Jump to content

Welcome to Rune Tips, the first ever RuneScape help site. We aim to offer skill guides, quest guides, maps, calculators, informative databases, tips, and much more to help you get the most from the Massive Online Adventure Game, RuneScape, by Jagex Ltd © 2009.

Report Ad

Welcome to Forum.Tip.It
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!

Tui's Content

There have been 24 items by Tui (Search limited from 23-January 19)

Sort by                Order  

#5515249 Is it too late to train summoning?

Posted by Tui on 27 August 2014 - 01:40 PM in Help and Advice

Yes, it is too late, sorry. They just closed the skill about an hour ago. You could've trained it had you started yesterday, but it's too late now :/

#5512980 Dg for Dummies

Posted by Tui on 15 August 2014 - 05:02 PM in Archive of Wisdom

Hex replaces sag short in legacy. Still useless in eoc. Will update guide to reflect this. Thanks.

#5512681 Dungeoneering Setup

Posted by Tui on 13 August 2014 - 09:35 PM in Help and Advice

Either of these sources probably have your answer: 




ssh is bind/stat reduct deterrent 

#5505867 Fishing XP rates

Posted by Tui on 11 July 2014 - 11:55 PM in Help and Advice

if you have no floors to rush then you rq. if you need to train dg anyway, it is far more efficient to actually finish fls while doing c2s, obviously...

#5505736 Fishing XP rates

Posted by Tui on 11 July 2014 - 04:43 AM in Help and Advice

C2s should be more efficient than Barb fishing at almost every level according to my personal research. Take from that what you will. Barb fishing is more enjoyable, imo, but C2s is certainly more efficient if you want to try-hard play or train dng anyway. They're quite close around 70, and get further apart with C2s winning the whole time as you approach 99. 


Personally I'd do rocktails since they're afkable. About half the xp/hr as barb fishing with way less than half as many inputs per hr. 

#5494227 2 ?'s - DG and Enemy cb interface

Posted by Tui on 09 May 2014 - 01:46 PM in Help and Advice

I edited my post since I forgot to mention magic which is better. Silly me. There's this guide in the aow which knows this stuff far better than I do.

#5494224 2 ?'s - DG and Enemy cb interface

Posted by Tui on 09 May 2014 - 01:39 PM in Help and Advice

Melee will out-perform ranged at your levels. That said, desperado goes straight to +11% ranged with +1% per tier while bers is +2% per tier, so if you're short on tokens that's nice. When they're the same lvl ranged is slightly better in general in dg. It really just depends on how you like to train at this point - perhaps you should range in dg and melee/range slay tasks when not dging to keep them evenish. It is really worth investing in ring tiers - I'd suggest at least 25% of tokens should go into it until you hit tier 9. Which should be a bit after 80 at that rate.

Last I checked mage is best in dg until other stats are in the 80s. Blitzer is prob best ring for that with only 1 cmb style. Personally I don't think your cmb style in dg matters too much - use what you like and just focus on using your gatestones effectively compared to the map. Learn the puzzles and only slay gd monsters.

e2: guide says blazer so go with blazer. I trust my guidework much more than I trust my memory/guesses.

#5494213 2 ?'s - DG and Enemy cb interface

Posted by Tui on 09 May 2014 - 12:43 PM in Help and Advice

Your stats pls

#5490015 dung help

Posted by Tui on 13 April 2014 - 02:29 PM in Help and Advice

119 i think

#5489912 dung help

Posted by Tui on 12 April 2014 - 08:32 PM in Help and Advice

level mod goes to +10%

nobody requires certain level mods in floors. kabde or "relaxed dg" groups could conceivably suggest/require a certain level mod, although I've never heard of them doing so, but -11% would be way too low and sub 16 min fls sounds very fast for kabde with beginner dngers. 

#5489449 dung help

Posted by Tui on 10 April 2014 - 01:36 AM in Help and Advice

floor time under 16 minutes with +11% bonus completed. Bonus rooms are around 60% of a map and give a range from 0-13% added xp at the end of the dg. The amount of bonus rooms completed also affects your Floor Base Xp which has dramatic impacts on the xp you get in a floor so overall bonus rooms account for ~60% of your xp. you should probably rush 1-35 if you're doing larges with a team decently. 


guessing context, the requirements for that dg leech group requires you to host a floor with x number of leeches that is 16 minutes or faster with 11% or more on bonus. that means you can't skip more than ~6 total rooms, maybe less. 

#5486071 Dung binds/dps

Posted by Tui on 21 March 2014 - 10:23 PM in Help and Advice

use gatherer over your perm ring for survivability
desp main, bers switch (rare cases)
2h as primary is fine, it's extremely similar DPS to ranged primary
if you have trouble surviving with gath and good binds the problem is you not your binds. some dngs have no viable altars. pray conserve. pick up salves during cmb. using hex means your dps is lower = monsters survive longer and do more damage. sag short is better for survival in general.

"And if it's 5/6 of the dps, why is the damage stat on the hex only ~200 and ~800 on the saggy short? Even accounting for the weapon speed that's still a big difference."
account for arrow dmg

#5473038 Dg for Dummies

Posted by Tui on 13 January 2014 - 03:19 AM in Archive of Wisdom

The guide now has puzzles, except polter. Expect a few minor updates over the next few days. Please give feedback if you notice a mistake, this guide is really long and it's hard to get everything. 

#5471761 Dg for Dummies

Posted by Tui on 06 January 2014 - 09:16 PM in Archive of Wisdom

Very detailed and nice guide, but what about a guide for the puzzles?

I wrote this a while back. I have new hd pictures for all the layouts but I haven't got the time to rewrite the guide and add the puzzles that I never put in that guide. If anyone is interested in collaborating/helping I'd add each puzzle one at a time to this guide. But honestly, the old guide I wrote is excellent, even if it is incomplete and messy, so I don't plan on reworking it alone. And for newbs there are other puzzle guides that give good explanations of the rooms. 


Almost the entirety of this guide was written from may - july when I had more time. Then one day in november I remembered it and spent a few hours making it presentable to publish as a beginner's guide. 

#5471748 Website for RuneScape guides sorted by quality rating. Feedback needed.

Posted by Tui on 06 January 2014 - 06:27 PM in Help and Advice

This looks cool. I'd recommend allowing upvotes / downvotes without registering. You can require registration for it at a later date if you really want, but very few people are going to register just to vote. Once you've done that you should post it to reddit/runescape. 


Edit: This header stuff is too big




Stuff at the top is the type of stuff that is better to the side. Or make it so the top header thing that says home, help, guides, etc. scrolls down with you. 


Your main page is brief which is appreciated, but it's too spaced out and means unnecessary scrolling. Also clicking home when not on the home page doesn't show you that it's loading, which is really weird on a slow connection since it makes it seem broken. Otherwise it is excellent overall and I would definitely use this. 

#5463270 Do we have a "How to EOC Guide" on TIF?

Posted by Tui on 18 November 2013 - 04:16 AM in Help and Advice

Try the ingame tutorials

#5463109 Dg for Dummies

Posted by Tui on 17 November 2013 - 05:39 AM in Archive of Wisdom

Thanks all.


Made a few minor edits for clarification/wording. I might eventually get to revising the map section/crit section. Kinda a mess of map reading & pathing text that can't decide if it's about solo'ers or not. Pretty busy these days though. 

#5462599 Returning Oldie (Need Help)

Posted by Tui on 14 November 2013 - 12:35 AM in Help and Advice

Hey Zach. Dg is pretty much the same. 2 pgts if you do the task set, which helps s/l even more.. 

#5461982 Dg for Dummies

Posted by Tui on 10 November 2013 - 10:49 PM in Archive of Wisdom

Oh wow. This is what it feels like to have to look up dg information. Weird. Totally knew this stuff a few months ago.. 

I have definitely tested desperado and found that it does increase damage more than 10 dmg / lvl, so definitely much better as perm 2ndary. 

For magic, I'd expect blazer as ideal perm 2ndary. 


#5461898 Dg for Dummies

Posted by Tui on 10 November 2013 - 04:36 PM in Archive of Wisdom

Although it's lower dps during the time which it attacks, asphyx lasts much longer, so if you assume 125% wep dmg every 3 ticks for the duration of asphyx after wild magic, asphyx is higher dps. So much better instantaneous dps, but similar long-term dps. Only worth using asphyx first if you know the monster will survive the full attack, like on bosses or solo gds certain monsters (?). Will edit in.


Thank you very much! It looks a lot nicer. Really, much appreciated. Originally it was written in html and I've never liked having to make it look nicer. :)

2 at once just means no quick-switching, right? Blaster is pretty much useless and the rest aren't even usable as 2 at once iirc. I'll look into that and link the dg rewards task thing. 

#5461891 Dg for Dummies

Posted by Tui on 10 November 2013 - 04:00 PM in Archive of Wisdom

So that's a bit lower dps than asphyxiate afaik, so it's certainly useful since way less overkill loss potential & as a 2nd thres. Probably worth it over metamorphisis. If you need to use meta you can access it from the book anyway. 

Do you agree?

#5461878 Dg for Dummies

Posted by Tui on 10 November 2013 - 03:12 PM in Archive of Wisdom





-Does kind of matter the taverly boat is nearer to a homeport than lumbridge and your lumbridge map is rather outdated as is; the homeport point moved several months ago. Not to mention outright newbs begin the game in Burthorpe/Taverly now so the Taverly boat is more at hand and accessible to them opposed to seeking out Lumbridge.


Oh. Can people still ht to Lumbridge from the beginning of the game? And is Burthrope actually better known by your average person? 

Sorry, haven't really played in many months. Even when this was written I wasn't really actively playing :s



Also Sinkholes are worth it if you are 100+ Dung.

I got today 470k+ exp with less then 25 mins worth of time.

Has it been updated? Last time I went there it took about 8 minutes to get 70k xp (120 dg) and that was only because I won. Since you can't win all the time I lowered the xp/hr rate to more reasonable + expected more wait times. 


@ Q, feel free to delete some whitespace as long as it's clear which text is about what pictures.


I probably looked into wild magic before and concluded it was not worthwhile, I don't remember. Do you have some data on it? 

#5461826 Dg for Dummies

Posted by Tui on 10 November 2013 - 05:05 AM in Archive of Wisdom


By Tui
Huge special thanks to: Chu Dsl, Warfare52, Corrupt Idea, and El Bomb
Last updated on: 12/01/2014
This guide was ported to Tip.it's main page, located here.
Crossed out haven't been added to this version.

  • 1.01 - Agility maze (p2p)
  • 1.02 - Barrel puzzle (p2p)
  • 1.03 - Blood fountain (p2p)
  • 1.04 - Books (Occult floors only)
  • 1.05 - Broken plank bridge (p2p)
  • 1.06 - Coloured blocks (p2p)
  • 1.07 - Coloured ferrets
  • 1.08 - Coloured lodestones
  • 1.09 - Emotes
  • 1.10 - Enigmatic hoardstalker / Riddles (p2p)
  • 1.11 - Fishing ferret
  • 1.12 - Flip tiles
  • 1.13 - Flowers (p2p)
  • 1.14 - Fremennik camp (p2p)
  • 1.15 - Ghosts
  • 1.16 - Grapple tightrope (p2p)
  • 1.17 - Hunter ferret (p2p)
  • 1.18 - Icy pressure pad (Frozen floors only)
  • 1.19 - Jumping Lodestone
  • 1.20 - Keystone Bridge (p2p)
  • 1.21 - Levers
  • 1.22 - Magical construct
  • 1.23 - Maze
  • 1.24 - Mercenary leader
  • 1.25 - Mining cross
  • 1.26 - Monolith
  • 1.27 - Poltergeist (p2p)
  • 1.28 - Pondskaters
  • 1.29 - Portal maze (Warped floors only)
  • 1.30 - Push/pull statues
  • 1.31 - Ramokee Familiars
  • 1.32 - Seeker sentinel (Abandoned floors only)
  • 1.33 - Sleeping guards (Furnished floors only)
  • 1.34 - Sliding tiles
  • 1.35 - Statue bridge (p2p)
  • 1.36 - Suspicious grooves
  • 1.37 - Ten statue weapon
  • 1.38 - Three statue weapon
  • 1.39 - Unhappy ghost (p2p)
  • 1.40 - Winch bridge

1saqtqd.png  Walk-to means to move your character to the instructed place - it does not ever mean to turn run off. 
1.01 - Agility Maze (p2p)
The door immediately to your left is only openable from the other side. As a team the GGS should be carried over the first obstacle. The rest of the maze is always doable by anyone. Follow the clicks shown or face the wrath of the spinning blades. The pendulum almost always lets you through regardless of timing and can only hit very low damage. If you do somehow die from the pendulum, any gatestones that were in your inventory will reset to base instead of being dropped. 
You should only open the shortcut doors if you plan on running through this room again later, or teammates need to get through without the use of the GGS. 
Monsters only spawn past the Pendulum.

1.02 - Barrel puzzle (p2p)

  •  dLgXSWI.png  Push barrels blocking your way (Strength dbDVcrn.png)
  • N75l1fR.png  Pickup circled Barrel Piece 
  • Af8RYoT.png Fix (Construction) circled Barrel 
  • dbDVcrn.png  Push that Barrel under the moving stream of water 
  • When the bar at the top of the screen fills the puzzle is complete!

The Barrels are NPCs, so it is possible to trample monsters or players that block your way (step on then off their square) to allow the Barrel to be pushed through the target. 


1.03 - Blood fountain (p2p)


  • jhKCJ2c.png Mine the rocks
  • Af8RYoT.png [Re]Construct the pillars
  • b94Cus3.png Don't miss keys

1.04 - Books (Occult floors only)
Goal: Get the coloured books in their matching shelves

  • Every few seconds if a bookcase is facing another bookcase, or a shelf, the two will exchange books 
  • Rotate the bookcases to send matching books to their shelves, and to send books to the bookcase that can get them there
  • It's quickest to get the outer shelves done first always

Correctly shelved books cannot leave their shelf again. 

More vids: 

1.05 - Broken plank bridge (p2p)

  • u9FSoZL.png Jump (agility) the bridge
  • SBep4Ws.png Obtain 5 planks 
  • Af8RYoT.png Construct the bridge (right click) 

Steps 2-3 should only ever be done to let other players bypass the agility requirement without the GGS. 
1.06 - Coloured blocks (p2p)

  • dbDVcrn.png Push/Pull (Strength) each block into a coloured square/recess 
  • Obtain coloured vials from the shelf on the wall 
  • Use each respective vial on the block that has the matching coloured line coming from it
  • Eg. Use the Purple vial on the block that is on top of the purple recess

This puzzle does not require herblore levels, but is only doable in p2p. 

1.07 - Coloured ferrets
Goal: Get ferrets into their coloured squares

  • Ferrets move away from you when you are within their range of sight 
  • If you're diagonal from it, it will also move diagonally 
  • Above is an example - the ferrets start in random places 
  • When you walk-to 1, the ferret moves to its colour 1, and so on
  • Left click Scare a ferret if it's along a wall to make it move randomly 
  • Stepping under a ferret works similarly 

Additional vids:

Ferrets move after 2 ticks in sight, and remember where you were during both. For example, running right up to one will cause it to take 2 steps away from you. They can still walk diagonally around objects if you are diagonal, but not if you are in their line of sight for both ticks, since walking around an object takes 2 ticks. As NPCs, they move W/E before N/S if blocked by an obstacle. Don't worry if you don't understand this paragraph. 
1.08 - Coloured lodestones

  • Goal: Have all lights converge in the centre simultaneously - these lights move 1 square per tick
  • pVszAct.png Activate (Magic) each of the lodestones to your right as the centre crystal is lit up
  • If you screw up or some started activated, you must step on the corresponding pressure pad to pause that colour from moving

Running over a pad to pause it for a tick makes it much easier to fix mistakes, especially with lag. You must start 2 squares away from the pad since you run 2 squares per tick - if you stand adjacent and run over it nothing will happen. In the above example, red is 1 tick ahead of green and yellow which are sync'd. Either of the yellow clicks to the other will pause red for 1 tick, causing it to sync. 

1.09 - Emotes

  • Each player stands on a pressure pad
  • When all players are on their respective pad, the statues will mime an emote from the options below
  • Copy the emote of the statue in front of you 
  • After 3 emotes are correctly copied by the team the puzzle is complete! 

Aggressive monsters must be killed to do this puzzle. Failing an emote causes mild skill damage. In 5:5s this is reduced to 1 lp damage. 
If you have trouble differentiating emotes, scroll forward to view it closer. 
If you step off your pad diagonally onto another pad, the game continues the emotes process. You can even do someone else's emote, them do yours, and swap places like this and it'll be correct. This is not useful in the slightest, however. 
1.10 - Enigmatic hoardstalker / Riddles (p2p)

  • NVLIXfl.png Get-riddle Enigmatic Hoardstalker (Summoning) 
  • o3ponXr.png Unlock (Thieving) small doors to access items
  • Refer to table for which item to use on the Hoardstalker

Missing the thieving requirement? You can use items found outside of this room as the answer - for example, it's much faster to use your own salve eel than to get the eel from the barrel, or you could cast bones to bananas if you need a banana.
Each area is roughly a type of item. 
Area 1: Tools 
Chest / 2: Wealth + Leftover tools 
Barrel / 3: Food / Liquids
Area 4: Remains (The shield is all that is left of that forgotten warrior...)

1.11 - Fishing ferret

  •  VjGeRry.png Fish 2-3 raw vile fish Axh7ebp.png from the circled fishing spot (requires feathers 79vfQfG.png
  •  L7lnGQS.png  Cook the fish at the circled fire
  • 5HOdEGO.png Throw the vile fish N93fnbp.png to lure the ferret to the pressure pad 

The ferret moves diagonally before going straight, as shown in the above example. 
You can cook the vile fish on any fire. It's often easier to grab some logs and let someone cook the fish that way rather than having to mgt back and forth. If holding gt you can can cgt to the fire while teammates fish, then they can gt to the fire.

If two people throw a vile fish to the pressure plate at once the ferret will glitch (it'll go there but not complete the room). If you are trying to complete it faster, do the next move quickly after someone. 
If you do glitch it, simply make it step off the pressure plate.
The board is always the same, but the pressure pad and ferret can be in any 2 corners. To see a full list of solutions, check this guide
1.12 - Flip tiles

  • mOrc6xH.png Flip or Force (Runecrafting) tiles to make all tiles the same colour 
  • Flipping a tile causes all adjacent tiles to swap colours, except diagonal tiles, as shown in the picture above 
  • Forcing (Right click) causes 1 tile to swap colours and deals minor damage

A handy simulator: 
1.13 - Flowers (p2p)

  • The Flowers cycle through these colours endlessly: Pink > Yellow > Blue > Purple
  • The big flower that you are trying to uproot changes twice as fast as the small flowers
  • You can only cut a small flower when it matches the colour of the big flower
  • The fastest method to the big flower is circled - which only works if you immediately start upon entering 
  • 1ifwrfN.png Chop (Woodcutting) each flower as it matches the main one
  • b94Cus3.png Don't miss keys
  • FBaWPvB.png Uproot (Farming) the big flower - puzzle complete! 

Remember the order of colours it cycles through to predict which flower will be cutable next, or memorize the 7 layouts. 
Cutting a flower at the wrong time causes mild damage. Failing to uproot the big flower does too. You can examine a flower to find out what colour it is. 

Other layouts (Missing 4)

1.14 - Fremennik camp (p2p)

  • MLksWnV.png Fletch
  • L7lnGQS.png  Cook 
  • h8zgjZF.pngSmith - puzzle complete! 

1.15 - Ghosts

  • Watch for the spirit to enter a ghost
  • Kill that ghost 
  • Spirit now enters nearest ghost
  • Once all are dead the puzzle is complete! 

It can be useful to attack ghosts while the spirit is transferring. This way, the ghosts don't wander and you know for sure which ghost is next. Aggroing ghosts can also be useful if you are attempting to suicide back to base. Thresholds are overkill, but Berserker or Metamorphosis is useful. 
Attacking ghosts that don't have the spirit is extremely ineffective. The ghost heals when the spirit transfers into it. Ghosts can melee diagonally. 
1.16 - Grapple tightrope (p2p)

  • LRdsx3s.png Obtain Broken Climbing Hook Head 
  • h8zgjZF.png Repair it (Smithing) to get Climbing Hook Head fVW6eVJ.png
  • PfxZWrb.png Obtain Meatcorn 
  • YD1bLrG.png  Spin it (Crafting)  to get Meatcorn Rope hv5dgxB.png
  • d3RRSdS.png Use Meatcorn Rope hv5dgxB.png on Climbing Hook Head fVW6eVJ.png  to get  Climbing Hook OG03DYH.png
  • 5HOdEGO.png  Throw (Ranged) Climbing Hook chasm
  •   u9FSoZL.png Cross tightrope (Agility)

1.17 - Hunter ferret (p2p)
Method 1

  • Hunt ferret will always spawn in the southwest of the 4 blue center squares when you open the room
  • But because the entire room can be rotated, it'll look like it spawns in one of the 4 blue squares
  • 1ifwrfN.png Woodcut the green circled tree for as many traps as you want
  • MLksWnV.png Fletch the zur1722.png Dry Logs in your inventory d3RRSdS.png to make Simple Traps j7eA5k4.png
  • jXQ7xA9.png Set your trap j7eA5k4.png (Hunter) where it 'spawned' (Occasionally you can't set a trap here - don't worry)
  • Imagine a line north, east, south, and west from that point
  • If this line passes through any wall, place a trap directly behind said wall. These are the only places the ferret can stop. 
  • Hide somewhere (eg. outside of the room or behind a wall) until it stops in a trap
  • dLgXSWI.png  Click the trap - puzzle complete!

Simple Traps j7eA5k4.png are tradable but not dropable. Once a trap has been laid, the Hunter jXQ7xA9.png requirements for that trap disappears. So Player A can lay a trap, and Player B pick it up and regardless of Player B's hunt level, they can now place the trap. This can be useful to avoid having to mgt. It only works for 1 trap at a time though. So if you want to lay multiple traps you would need only take 1 trap they placed at a time before setting it. 
The ferret is much more likely to stop in certain places. It is not usually worth making a trap for every stopping point. Look for how many holes are close to each stopping point and decide.

(Has audio)
Method 2
If doing this puzzle as a team, have each player stand in a corner of the room and people take turns attempting to catch it (Hunter jXQ7xA9.png) with their hands. The ferret runs as fast as a player, but will always avoid the closest player, allowing you to surround it. 
Method 3
It's possible to catch it with your hands alone, but only in certain instances. Because you run 2 squares per tick, if you can get 2 squares away from it without it spotting you, you can get an attempt at catching it. 

  • 1saqtqd.png  Walk-to the red square without being spotted 
  • jXQ7xA9.png Click the ferret (Hunter)
  • You may be fail, take minor damage, and be stunned - Freedom ends your stun, Anticipation doesn't prevent it
  • Puzzle (hopefully) complete!

Catching the ferret with your hands usually has a different level requirement than placing the trap. There are 4 layouts to this puzzle. 
In warped floors there are wall bits sticking out in some hunt ferrets that you can use to hand catch. The ferret is stuck but can still bite/stun you.
Method 4


1.18 - Icy pressure pad (Frozen floors only)

This puzzle has at least 12 layouts [1]. There is no hope memorizing them, but there are tricks to doing them! 
Goal: Step on the 4 pressure pads

  • Go diagonal from either your 2 starting squares, or the 2 nearby corners
  • This should lead you onto a pressure pad, or 1 move to checkmate pressure pad 
  • This pressure pad should always get you to the other 4 
  • If not, I am deeply sorry. If you find one that doesn't work like this, send me it and I'll make a list of exceptions

When attempting to go diagonal, click 1 sq diagonally from your character. Never try to solve it by starting from the area in front of a different door than you entered - these doors are spawned randomly based on the map, so you will never be required to use the squares in front of them to complete the puzzle. Though on occasion it can help you solve it faster. You are almost always best off backtracking to a pad you've been on and finding how it connects to another pad.

Additional vids: 

1.19 - Jumping Lodestone
Method 1

  • glaG4ze.png Pick up the circled power crystal
  •  dLgXSWI.png  Follow the Red Clicks  dLgXSWI.png
    •  7WyDHMO.png  If the orb appears in the Blue Circle, follow the Blue Xs  7WyDHMO.png
    •  VQAjbn8.png  If the orb appears in the Green Circle, follow the Green Xs  VQAjbn8.png
  •  dLgXSWI.png  Click the blue Lodestone - puzzle complete!
  • FInN9RS.png Teleport or jump back

You may stumble each time you attempt a jump. The orb approaches you each time you stumble, and if you get caught by it, you take heavy damage and restart the puzzle. Once completing the puzzle you can't do actions until you jump for joy. 

Method 2

Method 1 is faster but Method 2 is safer and more consistent. 
1.20 - Keystone Bridge (p2p)

  • jhKCJ2c.png Mine the rock dLgXSWI.png
  •  1saqtqd.png  Walk-to beside the gap. After clicking you may immediately start the next step
  • YD1bLrG.png Craft the rock 0dubBE4.png in your inventory d3RRSdS.png to make a carved keystone nFcYQpd.png
  • Af8RYoT.png Construct the bridge dLgXSWI.png

You can craft the block while running.
Note: "Walk-to" does not mean walk instead of run. 
1.21 - Levers
As a solo'er you simply sequentially pull each lever. You have a generous time-frame to do so. Failing this room causes moderate damage if you're near the edge of the room. If you're in the centre you don't take damage. 
In a team each player takes a lever and one person counts to 3. When they say "3", pull your lever. 
With experts, one player will take the two circled levers. If one of the circled ones are taken, go to a different lever unless they're all taken. Failure to do so is likely to cause ragequits and hate. 
One player doing 2 levers allows someone to path & save time for the floor. It's especially useful when someone is on an ungated path.
Otherwise it just saves time for people who are slow to gt.

Vid of doing 2 levers. 
You type 3, click 1st lever, hit enter, & then quickly click the 2nd lever.

Doorlag can screw this up, but is very unlikely to. 

When choosing your lever, don't forget the map. It makes sense for the gt holder to pick the lever by the biggest path. 
1.22 - Magical construct

  • oeNOuiQ.png Take Lump of Stone from the magical chest 
  • YD1bLrG.png Craft the Lump oeNOuiQ.png in your inventory  d3RRSdS.png into the missing part BqcUn7W.png  nbuICEm.png  xrbDY0j.png
  •  mOrc6xH.png Imbue (Runecrafting) the part  W6IoRXP.png  VqqOhyt.png  9QBvOIL.png in your inventory d3RRSdS.png
  •  dLgXSWI.png  Repair construct 
  • pVszAct.png Charge (Magic) construct - puzzle complete! 

You can examine the robot to see what part it's missing. The robot takes its time to actually open the room. 
1.23 - Maze

  • There are 4 layouts for this, which I describe based on the first 2 rows 
  • Some memorization required
  • Described using NSEW, but the room can be rotated. North is away from the entrance, East is Right, West is Left, and South is towards the entrance. 

Blockage immediately to your right in the 2nd row

  • N door & E door:
    • W, mid N, E
  • Centre:
    • W, mid N, E, S, W, NE
  • W door:
    • W

Full layout - I find this much more confusing. Once you get used to just the starting directions you're set. 

Blockage immediately to your left:

  • N door & E door:
    • E, far N
  • Centre:
    • E, far N, mid W, SW, Mid S, NE
  • W door:
    • E, far N, mid W, SW

Blockage further to your right, so you can go either direction:

  • N door & E door:
    • E, far N
  • Centre:
    • E, N sticking in column 3, 2 sqs w, S
  • W door:
    • W

Blockage both ways in the 2nd row:

  • N door & W door:
    • W, far N
  • Centre:
    • W, mid N, far E, N
  • E door:
    • W, mid N, far E, N

Memorization is the only efficient method to these. These basic instructions and experience will make it easier over time. Zoom out (scroll wheel) to see more of the maze ingame. 
1.24 - Mercenary leader
The Mercenary Leader is a high-tiered forgotten mage that summons endless forgotten warriors, mages, and rangers. It heals to full health if you leave the room for a few seconds - if you die, teleport back asap to prevent it from healing. Like other forgotten mages it can bind and reduce stats. If soloing the room in a large you will likely need food if you wish not to die. 
1.25 - Mining cross

  • jhKCJ2c.png Mine the rocks dLgXSWI.png
  • Af8RYoT.png [Re]Construct the walls if you are going to go through this room again

Different rocks have different level requirements. 2/8 of the repairable (Af8RYoT.png Construction) walls are circled. The rocks are excellent mining xp. 
1.26 - Monolith

  • dLgXSWI.png Activate Monolith 
  • Kill the shades that spawn 
  • When the bar at the top of the screen fills the puzzle is complete! 

Shades don't spawn in the NE of the room. You don't necessarily need to complete the puzzle to open all doors. Sometimes a door will be a regular door or skill door.
You can pgt trick to avoid damage when there are tons of shades, like in the video below. Your 2nd gatestone uses no runes. Draw aggro with ranged weapon (ricochet/chain abilities are extremely useful for this). 

1.28 - Pondskaters (skaters)


One pondskater unlocks the room when you fish VjGeRry.png it. No feathers required.

  • Correct skater spawns in the SouthWest of the 4 middle squares and returns there each cycle
  • If you are quick you can spot which one as you enter the room
  • Spam click it!
  • If not, spam click a random one until you fish, taking mild damage but having a chance for success (waiting takes an extra ~17 seconds)
  • You can often fish 2 before they return to the centre

It can be extremely difficult to spot which square is SouthWest quickly if you don't know what direction you're travelling. You should always spam click the skater, as your character is unlikely to catch it otherwise. 
1.29 - Portal maze (Warped floors only)
Pic to be updated in HD once found
Goal: Have all players stand on the pressure pads in the centre.

  • Pick one the 3 starting portals & note it in your head.
  • Go through it, and keep taking the opposite portal of where you end up
    - For example, if you end up at an S portal in one of the rooms, go north.
  • Continue doing this until you reach center
  • If you are led back to the 3 starting portals, take the remaining portal and do the opposites method
    - It is guaranteed to get you to the center this time

This isn't always the fastest method to get to the center, but it is the most consistent. It avoids backtracking and thus has the highest chance of getting you to the center fastest. The portals are linked differently each time. 
Once you've reached the center, tell your teammates which way to go. Often people will direct with "E opps" type thing, telling you to start at the east portal and then do the opposites method described here.

1.30 - Push/pull statues

  •  dLgXSWI.png Push/Pull the statues to make the South side mimic the North
  • My example uses Pulling, as monsters can block you from Pushing
  • b94Cus3.png Don't miss keys

1.31 - Ramokee Familiars

  • Kill the unaggressive Ramokee Skinweaver that heals the other Ramokees
  • Kill the Bloodrager (Melee), Deathslinger (Ranged), and Stormbringer (Mage) Ramokees 

You can hide behind the other Ramokees or the Obelisk where the Bloodrager can't attack you. 
1.32 - Seeker sentinel (Abandoned floors only)

  • Hit the eyeballs when they can't see you
  • Avoid the line of sight of centre seeker (or don't and win anyway..)

The centre seeker rotates every 5 ticks. Getting spotted by it deals minor damage and teleports you to a random doorway, which can be useful for traversing this room quickly. If you're spotted by the little eyeballs they will shriek, causing the big one to look at you. If the little seeker is in the way of its line of sight, it will be unable to teleport you. The picture below illustrates this. 
1.33 - Sleeping guards (Furnished floors only)

  • Turn run off, or they'll wake up
  • Pickpocket each guard for their guard key cVk4xxT.png
  • One of the keys will open each door 
  • If you fail to pickpocket or run in the room the guards will wake up - if this happens you must kill them for their keys 

Pickpocketing the guards has no thieving requirement and is doable in f2p. With 1 door it is often worth trying the keys you have before pickpocketing or killing more guards. 
1.34 - Sliding tiles
Clicking a tile adjacent to the empty space moves that tile into the space, however, if you do a move that hinders your progress you instead fail and take damage. 
Each tile takes time to move, so a good use of this time is running towards the door between each move. 

1.35 - Statue bridge (p2p)

  • jhKCJ2c.png Mine the rock  dLgXSWI.png
  •  1saqtqd.png  Walk-to beside the statue
  • Af8RYoT.png [Re]Construct the statue  dLgXSWI.png
  •  dbDVcrn.png Push (Strength) the statue  dLgXSWI.png - Puzzle complete!

1.36 - Suspicious grooves
Step onto the grooves sequentially until you find the one in each row that does not damage you. On teams, people will say the solution as such: 3 1 4, which means for the first row there are no spikes 3rd from the left, the next row is leftmost no spikes, and final row rightmost for no spikes. Stepping on these spikes takes mild damage, but the alternative is extremely slow - you investigate each groove with your thieving o3ponXr.png skill until you know for sure which groove on each row is safe. You may wish to use gatherer's ring for this puzzle to reduce damage.  
1.37 - Ten statue weapon

  • jhKCJ2c.png Mine the brown wall 5+ times
  •  1saqtqd.png  Walk-to beside the statue missing its weapon. After clicking you may immediately start the next step
  • YD1bLrG.png Craft the block kL5buot.png in your inventory d3RRSdS.png to make the weaponless statues the opposing weapon of the statue they face
    • For example, far left holds a sword, so you craft a staff against that one 
  •  dLgXSWI.png  Click that statue - if you have different types of weapons in your inventory at once, use it on the statue
  • Once all the statues have the correct weapon, the puzzle is complete! 

Remember the combat triangle: Sword > Bow > Staff > Sword

1.38 - Three statue weapon (3s / 3 stats)


  • jhKCJ2c.png Mine the brown wall dLgXSWI.png
  •  1saqtqd.png  Walk-to beside the statue missing its weapon. After clicking you may immediately start the next step
  • YD1bLrG.png Craft the block kL5buot.png in your inventory d3RRSdS.png to make it its weapon
  •  dLgXSWI.png  Click that statue

You can craft the block while running. If monsters are interrupting you hide behind a statue to craft.
There are three layouts. In two layouts the brown rocks are immediately to your right. The last layout has them in the far left corner. 
You can fail to mine or craft, taking damage. Examining the statues tells you their weapon (or lack of). 
 Sometimes a door in this room will be openable without completion of the puzzle. 

1.39 - Unhappy ghost (p2p)

  • Af8RYoT.png [Re]Construct pillar 
  • o3ponXr.png Unlock (Thieving) Sarcophagus 
  • M00h8jx.png Bless (Prayer) Sarcophagus 
  • cwOuqMI.png Pickup Antique Ring 
  • dLgXSWI.png Click the chest 
  • Af8RYoT.png  [Re]Construct pot - Puzzle complete!

1.40 - Winch bridge

  • LRdsx3s.png Obtain Broken Climbing Hook Head 
  • h8zgjZF.png Repair it (Smithing) to get Climbing Hook Head fVW6eVJ.png
  • PfxZWrb.png Obtain Meatcorn 
  • YD1bLrG.png  Spin it (Crafting)  to get Meatcorn Rope hv5dgxB.png
  • d3RRSdS.png Use Meatcorn Rope hv5dgxB.png on Climbing Hook Head fVW6eVJ.png  to get  Climbing Hook OG03DYH.png
  • 5HOdEGO.png  Throw (Ranged) Climbing Hook chasm
  •   dbDVcrn.png  Turn Winch (Strength) - Puzzle complete!

If 2 or more people throw the climbing hook in step 6 at once, the bridge magically appears, as in the video below. This can save a few seconds. 

Thank you for reading my guide. Please give me a full rune if my guide helps you!!
1. How'd you grow the beard?
I am wizard. 
Original Guide by: Tui 
Special thanks to: Chu Dsl, Warfare52, Corrupt Idea, and El Bomb, Guac A Moley, Bladekill133
Thanks to: Jettrider, Obtaurian, Salazar, Teren, Thai Tong, Usa Hell Yes, Quyneax, I am Ben
Last updated by: Tui
Last updated on: 12/01/2014

#5461812 Dg for Dummies

Posted by Tui on 10 November 2013 - 03:34 AM in Archive of Wisdom

Dungeoneering for Dummies
By Tui
Huge special thanks to: Chu Dsl, Warfare52, Corrupt Idea, and El Bomb
Last updated on: 19/05/2016
The puzzle portion of this guide was ported to Tip.it's main page, located here.
Need a dungeoneering clan? Check out DGS

I'm Tui, ex-admin of DGS with well over 200m xp gained in the skill. I've spent hundreds of hours teaching the skill and experimenting with it. I was in charge of resolving discussions regarding efficiency in DGS for well over a year. I authored various dungeoneering guides and it is my hope to pass on this knowledge to future generations of dungeoneers. 
This guide is intended for anyone who considers themself lacking in some aspects of the skill. It somewhat progresses from the absolute beginner to the experienced. My other guides are primarily targeted at the expert, though you may wish to read them once you've got a good understanding of these "basics". 
Feedback or pointing out mistakes is appreciated. Even more appreciated is quoting with your own wording/correction provided. 
@ Tif staff, you are free to edit this guide. I'd appreciate it if you pm me any edits.
I hope you enjoy that I suffered through hundreds of 20 minute floors so you don't have to. Good luck, and most of all, enjoy it: this skill is addicting when you play with friends, compare times, and even forget your goal. If you're interested I'm sure you'll improve quickly. Even my first time keying was a disaster  ;)
Table of Contents
  • Introduction [INTD] 
  • Getting started [GTSD]
  • Prestige [PRST]
  • Familiarizing yourself with Daemonheim [FYWD]
  • Low-level training [LLTN]
  • Skilling & Rushing [SKRS]
  • Binds [BNDS]
  • Class Rings [CSRG]
  • Floor choices [FLCH]
  • The Map (Part I) [TMP1]
  • Critical path [CRPT]
  • Abilities [ABLT]
  • Monsters [MSTR]
  • Puzzles [PZZL]
  • Miscellaneous [MSCS]
  • Bosses [BSSS]
  • Credits [CRDT]
Dungeoneering is a safe skill. Dying inside Daemonheim only has an xp penalty (-13%).

The purpose of this skill is to open rooms to get to & kill the boss to go to the next floor. The more rooms opened the more xp gained.
Getting Started 
Required items:
None (but must be able to bank all items)
Getting there
At the arrow click Sail Fremennik shipmaster.
At the question mark talk to the dg tutor to receive a Ring of kingship (ring). You can now teleport to the yellow square where the Rewards Trader is. Bank all your items except for your ring. 
Click on your ring. This will open a Party Organizer tab, allowing you to venture into daemonheim.
Click form a party. Click “Change” adjacent to floor to select the floor, right now only 1, so click confirm. Click “Complexity” and click confirm. Clicking confirm without selecting a number will choose your highest. All portals in this area are useless. Click Climb-down Dungeon entrance, marked on the map above by the arrows. You are now in daemonheim. Right click and select bind on the battleaxe or the bow and arrows. Armour doesn't matter much now but at 20 dungeoneering you will be able to bind a body to wear. Right click the NPC “Bind-setup Smuggler” and click this arrow:
There are 6 types of doors in dg: a regular enter door, a skill requirement door, a guardian door, a key door, a puzzle door and the boss door. Key doors require you to pick up keys from the floor (up to 1 key found per room). Guardian doors require you to kill all monsters in the room. Puzzle doors require you to complete the puzzle. The boss door is a 1 way door, as you cannot exit the boss room in combat without the use of teleports.
Open doors and watch the minimap for red dots so you can pick up keys. In the last room you will fight a boss, kill it and click End-dungeon Dungeon ladder. You will now see an interface showing how much xp you earned. Click the arrow in the top right of this interface and then click the [1]. You can also right click the [1] to leave. 
You will need to continue doing another 4 extremely similar floors to unlock complexity 6 (c6).
Open your party details by clicking your ring. View the floors available.
b94Cus3.png If every single floor has a check mark beside it, click the reset button b94Cus3.png
Failure to do so will cause a dramatic decrease in xp. Clicking the reset button without having all your floors checked off will also cause a dramatic decrease in xp.
Your party details also tells you how many floors are checked off (Current Progress) and how many you checked off before resetting last time (prestige/previous progress). The order you do your floors in does not matter. If you check off more floors than you did last time your prestige will go up without resetting for the remaining floors. Eg. I did floor 1-3 before resetting last time and am therefore 3 prestige. From doing floors 1-3 I unlocked f4, so I do that and get 4 prestige for it. All floors are now checked off so I reset and now have 4 prestige. 
IlgJm53.png Floors in dg are split into themes. You can complete any floor of a theme to count for another. For example, if I've done floor 11 and do it again it will check off floor 10 with no xp penalty. Floor 12, being a different theme, cannot count for floor 11. Doing a lower floor to count for a higher floor (all lower floors of that theme complete) reduces your xp, although sometimes it is worth the decrease in xp to avoid certain bosses. The Bosses section suggests which floors to do in each theme.
Familiarizing yourself with Daemonheim
Your starting room is your base where you can loot your starting items, purchase supplies, process resources, and home teleport to.
Anything unmarked is useless and should be ignored unless crafting a specific item to bind. You can find details on how to make those items elsewhere.
The first thing to get used to is which fish to take. Usually, the answer is Salve Eels, but you can examine any item or resource in daemonheim to find out what tier it is.
At the start of each dungeon you will probably want to loot a little food, pick up an expensive item to sell to the smuggler to purchase feathers and rune essence, and then go to the rc altar and craft cosmic and law runes. Be wary of keys that hide under the smuggler and create and lay a personal gatestone at the base.
Any time you run into a room that you don't immediately understand how to do refer to a puzzles guide on how to complete the room quickly. Your first time in a room it may be worthwhile to kill all monsters in it to get used to the puzzle.
Should I kill all monsters all the time?
Only kill monsters in rooms that are necessary (guardian doors and some puzzles). You will get much faster dg xp/hr and survival is almost never an issue. In fact, survival is so easy that you can go through many dungeons without eating a single piece of food, making it inefficient to pick up excess amounts.
IlgJm53.png Survival trouble? Completing the easy Daemonheim tasks gives you 1 consequence free death per day. 
Low-level training options
Resource Dungeons
Every 5 or so levels you unlock a new resource dungeon located somewhere. Visit each new one for xp.
Daily Challenges earn a large chunk of xp in the skill and gives a free Squeal of Fortune spin. Dungeoneering challenges are always to complete a single floor on c6 of any size. You can toggle all maxed skills off to prevent that skill's tasks being assigned by talking to Captain Haskell just south of the bank in Burthrope. You turn in your daily challenge to him. 
Recommended D&Ds
  • 2164.gif
Tears of Guthix
  • logo_penguin.gif
  • logo_sinkholes.png
Sinkholes is a 5 player D&D only doable twice a day. You slaughter all monsters and bring their loot and resources you find back to the base for 7 minutes. I find this D&D very boring so I haven't researched it, but apparently it's good xp. 
Other D&Ds for XP
  • 12021.gif
Troll Invasion
  • soficon.png
Squeal of Fortune
  • 12064.png
Rewards from Quests or Tasks.
Leeching floors
This is where you don't participate and others do the floor for you. You have 2 main options. 
There is a free leeching friends chat requiring 90 cmb in which generally 1 high level player will solo a large low floor # in around 20-30 minutes where you only participate in emotes, levers, and portals rooms. For more details, look on the rsof.
Your other option is to pay gp for someone to do floors for you. This is a trust trade and you can find lots of groups on the rsof that do this. The most trustworthy ones will have a big friend's chat.
If you are f2p and minimum combat level you can join many dg teams and leech for free. F2p is much worse xp than p2p. You can try the themed world (7) or look on rsof. 
Things like multilogging training dg, having friends let you leech, and buying floors is against the spirit of the game. Dungeoneering is by far the most in-depth skill and while there is something to be said about the efficiency of leeching, in the long run you're the one who loses out.
Teams make the skill a lot more fun, but you need a decent (~59+) dg level for majority of teams.
And your other training option is... daemonheim! As described in detail throughout this guide.

Skilling & Rushing
Some skills are efficient to collect while dungeoneering simply for the fast xp it provides. It is very frowned upon to do with teammates because it is never efficient for dg xp / hr to skill.
The only skills that you should train while dungeoneering are:
  • Fishing 
  • Mining (mine all rocks in a Mining cross room)
  • Woodcutting
  • Firemaking (if training woodcuting)
  • Summoning (if you have resources)
  • Thieving
You should only collect resources of tiers that are close to your level. For example, at 90 mining I would only bother mining tier 8 and higher resources; Katagon, Gorgonite, and Promethium. You can see what tier a resource is by examining it.
Thieving chests do not show tier upon examine. Loot all if you value thieving xp.
The gatherer class provides extra resources while skilling but you do not get xp for those resources. 

Rushing your low floors
Most people with ~50+ dg opt to rush through their low floors because of the low xp received from them. This is always done on C1 with the party designed for 1 player upon entering. Doing your C1s as a team makes it marginally faster. There is no group gatestone in c1s but casting the spell will teleport you to the party leader.
Another option if you value skilling xp is to do these rushes as a complexity 2 or 3 so you can fish, woodcut, firemake, and/or mine. Having your ammo bind as cosmics is helpful. You can buy feathers from the smuggler.


You may keep up to 10 binds stored. These can be managed from the Smuggler. You may have one separate active ammo bind and may not store any. Throwing knives and their off-hand versions are stored as if they were regular binds up but with up to 125 (or 225) kept.

The quest Salt in the Wound allows your ammo bind to store 225 instead of the regular 125.

Ammo includes all arrows, runes, and the now useless celestial surge box. Staves, wands, and orbs provide infinite elemental runes allowing you to cast any offensive spell without the use of an ammo bind.

The toolbelt contains all the necessary dg tools by default. It does not provide feathers for the fishing ferret puzzle. Like binds, you can replace the hatchet and pickaxe with a higher tiered version by selecting “Add-to toolbelt Primal Hatchet”. If you add a higher tiered tool than you can use it will act as the highest tiered tool that you could use. A higher tier tool will cause less failures on skill doors and is vital for skilling described in the previous section. 
You can obtain items to bind by either collecting the resources and processing it or by killing certain dg bosses for the items. Tier 11 (level 99) equipment is only obtainable as drops by bosses. The friend's chat “Dung Smith” is a good fc for requesting items made. You can sometimes find hunts for certain items in themed worlds or organized by friends. It is recommended you do a boss hunt as follows.
T11 Item hunts:

In addition all hunts should be done with Guide mode on. The box in the bottom right of your party details does this. Guide mode highlights required doors on your map so you can get to and kill the boss for the item quicker. There is a glitch that the guide mode box stays checked off when you exit a c6 guide mode floor, but is not actually enabled. Clicking it once enables it.
Boss hunts:
Your binds will be dependent on the combat style(s) you choose to use and your levels.
A 2 handed sword > Maul > Spear, but only of the same tier.
*Hood = Shadow silk hood
For magic and ranged dual wielding is ideal but requires 2 active binds, which is only worth it once you have 4 or 5 binds.
The combat triangle is crucial when selecting your primary and secondary style. If your secondary style isn't most effective on your primary style's weakness, your secondary style will be far less effective.
Suggested primary/secondary options:
If you are using ranged or magic as your primary style consider using an offhand over hood. But with melee primarily, the hood is an important deterrent to stat reduction and binds. Dual-wield knives as your secondary to melee should only be used for speeds. Dual-wield has marginally better abilities and opens up ammo binds for rangers, but has a short attack range and deals less damage on the initial hit before abilities are used. 
If you're f2p or under 80 combat stats magic will generally be best unless you are significantly better at melee/ranged. Past 80 pick whatever is highest with melee being slightly better at even levels.
No other binds are worth using.
Ammo bind
You ammo bind should be one of the following:
  • Laws (if not using a bow)
  • Cosmics (Temporarily for solo rushing)
  • Arrows (If using a setup with a bow)
If you do not have 54 rc to craft laws but have 64 magic to cast group gatestone teleport you must bind laws. Get a friend to help you bind laws as your ammo bind. Similarly under 27 rc with 34+ magic must bind cosmics. Note that laws, cosmics, deaths, etc. do not require their usual quests or p2p status to craft in daemonheim. 
Class Rings
When in a dungeon you can right click your ring of kinship and select “customize”. This allows you to spend tokens to get a boost in a certain class. 
The only rings worth using are as follows:
  • Berserker (increased accuracy with a 2h weapon)
  • Desperado (increased ranged levels)
  • Blazer (extra fixed damage splats)
  • Gatherer (only useful for making items to bind)
Your ring of kinship can only use one class at a time unless you've done the dg task set. You can have a secondary class that you can switch to in combat by right clicking your ring. This is called your quickswitch.
If you've done the task set you can perm Blazer or Desperado and quickswitch between Blitzer or Sniper and your other style.  
After purchasing a ring tier you must select the class by clicking “Switch-to” and right click option “QuickSwitch” for your secondary style of combat.
Recommended Ring Tiers:
Buying the first tier of Desperado jumps straight to 55% of tier 10 and costs only 135 tokens.
Table assumes Chaotics or beyond goal.
You can also reset your ring of kinship ONCE to get back all tokens you spent on tiers.
Floor Choices
Recommended items:
  • Prayer renewals, ideally (1) dose
  • Overloads, ideally (1) dose
How to do your floors: 
If you value skilling xp in the skills recommended in Skilling & Rushing replace all C1s with solo C2s.
I.e. As a lvl 62 dg'er I would c1 rush 1-5, c2 1-11, or c1 1-11 with a team. 
You should always do some solos each reset. It is vital that you learn and practice how to do every puzzle and manage your gates alone.
Once you unlock occults be sure to key/solo some occs to get the occult-unique books puzzle.
The Map (Part I)
Read this guide instead. The images here are broken and I thought I'd saved a copy of all images in this guide, but apparently not.

Read here.
Thank you for reading my guide. Please give me a full rune if my guide helps you!!
1. How'd you grow the beard?
I am wizard. 
Original Guide by: Tui 
Special thanks to: Chu Dsl, Warfare52, Corrupt Idea, and El Bomb, Guac A Moley, Bladekill133
Thanks to: Jettrider, Obtaurian, Salazar, Teren, Thai Tong, Usa Hell Yes, Quyneax, I am Ben
Last updated by: Tui
Last updated on: 12/01/2014