This guide covers the Ancient Catacombs, their current progression gates, fixed minibosses, hidden routes, the separate Infinity Dungeons, and the current Dragon Coin economy.
Major spoilers: This page names dungeon guardians, secret-wall coordinates, late-game areas, and valuable scenario rewards.
Community credit
The Floor 13 farming idea and several early dungeon tips were popularized by Larsun and other players on the community Tips page. That work inspired this guide and is credited under the wiki's CC BY-SA 4.0 license. The details below were then checked against the current game implementation and expanded substantially.
Quick answers
- Enter through Medieval Era → Village Outskirts → Monastery Scriptoria → Underground Catacombs → Explore Ancient Catacombs.
- You begin on the bottom-right side of each 20×11 floor. The downward stairs are near the top-left.
- Find the floor's key, open the door protecting the stairs, and descend. Lockpicking can open the door without its key.
- Every successful descent permanently unlocks that floor in the entrance floor picker.
- Re-entering a floor generates a new layout and new random rewards. A partially explored map is not preserved after leaving.
- Movement normally costs 4 minutes per tile. The Time buff and Fleet Footed each remove 1 minute, for a minimum of 2 minutes when both apply.
- Floor 13 guarantees one underwater Dragon Coin tile on every generation, but practically requires Swim.
- Ordinary Dragon Coin tiles have a 16% generation chance, with at most one per eligible floor. They do not generate normally on Floors 41–45.
- The current normal dungeon ends at Floor 45. The Infinity Dungeons are a separate endless mode.
Before the first descent
The game autosaves immediately before entering. You can also leave at any time with the exit button or Escape.
Useful preparation, roughly in priority order:
- Carry Medicine and restore Health, Energy, Calm, and satiation.
- Equip the best armor you can obtain. Each effective armor level removes 2 damage from affected floor traps, down to zero.
- Learn Swim before Floor 13. Without it, water tiles are impassable.
- Learn Lockpicking to bypass the key requirement and open chests regardless of stats.
- Learn Fleet Footed to reduce travel time and hunger accumulation.
- Bring the Time buff if you expect a long run.
- Learn Mining and carry pickaxes if you want shortcuts and resource fragments.
- Keep a reserve of Dragon Coins instead of spending every coin on random events. Several unique upgrades require them.
See combat_system.md, mining_system.md, stats_skills_and_proficiencies.md, and items.md for the systems behind combat, equipment, skills, and consumables.
The core floor loop
Each ordinary floor is generated as a maze:
- Start at the entrance near (18, 9).
- Explore for the key and any rewards you want.
- Reach the door near the downward stairs.
- Use the key or Lockpicking.
- Step on the downward stairs near (1, 1).
Descending updates your highest reached floor. The next time you enter from the catacombs, every floor from 1 through that highest legal floor is directly selectable.
Ascending also generates a fresh copy of the previous floor. Leaving and re-entering does the same. This is why fixed-floor resources such as the Floor 13 underwater coin can be farmed.
Time and hunger
Every traversed tile costs time:
| Setup | Minutes per normal move |
|---|---|
| No reduction | 4 |
| Time buff or Fleet Footed | 3 |
| Time buff and Fleet Footed | 2 |
Dungeon hunger uses the normal day-long satiation formula: 100 satiation per 1,440 minutes. It applies accumulated loss once at least 7.2 minutes have passed and rounds to the nearest point. Perfect Metabolism reduces this loss by 25%.
Food tiles help during long explorations:
| Tile | Satiation restored |
|---|---|
| Apple | 10–25 |
| Bread | 25–35 |
| Meat | 30–50 |
| Fish on Floor 13 | 5 |
Mining a wall costs 10 minutes when it breaks. Some traps and scenarios consume additional time.
Keys, chests, skulls, and barriers
Key and door
There is normally one key and one progression door. A carried key opens the door; Lockpicking opens it without consuming a key. Key possession resets when changing floors.
Chest
Each normal floor attempts to place one chest. Open it with Lockpicking or meet either of these raw-stat checks:
- Strength ≥
30 + 2 × (floor − 1) - Ability ≥
30 + 2 × (floor − 1)
Its gold reward is 50 + 25 × floor + 0–30.
Skull
Each normal floor attempts to place one skull. It performs one Luck test per generated floor:
- Floors 1–35: Luck roll out of 100
- Floors 36–40: Luck roll out of 500
Success awards the same gold range as a chest. A skull cannot be retested on the same generated map.
Water, blood, and obstacle checks
- Water: impassable without Swim.
- Blood on Floors 21–25: always traversable, but each step drains 5 Energy without reducing Energy below 1.
- Boulder: requires raw Strength
20 + floor. - Troll: normally requires raw Strength
30 + 2 × floor. In the Void Depths, it instead uses a 50% success roll; failure deals 10–30 damage. - Trick door: requires raw Creativity 35.
Traps and armor
Early floors mix spikes, spiders, buzz saws, lava, gas, trapdoors, quicksand, ice, and other checks. Damage generally rises with floor depth. The later themes add their own denser hazards.
Effective armor reduces many direct floor-trap hits by 2 damage per armor level. It does not make every environmental effect safe: Energy drains, forced movement, time loss, special scenario damage, and some late mechanics use separate rules.
Perception is especially useful against ordinary spikes. Their requirement is 30 + (floor − 1). Void and mechanical hazards use their own success rules instead.
Mining dungeon walls
With Mining and at least one pickaxe, click an adjacent interior wall three consecutive times to break it. Changing targets resets the hit chain.
Breaking a wall:
- consumes one pickaxe in this priority: Iron, then Copper, then Diamond;
- costs 10 minutes total;
- creates a permanent passage for that generated map; and
- awards one random fragment: Iron Ingot, Silver Ingot, Mithril Ingot, Mineral Cluster, Crystal, or Gem.
Border walls and active secret-passage walls cannot be mined. Mechanical wall turrets use a separate two-hit pickaxe interaction and can yield Components.
Floor themes and milestones
| Floors | Region | What changes |
|---|---|---|
| 1–12 | Ancient Ruins | Standard maze, increasingly numerous spikes, early guardians and scenarios. |
| 13 | Submerged Floor | Floors become water, exactly 3 fish and 1 underwater Dragon Coin are placed, and Swim is functionally mandatory. |
| 14–20 | Deeper Ruins | Standard theme resumes; enemy and trap scaling continues. |
| 21–25 | Vampire Depths | Water patches become blood, blood enemies join normal battles, and Floor 23 contains the Vampire Castle. |
| 26–30 | Infernal Depths | Guaranteed lava and fire overlays. Floor 26 contains a fixed Minotaur Blacksmith forge. |
| 31–35 | Overgrown Depths | Audrey plants, bear traps, poison vines, poison overlays, and earth elementals. |
| 36–40 | Void Depths | Gas overlays, void hazards, harsher Luck checks, and more dangerous troll rules. |
| 41–45 | Mechanical Depths | Mechanical traps, mines, turrets, force fields, Components, merchantbots, and the A.R.I.A. endpoint. |
Floor 13: the reliable Dragon Coin route
Floor 13 is not merely a 16% coin roll. Its special generator places exactly one underwater coin each time the floor is built.
Recommended route:
- Learn Swim.
- Reach Floor 13 once so it appears in the picker.
- Enter Floor 13 directly.
- Search the navigable water maze for the underwater coin.
- Exit to the catacombs.
- Re-enter Floor 13 to generate another map and another coin.
This is the most deterministic repeatable normal-dungeon coin source. The tradeoff is movement time, hunger, water battles, and the need to search a new layout each run.
Floor 23: Vampire Castle
Floor 23 uses a fixed central landmark inside a random surrounding maze. The castle is at the center around (10, 5) and is surrounded by two layers of blood. Entering it leads into the Vampire Castle content and provides one of the current access routes associated with Ruxandra. See ruxandra.md for her complete route.
Floor 26: Minotaur Blacksmith
The fixed forge is centered near (3, 8) inside a lava ring. The blacksmith upgrades a melee weapon or armor from Level 1–7 by one level, once per visit.
The price is current equipment level + 2 Dragon Coins:
| Current level | Cost | New level |
|---|---|---|
| 1 | 3 | 2 |
| 2 | 4 | 3 |
| 3 | 5 | 4 |
| 4 | 6 | 5 |
| 5 | 7 | 6 |
| 6 | 8 | 7 |
| 7 | 9 | 8 |
Starting Level 0 gear is not eligible, and the blacksmith will not upgrade Level 8 gear.
Floor 45: Proxy Warden and A.R.I.A.
The hidden wall at (1, 6) leads to the repeatable Proxy Warden challenge. Defeat the Proxy Warden to obtain the authorization needed for A.R.I.A.'s threshold. The A.R.I.A. miniboss tile remains blocked until that flag is set.
After the Floor 45 guardian content, the stairs remain sealed. Floor 45 is the current end of the normal dungeon.
Current floor-access gates
The entrance picker and stairs enforce current content entitlements:
| Gate | Current behavior |
|---|---|
| Normal free-access picker | Floors up to 21 can be built once reached. |
| Floor 20 → 21 | The descent is blocked without the paid dungeon-content entitlement. |
| Floor 35 → 36 | Requires the applicable supporter code/state. |
| Floor 40 → 41 | Requires the latest deeper-dungeon supporter unlock. |
| Floor 45 → 46 | Sealed; Floor 46 is not part of the current normal dungeon. |
With the paid dungeon surface available, the normal picker cap is 45. This cap does not bypass the additional Floor 35 and Floor 40 supporter gates.
Fixed minibosses
These narrative guardians are fixed to specific floors and disappear from future generated maps after victory. Their listed level is the encounter's internal guardian tier, not the dungeon floor.
| Floor | Guardian | Encounter level |
|---|---|---|
| 1 | Raven | 1 |
| 3 | Spectra | 2 |
| 5 | Whiskers | 2 |
| 7 | Lindia | 3 |
| 10 | Serpina | 3 |
| 15 | Lyssa | 3 |
| 20 | Ravenous | 4 |
| 25 | Torea | 7 |
| 30 | Valkyra | 8 |
| 35 | Audrey | 9 |
| 40 | Nyxara | 10 |
| 45 | A.R.I.A. | 11 |
Miniboss battles use narrative choices rather than the ordinary combat screen. Choices may use one or more stats or require a skill; Mystic choices also need a grimoire. Power increases damage dealt to a miniboss, while Shield reduces incoming miniboss damage.
A timeout or stalemate is not a victory and ejects you from the dungeon. Defeating Nyxara on Floor 40 also unlocks the Void Chamber used to enter Infinity mode, subject to its normal paid/Higher Power access requirements.
Secret-wall routes
Secret walls look like ordinary walls. Walk into the listed coordinate after satisfying its conditions.
| Floor | Coordinate | Route or condition |
|---|---|---|
| 2 | (2, 10) | Momosagi rescue; own the brothel, have Beast 20+, and have not already recruited her. |
| 10 | (2, 10) | Jelly encounter; Cell Corridor built and Jelly not active. |
| 18 | (1, 6) | Myriss encounter; Cell Corridor built and Myriss not active. |
| 21 | (2, 10) | Mandarin rescue; own the brothel and have not acquired the second maid. |
| 27 | (2, 10) | Melanthe encounter; Cell Corridor built and Melanthe not active. |
| 29 | (1, 6) | Bessie encounter; Cell Corridor built and Bessie not active. |
| 34 | (1, 6) | Bobo rescue after exactly two earlier Bobo encounters; Cell Corridor built. |
| 35 | (1, 6) | Baba Yaga route. |
| 45 | (1, 6) | Repeatable A.R.I.A. Proxy Warden challenge. |
Infinity floors intentionally disable these secret passages.
Dragon Coins
Dragon Coins are the dungeon economy's principal special currency. They appear in the consumables inventory but are usually spent through merchants and scenario choices rather than consumed directly.
Reliable and random sources
| Source | Coins | Repeatable? | Notes |
|---|---|---|---|
| Floor 13 underwater tile | 1 tile per generated floor | Yes | Guaranteed generation; Swim required to traverse water. |
| Ordinary coin tile | 1 tile | Yes | 16% chance, at most one, on eligible non-mechanical generated floors. |
| Tutorial Elf | Usually 1 | Limited | Several tutorial outcomes introduce the currency. |
| Dungeon scenarios | 1–10+ | Varies | Rewards include trapped-character rescues, battle scenarios, water events, Void events, and progressive character encounters. |
| Zombie Horde victory | 5 | Scenario-dependent | Fixed victory reward when that scenario appears. |
| Arachnid Nest victory | 3 | Scenario-dependent | Fixed victory reward when that scenario appears. |
| Black Knight / Cthulhu victories | 5 / 10 | Scenario-dependent | Void Depths examples. |
| Mechanical weapon cache | 1 | Randomly generated | Also awards Components and gold. |
| Infinity mimic bonus | 1 | Random | One possible bonus drop after an Infinity mimic victory. |
| Kupie Love Training store | 1 | Stock refreshes | Listed at $1,000,000 with a 12-hour restock; generally an inefficient late-game money sink. |
Many scenario rewards depend on a stat check, skill, alignment choice, combat victory, or a one-time story counter. Do not plan a farm around a random scenario unless you can afford to reroll floors.
Best farming strategy
For pure reliability, use Floor 13:
- Start fully fed and learn Swim.
- Equip Fleet Footed and use the Time buff if available.
- Enter Floor 13 from the picker, collect its underwater coin, and exit.
- Repeat.
For better overall value, clear whole eligible floors. A floor can combine the 16% coin roll with chests, skulls, scenarios, Fighters Guild objectives, food, and combat drops. Full clearing is slower per guaranteed coin but advances several systems at once.
Gonzo's shop
Gonzo has a 10% placement chance on eligible ordinary floors. He does not appear in the Void or Mechanical Depths. Negotiation discounts most of his 5-coin purchases by one coin and his Crystal by two.
| Purchase | Normal cost | With Negotiation | Limits/effect |
|---|---|---|---|
| Upgrade melee weapon by 1 | 5 | 4 | Current Level 0–4; reaches Level 5. |
| Upgrade armor by 1 | 5 | 4 | Current Level 0–4; reaches Level 5. |
| Random non-exclusive skill book | 5 | 4 | Chooses from skills you can currently learn. |
| Medicine ×5 | 1 | 1 | No Negotiation discount. |
| Random +2 core-stat elixir | 5 | 4 | Random among ten main stats. |
| Crystal ×1 | 25 | 23 | Current price; save carefully before spending. |
Other important coin purchases
| Seller or event | Cost | Result |
|---|---|---|
| Wort | 1 | Monster Tonic or Smelling Salts. Wort only appears after the Cell Corridor is built. |
| Goblin Blood Orb trader | 5 | One Blood Orb. |
| Mischievous Leprechaun | 1 | +1 Luck; Deception can substitute one ordinary gold coin. |
| Old Fisherman | 5 | Learn Master Baiter or take a fishing lesson, when eligible. |
| Sea Witch | 3 | A potion. |
| Demon Brothel | 3 | One of five service rewards. |
| Flesh Sculptor | 3, or 2 with Negotiation | An enhancement selected through the scenario. |
| Goblin Merchant | 7, or 6 with Negotiation | Upgrade eligible Level 1–3 professional gear, formal attire, or dating outfit. |
| Minotaur Blacksmith | 3–9 | Upgrade eligible Level 1–7 weapon or armor once per visit. |
| Withered Merchant | 1 | +1 Max HP, +1 Max Energy, or +1 Max Calm. |
| Void Wizard | 10 | Upgrade a grimoire below Level 5. |
| Void Wizard | 5 | +3 Max HP or +3 Max Energy. |
| Mech Engineer Hologram | 1 | One Component. |
| Mech Merchantbot | 20 Components + 5 coins | Initial Force Field, Bio-Reactor Core, or Mnemonic Battery. |
| Mech Merchantbot | 35 Components + 5 coins | Sword Chain or Sniper's Scope. |
Additional one-off or random scenarios can charge 1–10 coins for services, stat changes, memories, equipment enhancement, passage, gambling, or story choices. Always read the full choice text: some options permanently change stats or consume all currently held Coins and Components.
Spending priorities
A practical order is:
- Keep 5 coins in reserve for unique skill, Blood Orb, fishing, or scenario opportunities.
- Use Gonzo to bring Level 0–4 weapon and armor up efficiently if normal gold upgrades are lagging.
- Buy permanent max-resource or stat increases when the choice is favorable.
- Save 5 coins plus Components for each unique Mechanical Depths key item you want.
- Buy Gonzo's Crystal only when you specifically need a Crystal and cheaper acquisition routes are unavailable.
Negotiation is one of the strongest economy skills for coin spending. It reduces costs across Gonzo and several random merchants, though not every seller honors it.
Current pickup discrepancy
The intended reward for an ordinary or underwater coin tile is one Dragon Coin. In the current interaction code, the first-ever pickup can add one coin through mystery-item discovery and then add another coin unconditionally. As a result, a fresh save may receive two inventory coins from its first visible coin tile even though the tile and message describe one. Later pickups award one normally.
This is an implementation discrepancy, not a second guaranteed Floor 13 tile. Treat the inventory total as authoritative until the pickup logic is corrected.
Infinity Dungeons
Infinity mode is separate from the 45-floor normal dungeon.
To unlock its entrance:
- Reach Floor 40 of the normal dungeon.
- Defeat Nyxara.
- Return to the Underground Catacombs and enter the newly opened Void Chamber.
- Meet the action's paid-version and Higher Power requirements.
Infinity mode has:
- no floor cap and no supporter gates between floors;
- its own highest-floor picker;
- a random normal-dungeon visual theme and hue on every generated floor;
- battles from the full enemy pool, with enemy tints and affixes;
- no NPC scenarios, fixed minibosses, Fighters Guild placements, or secret walls;
- flat 40% activation behavior for its standard trap set, ignoring normal stat avoidance;
- a 30% chance for an opened chest to become a mimic; and
- deeper enemy and hazard scaling based on the real Infinity floor, not merely the chosen visual theme.
Descending or falling through a trapdoor unlocks the next Infinity floor. Leaving preserves the highest reached floor but discards the current generated map.
Common troubleshooting
I cannot move on Floor 13
Learn Swim. The special generator converts the walkable floor network to water.
The door will not open
Search for the key, or learn Lockpicking. A key resets on every newly generated floor.
A floor vanished from the picker
The picker is capped by current content entitlement even if an imported save records a higher maximum. Without the paid dungeon surface, it will not build floors above 21.
I cannot descend from Floor 35 or 40
Those are separate current supporter-code gates. Unlocking the general paid dungeon surface does not automatically satisfy both deeper gates.
A miniboss came back after I won
Make sure the encounter ended in a true victory. Timeout, draw, retreat, or stat depletion does not set the persistent defeat flag.
I defeated A.R.I.A. but cannot reach Floor 46
There is no current normal Floor 46. The Mechanical Depths end at Floor 45; use the Infinity Dungeons for endless descent.
Source audit notes
This walkthrough was checked against the current dungeon generator, movement and interaction handlers, floor picker, miniboss registry, scenario files, merchant menus, inventory discovery function, Infinity mode, and save-state derivations. Random-content percentages describe generation attempts; placement can still fail if no eligible tile remains.
本指南涵盖古代地下墓穴、当前的进度门槛、固定小首领、隐藏路线、独立的无限地下城,以及当前的龙币经济体系。
重大剧透: 本页会透露地下城守卫、秘密墙坐标、后期区域及高价值情景奖励。
社区鸣谢
第13层刷取方法和若干早期地下城技巧由Larsun及其他玩家在社区技巧页面推广普及。本指南受这些内容启发,并依据该维基的CC BY-SA 4.0许可予以鸣谢。下文细节则已对照当前游戏实现进行核验,并作了大幅扩充。
快速解答
- 从 中世纪→村庄郊外→修道院抄写室→地下墓穴→探索古代地下墓穴 进入。
- 你会从每个20×11楼层的右下方开始。向下楼梯位于左上方附近。
- 找到本层的 钥匙,打开保护楼梯的门,然后下楼。开锁 可以在没有钥匙的情况下打开门。
- 每次成功下楼,都会在入口的楼层选择器中永久解锁该楼层。
- 重新进入楼层会生成全新布局和新的随机奖励。离开后,探索到一半的地图不会保留。
- 移动通常 每格消耗4分钟。时间增益和 步履轻盈 各减少1分钟;两者同时生效时,最低为2分钟。
- 第13层每次生成都必定放置一个水下龙币地块,但实际探索几乎必须学会 游泳。
- 普通龙币地块有 16%的生成概率,每个符合条件的楼层最多一个。它们通常不会在第41至45层生成。
- 当前普通地下城止于 第45层。无限地下城是独立的无尽模式。
首次深入前的准备
游戏会在进入前立即自动保存。你也可以随时通过退出按钮或Escape离开。
实用准备事项,大致按优先级排列:
- 携带药品,并恢复生命、精力、镇定和饱腹感。
- 装备你能获得的最佳护甲。每级有效护甲可使受影响的楼层陷阱伤害 降低2点,最低降至零。
- 在第13层之前学会 游泳。没有游泳时,水域地块无法通行。
- 学会 开锁,以绕过钥匙要求,并且无视属性打开宝箱。
- 学会 步履轻盈,以减少移动时间和饥饿积累。
- 如果预计进行长时间探索,请携带时间增益。
- 如果想开辟捷径并获得资源碎片,请学会 采矿 并携带镐子。
- 留存一部分龙币,不要把每枚硬币都花在随机事件上。若干独特升级需要龙币。
有关战斗、装备、技能和消耗品背后的系统,请参阅combat_system.md、mining_system.md、stats_skills_and_proficiencies.md及items.md。
楼层核心循环
每个普通楼层都会生成为迷宫:
- 从靠近 (18, 9) 的入口开始。
- 探索并寻找钥匙,以及任何你想拿取的奖励。
- 抵达向下楼梯附近的门。
- 使用钥匙或开锁。
- 踏上靠近 (1, 1) 的向下楼梯。
下楼会更新你抵达过的最高楼层。下次从地下墓穴进入时,从第1层到当前可合法进入的最高楼层都可以直接选择。
上楼同样会重新生成前一个楼层。离开后重新进入也会如此。正因如此,第13层水下龙币等固定楼层资源可以反复刷取。
时间与饥饿
经过每个地块都会消耗时间:
| 配置 | 每次普通移动所需分钟数 |
|---|---|
| 无减免 | 4 |
| 时间增益或步履轻盈 | 3 |
| 时间增益和步履轻盈 | 2 |
地下城中的饥饿采用常规的全天饱腹感公式:每1,440分钟消耗100点饱腹感。累计经过至少7.2分钟后,系统会一次性结算损耗,并四舍五入到最接近的整数。完美代谢 会使该损耗降低25%。
长时间探索时,食物地块可以提供帮助:
| 地块 | 恢复的饱腹感 |
|---|---|
| 苹果 | 10–25 |
| 面包 | 25–35 |
| 肉 | 30–50 |
| 第13层的鱼 | 5 |
成功挖穿一面墙会消耗10分钟。部分陷阱和情景还会额外消耗时间。
钥匙、宝箱、骷髅与障碍
钥匙与门
通常每层会有一把钥匙和一扇进度门。持有钥匙即可开门;开锁则可以不消耗钥匙直接打开。切换楼层时,钥匙持有状态会重置。
宝箱
每个普通楼层都会尝试放置一个宝箱。你可以用开锁打开它,或者满足以下任一原始属性检定:
- 力量≥
30 + 2 × (floor − 1) - 能力≥
30 + 2 × (floor − 1)
金币奖励为50 + 25 × floor + 0–30。
骷髅
每个普通楼层都会尝试放置一个骷髅。每张生成的地图只会进行一次运气检定:
- 第1至35层:从100点中进行运气掷骰
- 第36至40层:从500点中进行运气掷骰
成功会获得与宝箱相同范围的金币奖励。同一张生成地图上的骷髅无法重复检定。
水域、血池与障碍检定
- 水域: 没有游泳时无法通行。
- 第21至25层的血池: 始终可以通行,但每走一步会消耗5点精力,且不会使精力降至1以下。
- 巨石: 要求原始力量达到
20 + floor。 - 巨魔: 通常要求原始力量达到
30 + 2 × floor。在虚空深渊中则改为50%成功率;失败会受到10至30点伤害。 - 机关门: 要求原始创造力达到35。
陷阱与护甲
早期楼层混合了尖刺、蜘蛛、圆锯、熔岩、毒气、活板门、流沙、冰面及其他检定。伤害通常随楼层深度增加。后期主题则会加入各自更加密集的危险。
有效护甲会使许多直接楼层陷阱的伤害每级降低2点。但这并不代表所有环境效果都变得安全:精力流失、强制移动、时间损失、特殊情景伤害及部分后期机制采用独立规则。
感知在应对普通尖刺时尤其有用,其要求为30 + (floor − 1)。虚空与机械危险则采用各自的成功规则。
挖掘地下城墙壁
学会 采矿 并至少持有一把镐子后,连续点击相邻的内部墙壁三次即可将其破坏。切换目标会重置连续敲击次数。
破坏墙壁会:
- 按以下优先顺序消耗一把镐子:铁镐、铜镐、钻石镐;
- 总共消耗10分钟;
- 在当前生成地图中开辟一条永久通道;以及
- 随机奖励一种碎片:铁锭、银锭、秘银锭、矿物簇、水晶或宝石。
边界墙和启用中的秘密通道墙无法挖掘。机械墙壁炮塔采用独立的两次镐击交互,并可能掉落组件。
楼层主题与里程碑
| 楼层 | 区域 | 变化内容 |
|---|---|---|
| 1–12 | 古代遗迹 | 标准迷宫,尖刺数量逐渐增加,并有早期守卫与情景。 |
| 13 | 水下楼层 | 地面变为水域,固定放置3条鱼与1枚水下龙币;实际上必须学会游泳。 |
| 14–20 | 遗迹深层 | 恢复标准主题;敌人与陷阱继续成长。 |
| 21–25 | 吸血鬼深渊 | 水域斑块变为血池,血系敌人加入普通战斗,第23层包含吸血鬼城堡。 |
| 26–30 | 炼狱深渊 | 必定出现熔岩与火焰覆盖层。第26层包含固定的牛头人铁匠锻造点。 |
| 31–35 | 丛生深渊 | Audrey植物、捕熊夹、毒藤、毒素覆盖层和土元素。 |
| 36–40 | 虚空深渊 | 毒气覆盖层、虚空危险、更苛刻的运气检定,以及更危险的巨魔规则。 |
| 41–45 | 机械深渊 | 机械陷阱、地雷、炮塔、力场、组件、商人机器人,以及A.R.I.A.终点。 |
第13层:稳定的龙币路线
第13层并非只进行一次16%的龙币判定。每次构建楼层时,其特殊生成器都会固定放置一枚 水下龙币。
推荐流程:
- 学会游泳。
- 抵达第13层一次,使其出现在楼层选择器中。
- 直接进入第13层。
- 在可通行的水域迷宫中寻找水下龙币。
- 退出至地下墓穴。
- 重新进入第13层,生成另一张地图和另一枚龙币。
这是普通地下城中最稳定、可重复的龙币来源。代价则是移动时间、饥饿、水域战斗,以及每次都必须搜索新的布局。
第23层:吸血鬼城堡
第23层会在随机外围迷宫中放置一处固定的中央地标。城堡位于中央约 (10, 5) 处,周围环绕着两层血池。进入其中会开启吸血鬼城堡内容,并提供当前与Ruxandra有关的其中一条进入路线。她的完整路线请参阅ruxandra.md。
第26层:牛头人铁匠
固定锻造点位于 (3, 8) 附近的熔岩环内。铁匠每次造访可将1至7级的近战武器或护甲提升一级。
价格为current equipment level + 2枚龙币:
| 当前等级 | 费用 | 新等级 |
|---|---|---|
| 1 | 3 | 2 |
| 2 | 4 | 3 |
| 3 | 5 | 4 |
| 4 | 6 | 5 |
| 5 | 7 | 6 |
| 6 | 8 | 7 |
| 7 | 9 | 8 |
初始0级装备不符合条件,铁匠也不会升级8级装备。
第45层:代理典狱官与A.R.I.A.
位于 (1, 6) 的隐藏墙会通往可重复挑战的代理典狱官。击败代理典狱官,即可获得进入A.R.I.A.门槛所需的授权。在该标记设置完成前,A.R.I.A.小首领地块会一直处于封锁状态。
完成第45层守卫内容后,楼梯仍然封闭。第45层是当前普通地下城的终点。
当前楼层进入门槛
入口选择器和楼梯会执行当前内容权限限制:
| 门槛 | 当前行为 |
|---|---|
| 普通免费进入选择器 | 抵达后最多可构建至第21层。 |
| 第20层→第21层 | 没有付费地下城内容权限时,无法下楼。 |
| 第35层→第36层 | 需要适用的支持者代码/状态。 |
| 第40层→第41层 | 需要最新的地下城深层支持者解锁。 |
| 第45层→第46层 | 已封闭;第46层不属于当前普通地下城。 |
已开放付费地下城内容时,普通楼层选择器的上限为45。该上限不会绕过第35层与第40层的额外支持者门槛。
固定小首领
这些剧情守卫固定出现在特定楼层,并会在胜利后从之后生成的地图中消失。表中等级是该遭遇的内部守卫阶级,而非地下城楼层。
| 楼层 | 守卫 | 遭遇等级 |
|---|---|---|
| 1 | Raven | 1 |
| 3 | Spectra | 2 |
| 5 | Whiskers | 2 |
| 7 | Lindia | 3 |
| 10 | Serpina | 3 |
| 15 | Lyssa | 3 |
| 20 | Ravenous | 4 |
| 25 | Torea | 7 |
| 30 | Valkyra | 8 |
| 35 | Audrey | 9 |
| 40 | Nyxara | 10 |
| 45 | A.R.I.A. | 11 |
小首领战使用剧情选项,而不是普通战斗界面。选项可能采用一项或多项属性,或者要求某项技能;神秘选项还需要魔导书。力度会提高对小首领造成的伤害,盾牌则会降低小首领造成的伤害。
超时或僵局不算胜利,并会将你逐出地下城。击败第40层的Nyxara还会解锁用于进入无限模式的虚空密室,但仍须满足其常规付费/高阶权限要求。
秘密墙路线
秘密墙看起来与普通墙壁相同。满足条件后,走向表中坐标即可进入。
| 楼层 | 坐标 | 路线或条件 |
|---|---|---|
| 2 | (2, 10) | 营救Momosagi;拥有青楼,兽性达到20+,且尚未招募她。 |
| 10 | (2, 10) | Jelly遭遇;已建造牢房走廊,且Jelly未处于活跃状态。 |
| 18 | (1, 6) | Myriss遭遇;已建造牢房走廊,且Myriss未处于活跃状态。 |
| 21 | (2, 10) | 营救Mandarin;拥有青楼,且尚未获得第二名女仆。 |
| 27 | (2, 10) | Melanthe遭遇;已建造牢房走廊,且Melanthe未处于活跃状态。 |
| 29 | (1, 6) | Bessie遭遇;已建造牢房走廊,且Bessie未处于活跃状态。 |
| 34 | (1, 6) | 在此前恰好经历两次Bobo遭遇后营救Bobo;已建造牢房走廊。 |
| 35 | (1, 6) | Baba Yaga路线。 |
| 45 | (1, 6) | 可重复进行的A.R.I.A.代理典狱官挑战。 |
无限楼层会有意禁用这些秘密通道。
龙币
龙币是地下城经济体系的主要特殊货币。它们会出现在消耗品物品栏中,但通常是在商人和情景选项中花费,而不是直接使用。
稳定来源与随机来源
| 来源 | 龙币 | 可重复? | 说明 |
|---|---|---|---|
| 第13层水下地块 | 每张生成楼层1个地块 | 是 | 必定生成;需要游泳才能穿越水域。 |
| 普通龙币地块 | 1个地块 | 是 | 在符合条件的非机械生成楼层中有16%概率出现,最多一个。 |
| 教程精灵 | 通常为1 | 有限 | 若干教程结果会引入这种货币。 |
| 地下城情景 | 1–10+ | 视情况而定 | 奖励包括营救受困角色、战斗情景、水域事件、虚空事件和逐步推进的角色遭遇。 |
| 击败僵尸群 | 5 | 取决于情景 | 该情景出现时的固定胜利奖励。 |
| 击败蜘蛛巢穴 | 3 | 取决于情景 | 该情景出现时的固定胜利奖励。 |
| 击败黑骑士/Cthulhu | 5/10 | 取决于情景 | 虚空深渊中的示例。 |
| 机械武器储藏处 | 1 | 随机生成 | 还会奖励组件和金币。 |
| 无限宝箱怪额外奖励 | 1 | 随机 | 在无限地下城击败宝箱怪后可能获得的额外掉落之一。 |
| Kupie爱之训练商店 | 1 | 库存会刷新 | 标价$1,000,000,每12小时补货;通常是效率极低的后期金币消耗途径。 |
许多情景奖励取决于属性检定、技能、阵营选择、战斗胜利或一次性剧情计数器。除非你有能力反复刷新楼层,否则不要围绕随机情景规划刷取路线。
最佳刷取策略
若只追求稳定性,请选择第13层:
- 在饱腹状态下出发,并学会游泳。
- 装备步履轻盈,并在条件允许时使用时间增益。
- 从楼层选择器进入第13层,收集水下龙币,然后退出。
- 重复以上步骤。
若想获得更高的综合收益,则应完整清理符合条件的楼层。同一个楼层可同时包含16%的龙币判定、宝箱、骷髅、情景、战士公会目标、食物和战斗掉落。完整清层在每枚保底龙币所需时间上较慢,却能同时推进多个系统。
Gonzo的商店
Gonzo有10%概率出现在符合条件的普通楼层。他不会出现在虚空深渊或机械深渊。谈判会使他大多数5枚龙币的商品便宜一枚,并使水晶便宜两枚。
| 购买项目 | 正常费用 | 拥有谈判时 | 限制/效果 |
|---|---|---|---|
| 近战武器提升1级 | 5 | 4 | 当前等级0至4;最高升至5级。 |
| 护甲提升1级 | 5 | 4 | 当前等级0至4;最高升至5级。 |
| 随机非专属技能书 | 5 | 4 | 从你当前可以学习的技能中随机选择。 |
| 药品×5 | 1 | 1 | 不享受谈判折扣。 |
| 随机核心属性+2药剂 | 5 | 4 | 从十项主要属性中随机选择。 |
| 水晶×1 | 25 | 23 | 当前价格;花费前请谨慎留存。 |
其他重要龙币消费
| 商人或事件 | 费用 | 结果 |
|---|---|---|
| Wort | 1 | 怪物补剂或嗅盐。只有建造牢房走廊后,Wort才会出现。 |
| 哥布林鲜血宝珠商人 | 5 | 一颗鲜血宝珠。 |
| 淘气的矮妖 | 1 | 运气+1;欺骗可以改用一枚普通金币。 |
| 老渔夫 | 5 | 符合条件时,学会钓饵大师或接受一次钓鱼课程。 |
| 海巫婆 | 3 | 一瓶药水。 |
| 恶魔青楼 | 3 | 五种服务奖励之一。 |
| 血肉雕塑师 | 3,拥有谈判时为2 | 通过情景选择一项强化。 |
| 哥布林商人 | 7,拥有谈判时为6 | 升级符合条件的1至3级职业装备、正式服装或约会服装。 |
| 牛头人铁匠 | 3–9 | 每次造访可升级一件符合条件的1至7级武器或护甲。 |
| 枯萎商人 | 1 | 最大生命+1、最大精力+1或最大镇定+1。 |
| 虚空法师 | 10 | 升级一本低于5级的魔导书。 |
| 虚空法师 | 5 | 最大生命+3或最大精力+3。 |
| 机械工程师全息影像 | 1 | 一个组件。 |
| 机械商人机器人 | 20个组件+5枚龙币 | 初始力场、生物反应堆核心或记忆电池。 |
| 机械商人机器人 | 35个组件+5枚龙币 | 剑链或狙击手瞄准镜。 |
其他一次性或随机情景可能会收取1至10枚龙币,用于服务、属性变化、记忆、装备强化、通行、赌博或剧情选择。务必阅读完整的选项文本:部分选项会永久改变属性,或消耗当前持有的全部龙币与组件。
消费优先级
一种实用的优先顺序如下:
- 留存5枚龙币,以应对独特技能、鲜血宝珠、钓鱼或情景机会。
- 如果常规金币升级进度落后,可利用Gonzo高效地将0至4级武器与护甲提升上去。
- 条件有利时,购买永久提高资源上限或属性的项目。
- 为每件想要的机械深渊独特关键物品留存5枚龙币及所需组件。
- 只有明确需要水晶,且没有更便宜的获取途径时,才购买Gonzo的水晶。
谈判是龙币消费中最强的经济技能之一。它可以降低Gonzo及若干随机商人的价格,但并非所有卖家都会接受。
当前拾取差异
普通或水下龙币地块的预期奖励为一枚龙币。但在当前交互代码中,首次拾取可能会通过神秘物品发现增加一枚龙币,随后又无条件增加另一枚。因此,新存档第一次拾取可见龙币地块时,物品栏中可能会获得 两枚龙币,尽管地块和消息描述的都是一枚。之后每次拾取都会正常奖励一枚。
这是实现层面的差异,并不代表第13层必定存在第二个龙币地块。在拾取逻辑修正前,请以物品栏总数为准。
无限地下城
无限模式独立于45层的普通地下城。
解锁其入口的方法:
- 抵达普通地下城第40层。
- 击败Nyxara。
- 返回地下墓穴,进入新开放的虚空密室。
- 满足该行动的付费版本与高阶权限要求。
无限模式具有以下特点:
- 没有楼层上限,楼层之间也没有支持者门槛;
- 拥有独立的最高楼层选择器;
- 每张生成楼层都会随机采用一种普通地下城视觉主题与色调;
- 从完整敌人池中生成战斗,并带有敌人染色与词缀;
- 不会生成NPC情景、固定小首领、战士公会放置点或秘密墙;
- 标准陷阱组统一按40%概率启用,无视常规属性规避;
- 打开的宝箱有30%概率变成宝箱怪;以及
- 更深层的敌人与危险会依据真实无限楼层成长,而不只是依据选中的视觉主题。
下楼或从活板门坠落都会解锁下一个无限楼层。离开会保留抵达过的最高楼层,但丢弃当前生成地图。
常见问题排查
我无法在第13层移动
学会游泳。特殊生成器会把可通行的地面网络转化为水域。
门打不开
寻找钥匙,或学会开锁。每张新生成楼层都会重置钥匙。
某个楼层从选择器中消失了
即使导入的存档记录了更高上限,楼层选择器仍会受到当前内容权限限制。没有付费地下城内容时,它不会构建第21层以上的楼层。
我无法从第35层或第40层继续下楼
这两处是彼此独立的当前支持者代码门槛。解锁通用付费地下城界面不会自动满足这两个深层门槛。
我获胜后,小首领又出现了
请确认遭遇以真正胜利结束。超时、平局、撤退或属性耗尽都不会设置永久击败标记。
我击败了A.R.I.A.,却无法前往第46层
当前不存在普通第46层。机械深渊止于第45层;若要无尽深入,请游玩无限地下城。
来源核验说明
本攻略已对照当前的地下城生成器、移动与交互处理程序、楼层选择器、小首领注册表、情景文件、商人菜单、物品栏发现函数、无限模式及存档状态派生逻辑进行核验。随机内容百分比描述的是生成尝试;如果没有剩余的合适地块,放置仍可能失败。
These official guides track the current game. The player-maintained wiki may contain additional strategies and discoveries.
