18,400). The depth's Item creation switches will first generate 6 iron keys, and after all of these keys are generated, they will create in random order: 1 Phase Pitcher seed, 1 Starflower seed, 1 + 1 Scrolls of Magical Infusion, 1 Scroll of Regrowth and the unique item Spectacles.  

As mentioned previously, after all 6 depth keys are generated, a random item creation switch will generate the Spectacles, a unique item that is necessary to allow a) mapping of all Otiluke's Journal depths, b) the Dragon Cave and Vault pages to appear in the embers of burnt bookcases and c) potions of Mind Vision to get used on the Stone Golem Otiluke and Zot depths.  

Spectacles[]

Spectacles
Spectacles
I wonder what these do???

Spectacles when equipped:

  • Can make the Dragon Cave and Vault pages for Otiluke's Journal appear in the embers of burnt Bookcases. When the hero examines a bookshelf with them equipped, if the bookshelves will not drop a page, the default "The rows of books of different disciplines fill the bookshelf" message appears, but if the bookshelves will drop a page the "This is probably the vestige of a [stage name] library. Might it burn?" message appears. Important note: visiting those two Journal depths even once might also trigger the end-game Dolyahaven Mines bugs, so players should make an informed decision about the hero visiting them or not. 
  • Make the Otiluke's Journal charge in the double speed.
  • Allow the successful usage of Scrolls of Magic Mapping and Blue berries in all Otiluke's Journal depths and the Zot depth (they also alllow the Scrying ability of the Talisman and the Magic Mapping from the Unstable Spellbook to get applied). Without them equipped, the hero will not be able to see the map layout and the Scroll of Magic Mapping/Blue berry will get wasted.
  • They are also very important in end-game as they allow potions of Mind Vision to get used on the Stone Golem Otiluke and Zot depths which are blocked otherwise.

Sokoban 2 Map[]

This section contains two walkthroughs about solving the Sokoban 2 puzzle: a) with a Wand of Telekinesis or spare armor, and b) a video format only using a spare armor. Both walkthroughs offer access to all the Sokoban unique prizes and loot, but the first is much more efficient. Obviously, for the lucky players who get bored puzzle solving and have found a Wand of Flock, there is also the easiest solution available, which is spamming the puzzle depth's traps with sheep generated by the wand, which needs no walkthrough.

The first "Wand of Telekinesis walkthrough" was originally written by reddit user TwistedTuna, but was nearly completely rewritten and improved by the wiki contributor and content moderator SuperSaiyan99. Solving the Sokoban puzzle following this walkthrough can give access to all the Sokoban 2 loot by following the optional sections but still gives access to all its unique prizes, including the Spectacles. The second "just a spare armor needed" walkthrough is available in video format and was originally uploaded by youtuber Ab\SoN/dO. (Their youtube channel contains also other Sprouted PD-related and Special Surprise PD-related tutorial or demonstrational videos, so you can consider visiting it in general; the relevant Sokoban 2 video is already embedded here in the wiki though).


Sokoban 2 Sprouted PD
Wand of Telekinesis walkthrough[]

Disclaimer: Following this guide isn't the only way to solve this puzzle. Unlocking the chests in the corners, unlocking the rooms, and solving each room can be done in almost any order. Sometimes, there are options as to which sheep you can move where or first and which trap to trigger (instead of another) or trigger first as well. Because of this, after you think you've created a mistake, don't simply just give up as you may be able to solve the part you messed up on; consider every next few moves you can perform. You could even solve the starting/center room without moving any X-sheep onto a change sheep trap, but it could be easier to block paths you're done with. Also, none of the black sheep are necessary to solve this puzzle but are usually helpful regardless. The Item Creation Switches that provide keys can be used on the locked doors they are nearest to, and it's even probably meant to be that way, but this guide doesn't unlock the doors in that way. Feel free to explore as you wish as well. Spectacles can make or break your run in late-game, so setting up your game around Dolyahaven requirements can be beneficial. But to each their own, this walk-through allows you to have Spectacles immediately after Tengu.

Requirements: 1 Wand of Telekinesis or spare armor. The easiest way of obtaining the telekinesis is with the wandmaker by choosing the non-battle wand. If unlucky, you can use a spare armor or farm for Phase Pitcher seeds / use all the available Wells of Transmutation until you get this wand (or the Wand of Flock).

Guide: Begin by ignoring the R-sheep and X-sheep in the center, progress along the left-top path to room #9. All you are doing here for now is putting an R-sheep onto the item creation switch and collecting the key in the center.

Next, to get the Potion of Liquid Flame, start heading to room #12, but stop at the X-sheep in the middle of the intersection right before room #12. Push that X-sheep 1 tile up towards room #12, and then push it diagonally into the doorway. Finally, push it onto one of the fleecing traps. In the room, push the X-sheep onto the other fleecing trap (if you plan to do room #8 so that the black sheep from room #8 doesn't teleport onto it) and the R-sheep onto the item creation switch. Grab the chest (Potion of Liquid Flame), and go to room #18. (Don't bother collecting the key just yet.)

Proceed to room #18. This black sheep will likely pop onto one of the fleecing traps in this section. This isn't necessary, but if you'd prefer to have a higher probability for it to pop onto one of the center fleecing traps, wait until after you are done with this room to tag it. Otherwise, tag it now, and proceed by moving the R-sheep onto the change sheep trap to make it a Y-sheep, and push this sheep onto one of the fleecing traps at the bottom. Next, if there is still a fleecing trap at the bottom, move the closest X-sheep onto it, and open the chest. Finally, move the next closest X-sheep around the room and onto the item creation switch.

Optional: Unlock the door to room #14, and move the X-sheep diagonally onto the fleecing trap. Next, move to the other side of the final X-sheep, and push it right above the door, and move back to the other side of it by going through the door. Push it left once, and then push it diagonally to where you pushed the first X-sheep. Finally, push it up, and grab the chest.

Proceed to room #13. This is where you will either need a spare armor or a Wand of Telekinesis. In this room, there are 2 sheep, one X-sheep and one R-sheep. First, push the X-sheep onto the first fleecing trap, and grab the chest.
Wand of Telekinesis method: Turn the R-sheep into an X-sheep. Position this X-sheep onto the filled-in fleecing trap. Then, push the new X-sheep diagonally onto the square the chest was located on, and Wand of Telekinesis it onto the fleecing trap. If you are standing on the filled-in fleecing trap, you can use the wand to click on the fleecing trap below the sheep, so zoom in if you need to to click accurately.
Spare armor method: Put your spare armor on, and step on the lower fleecing trap.
Search the wall beyond this. Room #17 should be straight-forward. Ensure you put the R-sheep on the item creation switch.

Afterwards, head back to the center, and collect the 3 keys that should be there.

Optional: Go to room #9, and push the X-sheep down. Next, move an R-sheep onto the change sheep trap directly above the X-sheep, and push the resulting Y-sheep up onto the fleecing trap. Finally, move the other R-sheep onto the other change sheep trap, and push it onto the other fleecing trap. Continue to room #5, and step on the first change sheep trap. Move the right R-sheep onto this trap, and then push the X-sheep above you onto the fleecing trap. Move onto the other change sheep trap and turn the other R-sheep into a Y-sheep, and then push the other X-sheep up onto the fleecing trap. Now, move the higher Y-sheep to the right, and then push it up onto the fleecing trap. (This can be mirrored, but this way is important to limit where the black sheep from room #2 and the hallway to the right can go.) Unlock the door, and proceed to room #2. Grab the chest, and move the lower R-sheep to the left to turn it into a Y-sheep. Then, push that Y-sheep up to the top and onto the fleecing trap to the left. Push the X-sheep diagonally, and grab the chest. Turn the upper R-sheep into a Y-sheep, and push it to the left. Search for a door, and then grab the chest. Move below the last X-sheep, and push it all the way up. Then, push it all the way to the right onto the fleecing trap, and tag the black sheep. Head back to the center.

Optional: This will cover how to solve the center area without the use of a single black sheep (and without turning an X-sheep into an immovable sheep) since it is possible, though unlikely, especially with some of the precautions within this guide, that none of the black sheep dropped onto one of the 4 fleecing traps. This will be specific but can be mirrored and done in a couple different ways. If there isn't a fleecing trap down a path, then don't turn an R-sheep to a Y-sheep on that path. To start, leaving the upper R-sheep in it's original position, tag the upper black sheep. Then, move the upper R-sheep onto the top-right change sheep trap, and push the X-sheep right below it to the left. Push the Y-sheep up onto the fleecing trap, and grab the chest. Leaving the lower R-sheep in it's original position, tag the lower black sheep. Then, go back up the right side, and move the X-sheep up once (onto the middle-right square). Move the lower R-sheep onto the bottom-right change sheep trap, and push the resulting Y-sheep down onto the fleecing trap, and grab the chest. Return to the middle, and move the left R-sheep to where the lower R-sheep was and then onto the bottom-left change sheep trap. Push the X-sheep right above it to the right, and push the Y-sheep down onto the fleecing trap, and grab the chest. Now, step onto the top-left change sheep trap, and push the X-sheep down twice. Move the R-sheep onto the top-left change sheep trap, and push the resulting Y-sheep up onto the fleecing trap, and grab the chest.

Head to room #16. Ensure you move around the X-sheep on the way. Before moving any sheep, step onto the item creation switch, and search to find a door. Proceed through that door, and once again, search to find yourself in a hallway. Now, proceed back to room #16.

Move one of the X-sheep onto the right fleecing traps, and move the second X-sheep onto the item trap diagonally, so it does not turn into an immobile sheep. Push the X-sheep through both doors and into the hallway. Then, move to the square ABOVE this sheep, and proceed to push this X-sheep all the way down to unlock the bottom-right chest. Do the exact same thing with the third X-sheep, but trigger the bottom-most trap. Now, open the chest, and search to find another hallway covered in shrubbery. Step back twice and throw a Potion of Liquid Flame at the door, which you should have gotten earlier from room #12.

While that burns, proceed to room #19, but before entering the room, stand on the Item Creation Switch, and search to find a door with a chest behind it, and open the chest. Next, in the room, push the right-most X-sheep onto the Portal Switch, and grab the chest. There are 3 X-sheep that can be pushed out of this room.

Optional: Now, you'll want to push two X-sheep, one at a time, up through the door of room #19, and move those X-sheep into room #16 by pushing them two tiles above the door (one space between the door and the sheep) and then diagonally into room #16, and continue to push them to where they will be used for the chests at the outskirts of the map. After opening the remaining two chests, go back to room #19.

If there are 2 or more X-sheep that can still be pushed out of the room, then push an X-sheep into room #16 as described above, and go back. If there are 2 or fewer sheep, push another X-sheep up through the door and onto the Item Creation Switch. In room #19, there is a portal switch and a hidden door to room #20. This portal takes you to a dead end room with no escape. Enter this last when you are ready to leave.

Optional: In room #11, there is a very powerful animated statue that can wreck any low-level/weak hero. If you are worried about it, you can unlock the door later. Otherwise, unlock the door in room #16, and open it. If you can and want to, you can kill it. Otherwise, get it to follow you back towards the center. When it's to the right of the X-sheep, run away towards room #10. On your way, you can collect the keys if you wish, but you can get them later. If it shows up at any point, try to hide in the upper left corner of this room. Start by moving one of the R-sheep onto a change sheep trap, and then push that sheep onto the first fleecing trap. Next, avoiding the other change sheep trap, push the Y-sheep onto the second fleecing trap. Finally, move the R-sheep onto the remaining change sheep trap, and push it onto the final fleecing trap. In room #6, move the left R-sheep onto the lower change sheep trap, and push the new Y-sheep right above the door. Then, push it up once and then left onto the change sheep trap. Now, push it diagonally onto the right fleecing trap. Do the same thing for the right R-sheep but mirrored. Grab the chests. Standing in the doorway of room #3, push all of the 3 adjacent X-sheep. Then, push the left X-sheep above the door and then up onto the fleecing trap, and grab the chests. Push the final X-sheep all the way to the right, and search for a door. Then, push the X-sheep up, and search for another door. Enter room #4, and push the X-sheep down onto the fleecing trap, and search for a door once again. Enter room #7, and grab the chest. Search for a door next to the statue, and enter room #11. If the animated statue has managed to end up into this room again, just have it follow you towards the center again, and enter this room from room #16. Either way, push the X-sheep diagonally once, and grab the chests in room #11. Then, push the X-sheep down and into room #16.

Now, go to the X-sheep you pushed into room #16, and push this X-sheep diagonally into the hallway and then down to the bottom right chest again. Push the X-sheep onto where the chest was located and into the hallway door you burned out earlier and then all the way up top and to the left to unlock those 4 item creation switches. Grab the 2 items that spawned there, and then use the portal to the left to return to the center. Grab the keys if you haven't already done so, and head to the left to collect one of the items.

Optional: Proceed to room #8. Tag the black sheep, which will drop itself onto the fleecing trap if you followed the steps for room #12. If you didn't, you can move the R-sheep onto the change sheep trap and then onto the fleecing trap. Grab the chest.

On your way back to room #19, collect the other item. Now, search the top-right wall next to the statue right below the door to find a portal room. Only enter this if you are finished exploring and ready to leave; it will put you in a room you cannot escape and give you some other rewards, and you can now leave.

Just a spare armor needed walkthrough[]
Sokoban_2_-_Full_walkthrough_Sprouted_Pixel_Dungeon

Sokoban 2 - Full walkthrough Sprouted Pixel Dungeon

Sokoban 3 (Depth 53)[]

Sokoban Journal page Sprouted PD
Journal Page Sokoban Portals
A loose journal page labeled Sokoban Portals.

My powers have grown stronger since I created my first space.

I find myself able to alter time and position in ways I have never thought possible.

My activities have created ripples in in the magical ethosphere. On clear days I am able to capture echoes of some disturbance based on my presence.

-Otiluke, 1355 LP.

On the hero's first visit the journal page message is repeated. On this first visit, each one of the 21 chests of the depth will contain 300 to 500 gold, and will also have a 1/6 probability of containing a Scroll of Upgrade instead of gold (so the hero can obtain 0 to 21 Scrolls of Upgrade and 0 to 10,500 gold after opening all 23 of them (apparently due to the 1/6 probability of the scrolls spawning, the Scrolls of Upgrade will be far less than 21, and also the gold loot will most probably be somewhere between 0 and 10,500). The depth's Item creation switches will first generate 6 iron keys, and after all of these keys are generated, they will create in random order: 1 Phase Pitcher seed, 1 + 1 Starflower seeds, 1 + 1 Scrolls of Magical Infusion, 1 Scroll of Regrowth and the unique item Auto Potion (for all of these to spawn a Wand of Flock is necessary). As mentioned just before, after all the depth keys are generated, a random item creation switch will generate the Auto Potion, a unique item that automatically uses a Potion of Healing when health is low, but only when it is equipped (due to occupying one of the item slots for a function that it is not usually necessary, it is the least useful unique Sokoban item).  

Auto Potion[]

Sprouted Auto Potion
Auto Potion
Wearing this charm will automatically use a potion when your life gets low.


Sokoban 3 Map[]

[Apart from the Sokoban Flying Protectors that spawn after each use of the wand of Flock, there are also two Animated Statues from the beginning on this depth, one located in the big room at the bottom right of the depth, and the other one located in the small polygon room at the center of the depth. Unlike all the other maps, all item creation switches have the same blue color, as there are many different versions of the order that the hero will visit each group of rooms, mostly depending on the order that the portal switches will get activated, and if they will get reactivated or not, so a distinction between them is impossible. In contrast, all rare items and the unique item spawn on a specific tile in the big room at the bottom right. The hero must use the portal on the top right of the big bottom right room last, as there is no way to teleport back to the rest of the puzzle depth from there.]

Sokoban 3 Sprouted PD

Sokoban 4 (Depth 54)[]

Sokoban Journal page Sprouted PD
Journal Page Sokoban Puzzles
A loose journal page labeled Sokoban Puzzles.

My efforts to stop my pursuers have only slowed their progress.

I am now remembering the strange spaces where I hid some of my valuables centuries ago.

The items themselves are no longer of importance to me, but the source of the odd power generating the sheep eluded me for years.

Perhaps the power, once illuminated, will be a source of succor. I fear I have little options left.

-Otiluke, 1617 LP.

On the hero's first visit the journal page message is repeated. On this first visit, each one of the 23 chests of the depth will contain 300 to 500 gold, always a Potion of Liquid Flame and will have a 1/6 probability of containing a Scroll of Upgrade instead of gold (so the hero can obtain 0 to 22 Scrolls of Upgrade and 0 to 11,000 gold after opening all 23 of them - apparently due to the 1/6 probability of the scrolls spawning, the Scrolls of Upgrade will be far less than 22, and also the gold loot will most probably be somewhere between 0 and 11,000). The depth's Item creation switches will first generate 6 iron keys, and after all of these keys are generated, they will create in random order: 1 + 1 Phase Pitcher seeds, 1 Starflower seed, 1 + 1 Upgrade Eater seeds, 1 + 1 Scrolls of Magical Infusion, 1 Egg and the unique item Whistle (for all of these to spawn a Wand of Flock is necessary). As mentioned just before, after all the depth keys are generated, a random item creation switch will generate the Whistle, a very useful unique item that can call the hero's pet from any regular dungeon depth and Journal depth (but not from Book, Boss, or Key depths).

Whistle[]

Pet Whistle
Whistle
A whistle. What does it do?


Sokoban 4 Map[]

[Apart from a wand of Flock the hero should also have a Potion of Liquid Flame/ Firebloom seed/ Wand of Firebolt as the depth has a minor bug and the potion of Liquid Flame needed to burn the overgrown bushes at the bottom left part of the depth will most probably spawn in the unreachable chest at the center-right part of the depth. Also, apart from the Sokoban Flying Protectors that spawn after each use of the wand of Flock, there is also one Animated Statue from the beginning on this depth, located in the rectangular room before the corridor with the burnable overgrown bushes.]

Sokoban 4 Sprouted PD

IMPORTANT: Visiting even once either the Dragon Cave depth or the Vault depth may trigger the end-game Dolyahaven Mines Bugs that are mentioned with details in the last section of the page. Players should make an informed decision about the hero visiting them or not, and if they think that is important for them to complete the game fully by defeating Zot, they should better avoid entirely these depths.

Dragon Cave (Depth 67)[]

Sokoban Journal page Sprouted PD
Journal Page Dragon Cave
A loose journal page.

[Important: It has been confirmed that due to a mistake in the game code visiting either the Dragon Gave or the Vault Otiluke's Journal depths triggers the end-game Dolyahaven Mines bugs with the corrupted save files, Dolyahaven's shops not restocking etc. Therefore, although this depth's loot is very good, players are advised to avoid visiting it even once. In contrast, visiting the Sokoban puzzles or the Safe room depths is not related with triggering any of the game's bugs.]  

On the hero's first visit no message is displayed. It is a Sokoban puzzle only technically, as it contains a ton of fleecing traps and most of its rewards along with its unique item, the Shadow Dragon Egg, are unreachable without many uses of the Wand of Flock, but it demands no puzzle-solving skills. No message is displayed on the hero's first visit. On this first visit, each one of the 21 skeletal remains of the depth will contain 400 to 800 gold, and will have a 1/6 probability of containing a Scroll of Upgrade instead of gold (so the hero can obtain 0 to 21 Scrolls of Upgrade and 0 to 37,800 gold after searching in all 21 of them - apparently due to the 1/6 probability of the scrolls spawning, the Scrolls of Upgrade will be far less than 21, and also the gold loot will most probably be somewhere between 0 and 37,800). Without the need of an item creation switch to get activated, the unique Sokoban item, the Shadow Dragon Egg, will be laying on the floor from the start at the bottom right part of the depth. It is the only Sokoban puzzle that allows the Warrior and Rogue to use their long-distance jump which is available from their epic armor, so these classes can reach the right part of the Sokoban depth with fewer uses of the Wand of Flock (by creating non-trap safe tiles with the Wand of Flock and jumping from safe tile to safe tile, no Sokoban Flying Protectors are created by using the Wand of Flock on this depth though, so using this method is just a matter of completing the Sokoban puzzle more quickly). The use of the Wand of Blink is also allowed in this depth but the player should be careful not to land on a Fleecing trap due to wand not being powerful enough (to be sure, better use it for short distances).  

Dragon Cave Map[]

Dragon Cave Sprouted PD

Vault (Depth 66)[]

Sokoban Journal page Sprouted PD
Journal Page Vault
A loose journal page labeled Sokoban Vault.

This ring of wealth is really overkill.

I need a place to drop my gold.


-Otiluke, 656 LP.

[Important: It has been confirmed that due to a mistake in the game code visiting either the Dragon Gave or the Vault Otiluke's Journal depths triggers the end-game Dolyahaven Mines bugs with the corrupted save files, Dolyahaven's shops not restocking etc. Therefore, although this depth's loot is very good, players are advised to avoid visiting it even once. In contrast, visiting the Sokoban puzzles or the Safe room is not related with triggering any of the game's bugs.]  

On the hero's first visit no message is displayed. On this first visit, one of the 68 depth chests will contain always a Ring of Wealth and the rest 67 of them will contain 100 to 300 gold (although they are not mentioned in the game code, sometimes also Scrolls of Upgrade spawn in the depth chests, but with the low probability of the Sokoban puzzles). As a result the hero can obtain 6,700 to 20,100 gold after opeinng all 67 of them, but most often the amount of gold will be somewhere in between.  

Vault map Sprouted PD

After the first visit, the only reason for the hero to revisit this depth is to first burn it down to ashes and then use a Scroll of Regrowth, as it is the biggest surface in the whole dungeon that allows planting high grass in all of its tiles, and the amount of dew and seeds dropped especially with Greaves of Nature +10 equipped is immense.  

Vault with seeds Sprouted PD

Dolyahaven surface (Depth 55)[]

Sokoban Journal page Sprouted PD
Journal Page Dolyahaven
A loose journal page labeled Dolyahaven.

With what little power I have left, I have momentarily bested Zot and obtained his orb of power.

Although its power is warded against me, I can transpose objects from this world into the heart of the orb.

I hear a rushing in the distance... Zot approaches!

My last act will be to return to Dolyahaven, my birthplace, and seal this script into the orb.

Zot will need to break the orb and source of his power to follow me.

-Otiluke, 1999 LP.

On the hero's first visit the journal page message is repeated. Although the Dolyahaven surface is a totally friendly depth after the hero kills the Blue Cat, which spwans only once and is anyway a harmless enemy (although he is named differently, he is just a little stronger version of a Crazy Thief and drops always a common berry). The Dolyahaven village includes also the hidden entrance to the Dolyahaven Mines, which are the most dangerous part of the whole dungeon, apart from the two final boss depths of course.  

Blue Cat[]

Thief Green gif
Blue Cat
Deeper levels of the dungeon have always been a hiding place for all kinds of criminals. Not all of them could keep a clear mind during their extended periods so far from daylight. Long ago, thse vrazy thieves and bandits have forgotten who they are and why they steal.

There is not a lot for the hero to do there, but these few things are all important. 

a) He/she can talk to the two Dolyahaven Villagers, to learn from the one located east that the Dolyahaven Mines are hidden somewhere to the southwest (see the map at the end of this section, about which overgrown bushes must get burnt for the Mines to become accessible), and to receive from the one located west a Dolyahaven Return Beacon, a very useful item that can teleport the hero from a Dolyahaven Mines depth to the surface, and from the surface back to the depth from which he/she teleported away.

East Villager[]

SproutedPD tinkerer
[East] Villager
Otiluke? He came through here a few years ago.

There used to be a mine to the southwest of the town. It was overrun by demons and Otiluke sealed it off.

We have not seen him since.


West Villager[]

SproutedPD tinkerer
[West] Villager
You will need this beacon left by Otiluke. Use it when you need to retutn to the town. Keep it with you always.
Lloyds beacon
Dolyahaven Return Beacon
Return beacon is an intricate magic device, that allows you to return to a place you have already been.


b) He/she can buy useful items from the two Dolyahaven shopkeepers:

Nortwest Shopkeeper[]

Shopkeeper
[Northwest] Shopkeeper
This stout guy looks more appropriate for a trade district in some large city than for a dungeon. His prices explain why he prefers to do business here.

He sells mostly Potions of Healing for 1800 gold each, and might also rare seeds (Phase Pitcher, Starflower, Upgrade Eater) for 600 gold each and rare bombs that only Rogues can craft for 1200 gold each (most often seeking cluster bombs). Whatever type of items he sells, the items sold in total will be 11. He restocks his merchandise anytime the hero proceeds a depth further in the Dolyahaven Mines (but only the empty tiles from the items previously sold, so there are no drastic changes in his merchandise, unless the hero buys almost all of his items), unless one of the Dolyahaven Mines bugs starts working.

West Shopkeeper[]

Shopkeeper
[West] Shopkeeper
This stout guy looks more appropriate for a trade district in some large city than for a dungeon. His prices explain why he prefers to do business here.

He sells 11 Scrolls of Upgrade for 6000 gold each (and never any other item). He also restocks his merchandise anytime the hero proceeds further in the Dolyahaven Mines, unless one the Dolyahaven bugs starts working. Both Dolyahaven shopkeepers are more tolerant with the hero unsuccessfully stealing from them and the first two times they will not vanish, but only their merchandise will disappear, and it will be restocked after the hero goes down a Mines depth. However in the third failed hero's attempt, they will also vanish and never return.

c) After he/she proceeds in the Dolyahaven Mines and gathers three Norn Stones dropped by Gullins, he/she can put them on the altar located in the center of Dolyahaven and craft one of the five Relic weapons that are very powerful against the Dolyahaven enemies and also against the final two bosses and their minions.

d) He/she can also open the 10 chests scattered around Dolyahaven and obtain Phase Pitcher or Starflower seeds / Eggs / grey Mr. Destructos / Seeking Cluster bombs / common Berries / 1-5 gold. The chests generate these items radomly without a specific percentage for each, so a lucky hero might get 2 Mr. Destructos and 2 Phase Pitchers and an unlucky hero 25 gold and 2 Black berries in sum.

e) Finally, after having defeated Stone Otiluke and Zot, he/she can meet the real Otiluke at the northeast corner of Dolyahaven, receive the Pudding Cup from him as a reward for defeating Zot and saving him, and complete the game fully.

Otiluke[]

Otiluke Sprouted PD
Otiluke
Otiluke! In the flesh!

Although his name is mentioned a lot in Sprouted, he only appears after the hero defeats Zot. He thanks the hero for rescuing him and ridding the world from a great evil, Zot. He also gives a Pudding Cup to the hero, which has no use, but is a symbolic token that the player has completed the game fully.

Pudding cup Sprouted PD
Pudding Cup
A chocolate pudding cup.


Dolyahaven surface Map[]

Dolyahaven map Sprouted PD

Dolyahaven Mines (Depths 55-61)[]

[Commonly the last depth of the Dolyahaven Mines is depth 61, which leads to the boss depth 62 and Shadow Golem Otiluke. Nevertheless, less often the Dolyahaven Mines depths can get generated down to number 65, with the Stone Golem Oitluke depth being the 66th depth, but never more than that.]

There is already a part of the wiki about the Dolyahaven Mines enemies with specific advice about handling them, so here players will read only a general description of the Dolyahaven Mines and their loot. The Dolyahaven Mines depths look very similar to the Mining Caves depths (11-15) of the regular dungeon, but are bigger, have different enemies, much more traps (Summoning traps are also much more common), barricaded rooms are very common in them, and can't be mapped without the Spectacles equipped. They never contain chasms but also the Splash ability of the dew vial never gives its Levitation buff there. The Mines also appear to have Dark Gold veins, but these tiles can't get mined at all by the Pickaxe. Only two different enemies spawn on the Dolyahaven Mines depths, the Kupuas (commonly), and the Gullins (rarely), but they are the second most dangerous non-boss enemies of Sprouted, with the Lightning Tower minions of the Stone Golem Otiluke depth being the first.

Kupua
Kupua
Kupua are minor trickster demons who like to appear en masse.

They have a 90% chance to drop one piece of Stone Ore, which has no other use than to sell it in the Dolyahaven shops for 1,000 gold each. The Dolyahaven Mines also contain various type of loot, especially when the hero has a highly upgraded Ring of Wealth equipped when he/she descends to a new depth, but the gold earned by selling pieces of Stone Ore will be their basic income in late-game, and will allow him/her to buy at least some of the Scrolls of Upgrade from the Dolyahaven shop. Apart from getting dropped by Kupuas and Gullins, stone ore can be also found on the depth's floor.

Kupua
Gullin
A golden-maned boar demon. Its eyes and bristles glow in the dark cave.

They also have a chance to drop one piece of Stone Ore (a little smaller than the Kupuas, 80%) and a random, small chance to drop also a Norn Stone, up to the number of 5 per hero's run (there is no specific chance percentage mentioned in the game code, but equipping a highly upgraded Ring of Wealth will have a very positive effect on Gullins dropping Norn Stones). Norn Stones spawn in 4 + 1 different colors: Blue, Orange, Purple, Yellow for all classes and also Green but only for the Huntress class. Follow the link above on details about the Tier-6 relic weapons that are crafted with each different color of Norn Stones. Summoning traps are much more common in the Dolyahaven Mines than in the rest of the dungeon and they always spawn Kupuas and/or Gullins.

Dolyahaven Mines Bugs[]

Although Sprouted PD is very well designed and bug-free until the hero reaches Dolyahaven, its Mines are a nest of bugs, apart from Kupuas and Gullins. The "shopkeepers not restocking their merchandise after the hero returns from the Mines" bug has already been mentioned, but there are also five more bugs in work in the Dolyahaven Mines, which the player should have in mind (the "shopkeeper bug" is actually a part of the first bug).

The way to avoid the triggering of the first two bugs has been confirmed to be the complete avoidance of visiting the Dragon Cave and Vault Otiluke's Journal depths (visiting any other Otiluke's Journal depth has no bug-triggering effect). The third bug is avoided simply by not exiting the game from the regular dungeon, after the hero first visits Dolyahaven. Unfortunately, there is not a known way to avoid the final two bugs. So, players that their hero reaches Dolyahavem should be prepared for the following:

Corrupted save file message Sprouted PD
  1. Every time the hero goes down a Dolyahaven Mines depth, there is a chance that the game will crash, go back to the main screen, and a message will appear saying that there is an error, the save file was not found, and if that error persists after restarting, the save file is corrupted. When the player loads the specific character again, the character will be next to the depth exit, and the hero might try again to go down to the next depth, to receive again a message about a corrupted save file etc. From that point on, shopkeepers will also stop restocking their merchandise. Persistent players after many attempts to go down a depth, will eventually have the hero visit the new depth without a problem, but the shopkeepers will remain idle.
  2. When the hero goes down specifically from depth 61 to depth 62, normally he/she will arrive at the Stone Otiluke boss depth, with the packs of Animated Statues and the Lightning Towers guarding the Palantir. Unfortunately, this is not always the case. There are also the chances a) the Vault depth or b) the "What are you doing here?" depth to be generated instead of the Stone Otiluke depth, with no ladder working for the hero to go back to the previous depth. The only thing that the hero can do is use to the Dolyahaven Return Beacon to go back to the surface, go back to depth 65 on foot, as the return beacon will teleport him/her back to the bugged depth 66, and attempt to go down again from depth 65, just in case the correct depth is generated this time. Unfortunately, most of the times this will not happen, and the specific run will get ruined just before end-game. The player will still be able to finish the game by using the Amulet, but all the progress he/she had made after beating Yog-Dzewa will end up being in vain. As mentioned just before these first two bugs can be avoided by the hero not visiting even once the Otiluke's Journal Dragon Cave and Vault depths.
  3. When the hero goes back to the regular dungeon from Dolyahaven and exits the game from there, there is a small chance that the character's save file will get deleted. This bug can be avoided simply if the player always exits the game from Dolyahaven during end-game. A bug with similar "solution" has to do with the Dolyahaven shops. When the hero tries to steal from them without a 100% chance to succeed and fails, the game might crash and after the player reopens it, for a short or a longer while the shopkeeper of the specific shop will not notice at all the hero stealing, even if he/she has a very low chance to succeed. This seems like an exploit at first, but at the same time the rest of the bugs will get triggered as well. So, players should avoid stealing from the Dolyahaven shops, when the hero has lower than 100% chance to succeed.
  4. The second from last among the bugs happens on the Dolyahaven surface, but it is mostly triggered after the hero first visits the Dolyahaven Mines. If the hero returns to the regular dungeon and then comes back to Dolyahaven, or if he/she just uses the Dolyahaven Return Beacon to return from the mines to the surface, he/she might not be able to make even one step on the Dolyahaven surface without the game crashing. In the first case, fortunately this is a bug very easy to "fix". The hero will be still able to use the Dolyahaven Return Beacon to return to the mines. He/she should do that, and then teleport back to the Dolyahaven surface. He/she will spawn next to the staircase that leads down to the mines and not at the center of the map and he/she will be able again to move on the surface without a problem. Unfortunately in the second case the hero won't be able to move on the Dolyahaven surface anymore. In both cases heroes who have aleady their end-game weapon will be able to complete the game fully, as the surface is not absolutely essential for anything else than crafting the Tier-6 weapons (these heroes will just miss the restocked Scrolls of Upgrade and Potions of Healing that they could otherwise buy). The only thing that heroes in those bugged runs will not be able to do is receive the Pudding Cup from the rescued Otiluke.
  5. The last bug has to do with the Stone Golem Otiluke depth. At some point of the fight the hero gets "frozen" and the game becomes endlessly stuck on loading/waiting for the hero's attack turn to finish. Even if the player exits and restarts the game, he/she will find the hero frozen and the game endlessly loading.
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