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Otiluke's Journal Generally

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).

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. After each page gets read for the first time, the Journal will gain one level: with only one page read, it will becomes 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 page added and read 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 in chapter Boss and big Boss depths, even after the boss and all its minions are defeated and the depth is empty.

Its Safe Room page is dropped by a random Gnoll Archer in the 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 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 10 hostile depths below it (Dolyahaven).

[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

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 doesn't want to keep 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. 

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, and 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 Bone Piles that contain mostly gold but also Scrolls of Upgrade or Magical Infusion. 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 of Upgrade, Magical Infusion and Regrowth (the last one is more a unique than a rare scroll, as it drops only from the Rat Boss in 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, iii) regular Eggs in Sokoban 4 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 potions work on the Sokoban puzzle depths apart from the Potion of Levitation and also the Levitation from the upgraded Splash function of the dew vial (potions of Mind Vision are very useful in semi-mapping Sokoban 2, 3 and 4, as they also show sheep, which are plenty on these depths), all wands 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. Levitation is not blocked in the rest of Otiluke's Journal depths, but mapping without the Spectacles is still prohibited in all of them. Using the Wand of Flock in 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 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
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
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 (a, b) and two more types can be created by the hero's actions (c, d): a) white movable 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 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
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
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
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 plain sheep and a Wool Rug when placed on a Fleecing trap.

Plain Sheep
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
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, when attempting to solve a Sokoban puzzle for the second time).

Flock Sheep
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). It disappears after 15 to 20 turns have passed.

Teleportation portals

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
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).

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


Fleecing trap

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. 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
A plush wool rug. Very nice!


Sokoban 1 (Depth 51)

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 absolutely necessary in the Dolyahaven Mines in late-game as it is the only other way apart from Potions of Mending to stop the heavy damage from the Kupua-gas-generated bleeding. Spend some time thinking about the necessary moves and try solving it on the first try as the Dolyahaven Mines are almost unmanageable 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
Don't forget your towel!


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.

As mentioned just before, it is solvable without the need of any specific items. The only possibly tricky part for the new player could be the four fleecing traps in succession on the east part of the depth, that allow the hero to have access in the bottom square room, step on the black sheep tile and deactivate the fleecing trap that will probably prevent him/her from obtaining the Towel. 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)

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, the depth chests contain approx. 12000 to 13000 gold in sum, and from the chests and item switches combined the hero can get approx. 7 Scrolls of Upgrade or Magical Infusion, 1 Scroll of Regrowth and approx. 2 rare seeds (most probably Phase Pitcher and Starflower), if he/she manages to activate all item switches and open all chests (for this to happen no wands are required, and the walk-through in the following section can help solve the Sokoban puzzle and obtain the Spectacles without a Wand of Flock or Telekinesis when fully improved). After all the depth keys are generated, a random item creation switch will generate the Spectacles, a unique item that is necessary to allow mapping of Journal depths and for the Dragon Cave and Vault pages to appear in the embers of burnt bookcases.  

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.
  • They make the Otiluke's Journal charge in the double speed.
  • They also allow the successful usage of Scrolls of Magic Mapping and Blue berries in all Otiluke's Journal depths (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.

Sokoban 2 Map

[This section contains already a walk-through about solving the Sokoban 2 puzzle with only a Wand of Telekinesis, and a walk-through about solving it without any help from wands is also in the making, so two maps are included. Players who will follow the current "wand of telekinesis walk-through" should not bother with the second, numbered-up-to-20 map, until the second walk-through becomes available.

The "wand of telekinesis walk-through" was written by reddit user TwistedTuna, who should be praised for his puzzle-solving skills. Many have attempted, but so far, only one has succeeded and written a walk-through about it. There were also various details added to the walk-through by the wiki contributor and moderator SuperSaiyan99. Apart from minor changes tο adapt the walk-through to the vocabulary preferred by the wiki, the style of the original has remained intact.

Although solving the Sokoban puzzle following this walk-through doesn't give access to all the Sokoban 2 loot, obtaining the Spectacles very early in the game gives the opportunity of also obtaining the Dragon Cave and Vault journal pages, with their unique rewards (Shadow Dragon Egg and Ring of Wealth) being much more important than some extra gold. However, this walk-through will be improved as it is possible to obtain all of the loot without any wands.]

Note: 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 isn't advised as it would be much easier to block paths you're done with. Also, the only room that should precede another is room #5 before room #6 as the black sheep in room #5 allows you to be able to reach an Item Creation Switch that provides a key in room #6. That black sheep is the only one that is absolutely necessary to solve this entire puzzle completely. 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.

Items that are required for following this guide are 1 Wand of Telekinesis and 1 Potion of Liquid Flame/Seed of Firebloom/Wand of Firebolt. This is a walk-through for specifically unlocking the Spectacles, not for every single reward. The easiest way of obtaining the telekinesis is with the wandmaker, choosing the non-battle wand. If unlucky you can always start over and try again or farm for Phase Pitcher seeds / use all the available Wells of Transmutation until you get this wand. Spectacles can make or break your run in late-game so I believe setting up your game around Dolyahaven requirements is a benefit to you. But to each their own, this walk-through allows you to have Spectacles immediately after Tengu.

Okay so the method to my madness: begin by IGNORING the R-sheep and X-sheep in the center, progress along the RIGHT-BOTTOM path. Ensure you move around the X-sheep on the way. Proceed into the lower room on the right, for now ignore the item creation switch and the door to the lower left.

Start in room #1. Before moving any sheep, STEP onto the blue item creation switch, and search to find a door, proceed through that door and once again search to find yourself in a hallway and feel free to light up the entire perimeter of the area. Don't step on the blue traps as you explore! Now proceed back to room #1.

Move one of the X-sheep onto the RIGHT blue (fleecing) traps and move the the second X-sheep onto the item trap DIAGONALLY, so it does not turn into an immobile sheep, grab the key and back in room #1, 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. Wand of Firebolt won't be able to ignite it while standing adjacent to it so either step back or drink a potion of Liquid Flame/plant a seed of Firebloom (the dungeon WILL provide a Potion of Liquid Flame but it requires more steps and this is the more direct route).

Okay, so now that we have roasted the shrubs, explore the perimeter once again, at the very top center of the map you'll notice 4 item creation switches - we will take care of this with 1 sheep in a little bit, for now just keep these in mind - continue to the TOP LEFT corner where there is a PORTAL block, search the wall on the top/northernmost wall and you'll discover a door. This portal will take you back to the center starting point of the map, this is very important! We are now going to unlock all of the item traps. In room #1, ignore the locked door to the north as there is a very powerful animated statue that can wreck any low level hero.

So, I like to begin in room #1 at this point we should have 1 key. Proceed to room #2 (lower left room), 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, push the right-most X-sheep onto the Portal Switch. Now, you'll want to push two X-sheep one at a time up through the door of room #2, and move this X-sheep into room #1 by pushing it two tiles above the door (one space between the door and the sheep) and then DIAGONALLY into room #1 where it will be used for the chests or the Item Creation Switches at the top of the map. Now, push another X-sheep up through the door and onto the Item Creation Switch to unlock another key. Grab that key from the center room and from here go to the LEFT-TOP path, all we are doing here is putting an R-sheep onto the ITEM CREATION SWITCH and collecting the key. We should now have 2 keys and be in the center room. in room #2 there is a portal switch and a hidden door to room #3. this portal takes you to a dead end room, with no escape. ENTER THIS LAST when you are ready to leave.

Now we shall proceed to grab the black sheep. We only need one of each north/south paths available for these, so put an R-sheep on a change sheep trap to make it a Y-sheep and move the X-sheep so you can push them all the way up or down a path to get the 2 black sheep here. Now proceed back to center starting square. There are 2 more black sheep to collect.

Proceed to room #4 (LEFT-BOTTOM path and the bottom door). This black sheep should just pop into one of the blue (fleecing) traps in this section, but tag it anyway and proceed to moving the X-sheep on the blue (fleecing) traps. DO NOT use the 2 blue (fleecing) traps directly above the chest, drop them in the L shape to the left of the chest, and you can push the R-sheep on to the change sheep trap to make it a Y-sheep and push this sheep directly through the chest onto the blue ITEM CREATION SWITCH (hopefully this made sense, but c'mon guys use your noggin').

OKAY. Now that that's done, proceed to the center, grab the key, and on the way back to room #1, push the X-sheep to the right (this will block the path). Now put your character one block to the left and one block up from the sheep and zap the telekinesis wand downward on the sheep to push it down into room#1 and push this X-sheep diagonally into the hallway and then down to the bottom right chest again - DO NOT PUSH IT ONTO the blue(fleecing) trap. Push the X-sheep on to where the chest was located, move to the left of the sheep and with the aid of wand of telekinesis, zap it into the hallway door you burned out earlier and then all the way up top and to the left to unlock those 4 blue ITEM CREATION SWITCHES. Use the portal to the left to return to the center.

Proceed to room #5 (LEFT-BOTTOM path-locked door). Push R-sheep into change sheep trap to make it Y-sheep, and push that into blue (fleecing) trap to grab the chest -yay- and then tag the black sheep which SHOULD drop itself into one of the blue (fleecing) traps in room #6. Go to the room #7 and push the X-sheep onto the blue (fleecing) trap and the R-sheep onto the blue ITEM CREATION SWITCH. Grab the chest and go to the room #6.

Proceed to room #6. In this room there are 2 sheep, one X-sheep and one R-sheep. First push the X-sheep onto the first blue (fleecing) trap and turn the R-sheep into an X-sheep. Position this X-sheep onto the filled-in fleecing trap above the chest. Then push the new X-sheep diagonally onto the square the chest was located on and wand of telekinesis it onto the blue (fleecing) trap. If you are standing on the filled-in fleecing trap, you can use the wand to click on the bottom half of the square the sheep is standing on, so zoom in if you need to to click accurately. The chest loot will pop onto an available square so you can pick this up too. Search the wall beyond this. For me, solving this room rewarded me with the Spectacles.

Now if you return to room #2 search the top-right wall next to the statue right below the door to find a portal room. ONLY ENTER THIS is 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.

[The following map will become useful when the "non-wand-walk-through" is published, and current readers should not bother with it for the time being.]

Sokoban 3 (Depth 53)

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, the depth chests contain approx. 5000 gold in sum, and from the chests and item switches combined the hero can get approx. 6 Scrolls of Upgrade or Magical Infusion, 1 Scroll of Regrowth and approx. 1 rare seed (most probably a Phase Pitcher or a Starflower), if he/she manages to activate all item switches and open all chests (for this to happen a Wand of Flock is necessary). 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

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 impossible. In contrast, all rare items and the unique item spawn at 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 4 (Depth 54)

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, the depth chests contain approx. 6000 gold in sum, and from the chests and item switches combined the hero can get approx. 4 Scrolls of Upgrade or Magical Infusion, 1 Scroll of Regrowth and approx. 2 rare seeds (a Phase Pitcher, Starflower or Upgrade Eater), if he/she manages to activate all item switches and open all chests (for this to happen a Wand of Flock is necessary). 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 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.]

Dragon Cave (Depth 67)

Journal Page Dragon Cave
A loose journal page.

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, the depth bone piles contain approx. 12000 gold in sum and approx. 2 Scrolls of Upgrade or Magical Infusion. Without the need of an item creation switch to get activated, the unique Sokoban item, the Shadow Dragon Egg, is laying 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

Vault (Depth 66)

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.

On the hero's first visit no message is displayed. On this first visit, the depth chests contain approx. 18000 gold, approx. 3 Scrolls of Upgrade or Magical Infusion and also one of these chests contains the depth's unique item, a Ring of Wealth.  

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.

Dolyahaven (Depth 55)

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 is anyways a harmless enemy, it is also the 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
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
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
You will need this beacon left by Otiluke. Use it when you need to retutn to the town. Keep it with you always.
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:

[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 Potions of Healing for 1800 gold each, rare seeds (Phase Pitcher, Starflower, Upgrade Eater) for 600 gold each and rare bombs that only Rogues can craft for 1200 gold each. He restocks his merchandise anytime the hero proceeds further in the Dolyahaven Mines, unless one of the Dolyahaven Mines bugs starts working.

[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 only sells Scrolls of Upgrade for 6000 gold each. He also restocks his merchandise anytime the hero proceeds further in the Dolyahaven Mines, unless one the Dolyahaven bugs starts working.

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 rare seeds / eggs / Mr. Destructos.

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! In the flesh!
Pudding Cup
A chocolate pudding cup.


Dolyahaven Map

Dolyahaven Mines (Depths 55-65)

Although there is already a part of the wiki about the Dolyahaven enemies, few gameplay tips should be also mentioned here, as the Dolyahaven Mines are a part of the Journal depths. Players should have in mind that both the Dolyahaven Mines enemies (Kupuas and Gullins) have very high resistances against all T1-T5 "non-relic" weapons, and after receiving damage higher than 1/8 of their total HP they release a deadly gas that at the same time causes the Crippled and Vertigo debuffs and also a very heavy Bleeding debuff that can kill a high level hero within a few turns, if it doesn't get cured by using a Towel (no other medium that is effective against regular bleeding can cure this specific debuff, apart from Potions of Mending). A glyph of Stench can be useful against this gas, as it can make the hero immune to the Vertigo effect of the gas, but to this effect only. A Ring of Haste or a Wand of Blink can also be very helpful to the hero, when he/she wants to escape the area of effect of the gas without suffering from its debuffs, and a Wand of Amok can provide him/her with time to escape packs of Kupuas and Gullins, as they will start fighting each other and stop bothering with the hero. Also if the hero was lucky enough to have orange Norn Stones dropped from Gullins, the player should have in mind that the Lucky Crom Cruach Axe's Magic Dispel buff offers protection against all of the gas effects and it is almost constantly available when the Crom Cruach Axe is highly upgraded. Anyways the hero should never enter the Dolyahaven Mines without a Towel and/or lots of Mending and Healing Potions. If the hero has obtained the Spectacles, he/she should also equip them and map the depth from start, as the depths look like a bigger version of the Mining Caves, but are filled with all kinds of hidden traps and especially Summoning traps, that spawn Kupuas and Gullins. In each Dolyahaven depth, 12-15 enemies will spawn in the beginning and 1-2 of them will be Gullins, but after these get killed no new enemies respawn, and the depth becomes "safe", with the exception of traps. After some turns have passed, an already explored Mines depth might regenerate unexplored, with a different layout and respawning loot but also Kupuas and Gullins.

A less known fact among Sprouted players is that farming Phase Pitchers to transmute as many Scrolls of Magical Infusion to Scrolls of Upgrade possible, for them to be able to upgrade a T6 relic weapon, is not something that is needed against the Kupuas and Gullins. Any T5 weapon upgraded above +100 (which can be achieved easily by using both the Scrolls of Upgrade and Magical Infusion already gathered from wraiths) can deal also heavy damage against Kupuas and Gullins, but will be rather weak against the Animated Statues of the Stone Otiluke depth, and very weak against Zot. Nevertheless two subclasses, when they have a specific build, can be an exception: a) a Gladiator Warrior with highly upgraded Rings of Furor and Accuracy both equipped and a highly upgraded War Hammer or Spork equipped as a main weapon can deal decent damage even on the last two boss depths, as all the ring, weapon and subclass bonuses multiply many times the relatively low damage of the main weapon and b) a Sniper Huntress with highly upgraded Rings of Sharpshooting and Accuracy both equipped and a highly upgraded Boomerang equipped as a main weapon can also deal decent damage against enemies even on the last two boss depths, as all the ring and subclass bonuses multiply many times the relatively low damage of the Boomerang (a Huntress with a highly upgraded Vampiric weapon equipped can also clear a Dolyahaven Mines depth in less than a minute by using a Potion of Mind Vision and then the Spectral Blades epic armor skill, as the vampiric effect of the weapon replenishes the lost HP and the Spectral blades can be reused again and again until all the enemies are dead). All the other classes and subclasses will have to first farm Phase Pitchers and then play hide and seek with Kupuas and Gullins in the Dolyahaven Mines, until they manage to collect three Norn Stones, craft a T6 weapon and upgrade it to a high degree (apart from the Battlemage, who will also farm Phase Pitchers, but to use the transmuted scrolls on an offensive wand as main weapon), for them to have a chance against Stone Otiluke and Zot.

Lastly, the 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 three more bugs in work in the Dolyahaven Mines, which the player should have in mind (not that he/she can do much to avoid them, but to prevent himself from being totally frustrated, if he/she encounters them).

  • 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 something went wrong, and if that error persists the save file is corrupted. When the player loads the specific character again, the character will be next to the depth exit, and the player might try again to go down to the next depth, to receive again a message about a corrupted save file etc. Persistent players after many attempts to go down a depth, will eventually have the hero visit the new depth without a problem.
  • 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.
  • When the hero goes down specifically from depth 65 to depth 66, 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 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 can still 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.
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