Mabinogi/Dungeons

Like the combat system, the dungeons in Mabinogi are also unique in several ways:
 * 1) You must drop an item onto the "altar" in the dungeon in order to enter the dungeon.  The altar in the dungeon looks like a pedestal with a winged angel holding a sword in an upside down fashion (if you've seen Link's Sword Plant in the SSB series, you'll know what I'm talking about).  If you so happen to get a fomor pass (for example, Alby Basic Pass), then you can drop it onto the altar to enter Alby Basic Dungeon.
 * 2) The dungeon layout varies, if different items are dropped.  If you drop 1 gold, and then drop a claymore, you get different dungeon layouts for each item dropped.  If you drop 1 gold again, you get the dungeon layout you got with the one gold that you dropped earlier.
 * 3) In order to proceed from room to room, you need to know what kind of a room to deal with.
 * 4) * Orb Rooms: Four orbs in each corner.  Hit an orb, and you have a 75% chance of releasing a swarm of enemies (same kind, same number per orb) and a 25% chance of opening the door.
 * 5) * Locked Door Room: An empty room with several other pathways to other rooms (and dead ends) and a colored locked door.  Find the key with the same color as the colored locked door.
 * 6) * Chest Room: A room with a chest.  Open chest, deal with enemies.  Three waves (sometimes one or two) of creatures ranging from rats to bats to one eyed rams with very sharp teeth.  All entrances will be closed and locked so that you cannot escape from the inside out.  However, people may enter from the outside in.
 * 7) * Herb Room: No enemies, no keys, some doorways, three kinds of herbs.  You may pick the herbs barehanded, but be warned — very time consuming and stamina consuming.  You will fail at least 5 times (maybe 15 times) per herb.
 * 8) * Boss Room (outside): The room before the boss room may contain orbs (if you hit the right one, all monsters spawned by the other orbs will disappear), a mob of monsters, or nothing.  The lock will be a gigantic lockhole with lots of chains (somewhat like the boss room lock from The Legend of Zelda: Ocarina of Time).
 * 9) * Boss Room (inside): The room is huge.  And of course, there's the boss, which varies between each dungeon (not dungeon layout, the actual dungeon name, i.e. Alby, Rabbie, Coill, etc.).  The boss you encounter also varies with the amount of people you enter with.  There's a reward room after this.
 * 10) * Reward Room: Room with a number of chests depending on the number of people in the party.  There's also a statue that is very similar to the one in the dungeon altar.  When clicked on, it will bestow you the ability to warp back to the dungeon altar.
 * 11) * Fountain Rooms: Feeling lucky?  Take a drink from the red/blue fountain found in an empty room in almost any dungeon (common in basic/intermediate/advanced level dungeons).  The effects can be variable, from gaining 1000 exp to gaining 1000 gold to blessing all of your items to losing stats (temporary) and to losing blessings.  Much more effects can be obtained from drinking from a fountain.  The fountains can be only drunk from once.  Found commonly in Ciar Dungeon.
 * 12) * Staircase Rooms: An empty room with nothing but a staircase leading down.  Go down the staircase to advance to the next floor (for some strange reason, the floors go up, and not down into basement floors).
 * 13) You can enter a dungeon with a party of up to 8 people, unless otherwise noted by the dungeon pass (for example, Ciar Inter for 4, only 4 people may enter in a party).  Be sure your party is standing on the alter, though.
 * 14) The first room of any dungeon floor (minus Albey and Baol) has a statue similar to the statue found in the altar of the dungeon.  Click on it once to memorize the location (it's like a checkpoint when you die).  That way, you won't have to go from floor to floor in order to get back to the floor you were clearing before you died.