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  • Prison level example
    Main article: Abandoned Prison

    Welcome to the Abandoned Prison Stage Guide user!


    [DISCLAIMER:  This guide does not cover Item Degradation management, so it is only accurate until v1.7.3c, or the latest version with Legacy Mode enabled.]

    Class Prep

    Specific Sub-Class Rings:

    • Gladiator - Haste & Evasion/Satiety  (Perk & Combat synergy)
    • Berserker - Mending & Accuracy/Thorns  (Perk & Combat synergy)
    • Freerunner - Satiety & Evasion  (Perk synergy)
    • Assassin - Shadows/Accuracy & Haste  (Perk & Combat synergy)
    • Battlemage - Power & Elements  (Perk & Combat synergy)
    • Warlock - Evasion & Accuracy  (Combat synergy)
    • Warden - Herbalism & Accuracy  (Perk & Combat synergy)
    • Sniper - Haste & Power  (Perk & Combat synergy)


    CONGRATULATIONS!
    You've made it to the next stage!
    Take a moment to relish your progress, cause you've got another stage & boss fight ahead of you.


    See also: Flooded Depth Tips

    WARNING:  Be extra careful of Gnoll Shamans at this stage, particularly if any of the depths are a Flooded Depth; the water will double their Lightning damage to your Hero/ine.

    Depth 6

    Main article: Depth 6

    Now, before you head off to clear this depth, look for the first Shop/Pixel Mart, so you can regroup & resupply. The Shop's door is sometimes hidden, but it's always one of the doors in the room you just descended to.

    Shop:

    See also: In-Shop Tips
    Lloyd's beacon set

    [Note:  If you obtained a Lloyd's Beacon from Goo, it is highly advised to set the Lloyd's Beacon beside the door of the Shop.  This way, you can return to the Shop at any time you're exploring this stage, in order to sell unneeded items & free up space in the Backpack.]

    Sell all unneeded items you've amassed from the previous stage.
    The items you should purchase in order of priority are as follows:

    Don't bother buying the weapon, armor, and/or Overpriced food Overpriced Food Rations that the Shopkeeper sells, as they definitely are overpriced, and you'll find better alternatives as spawns/drops in the depths of this stage.
    Only purchase Overpriced Food Rations if you've run out of food; or you're either low, or are out of, Potions of Healing, in your ascent to the surface, to exit the dungeon & achieve a true finish (since you won't be getting any more Food Rations from the dungeon, unless you plan on farming Scorpios for their Mystery Meat, or you're ascending with your Hero/ine at Lvl 23 & plan on farming Dwarf Monks for their Food Rations).
    And it's only recommended when you're attempting to obtain the "X Pieces of Food Eaten" badges.


    Wipeoutscroll Scroll of Wipe Out:

    Main article: Scroll of Wipe Out

    If you managed to obtain this scroll in the previous stage, or at this stage, you could choose to read it at this depth if you so wish, in order to eliminate the Shopkeeper, loot his Shop, & claim his merchandise for free.
    The trade-off here is that you'll no longer have a Shopkeeper to sell any excess/unneeded items you might later discover, for more gold, until you reach the next Shop (you'll have to lug all your items to the next Shop, which might mean multiple trips).
    So, you'll have to determine when the right time to eliminate him is, or if you even need the majority of the items he's selling, that it would warrant reading the scroll at all.
    Gauge each Shop on a case-by-case basis, and determine which Shop has the most of the items you need, and save this scroll for that Shop (especially if you only encounter one Sacrificial Chamber).


    Enemy Spawn Probability:
    Skeleton gif Thief Green gif Swarm gif Gnoll Shaman gif Thief Purple gif

    Skeleton Crazy thief Swarm of flies Gnoll shaman
    5/9 5/18 5/36 1/36
    55.56 % 27.78 % 13.89 % 2.78 %

    Swarm of Flies, Gnoll Shamans, Skeletons, & Crazy Thieves spawn at this depth, with a 1/30th probability of spawning a mutated Crazy Bandit.

    • Skeleton
      • Provides 5 XP (until Hero/ine reaches Lvl 11)
      • Has 1/5 chance of dropping a random weapon (until Hero/ine reaches Lvl 13)
    • Crazy Thief/Bandit
      • Provides 5 XP (until Hero/ine reaches Lvl 11)
      • Has 1/100 chance of dropping a Ring of Haggler (until Hero/ine reaches Lvl 13)
    • Swarm of Flies
      • Provides 1 XP (until Hero/ine reaches Lvl 11)
      • Has 1/(generation x 5) chance of dropping a Potion of Healing (until Hero/ine reaches Lvl 13)
    • Gnoll Shaman
      • Provides 6 XP (until Hero/ine reaches Lvl 15)
      • Has 1/3 chance of dropping a random scroll (until Hero/ine reaches Lvl 17)

    Be vigilant when encountering/fighting a Crazy Bandit, as they have a chance to inflict Blinded Blinded while stealing an item from you.

    For tips on fighting the enemies at this stage, visit their respective pages & view the Tips section.

    See also: Skeleton Tips
    See also: Crazy Thief/Bandit Tips
    See also: Gnoll Shaman Tips
    See also: Swarm of Flies Tips


    Farming Healing potions:

    See also: Healing Potion Tips
    See also: Swarm of Flies Tips

    There aren't that many Swarm of Flies at this depth, but be sure to farm them anyway whenever you encounter them.
    To keep the chances high of getting Healing potions to drop, try not to split the flies further than the 3rd Generation fly (1st spawn of the 1st spawn).  Just try to find another 1st Gen. fly, rather than splitting a swarm to its maximum limit.


    Farming Scrolls:

    See also: Scroll Drop Probabilities

    There aren't that many Gnoll Shamans at this depth either, but like with the Swarm of Flies, be sure to farm them whenever you encounter them.


    Farming Weapons:

    See also: Weapon Tips
    See also: Weapon Drop Probabilities

    This is the best depth to farm weapons from Skeletons, but if you're not strong/healthy enough to withstand many bone-shatters, then it's advised to return to this depth later, after you've cleared Depth 9 (& have not found a decent enough weapon by then).


    Leveling up:

    Main article: Level

    It is highly advised to be the same level as the next depth, before descending to it (e.g. Be Level 7 before descending to Depth 7).
    To level up before descending to Depth 7, simply slay 5 Gnoll Shamans & 1 Crazy Thief/Skeleton.
    (Or any permutation that gives you 35 XP.  e.g. 7 Crazy Thieves, 7 Skeletons, et c.)

    Once you've cleared this depth of its items & have leveled up to Level 7, proceed to Depth 7.

    Depth 7

    Main article: Depth 7

    If you find any in the dungeon, it is at this point that you'll need to trade up to a Tier-3 weapon, in order to start inflicting sufficient damage to enemies, relative to theirs, in order to survive.  By the time you reach Tengu, your melee weapon needs to be at an average of +2 (i.e. +3/+4 Quarterstaff, +2/+3 Mace, +2 Sword, +1/+2 Battle Axe).

    By the end of this depth, you'll also need to trade up your armor to a Scale Armor, or an upgraded Plate Armor.  And by the time you reach Tengu, your Armor should either be a +2 Scale Armor that you've found in the dungeon, or an upgraded Plate Armor.

    See also: Flooded Depth Tips

    Be hyper-vigilant when traversing Flooded Depths that spawn Gnoll Shamans; their lightning attacks will be devastatingly amplified, and could spell instant death.


    Enemy Spawn Probabilities:
    Skeleton gif Gnoll Shaman gif Swarm gif Thief Green gif Thief Purple gif

    Skeleton Gnoll shaman Swarm of flies Crazy thief
    1/2 1/6 1/6 1/6
    50 % 16.67 % 16.67 % 16.67 %

    There's a 1/30th probability of a mutated Crazy Bandit spawning.

    • Skeleton
      • Provides 5 XP (until Hero/ine reaches Lvl 11)
      • Has 1/5 chance of dropping a random weapon (until Hero/ine reaches Lvl 13)
    • Crazy Thief/Bandit
      • Provides 5 XP (until Hero/ine reaches Lvl 11)
      • Has 1/100 chance of dropping a Ring of Haggler (until Hero/ine reaches Lvl 13)
    • Swarm of Flies
      • Provides 1 XP (until Hero/ine reaches Lvl 11)
      • Has 1/(generation x 5) chance of dropping a Potion of Healing (until Hero/ine reaches Lvl 13)
    • Gnoll Shaman
      • Provides 6 XP (until Hero/ine reaches Lvl 15)
      • Has 1/3 chance of dropping a random scroll (until Hero/ine reaches Lvl 17)


    Farming Healing potions:

    See also: Healing Potion Tips
    See also: Swarm of Flies Tips

    This is the best depth to farm Potions of Healing from Swarms of Flies.  After clearing this depth, try to spend extra time here for as long as you can, but remember that they'll stop dropping Healing potions once your Hero/ine reaches Level 13.

    Remember to not split the flies further than the 3rd Generation fly (1st spawn of the 1st spawn), to keep the chances high of getting Healing potions to drop.  Just try to find another 1st Gen. fly, rather than splitting a swarm to its maximum limit.


    Farming Scrolls:

    See also: Scroll Drop Probabilities

    This is a more decent depth to farm scrolls from Gnoll Shamans than the previous depth, but don't go out of your way to do so; just farm them whenever you encounter them.  There's a better depth ahead to farm scrolls from Gnoll Shamans, so just wait 'til you get there.


    Farming Weapons:

    See also: Weapon Tips
    See also: Weapon Drop Probabilities

    This is likely the second-best depth to farm weapons from Skeletons, but don't bother farming them at this depth, since you should be more concerned about farming Healing potions here.  If you wish to farm weapons, you're better off ascending back up to Depth 6.


    Old Wandmaker Side-Quest:

    Main article: Old Wandmaker

    Wandmaker gif

    This is one of the three depths that the Old Wandmaker can spawn in; he can spawn in Depths 7-9, and has a 1/3 chance of spawning at any of these three depths.

    Once you've obtained either quest item & given it to the Old Wandmaker, the Old Wandmaker will present you with a reward, of either a Battle Wand, or a Non-Battle Wand.
    Choosing is pretty reactive to your current predicament.
    If you've picked up enough Battle Wands to aid you through the Prison & the Boss Fight, but not enough Non-Battle Wands, choose a Non-Battle Wand.
    If you've picked up enough Non-Battle Wands to aid you through the Prison & the Boss Fight, but not enough Battle Wands, choose a Battle Wand.

    Main article: Rotberry Seed Quest
    See also: Rotberry Seed Tips

    Rotberry plant Rotberry

    In order to obtain the Seed of Rotberry for the Old Wandmaker, the Hero/ine must find the Rotberry Shrub somewhere in the current depth.  To avoid being Rooted by the Shrub, throw a missile weapon (or other non-urgent/expendable item) to disarm it & turn it into a seed.  It'll release a Toxic Gas cloud, so you'll have to either wait, or go off & do something else, then return to pick it up, to avoid T-Gas damage.  Additionally, picking up the Rotberry seed will trigger a Challenge sound that will alert all the enemies to that location, so be mindful of your escape strategy once you obtain the seed.

    [Unconfirmed whether using a Wand of Reach would trigger the Challenge sound, or bypass it.]

    Main article: Corpse Dust Quest
    See also: Corpse Dust Tips

    SkeletalRemains Corpse dust

    In order to obtain the Corpse Dust for the Old Wandmaker, the Hero/ine must find a Skeletal Remains somewhere in the current depth.  (If you've already cleared the depth before speaking to the Old Wandmaker & activating his side-quest, it'll be easier to find/identify the Skeletal Remains, as any previous ones will have been cleared, and this one will have appeared at a location it wasn't in before.)

    Main article: Phantom Fish Quest

    Phantom fish

    In order to obtain the Phantom Fish for the Old Wandmaker, the Hero/ine must UI search button Search every Water prison Water tile until it's found.


    Leveling up:

    Main article: Level

    To level up before descending to Depth 8, slay 6 Gnoll Shamans & 1 Crazy Thief/Skeleton/4 Flies (individual, not swarm).
    (Or any permutation that gives you 40 XP.  e.g. 8 Crazy Thieves, 8 Skeletons, et c.)

    Once you've cleared this depth of its items & have leveled up to Level 8, proceed to Depth 8.

    Depth 8

    Main article: Depth 8

    Also remember that if the Old Wandmaker did not spawn at Depth 7 in your particular run, he has a 1/3 chance of spawning at this depth as well.

    See also: Flooded Depth Tips

    Be hyper-vigilant when traversing Flooded Depths that spawn Gnoll Shamans; their lightning attacks will be devastatingly amplified, and could spell instant death.


    Enemy Spawn Probabilities:
    Skeleton gif Gnoll Shaman gif Gnoll Scout gif Swarm gif Thief Green gif Thief Purple gif

    Skeleton Gnoll shaman Gnoll scout Swarm of flies Crazy thief Vampire bat
    150/401 100/401 50/401 50/401 50/401 1/401
    37.41 % 24.94 % 12.47 % 12.47 % 12.47 % 0.25 %

    There's a 1/30th probability of a mutated Crazy Bandit spawning.
    This depth reintroduces the Gnoll Scout from the previous stage.

    • Skeleton
      • Provides 5 XP (until Hero/ine reaches Lvl 11)
      • Has 1/5 chance of dropping a random weapon (until Hero/ine reaches Lvl 13)
    • Gnoll Shaman
      • Provides 6 XP (until Hero/ine reaches Lvl 15)
      • Has 1/3 chance of dropping a random scroll (until Hero/ine reaches Lvl 17)
    • Gnoll Scout
      • Provides 2 XP (until Hero/ine reaches Lvl 9)
      • Has 1/2 chance of dropping 100-199g (for D-8; until Hero/ine reaches Lvl 11)
    • Swarm of Flies
      • Provides 1 XP (until Hero/ine reaches Lvl 11)
      • Has 1/(generation x 5) chance of dropping a Potion of Healing (until Hero/ine reaches Lvl 13)
    • Crazy Thief/Bandit
      • Provides 5 XP (until Hero/ine reaches Lvl 11)
      • Has 1/100 chance of dropping a Ring of Haggler (until Hero/ine reaches Lvl 13)


    Farming Healing potions:

    See also: Healing Potion Tips
    See also: Swarm of Flies Tips

    This depth has the second-least amount of Swarms of Flies to farm Healing potions from, so only farm them whenever you encounter them; don't go out of your way to look for them.  Your main farming focus at this depth are the Gnoll Scouts, for their gold.  Avoid Skeletons & Crazy Thieves/Bandits altogether at this depth.


    Farming Scrolls:

    See also: Scroll Drop Probabilities

    This depth has the second-most amount of Gnoll Shamans, so start focusing your farming efforts towards them & the scrolls they drop.


    Farming Gold:

    See also: Gold Tips

    If you were unable to buy any remaining items you need from the D-6 Shop, this would be a good time to farm gold from the Gnoll Scouts, so you can return to buy those items.  They may not appear as often as the other enemies, but they should be your main focus, as they are also easier to dispose of.  Whenever there aren't any around, just focus on farming Swarm of Flies & Gnoll Shamans; avoid Crazy Thieves/Bandits & Skeletons - you don't need to be attritioned to death at this stage.

    If you're unable to effectively farm Gnoll Scouts at this depth, fret not; you can revisit the Depth 6 Shop for any items you were unable to previously purchase, after you've farmed more gold from Gnoll Brutes in the Mining Caves stage.


    Farming Weapons:

    See also: Weapon Tips
    See also: Weapon Drop Probabilities

    As previously stated, Depth 6 is the best depth to farm weapons, so it's best you avoid Skeletons at this depth & return to Depth 6 if you wish to farm weapons.


    Leveling up:

    Main article: Level

    To level up before descending to Depth 9, slay 7 Gnoll Shamans & 3 Flies (individual, not swarm).
    (Or any permutation that gives you 45 XP.  e.g.  9 Crazy Thieves, 9 Skeletons, et c.)

    Once you've cleared this depth of its items & have leveled up to Level 9, proceed to Depth 9.

    Depth 9

    Main article: Depth 9

    Remember that if the Old Wandmaker did not spawn at Depth 8 in your particular run, he has a 1/3 chance of spawning at this depth too.

    See also: Flooded Depth Tips

    Be hyper-vigilant when traversing Flooded Depths that spawn Gnoll Shamans; their lightning attacks will be devastatingly amplified, and could spell instant death.


    Enemy Spawn Probabilities:
    Gnoll Shaman gif Skeleton gif Swarm gif Thief Green gif Thief Purple gif

    Gnoll shaman Skeleton Swarm of flies Crazy thief Vampire bat Gnoll brute
    300/803 300/803 100/803 100/803 2/803 1/803
    37.36 % 37.36 % 12.45 % 12.45 % 0.25 % 0.12 %

    There's a 1/30th probability of a mutated Crazy Bandit spawning.

    • Gnoll Shaman
      • Provides 6 XP (until Hero/ine reaches Lvl 15)
      • Has 1/3 chance of dropping a random scroll (until Hero/ine reaches Lvl 17)
    • Skeleton
      • Provides 5 XP (until Hero/ine reaches Lvl 11)
      • Has 1/5 chance of dropping a random weapon (until Hero/ine reaches Lvl 13)
    • Swarm of Flies
      • Provides 1 XP (until Hero/ine reaches Lvl 11)
      • Has 1/(generation x 5) chance of dropping a Potion of Healing (until Hero/ine reaches Lvl 13)
    • Crazy Thief/Bandit
      • Provides 5 XP (until Hero/ine reaches Lvl 11)
      • Has 1/100 chance of dropping a Ring of Haggler (until Hero/ine reaches Lvl 13)


    Farming Healing potions:

    See also: Healing Potion Tips
    See also: Swarm of Flies Tips

    This depth has the least amount of Swarms of Flies to farm Healing potions from, so only farm them whenever you encounter them; don't go out of your way to look for them.  Your main farming focus at this depth are the Gnoll Shamans, for their scrolls.  Avoid Skeletons & Crazy Thieves/Bandits altogether at this depth.


    Farming Scrolls:

    See also: Scroll Drop Probabilities

    This is the best depth to farm scrolls from Gnoll Shamans.


    Farming Weapons:

    See also: Weapon Tips
    See also: Weapon Drop Probabilities

    This is the worst depth to farm weapons from Skeletons; it's best to avoid them here & just return to Depth 6 to farm weapons.


    Leveling up:

    Main article: Level

    To level up before descending to Depth 10, slay 8 Gnoll Shamans & 2 Flies (individual, not swarm).
    (Or any permutation that gives you 50 XP.  e.g.  10 Crazy Thieves, 10 Skeletons, et c.)

    Once you've cleared this depth of its items & have leveled up to Level 10, proceed to Depth 10.

    Depth 10

    Main article: Depth 10

    Make sure that you're at least Level 10 before you descend to this depth.

    Once you descend here, sweep the hallway on the way to Tengu's room for any hidden traps.

    Once you reach Tengu's door, take a moment to review the items in your Backpack, before initiating the boss fight with Tengu.

    [NOTE:  Tengu will shut & lock the door behind you as soon as you step forward from the doorway & into his room, so be sure you're ready to fight before entering.]


    Tengu

    See also: Tengu Tips

    Tengu gif

    Tengu (boss)
    1
    100 %

    SEE:  Tengu Boss Guide


    Classes & Sub-Classes:

    • Warrior
      Fighting Tengu as the Warrior is pretty straight-up, as you'll have to brute force + tank your way to defeating him.  Follow the Melee Method that's explained in the Tengu Boss Guide, so that you can effectively defeat him & come out relatively unscathed.
      • Berserker
        Fighting Tengu as a Berserker-Warrior will be even easier, especially if Tengu manages to lower your health to, or below, 40%, since it will trigger your increased damage Fury Fury buff perk, which will expedite the fight.
    • Rogue
      Fighting Tengu as the Rogue will take a little more finesse, but should be a bit easier overall, especially if your armor is considerably lighter/stronger; light/strong enough, so that you're able to dodge many of Tengu's attacks.  Follow the Melee Method that's explained in the Tengu Boss Guide, so that you can effectively defeat him & come out relatively unscathed.
      • Assassin
        Fighting Tengu as an Assassin-Rogue won't be any different, unless you have plenty of Lullaby scrolls, or a Paralyzed-inflicting item, in order to take full advantage of your perk against Tengu.
    • Mage
      Fighting Tengu as the Mage will be a bit more complex, especially if you don't have the necessary items to defeat him at range.  Follow the Ranged Method that's explained in the Tengu Boss Guide, so that you can effectively defeat him & come out relatively unscathed.
      • Warlock
        Fighting Tengu as a Warlock-Mage won't be any different, since he can't take advantage of his perks.  He'll also have to be very reliant on the items you've managed to accumulate for this fight.
    • Huntress
      Fighting Tengu as the Huntress will be just as complex as the Mage, depending on which route you've chosen to take (Ranged, or Melee).  You'll be significantly item-dependent with her.  Follow the Ranged (or Melee) Method that's explained in the Tengu Boss Guide, so that you can effectively defeat him & come out relatively unscathed.
      • Warden
        Fighting Tengu as a Warden-Huntress will actually be slightly easier, especially if you have extra seeds to proc her Barkskin Barkskin buff perk.  As a Warden, however, you'll need to follow the Melee Method that's explained on the Tengu Boss Guide.

    Leveling up:

    Main article: Level

    To level up before descending to Depth 11, ascend back up to Depth 9, and slay 9 Gnoll Shamans & 1 Fly (individual, not swarm).
    (Or any permutation that gives you 55 XP.  e.g.  11 Crazy Thieves, 11 Skeletons, et c.)

    This will make exploring Depth 11 slightly easier (particularly on your healing resources) as well, once you descend to it.
    If you're low on healing resources after the boss fight, you can always return to Depth 9 to level up further, after you've purchased Potions of Healing at Depth 11.
    Though, in those cases, you might be better off simply spending extra time at Depth 11, in order to reach Level 12, before descending to Depth 12.  (Unless you left an item at a previous depth in the Abandoned Prison stage, or wish to return to a room you didn't get around to exploring/using.)
    Each case/unique run must be assessed as such individually, so it's ultimately your call on how comfortable you are with proceeding/descending to the next stage.


    I hope you've found this Stage Guide helpful user!  =)
    (And if it was, please don't hesitate to give it a Kudos/thumb-up at the top-right corner of this post, so I know if it was helpful for you.)  {^_^}

    << Sewers | Mining Caves >>


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    • I'm at D-7 with a Mage. Is there any chance I could get through the rest of the stage and beat Tengu with this equipment? I need at least 12 damage and only thing would be to upgrade that spear, but it's quite slow and I've only found 2 upgrade scrolls in whole game so far (one used on knuckleduster and one on the Magic Missile, has been disenchanted to upgrade wand of Lightning)

      Screenshot (52)
      The wands are +3 Wand of Lightning, unidentified Avalanche, Blink and Slowness. 3 healing potions, 1 Liquid Flame, 1 Scroll of Magic Mapping

      I thought it wouldn't be a MASSIVE problem with the weapon but the armor only absorbs FOUR points so that wouldn't work well, not going to waste upgrade scrolls on the leather armor and only one I've seen this stage is probably in a piranha room (going to use the WoL because I forgot to map out the whole depth before IDing it)

      I ruined the shop as well by resting in it and a skeleton came in, exploded and killed the shopkeeper so only things I bought were the only 1 HP potion and a weightstone used on knuckleduster for accuracy.

      What are the chances I can make it through the stage and beat Tengu? i probably won't make it that far after, just want to get the Tome of Mastery for the Mage.

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    • Ultimatecub wrote:
      Is there any chance I could get through the rest of the stage and beat Tengu with this equipment?
      Screenshot (52)

      What are the chances I can make it through the stage and beat Tengu?

      =/  Mmm.. It's possible, but it'll definitely be a struggle/a bit improbable.  You'd have to be super careful (& you might have to skip exploring D8, depending on the enemies, your current items, and the items you may/may not find).

      If you can get past D8 & D9, while finding helpful items along the way, without using up the items you already have, then you have a chance at beating Tengu.  Cause at this rate, surviving D8 & D9 is your true concern; not Tengu.

      I need at least 12 damage and only thing would be to upgrade that spear, but it's quite slow...
      ...so only things I bought were the only 1 HP potion and a weightstone used on knuckleduster for accuracy.

      The wands are +3 Wand of Lightning, unidentified Avalanche, Blink and Slowness. 3 healing potions, 1 Liquid Flame, 1 Scroll of Magic Mapping

      ...the armor only absorbs FOUR points so that wouldn't work well...

      Well, seeing as you're a Mage, you'll want to rely more heavily on your wands (especially since your melee weapons aren't quite helpful), not only to get through the next two depths, but for the Tengu Boss fight too.
      If you haven't found anything useful by the time you clear D9, investing your Upgrade scrolls into your +3 Lightning wand would be your best option.  (If you're feeling confident, you can try & hold out for a better weapon in Stage 3, but D12 is as far as anyone should wait for a better weapon; D14, for armor.)

      1.)  Probably should've saved your Weightstone to apply Speed on the Spear (to negate its Slow status); as well as that 1 Upgrade scroll on the Kd, to the Spear/Quarterstaff instead.
      But since you have what you have, just alternate between using your Slowness wand, your Q-staff, & your +3 Lightning wand, until you reach Tengu.
      Base-level Q-staff inflicts a max dmg of 12, & +3 Lightning wand inflicts a max dmg of 13.
      2.)  You'll want to identify those non-identified wands ASAP, especially by the time you reach Tengu.  (Unless you can manually keep track of each turn, to track the charges of each wand.)
      3.)  If you need to avoid enemies in order to progress to the next depth, don't hesitate to use your Blink wand and/or Fadeleaf seed.  (Try to save your Icecap seed for any Mystery Meat you might happen to acquire.)
      4.)  To make things easier on yourself, feel free to use your Magic Mapping scroll on D9.
      5.)  Do your best to save everything else in your Backpack for the Tengu boss fight.  (Potions, Seeds, et c.)
      6.)  Items you don't need for the boss fight, leave them at D9, by the stairs leading to D10.
      7.)  For the boss fight, don't worry too much about your Leather armor, since you have an Earthroot seed anyway.

      For the boss fight itself, especially in regards to the items you've listed & are shown in the image, see my Tengu Boss Guide on how to deal with Tengu with just those items.

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    • I got through D-8 finding a Healing and Liquid Flame potion and only had to fight 1 gnoll scout and depth 9 without killing any enemies.

      But Tengu killed me. I tried the Slowed approach in your guide, I threw the earthroot seed in front of the door, stepped on it, slowed him, threw one liquid flame potion, zapped with lightning wand, threw other LF potion then the Herbal Armor wore off. Used Slowed again. I threw a tomahawk (found at D-8) and missed, zapped Avalanche twice, got to melee distance and hit a few times and by now his health was really low (could finish off in 2-3 more hits) and he teleported to other side of room which would take ages to reach without stepping on traps, by then I'd used all my Healing potions and died. :(

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    • rip

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    • A FANDOM user
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