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One More Dungeon Cheats

One More Dungeon

Hints and Tips:
---------------
Submitted by: David K.

-= Which One More Dungeon =-
This page covers the 2015 first-person dungeon crawler by Stately Snail. A separate
Windows platform game by HTX Games uses the same title. Its controls, routes, and
item rules do not apply here.

-= Win the floor before spending everything =-
Each generated floor hides a guardian and a locked exit. Explore enough of the map to
locate both, but preserve health, crystals, and mind for the guardian. After the key
drops, follow the purple exit marker instead of clearing every remaining dead end.

-= Use map colors as a resource filter =-
Green marks unopened doors, purple marks the exit, and brown marks crates. Blue
points can indicate altars, chests, portals, towers, or the recycler. Take a blue
detour while supplies are healthy; skip the backtrack when the guardian fight matters
more.

-= Separate health, crystal, and mind costs =-
Health keeps the run alive, colored crystals power staff attacks, and mind powers
artifacts. Low mind can distort the screen and create false threats. Before using an
artifact, decide how much mind must remain for navigation and the next guardian.

-= Open with a staff and finish with melee =-
Staff attacks work from range but consume colored crystals. Melee weapons do not
spend that ammunition, but they expose you to contact damage. Use a staff to weaken a
dangerous group, then switch to melee when the room is controlled.

-= Match the weapon family to the opening =-
Daggers and swords recover quickly after an attack. Axes and spears commit longer,
but their reach or knockback can keep a corridor under control. Use a faster family
while learning an enemy, then change only when the slower weapon solves a clear
spacing problem.

-= Break crates with melee =-
Crates can hold crystals, coins, or potions, but they can also release a hostile rat.
Break them with melee so the container does not consume staff ammunition. Stand far
enough back to react if the crate is not safe.

-= Turn obsolete gear into crystals =-
The recycler converts unwanted equipment into crystals. Compare a new item with the
weapon, staff, amulet, and rings already equipped. Recycle dead inventory before
carrying gear that has no role in the run.

-= Enter a portal with an exit plan =-
A portal leads to a separate challenge area and can reward an artifact. The portal is
a one-use commitment, and enemies can follow you through it. Enter only after
clearing nearby threats, then collect the reward before leaving the challenge.

-= Stop sustained artifacts after the job =-
Several artifacts drain mind while they remain active. Use Crystal Ball or Ruby Eye
only long enough to reveal the needed route or enemy position, then switch the effect
off. Saving a few seconds is not worth entering the guardian room with unstable
vision.

-= Identify the potion before the emergency =-
Health and regeneration potions solve different problems, while poison and antidote
can reverse each other. Do not test an unknown potion in front of a guardian. Use it
in a cleared room with enough health to survive a harmful result.

-= Use mutators to isolate one lesson =-
Mutators change the next run before it begins. Start with a modifier that improves
survival or lowers enemy pressure while learning map reading and crystal discipline.
Add harder conditions only after the same route decision works without the safety
modifier.

Secrets:
--------
-= Secret-door texture checks =-
Early secret doors can look darker or lack the surrounding cobweb detail. Later areas
can use a wall button or a red wall cue. Check suspicious wall sections after a room
is safe; do not search while an enemy still controls the corridor.

-= Dark Coin gamble =-
Dark Coin can either restore health or reduce it to a critical state. Use it only
when the current health total is already low enough that the possible loss is
acceptable. Never test it immediately before a guardian without another recovery
option.

Solutions:
----------
-= Compact route - First full clear =-
1. Break nearby crates with melee and save colored crystals for the first dangerous
   enemy group.
2. Read the map until the guardian route and purple exit are both known.
3. Take blue-map detours only when health, crystals, and mind can still cover the
   guardian fight.
4. Use staff attacks for safe damage, then finish with melee when crystal reserves
   are low.
5. Collect the exit key and leave through the purple marker instead of spending
   supplies on empty branches.
6. On the final approach, activate the obelisks only after clearing the enemies
   around each interaction point.

-= Resource recovery loop =-
1. Stop using the staff when the room contains only a safe melee target.
2. Break unopened crates with melee and collect crystals or potions before moving
   deeper.
3. Compare new equipment immediately and send obsolete pieces to the recycler.
4. Deactivate any sustained artifact before returning to the main route.
5. Abandon optional rooms when the recovered supply is already enough to finish the
   floor.

-= Safe portal artifact test =-
1. Clear the room around the portal and verify that no enemy is following.
2. Enter with enough health and mind to handle the challenge without depending on an
   unknown reward.
3. Collect the artifact and read its effect before activating it.
4. Test a sustained effect briefly, deactivate it, and leave enough mind for the next
   guardian.

Reference:
----------
-= Map markers =-
* Green - unopened door.
* Purple - floor exit.
* Blue - altar, chest, portal, tower, recycler, or another special point.
* Brown - breakable crate.

-= Weapon families =-
* Dagger - fast melee recovery.
* Sword - fast general-purpose melee.
* Axe - slower melee with strong knockback.
* Spear - slower melee with long forward reach.

-= Staff resources =-
* Fire staff - spends red crystals.
* Ice staff - spends blue crystals.
* Acid staff - spends green crystals.

-= Potion effects =-
* Health Potion - immediate health recovery.
* Greater Health Potion - stronger immediate health recovery.
* Regeneration Potion - health restored over time.
* Greater Regeneration Potion - stronger recovery over time.
* Mind Potion - restores mind.
* Greater Mind Potion - restores more mind.
* Poison Potion - applies poison.
* Antidote - removes poison.
* Unknown Potion - effect is hidden until used.
* Life Potion - raises maximum health.

-= Altars and services =-
* Health Altar - raises maximum health.
* Mind Altar - raises maximum mind.
* Tower - sells health, mind, or crystals.
* Shop - sells equipment and consumable items.
* Recycler - converts unwanted equipment into crystals.

-= Rings and amulets =-
* Ring of Acid - reduces acid crystal cost without making it free.
* Ring of Fire - reduces fire crystal cost without making it free.
* Ring of Ice - reduces ice crystal cost without making it free.
* Swordsman Ring - reduces physical damage.
* Apprentice Ring - reduces elemental damage.
* Warlock Ring - reduces artifact mind cost.
* Speed Amulet - increases movement speed.
* Health Amulet - raises maximum health.
* Vampire Amulet - can restore health through melee attacks.
* Mind Amulet - gradually restores mind.
* Marauder Amulet - improves item drop chance.
* Trader Amulet - reduces item prices without making them free.
* Snake Catcher Amulet - grants poison immunity.

-= Artifact effects =-
* Crystal Ball - reveals the full map while draining mind.
* Guide - points toward the exit and guardian.
* Dark Sword - replaces the current melee weapon while active.
* Dark Staff - replaces the current staff while active.
* Death Scythe - kills the nearest non-guardian enemy.
* Beast Mask - converts nearby corpses into healing essence.
* Sheo Mask - transforms nearby non-guardian enemies.
* Mirror - teleports the player to a random location.
* Shield - teleports the player to a shelter while active.
* Ruby Eye - reveals enemy positions while draining mind.
* Emerald Eye - reveals stash positions while draining mind.
* Skeleton Key - opens chests without consuming a normal key.
* Box - converts nearby corpses into crystals.
* Berserk Elixir - increases melee damage while draining mind.
* Snake Statuette - restores health while the player is poisoned.
* Cursed Statuette - converts nearby corpses into bombs.
* Dark Coin - fully heals or reduces health to a critical state.
* Shadow Scroll - grants temporary invisibility while draining mind.

-= Run systems =-
* Guardian key - unlocks the floor exit after the guardian falls.
* Portal - one-use route to a separate challenge and artifact reward.
* Mutator - pre-run rule that changes difficulty or starting support.


Achievements:
-------------
Successfully complete the listed task to unlock the corresponding achievement. 
To view your achievements and stats in Steam, select "Community", "My profile",
"View all my games", then the game and view stats.

Achievement               How to unlock
----------------------------------------------------------------
Ancient Necromancer     - Kill the Ancient Necromancer.
Changes the rules       - Start the game with any mutator.
Drink me                - Die after drinking the poison.
Elder Flower            - Kill the Elder Flower.
Finish the game         - Complete the game.
First Step              - Complete the first level.
Full equipment          - Put the items in all the inventory slots.
Full set                - Buy all the mutators.
Half way                - Complete five levels.
Insects must die!       - Squash 25 bugs.
Time is money           - Finish the level in under 2 minutes.
Trader                  - Spend 50 coins.
Conclusion              - Complete eight levels.
 
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