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Don’t Starve WiKi: game Walkthrough Tips and Tricks

DON’T STARVE: POCKET EDITION is an Android game with a release date of 10/19/2016 from Klei Entertainment Inc. Game genre: Adventure. In the article, we summarized tips for leveling from TOP players, developers answers to gamers questions, guides for beginners from the official website and our secrets of passing the game. Attention, the Wise Geek site is constantly updated, visit us more often.

Contents

  1. Features of Day-Night Cycles
  2. System of the Reason, Thresholds
  3. How to prepare food?
  4. Using Tools, Crafting Recipes
  5. Growing vegetables and fruits, growth factors
  6. A Guide to Breeding Insects and Animals
  7. Beefalo Taming Guide
  8. Adventure Mode Walkthrough
  9. How to survive in caves?
  10. Cave creatures, their varieties and uses
  11. Ruins Exploration Guide
  12. How to defeat the deep worm?
  13. Biome Guide
  14. Ruin Biomes

Don’t Starve: Features of Day-Night Cycles

Determining the time in the game. A day in the game lasts 8 minutes of real time (16 parts of 30 seconds each) and is divided into 3 parts: day, twilight and night.

Day. The day corresponds to the yellow segments on the clock located in the upper right corner. This is the safest time when spiders sleep in cocoons, and the Night Monster does not threaten the hero’s life. What you need to know:

Dust. Twilight is the phase following the day. The sun is setting, and, therefore, the world is getting darker, although there is no need for additional light sources yet. What you need to know:

Night. Night is the most dangerous time when there is an urgent need for light sources. What you need to know:

Seasons. There are 2 seasons in the base game (no DLC): summer and winter. The game always starts in the summer, but with the onset of winter, in addition to visual changes, there are also changes in the game mechanics. One of them is the change in the length of the day at different times of the year. Below is a table by which you can track this.

Caves. In caves, the day-to-night cycle works the same way. This primarily affects mushrooms and hares. The latter leave their huts only at nightfall and hide during the day. Trees, bushes and plantings in the garden will grow the same as on the surface (provided that light is falling on them). There is no winter in the caves, and the temperature there does not change, but it remains quite cool.

Lunar cycle. The Moon Cycle is a gameplay element that affects certain creatures and plants. The full lunar cycle lasts 16 days, then repeats itself. Each moon phase lasts for 2 nights.

Don’t Starve: System of the Reason, Thresholds

Concept . Sanity is one of the parameters in Don’t Starve. When your mind drops to a certain level, strange and nightmarish things happen.

Thresholds of reason. There are the following thresholds of reason:

Impact on the sanity of different characters. The following features of preserving the sanity of the heroes are highlighted:

When equipped with a Bone Helmet, you instantly nullify your sanity, while granting immunity to horror attacks. When removing the helmet, the sanity will be the same as before equipping.

Don’t Starve: How to prepare food?

Satiety. Hunger is the second most important stat in the game. When it drops to zero, the character loses 1.25 units of health per second, which can lead to death. To restore the satiety scale, you need to eat food. But be careful! Food tends to spoil! In the initial stage of the game, the easiest way is to get carrots and berries. Many types of food can be prepared using a cauldron and a campfire / campfire.

How to speed up and slow down satiety? The rate of loss of satiety can be slowed down:

And accelerated:

The characters (with the exception of Varley) have their favorite food, which restores more satiety. If you open a decorated chest, satiety can decrease or increase by 20 units with a 20% chance.

Food preparation. Cooking will help make uncooked food more edible and healthier. Cooked food provides more satiety and often restores health with sanity. There are three ways to prepare food:

Fire. The easiest way to prepare food is to fry it over a fire. To start cooking, simply take food in your hand and click it on the fire / fireplace. After the food has been cooked, it is automatically placed in an empty inventory slot. Food prepared this way usually provides a small bonus to health and satiety.

Dryer. Use a dryer to store meat for long-term storage, especially if you don’t have a refrigerator. After drying, the meat becomes jerky and spoils much more slowly. Plus, jerky has a higher health bonus than raw or even fried, and provides a significant bonus to sanity. To dry a piece of meat, simply place it on the dryer.

Kazan. A structure from the "Food" tab, which makes it possible to cook healthier and more satisfying food from various food products than the original ingredients. There are 58 recipes for a cauldron (including recipes from DLC and Don’t Starve Together). The cauldron has 4 slots for ingredients that can be put into it by clicking on the cauldron or on the slot. Each slot contains only one ingredient. You can put items in the cauldron that will not change the result or will not give you a choice between several recipes.

For example, meatballs can be made with just one piece of meat. The remaining 3 slots can be filled with pieces of meat, berries or mushrooms. But if you add twigs, you get kebabs, because twigs increase the chance of getting kebabs. If you put fish, cooked frog legs, corn and twigs in a cauldron, then theoretically you can get from these products: fish sticks (10 points), fish tacos (10 points), kebabs (5 points), meat stew (0), ratatouille ( 0), gruel (-1). In practice, you will get either fish sticks or fish tacos (50-50). Dishes with less than 10 points will not be selected.

Result. The result is a random selection of dishes that can be prepared from the given ingredients. Most of the combinations have the same result. Each recipe requires specific ingredients: for example, a meat stew requires three large pieces of meat and one filler, or two large pieces and two small pieces. Some recipes will not work if a certain ingredient is included. For example, pitaya pie will never work if you add meat to the recipe.

Each recipe has a priority, which determines what happens. The recipe with the highest priority will always be selected. If several recipes have the same value, a random one is chosen. Some recipes have a value of 0 or less. For example, gruel will work if it is the only result, and it will not work if there is a choice.

Don’t Starve: Using Tools, Crafting Recipes

Concept. Tools are needed to perform actions that cannot be performed manually. Any tool can do damage, except, oddly enough, a razor. Also, the tools have a percentage strength, except, again, for the razor. Each tool is damaged in its own way, for example, a shovel loses 4% on each blow, a pickaxe loses 3%, and an ax loses 1-2%. There are also golden instruments. They are characterized by increased strength.

Axe. Ax (Ax) - a tool designed for cutting wood (can cut 20 small trees, 10 medium and 6 large trees). Used to obtain logs, cones, charcoal (from burnt trees), mushrooms (from mushroom trees), birch chestnut (only from deciduous trees of level 3, only in DLC: Reign of Giants). Can be used as a weapon. There is also a deluxe ax that has increased durability. Can be found next to the skeleton. Useless for Woody as his ax cuts faster and does not break.

Luxurious ax. Luxury Ax - A tool that is used like a regular ax to chop down trees. Can be used as a weapon, dealing 27.2 damage. 4 times stronger than a regular ax (will cut down 80 small trees, 40 medium and 26 large). Can be crafted indefinitely with ingredients, as branches and gold are renewable resources. It is also an ingredient for making a Kirktopore.

Pick. Pickaxe - a tool designed to destroy boulders and marble columns / trees to obtain stones, flint, saltpeter and gold nuggets (enough to break 5.5 boulders), as well as marble. She, like other tools, can be used as a weapon. Can be found near skeletons (worn to 50% and below). Used to create a thermal stone. The remaining strength of the pickaxe does not affect the properties of the thermal stone, so it is recommended to use unnecessary, almost broken tools when creating. There is also a more durable counterpart - the Elite Pickaxe.

Elite pickaxe . Elite pickaxe (Opulent Pickaxe), like a simple pickaxe, can destroy boulders, stalagmites, spilagmites to obtain stone, flint, gold nuggets. In Reign of Giants, it is also used to produce ice by breaking mini-glaciers. It can be used as a weapon. 4 times stronger than a simple pickaxe (breaks 22 boulders). Required to create a Kirkopore.

Shovel. Shovel - a tool used for uprooting hemp, grass, mushrooms and bushes, as well as for excavating graves and rabbit holes. It can be used as a weapon. There is also a royal shovel, which has great durability, but requires the cost of gold nuggets to make.

Previously, the shovel was used to dig up turf, but after the update on January 29, 2013, this feature was transferred to another tool - the pitchfork. Can be found near skeletons or potatoes. If you decide to transplant a grass or berry bush, then do not forget that after you plant them in the ground, you will have to fertilize them with manure, Rot, guano or a bucket of fertilizer (fertilizer is not required for the seedling). An unfertilized plant will not provide resources.

Royal shovel. The Regal Shovel, like a simple shovel, is used to uproot hemp, grass, bushes and seedlings, as well as to excavate graves and rabbit holes. Its strength is four times that of a conventional shovel. Cannot be found near the skeleton and can only be created by the player. The resources to create (gold and branches) are renewable, which makes this tool renewable.

Pitchfork. Forks (Pitchfork) - a tool for digging the top layer of the earth (turf). This is mainly for aesthetic purposes: for example, you can transfer a checkerboard floor and a carpet of natural structures to your base. The practical application is to get fuel almost anywhere on the map and the need for a pitchfork to lay their own roads from paving stones, because, walking along the road, the character receives a bonus to the speed of movement.

To do this, you need to either dig out a section of rocky turf with a pitchfork, or do it yourself using planks and stony turf. Without preliminary preparations, the player can lay the road only in the rock biome, in all other places it will be necessary to first remove the sod from the route where the construction of the path is planned with a pitchfork. Can be found next to the farmer’s skeleton. Has no gold counterpart.

Hammer. Hammer - a tool used to destroy structures such as walls, chests, tablets, buildings and others, as well as some "natural" structures such as heads, houses of pigs and hares. It requires a Science Machine to craft it. When a building is destroyed, half of the materials spent on its creation fall out. It is better not to carry it in your hand all the time, as you can accidentally break something (especially if you like to use the space bar in the game).

Razor. Razor - an item designed to shave the beards of Wilson, Webber and Beefalo. Beefalo haircut yields three units of beefalo hair. After shearing, the beefalo becomes sad (has no significant effects, except for the impossibility of collecting wool for a while). You can only cut a beefalo when it is asleep. The razor can be used indefinitely.

When playing for Wilson, it is best to shave only in the summer, as in the winter the beard provides additional insulation. When Wilson shaves, his sanity is restored by 10. Even though Woody has a beard originally, it cannot be shaved because "a real lumberjack never shaves."

Fountain pencil. Feather Pencil is a craftable tool that is required for drawing on mini-tablets, as well as for creating a map scroll in DST.

Saddle hook. The Saddlehorn is an item added in the "A New Reign" update for Don’t Starve Together and in the "Quality of life" update for Don’t Starve. Allows you to remove the saddle without losing its strength. When used as a weapon, it loses 30% of its durability per hit.

Saddle. Saddle - an item that allows you to saddle a beefalo and use it as a vehicle and for battles on horseback.

Combat saddle. War Saddle - a type of saddle created in the "Tools" tab. It differs from a simple saddle in that the attack on top of the beefalo becomes even stronger (+16 damage).

Weightless saddle. The Glossamer Saddle is an item added in the "A New Reign" update for Don’t Starve Together and in the "Quality of Life" update for Don’t Starve. Unlike a regular saddle, it increases the speed of riding a beefalo by 55% and has a greater number of uses (for a regular saddle - 5, for a weightless one - 8).

The combination of an obedient beefalo and this saddle will allow you to develop the highest riding speed (12.4). You can speed up the creation process if by that time you already have a construction amulet. To create a weightless saddle, you need the largest number of the same items among other things - 68 butterflies.

Brush. The Brush is an item added in one of the "A New Reign" series updates for Don’t Starve Together, and was also added for Don’t Starve and all the add-ons in the "Quality of Life" update. With its help, you can get one unit of wool. Unlike a razor, a brush does not shave a beefalo. Increases the Beefalo Obedience value by 40%. It works only once a day on each beefalo, after that the character will not receive wool, and the beefalo’s obedience value will not increase.

Salt lick. Salt Lick is a crafted and naturally generated structure added in the "A New Reign" update for Don’t Starve Together and later added to Don’t Starve. It is needed to prevent domesticated beefalo from dropping the tameness counter in the absence of players. Created in the "Tools" tab. May burn out. The only building in the tab. Different animals lick a lick different number of times a day. If there are several animals, their consumption of licks will be summed up. At the same time, they can lick both one lick and two.

Machete. Machete (Machete) - a tool designed for cutting vines and bamboo bushes. Can be used as a weapon. Required to detonate a whale carcass. There are also two reinforced versions: the deluxe machete, which has increased durability, and the obsidian machete, which after prolonged use glows and sets objects and enemies on fire. 6 hits are used to harvest bamboo or vines. Therefore, the machete is enough for 16.6 resources of this type. Since a bamboo raft needs 4 bamboos and 3 vines (7 in total), one machete with a margin is enough to build two rafts. Used for chopping up coconuts.

Luxurious machete. Luxury Machete - used, like a regular machete, for chopping vines and bamboo. Can be used as a weapon. 4 times stronger than a regular machete. Can be crafted indefinitely with ingredients, as branches and gold are renewable resources.

Don’t Starve: Growing vegetables and fruits, growth factors

Farming. Farming is the process of growing food or other essential resources for survival. For farming, it is desirable to have a base where you can transplant bushes / grass and where you can grow seeds. There are several farming methods such as planting beds, replanting shrubs, and raising animals.

Garden beds. The beds are structures that allow you to grow vegetables and fruits on them. To grow plants, you need to plant seeds on the beds - ordinary (they give a random fruit with different probability) or a certain type (can be obtained by feeding a raw fruit to a bird in a cage). The beds can be used 20-30 times, after which they lose their fertility and require additional fertilization. The growth rate is influenced by temperature, light and moisture (drought or rain), in addition, you can instantly increase the degree of ripening of crops with the help of fertilizers. There are two types of beds:

Fertilizers. Fertilizers have three functions:

Transfer. Berry bushes, tufts of grass, seedlings and thorny bushes can be dug up with a shovel and planted anywhere else. This is usually done in order to have useful resources near the base. Grass and berries must be fertilized before they start producing resources, and they also require additional fertilization after reaching the crop limit. Saplings and thorny bushes do not require fertilization.

Transplanting these items makes it easier to extract resources, but there is a threat of lightning that can strike the transplanted plants and set them on fire. To prevent this, plant plants in small groups with some distance between them so that the fire does not destroy all the plants at once, or install a lightning rod. If you are afraid that something will catch on fire, put the snow-blower machine on.

Moisture. In the summer in RoG (but not in the base game) and in the dry season in Shipwrecked, the plants in the beds, like most others, suffer from a lack of moisture. If nothing is done, instead of edible vegetables and fruits (even those already fully ripe), you will receive only a piece of grass from each garden bed. To cope with drought, you need a snow launcher - it moistens drying beds in range when turned on. In other seasons, there are no problems with moisture for the garden. The rains, which additionally moisturize the beds, accelerate the growth of your plantings to varying degrees depending on the strength - the strongest rainfall adds 300% to the growth rate.

Warmly. The higher the temperature, the sooner you will wait for the harvest (if, of course, the garden has enough moisture). When the temperature is above 28 degrees, the plants in the garden are 100% faster. When it falls below 5 degrees (that is, in winter), growth stops, and it is impossible to influence this (including lighting a fire nearby). However, plants, ripe or not, do not die from the cold. Seeds planted in winter or shortly before it begin to grow again with the onset of warmth.

Light. At dusk and at night, the plants in the beds stop growing until it becomes light again (unless, of course, the world is configured so that there is no daylight time in the day), however, the lack of light can be compensated for by instant growth through the use of fertilizers. Light sources placed next to the garden can also help (fireflies, in particular, will do).

Unlike at night on the surface, the darkness of caves or ruins greatly slows down plant growth, but does not stop it completely. In places where light from the surface falls into the caves, they grow a little faster.

Other factors. The most important difference between the two versions of the beds is the speed at which the plants grow on them: the improved time requires about half as much as the idle time. In addition to fertilizers, there is another way to achieve instant ripening (moreover, in many beds at once) - "Practical Gardening" by Wickerbottom. True, it does not work in winter either.

Crops and seeds. From the seeds planted on the beds, you can grow four types of fruits (these are pitaya, durian, watermelon and pomegranate growing in reality on trees, but, alas, not a banana) and five types of vegetables (these are carrots, corn, pumpkin, eggplant and sweet potatoes, but unfortunately not a mandrake). From an ordinary seed, a random plant grows, and the probabilities of obtaining different plants are different.

The exact value is calculated as follows: a certain integer indicator corresponds to each type of plant (we will conditionally call it "weight"), and the probability of obtaining such a plant from an ordinary seed is equal to the ratio of the "weight" of this species to the total "weight" of all types of plants grown on the beds in the game ... It follows from this that the chance to grow the same plant can change depending on what other plants appear in the game. For example, durian has a "weight" of 1, and in the base game, where the total "weight" of the fruits is 19, its chance of sprouting is 1/19 (about 5.25%).

If you feed a raw fruit (grown in a garden or harvested in some other way) to a bird in a cage, you can get from one to two seeds of the same plant - seeds of different types differ visually when they are in the inventory. In this way, it is possible (more conveniently with the help of several beds) to constantly obtain a stable yield of more valuable crops (primarily pitaya), avoiding less interesting ones, such as durian.

Don’t Starve: A Guide to Breeding Insects and Animals

Breeding. Breeding is needed to obtain useful resources from creatures such as butterflies, pigs, beefalo. Breeding will only work with respawnable creatures. Each creature is bred in its own way. Below you can see the characteristic features of the fishery.

Butterflies. First you need to catch butterflies with a net (one net is enough to catch ten butterflies). Caught butterflies can be planted in the ground (right mouse button) and they will become flowers. Flowers do not require maintenance and produce new butterflies. The more flowers, the more butterflies. Once there are enough butterflies, you can start catching them for the wings. It is useful to plant butterflies next to your hives, since the rate of honey accumulation depends on the number of flowers. Beware, from killing a large number of these insects, Krampus can come.

Pigs. Pigs emerge from their homes, where they live. Each house built "produces" only one pig. After death, the pig will be reborn in the house in 3 days. Dead pigs sometimes drop the skin needed to build a new house. Pigs are very useful, as they can be hired for meat, after which they will protect the player from monsters. If you feed the pigs with plant foods, they can produce manure, which is used as fertilizer. Pigs eat the meat of enemies and from 4 pieces of meat of the monster turn into werewolves. It is also worth remembering the full moon.

Beefalo. Beefalo produces several piles of manure every day and occasionally gives birth to cubs (the breeding frequency is regulated in the settings). Herd breeding provides an endless source of fertilizer and meat and protection. Sleeping beefalo can be shaved to obtain their wool, which is used to create clothing. During the breeding season, the Beefalo will attack the character if he is not wearing the Beefalo Hat.

Bees. Bees are bred to collect honey, which is convenient to harvest for the winter due to its long shelf life. Besides, honey is used for boiling butterscotch and making honey bandages. Bees can help in the fight against strong opponents. Also, bees can be used to create a bee, and their stings can be used for sleeping darts. In order to create a hive, you need a honeycomb. The accumulation of honey is well promoted by the presence of a large number of flowers nearby, which can be increased with the help of butterflies (the method is described above).

Bees sting when collecting honey, so it is better to collect it in winter (in winter bees do not sting at all, since they do not fly out) or during the day (only 1-3 individuals fly out, unlike at dusk, when the whole swarm leaves). Wearing a beekeeper hat and / or armor will also help.

Hares. The underground version of pigs. They are awake only during the twilight and night time of the cycle of day and night. Can be tamed with carrots. After their death, 2 carrots fall out, and a piece of meat and / or a tail needed to build a new hare’s hut. They are found only in caves, but they can be relocated to the surface or into ruins by building a hut there. On the surface, hares are awake only at twilight and at night, which is useful for protection from monsters (for example, spiders), since other animals are sleeping at this time. They attack the player if there is meat or meat dishes in the inventory (can be hidden in Chester), even if they are tamed.

Outside the house, if tamed and taken away, they sleep on the ground during the daytime, but if someone attacks you or you attack someone, they will wake up after a while and help you. When attacking one of the tamed hares, the rest of your friends will attack him. They do not run away when attacking, but when they receive a large amount of damage, they begin to flee. Peculiarities:

Stone lobsters. Found in caves, most often in the stone biome. Can be tamed with stone, flint, gold, saltpeter and marble. They have an interesting feature: they turn into stone and in this form receive much less damage. Well suited for battles with a very large number of enemies (for example, Varg and the hounds he summons) or strong enemies (bosses), especially if there are a lot of lobsters in the area. They move slowly, eat up all stones, flints and gold on the way, and their loyalty is enough for only 2 minutes. They attack opponents only after the player himself attacks. If the character takes damage, but does not respond to it, do not interfere.

Spiders. Spiders can be bred to produce monster meat, glands, or spider webs. You can use an existing cocoon or plant spider eggs. You can use a hat to tame. The spider queen may appear. It is quite convenient to have a lot of spiders with you when playing as Webber. Mining methods:

Koaloslons. With the introduction of the hedge in DST, it became possible to create small koaloslon farms. It is necessary to fence off some territory and lock the koaloslon there, leaving a small door for the entrance or a double door, if there is a plan to drive more koaloslon there in the future. With a sufficiently spacious pen, animals will produce more fertilizer (if they are cramped - less) once a day. In this case, it is worth considering some of the nuances:

Bait flowers. Decoyflower farms are best done on a raft, within range of a lightning rod and a snow-thrower. Fleshy bait flower bulbs placed on the raft will not spawn eye flowers, so deciduous meat is safe to harvest. Eye flowers also do not appear if you surround the bulb with rocky turf, cave-stone turf, paving stone, parquet, carpet and checkerboard floor. After harvesting the bait, it takes 2 days for new deciduous meat to grow. In winter, bait flowers are not active.

Don’t Starve: Beefalo Taming Guide

Concept. Domestication is the process of observing a number of rules, after which it becomes possible to ride a beefalo and butt enemies with it. It was first announced and added in the first phase of A New Reign for DST, and was later added to DS in the Quality of Life update. Riding is carried out using one of three types of saddles. Domestication consists of 3 related metrics: Tameness, Obedience, and Character Acquisition.

The meaning of tameness. Taming starts from the moment you feed the beefalo for the first time, the taming value increases with feeding and riding. If everything goes smoothly, the Beefalo will be domesticated in 20 in-game days (with the subsequent acquisition of character). The brush will help speed up this process and will reduce the taming time from 20 to 15 days if the character uses it once a day. At the end of taming, the beefalo will "flash", its fur will stand on end and its last character will be fixed to it.

Beefalo feeding. Beefalo must be fed with plant foods. Having 375 units of satiety, in one day spends 300 units. When feeding, upon reaching 300 units, the beefalo will release gases, after which feeding should be stopped, otherwise the pet will spit out rot. If the hunger value drops to 169, then the beefalo will emit a muffled roar, which will indicate its desire to eat something.

Servings per day of Beefalo to increase and maintain Tameness. The salt lick will help maintain the tame value, i.e. it is not necessary to feed the beefalo yourself all the time. One individual eats the salt lick completely in 15 days.

Other animals, such as Volt goats, eyeless deer and koaloslons, also eat licks, so it should not be placed close to these and the beefalo herd.

Driving time. The initial ride time is 15 seconds and increases to 4 minutes before fully taming. Once fully tamed, the Beefalo ride will last 13 minutes. Two factors can reduce beefalo riding time by 80%:

The meaning of obedience. Obedience is an indicator ranging from 0 to 100%, which affects the behavior of the beefalo:

Obedience does not affect the ride time, even if this indicator drops and falls below 50%, however, after the end of the ride, you will still need to increase the obedience value in order to re-climb the beefalo. Effect on obedience:

ActionObedience
Comb out with a brush+ 40%
Feed+ 10%
Attack of other creatures-0.01%
Every 10 seconds-1%
Overfeed-thirty%
Shave with a razor-100%
To damage-100%
The future character will affect the minimum value of obedience, below which this indicator cannot fall.

Acquisition of character. The character is acquired during taming, but it can change, depending on what actions the character performs with the pet. After complete taming, the beefalo finally acquires its own character (ordinary, evil, rolling, plump), with which it will remain forever.

Beefalo features. Beefalo restore 6.94 health points every 10 seconds. Saddled Beefalo attack at 1 hit per second. If the beefalo health indicator is below 20%, then the screen will glow red when driving. A fully tamed beefalo will ignore breeding seasons. An incompletely tamed Beefalo will deal damage to the character during the breeding season if he is not wearing a Beefalo hat. Ranged hostile attacks will only damage the rider. Marble armor does not slow the player while riding a Beefalo, making it the best choice for defense against ranged attacks.

Beefalo can be used to transport sculptures or suspicious marble over long distances, the speed of the ride on horseback will remain unchanged. Using a beefalo in battle allows you to save a lot on armor and medical supplies. It also becomes possible to simultaneously move quickly, inflict impressive damage, illuminate the surroundings and have protection from weather conditions at your discretion. Beefalo has a 4-fold multiplier to health effects in food (for example, pitaya pie will restore 160 health points instead of 40, and branches or cut grass - 4 points). Chubby Beefalo regains 6.25 Sanity per minute.

A saddled beefalo receives the same damage from bosses and other monsters as a character (for example, a cyclops deer deals 75 damage to him, not 150), however, if the pet is not saddled, then it takes the same damage as other animals and monsters (150 from the same cyclops-deer). When collecting cacti or thorny bushes, the beefalo will take damage on itself if the character is not wearing a blackberry shell (for this reason, picking cacti without a blackberry shell on a beefalo can lead to an evil character due to repeated damage).

Don’t Starve: Adventure Mode Walkthrough

Concept. In adventure mode, the protagonist engages in a battle against the head of the game - Maxwell. The mode is divided into sequential levels with its own characteristics. The goal is to survive and find all five parts of the portal in order to move to the next level. After the portal has been assembled, you need to place the search rod on a special stand next to it to activate it. The player can take with him (when moving between worlds, not before entering the mode itself) up to four items of his choice.

Wilson and Webber’s beard does not count as an element but is preserved. Selected items can be stacked (eg 20 gold nuggets or 40 seeds). You can also transfer structures to another world by paying for their creation in the previous adventure world (a good tactic would be to prepare even unnecessary structures in order to destroy them with a hammer in the next world and get some extra resources). Health, sanity and satiety are also transferred to the next world.

How do I get into the mode? The player enters Adventure Mode from Sandbox Mode by activating Maxwell’s Door. Maxwell’s Door is a naturally generated building. It is her, under the leadership of Maxwell, that Wilson builds in the prehistory and it is through her that he enters the game world. She can be found in the forest, surrounded by trees and evil flowers. Only with the help of Maxwell’s door can you go to adventure mode (you cannot use Maxwell’s portal: a portal in sandbox mode is needed to re-generate the world and start the game with a new character, and in adventure mode to get into a new chapter).

If the player dies in adventure mode, he will respawn in sandbox mode near the portal. All his items and recipes will be preserved in case of death in the adventure. After completing the adventure mode, the game will continue in sandbox mode from the same day and with the same inventory, but already with Maxwell. Maxwell’s starting items (shadow armor and sword) are missing.

Chapters. At the beginning of each level and each time the world is loaded in adventure mode, the player will be shown the name of the current level and the number of the chapter. The length of the adventure mode is 5 chapters and an Epilogue. The order in which most worlds appear is random. Each of the worlds appears only once for each attempt to complete the adventure. There are more worlds than chapters, so one of the following will not appear during the passage.

A Cold Reception

May appear in chapters: 1-3. The player wakes up next to the search rod. The first level is a generally normal world, except for constant bad weather and the absence of berry bushes (and, with some probability, flint lying on the ground will disappear, dried seedlings and felled trees will appear). Her cycle changes quickly and frequently. The character is more vulnerable to madness and freezing, as the rains are more frequent, winter lasts 3 days, summer (autumn in RoG) - 6 days. Sometimes it rains from frogs. The evening is getting longer. There are also structures with guardian pigs, sometimes on the isthmuses connecting the islands with parts of the portal. Get ready for this.

The King of Winter

May appear in chapters: 1-4. The player appears in the Meadow biome. Maxwell says the endless winter has already begun and sets fire to the trees around the player to prevent them from freezing during the dialogue. The player has 1.5 - 3 minutes of daytime before the freezing effect appears, which will constantly annoy in this harsh climate. There are hound mounds on the level, which can be recognized by the bones of animals on the ground. They usually occupy a small area of ??the island, mainly on the isthmuses, which must be traversed in order to collect all the parts of the portal.

Cyclops deer will appear around 7-9 days. Hearing his breath, you can avoid meeting him, leaving the area where it was first heard. This will prevent him from being reborn elsewhere. However, his eye can help restore health and lower sanity, for the passage of obelisks. But by fighting him, you are likely to lose more than you gain. This applies to both the wear and tear of armor and weapons, and the food spent, and time, and in the worst case, life.

Sooner or later, on the player’s path, groups of boulders or obelisks will meet, blocking further study of the area. Boulders can simply be destroyed with a pickaxe. The obelisk is of two types - light and dark. To get through the dark obelisk, you need to lower your sanity to 15% (madness); and in order to pass through the light one, one must have more than 20% of reason.

The Game is Afoot

May appear in chapters: 1-4. The player spawns in a swamp area surrounded by a clearing. The seasons are not represented in this world. The chapter begins in winter with very short daytime and long twilight, and at night. On the 9th day, the Cyclops-Deer comes, and on the 11th day, an endless summer comes with a normal daily cycle. At this level, there are periodic attacks from the Hounds. The level is rich in natural resources on the central island, but other islands are composed of dangerous biomes containing each of the parts of Maxwell’s portal.

Often these biomes are separated from central narrow passages with different threats. Usually these are spider cocoons, nests of tall birds, swamp monsters and chess pieces. There is a possibility that some parts of the map will be completely cut off from the rest of the island, the only way to get there is to find a wormhole associated with them. Also at this level, many trees, especially in open woodland, have already been felled and the grass has been cut (the cut grass will not grow anymore). In the DLC, after winter comes an endless spring, and the beefalo begins an endless breeding season. There are many dangerous natural structures and creatures at this level, among them:

Archipelago (Archipelago)

May appear in chapters: 1-4. The player appears on one of the six islands. Each island is connected by a wormhole, which is the only way to get to and from the island. This does not mean that there will be 5 wormholes on the island where the character appears. They can be found on other islands as well. The game starts in summer (fall in RoG), but keep in mind that winter will come quickly.

Every detail from the portal is on its own island, except for the island where the player appears. Each island is basically one or two biomes. The islands are arranged in a semicircle, which, however, will not give a clear direction where to go. The starting island, while lacking portal details, is a biome full of berries and carrots. There may also be swamps on it, where merms, spiders and tentacles fight each other. In the DLC, the game starts either in the fall or in the spring.

Two Worlds

May appear in chapters: 3-4. The player appears at a well-equipped base, surrounded by a campfire, trees and carrots / berry bushes, and a tent. On this island, daytime lasts 7 out of 8 minutes of the day. After appearing, Maxwell offers the player a truce, giving him everything he needs to live in exchange for eternal stay on the island. The island seems friendly and oversaturated with resources: there are many pig villages here, and structures guarded by aggressive guard pigs can also be caught.

There are many berries and carrots growing on the island, there are no hostile creatures, with the exception of guardian pigs and spider cocoons, which can also appear on the island. Periodic attacks of hounds occur. Mandrake may be caught. There is also a stone biome with various types of boulders. This is the best opportunity to stock up on resources for the next world. It is advisable to explore the entire island for skeletons. Look for wormholes. They lead to another island, which turns out to be not at all as friendly as the first one: the daily cycle here is standard (3-4 minutes per day).

If you find a green wormhole called Sick Wormhole, don’t rush to jump into it. She will die immediately after the passage of the character, leaving you on an uncomfortable second island. Try to explore the island. Perhaps you are lucky and you will find the usual wormhole connecting the two islands, which will make it possible to constantly return to the first island to wait out the night or replenish supplies or health. Otherwise, you need to carefully prepare before the final transition.

Time on both islands flows proportionally: if you leave the first in the morning, you will find yourself on the second in the morning too. It is the same with other times of the day. This level should not cause you much difficulty, because you are most likely already well equipped and trained to safely roam the swamps, of which there are plenty on the second island.

Darkness

May appear in chapters: always 5. The fifth chapter has a number of significant differences, which means the end of the journey for all but the most prepared players. Here you have to survive in an endless night. At this level, there is very little food to collect and the only source of natural light is Maxwell’s lights. You appear surrounded by bonfires and bonfires, there is a backpack nearby, in which there will be a diagram of a miner’s helmet, a certain amount of grass and wood. You can also get caught fire staff, gunpowder and some random scheme.

This may sound very reassuring, but in reality, these things will not help much if you are not prepared for this level. There are sleeping pigs on the level, which will wake up if spiders attack them, which can provide a source of meat and monster meat. You can also find nesting places for tall birds. They can be located in very large groups, which will make killing them difficult, but still very necessary task: killing them will give you a lot of meat and eggs.

It will not be superfluous to hunt down the koaloslon. Maxwell’s lights are randomly placed on the map - they light up when the player is close. Use their light to grab a search rod instead of a torch (if you don’t have the ingredients for a miner’s helmet) and explore the area around you. The rock biome may contain Hound Barrows and Maxwell’s Traps. Some islands can be connected to other isthmuses, which are blocked by boulders or obelisks, just like in the King of Winter level.

If you find a chest, do not open it - otherwise winter will begin, and the chest will contain a vest, a hat and logs. With some chance, killer bees are generated near Maxwell’s portal. Sometimes they almost completely surround the portal. Get ready for this.

Checkmate

May appear in chapters: always 6. Maxwell does not meet you at this level. This is the last level - the player has reached Maxwell’s Island - a small labyrinth leading to Maxwell’s Hall. There is also a constant night here, and the map is a rocky biome with a straight, short road lit by Maxwell’s lights. Regardless of your level of sanity, you will always see sinister eyes in the dark. The level does not require you to study the entire map (which, by the way, is impossible, due to the fact that the explored areas on the mini-map will darken after the character leaves them) or finding parts of the portal.

You can simply run along the illuminated road until you come to Maxwell’s Hall. Here sits on a throne Maxwell himself, next to him is a playing gramophone (if you turn it off, Maxwell will thank you) and a platform. If you put a search rod on it, then the game will ask you if you are sure that you want to free Maxwell, despite the fact that his jailers will not be happy about it. If the answer is yes, Maxwell will be released, however, it will look like he is dying.

Your character will be grabbed by the hands of the shadow and placed on the throne, taking Maxwell’s place. Then the gramophone will play again (if you turned it off), and you will see the final appeal from Klei, after which you will return to survival mode, playing Maxwell. All your items will remain with you, in the same way as in the case of your death in Adventure mode.

There is a bug in the game. If you open Maxwell using the command, then after completing the chapters for Maxwell during the epilogue, Maxwell will sit on the throne. Also, if a weapon was taken from the previous world, or it was created from materials found in the epilogue, then Maxwell can be hit (has 10,000,000 life units), after hitting the character, lightning will strike and deal 10 damage.

Don’t Starve: How to survive in caves?

Caves. Caves are large underground parts of the world with their own unique characteristics. They are so large that they are generated in the same way as new cards. The caves have their own screensaver, terrain and maps. They contain a variety of creatures, plants and other objects, incl. found only in caves.

Where can I find the caves? The cave can be found under a closed sinkhole. As soon as the boulder covering it is destroyed, an open funnel will appear with a rope lowered down. Each cave is generated as a new world and has a unique loading screen. While the player is in the cave, the time at the top goes on under its own power, and when you come back, you will appear at a completely different time than you left. With the destruction of a boulder from the funnel with the onset of twilight, mousewraps will fly out.

Peculiarities. Each cave begins with a small circle of light with a rope hanging from above and a skeleton on the ground. In the caves there is a peculiar change of day and night (although there is no indicator of the time of day). The change of day and night will affect the growth of fungi, the activity of ordinary spiders and hares, and the light from the surface will shine brighter during the day and fade out at night. The sanity in the caves is constantly decreasing. In dark areas, the player can be attacked by Charlie. Some light comes in from the surface, but there are other sources as well. When the map is open, players will see a new set of icons and locations unique to the underworld.

Earthquakes. In the cave, the player may encounter earthquakes. When they happen, the camera shakes and rumbling sounds are heard. Stones, flint, saltpeter, marble and gold nuggets, red and blue gems, as well as some animals (rabbit, moleworm) will fall from the ceiling of the Cave. Each of these objects will cast a shadow and deal damage if hit by the player. After the end of the earthquake, slugs, snakes and spiders leave their dens and scour the cave in search of food.

Creatures. In addition to the usual spiders and tentacles, the following creatures can only be found in caves (although some may later end up on the surface):

Nightmare cycle. During the nightmare cycle, nightmares begin to appear near the cracks (regardless of sanity), which haunt the character for a very long time and persistently, and die at the end of the cycle, leaving the fuel of horror (except for DST). They are easy to kill, armed with a dark sword and armor, adhering to the "hit and run" tactics. Provoke a nightmare to start the attack, then run back some distance so that he misses, and hit quickly, a few reps will be enough.

Peculiarities. Some surface plants can also be found in caves, such as seedlings, spruce trees, berry bushes, grass and mushrooms. Some plants only grow underground: flowers of light, mushroom trees, ferns, and cave banana trees. In caves, stalagmites are often found, from which stones and other objects can be obtained (similar to boulders on the surface).

You can also come across stalagmites, entangled in cobwebs, which are home to cave spiders and spitters. They can also be destroyed with a pickaxe. Rarely come across mounds of slugs, in which slugs and slugs live. Upon death in a cave, the player loses the whole world if there are no means of revival. All items that were in the inventory will remain at the place of death. The food will rot quickly. You can find an abandoned camp: a skeleton and other useful things with which you can get the necessary resources and materials. You can find a garden bed or, for example, a refrigerator. Instead of hounds, as on the surface, deep worms will come.

Tips for preparing for a trip to the caves

1. Stock up on items. Before going to the caves, we prepare a whole list of items in advance:

2. Take care of your sanity. The reason in caves falls very quickly due to darkness. To maintain it, we need: a top hat or, if you already have, a tam-o-shanter and a comfortable vest. Green and blue mushrooms can be found near the mushroom trees growing in the caves. Collect them as by frying on a fire, you will receive a cooked green mushroom (+15 to sanity) or a cooked blue mushroom (+10 to sanity). Cooked red mushrooms, on the other hand, damage your sanity (-10). Among other things, mushrooms can be obtained by cutting down mushroom trees.

3. Prepare to face monsters. In case of collisions with monsters, you must have good protection and weapons. Wooden armor and tentacle spikes (or a spear) will do. In addition, you can take a football helmet, but due to the fact that the cell for the head will be constantly occupied by a helmet or a cylinder, this makes its use ineffective. For annoying monkeys, an ice staff and a boomerang are a good answer.

4. Take items to restore health. You should stock up on bandages and healing ointment to restore health. It does not hurt to create a life-giving amulet in advance, it will help you survive. But if you are killed, you will be reborn in complete darkness and with an empty inventory. And without lighting, you will die from a night monster. In this case, it is best to have a lantern, Jack’s lamp or a light bulb in your inventory (not in your backpack!). After death, your items will drop out of your inventory (including the above) and create lighting (the light bulb has a small illumination radius, but sufficient to drive away the Night Monster).

5. Stock up on food. Food should be chosen from the category of "fruits and vegetables" - we exclude all meat products, because hares living in caves will attack you, smelling meat products in your inventory. A good choice would be corn, carrots or honey, as well as dishes cooked in a cauldron: toffee (gives +15 sanity), butterfly muffin, pitaya pie, jam and stuffed eggplant. The rest of the vegetable recipes are fine too, but they either have half the shelf life or are less effective than the same ingredients used.

This completes the preparation for the trip to the caves. Do not forget to put a warm thing in front of the entrance to the karst funnel, as at the exit from the cave the player can expect a surprise in the form of winter and a flock of blue hounds.

Types of unique cave objects

Spilagmite. Spilagmite (Spilagmite, also Spider stalagmite) is a cave type of spider cocoon. They are inhabited by cave spiders and spiders. Outwardly, the spilagmite looks like stalagmites covered with cobwebs, and requires 6 hits with a pickaxe, a luxurious pickaxe or a pickaxe to destroy. Like cocoons, spilagmites are surrounded by cobwebs, which will warn cave spiders and spitters that someone has stepped on it. After 2 hits, the sod disappears, after 6 hits, the spilagmite is completely destroyed.

When playing as Webber, it should be borne in mind that spilagmites are a valuable non-renewable resource (unlike simple cocoons, these cannot be created in any way and they do not reproduce on their own), a source of elite soldiers and protection from pesky hares that are ready to chase the character almost all the time in the cave. Just take the rabbits on the web next to the spilagmites and watch the fight. Even if the spiders manage to eat meat and tails, carrots will remain on the ground.

Mound of slugs. A mound of slugs (Slurtle Mound, English - Slurtle Mound) is a structure found only in caves, and outwardly similar to a green cocoon with thorns. From it slugs appear, and in rare cases - snakes. This usually happens after earthquakes, when slugs go to feed, eating attacking stones, gold, saltpeter and other minerals. Slugs will also appear if you attack the mound. After the destruction of the mound, it bursts and the broken shell and mucus of the slug fall out of it.

The mound explodes when set on fire, but items do not fall out of it. Ulipahs and slugs also explode when set on fire. In the dark, it can be detected by a specific "gurgling" sound. The chance of a snail is 10%. One mound can be home to from one to two individuals. After death, the creatures will respawn in the barrow after 2 minutes. If the goal is to collect minerals, stones, etc. after the earthquake, it is worth starting collecting from the mound, because monsters can eat fallen pieces of rare marble and gems.

Mushroom tree. Mushtree - A plant that is a standard type of underground tree. In fact, these are giant mushrooms that emit light. There are three types of mushroom trees: emitting red, green and blue (the most common) colors. Flowers of light always grow next to the trees. Also, hares often live not far from them. If you set fire to a mushroom tree, then it does not have to be chopped down, since coal falls out immediately after it burns out.

Spider cocoon. Cocoon (Spider Den) is a naturally generated structure in which spiders live. Can be planted by a spider egg character. The cocoon has three growth stages. The third level cocoon can turn into a spider queen. The queen can appear even if there are no more spiders left in it and even if the nest is almost destroyed by the character. With an increase in the level of the cocoon, the number of spiders living in it also increases, as does the number of cobwebs that fall out during the destruction of the cocoon. The cocoon of the third level leaves spider eggs upon destruction, which can be "planted" by the character in an arbitrary place. Spiders from the "planted" cocoon behave aggressively towards the character.

If the hero attacks a spider cocoon or comes close to it, ordinary spiders and warrior spiders will come out of it (on the second and third levels of the cocoon). Also, spiders come out at sunset and roam the neighborhood until morning. If the spider didn’t manage to get into the cocoon by the middle of the day, it will fall asleep on the ground. Spiders from the destroyed cocoon sleep on the ground. The area around the spider cocoon is covered with cobwebs that slow down the movement of the character. The larger the cocoon, the larger the area covered by the cobweb. The map sometimes generates a "spider biome", which is a "peninsula" covered with stone turf, boulders, gold nuggets and numerous spider nests.

A flower of light. The Light Flower, also known as the Light Flower, is a plant native to caves, the mushroom tree biome, and the subterranean swamp. They have a low level of lighting, but enough to drive Charlie away. From a flower of light, you can collect a light bulb, which can be used to create a lantern, or as fuel for it or a miner’s helmet. It can also be eaten by restoring 1 unit of health.

There are flowers on which 2 or 3 bulbs grow at once (more light comes from them). Once harvested, the bulbs grow back like berries. It takes 3 days for a new bulb to grow, for a flower with two bulbs - 4-5 days, with three bulbs - 6 days. Cannot be transplanted with a shovel, so the growth of flowers of light is limited to their natural habitat - caves and ruins.

Stalagmite. Stalagmite is the cave equivalent of a boulder. They can be destroyed with a pickaxe, deluxe pickaxe or pickaxe. Stalagmites can randomly drop stones, flint and gold nuggets. Players often confuse Stalactites and Stalagmites. The former grow from the ceiling of the caves, and the latter from the floor. There is an intergrown stalagmite and stalactite in the caves. You cannot destroy it.

Hare’s hut. Rabbit Hutch is a naturally generated and crafted structure. Hare huts are generated only in caves, but they can be built outside of them. For construction, hare tails are needed, which fall from hares after death. It is worth building huts further from the base, as the hares will attack the character at the sight of meat. Hares will follow the character if you give them carrots (without carrots, they are active only at night and in the evening). It is profitable to build from 2 to 5 huts. Hares will help in the evening and night raids of the hounds, and by killing harebeards with a little sanity, you can get a lot of monster meat and scraps of beard.

Cave banana tree. The Cave Banana Tree is a plant that was added in the "It’s not a rock!" Update. Located in the village, in the same place as the monkeys. They grow cave bananas that can be harvested. The tree cannot be transplanted. Can be cut with an ax to obtain branches and logs.

Boulder. Boulder is the main source of stone in the game. In the stone biome (or, as it is also called, rocky lands), boulders come across in abundance, although they can be found in the forest and savannah, and in other biomes. The boulder can be destroyed with a pickaxe, deluxe pickaxe, or pickaxe. The broken boulder drops stones and flints, as well as - depending on its type - gold, saltpeter or moonstone. In multiplayer, all types of boulders, except for the gold one, can appear in rocky lands after a meteor shower. A new type of boulders has also been added - lunar. Views:

Don’t Starve: Cave creatures, their varieties and uses

Mouselisk

Batilisk is a flying creature that lives in caves and can fly to the surface from an open crater at dusk. They do little damage and have little health, just two spear hits are enough to kill them. After death, they can drop the mouseskin wing, monster meat and guano. However, nothing may fall. Also, the musselisks periodically leave behind guano while they move (like beefalo, leaving dung). Also, from their wings, you can make a mouse bat - a magical weapon.

Spawns in cave, rock, and guana biomes. They fly around the monster or player, keeping their distance. From time to time, one of them begins to squeak, after which it flies up to the victim, bites it and again begins to circle around. Every evening, the mouselisks fly out of the karst funnel (3-5 pieces), and if the protagonist is not around, they wander around the world and scatter guano. In the early days, do not camp next to the crater, because every evening the flock will attack you. It is best to freeze them all with an ice staff, and then quickly kill them with a tentacle spike.

Mouseisks, like spiders, are cannibals, so they eat any meat. However, it can often be knocked back out by immediately killing the mouselisk. If the Musselisk ate a bunch of meat, then with a 100% probability you can immediately knock out all the meat (except for one piece). In caves, they are usually in the guana biome, where they sleep peacefully, but wake up when the player appears. You can place several hare huts next to the funnel, the hares will kill the mouse-dogs as soon as the latter appear from the funnel. It is best to collect trophies during the day, because hares will smell the wings and meat in your inventory and attack.

Cave spiders

The Cave Spider is a species of cave spider. It has one large red eye, a huge mouth, and a shell-like shell that forms its "head" in which the spider can hide to protect itself from damage. Cave spiders, like spithores, emerge from spilagmites. Like an ordinary spider, it can fall into a trap, but, unlike the former, it does not fall asleep after the destruction of the lair, since there is eternal darkness in the cave.

The presence of a shell distinguishes cave spiders from their counterparts from the surface. After a few hits (it all depends on the weapon), they hide in a shell that absorbs 75% of the damage. After a few seconds, they will open up and start attacking again - at this moment they themselves are vulnerable to attack. These spiders can be stunned when not in a shell, and will remain stunned while being hit, making them relatively easy to kill with proper care. Unlike regular spiders, cavemen can spot a character from a long distance.

These spiders can also be tamed by Webber, just like spiders, although it is cheaper to hire stone lobsters in the dungeon, but spiders have some advantages, such as ranged attack and higher movement speed. Can also be tamed with a spider hat.

Spit

The Spitter is a cave-dwelling spider that is capable of ranged attacks along with regular attacks. They emerge from spider stalagmites, just like cave spiders. Spiders differ from other spiders in their peculiarity to quite quickly spit out lumps of web towards the player. This makes traveling through the caves rather dangerous as they are difficult to reach with melee weapons; therefore, it is recommended to use ranged weapons when meeting them.

Their web flies very quickly, but it can be dodged, since it has a small explosion radius (or by taking a step to the side while running). In close combat, the spider bites the character (the same damage). Can emerge from the Ancient Chalice. These spiders can be tamed by Webber in the same way as cave spiders. While it is cheaper to hire stone lobsters in the dungeon, spiders have some advantages, such as ranged attacks and higher movement speed. Also, such a spider can be effectively used to hunt small animals like rabbits or birds, but by this point, you will most likely have more efficient ways of obtaining food.

Hares

The Bunnyman is a neutral creature that lives in caves. Like pigs, they live in settlements, their houses look like big carrots, hare huts can be built. Hares can also dwell on the surface if you build a hut there. They attack monsters. Hares are not only valuable fur, but also 2 carrots and 1 portion of meat. The player can tame the hare using carrots (including cooked ones). They are reborn from their homes one day after they were killed. In battle, they do not run back after an attack, as pigs do, however, having received serious injuries, they try to flee. Gradually regenerate health.

If you build a hare’s hut on the surface, hares will sleep during the day and stay awake at night, as opposed to pigs. This is convenient for killing monsters that hunt in the evening and at night, for example: spiders, hounds. Hares are militant vegetarians. They will attack the character if they smell meat, meat dishes in the inventory or backpack (monster meat, like leafy meat, is no exception) or eggs, regardless of whether they have been tamed or not. So it is better to go to the caves with vegetable dishes or honey. You can also wrap the meat in a packing wrap or put it in Chester or Hutch - the hares will not touch them. If you throw away the meat, the hares will continue to attack you.

If you angered the hares and ran away from them to the surface, on their return they will wait for you at the entrance and attack. Therefore, get rid of them before leaving the caves. May wear hats and a football helmet, a miner’s helmet, and a thulecite crown. If the sanity falls below 40%, then all hares will turn into harebeards, as well as rabbits into rabbitbeards. Harebeards can stay awake even during the day. They work in a team - if one of them decided to bite someone, then all the nearest hares will want the same. They eat fruits and vegetables lying on the ground, including glowing berries.

Slug

Slurtle is a neutral mob that spawns in caves from slug mounds. Crawls out of the mound during an attack or after an earthquake. Slowly crawls through the surroundings. Eats stones, flint, saltpeter, nuggets, marble, precious stones and stone fruits. Leaves mucus after eating. If there are no stones nearby, but there are no stones in the inventory of the player or Chester, then she will try to bite you.

When bitten, items edible for slugs will fall out of your inventory, and the mob gives priority to "precious" food, ie. gems or gold will drop first, not stones. If you hit it quickly enough, you can knock back the eaten object. The slug attacks very quickly and has a lot of health. After taking 150 damage, it hides in a shell. When the slug is in its shell, its damage is reduced by 95%. After a few seconds, it crawls out and immediately bites the player. Hides during long-range player attacks into the shell. The darts touch her, but the boomerang does not have time. Destruction methods:

Ulipakha

Snurtle is a neutral creature, a rare subspecies of slugs with a different form of shell. Has less health and runs away from the player instead of attacking him. After death, it drops: slug slime, snail’s shell and a broken shell. Ulipakha occasionally emerge from mounds of slugs. Slowly crawls through the surroundings. Eats stones, flint, saltpeter, nuggets, marble and precious stones, as well as stone fruits, including from chests. Leaves mucus after eating. Unlike slugs, he runs away from the player, and does not attack him. If you hit it quickly enough, you can knock back the eaten object.

Combat: after receiving 10 points of damage, it hides in a shell, but after a few seconds it crawls out again and tries to escape. When the snail is in its shell, its damage is reduced by 80%. Hides during long-range player attacks into the shell. The darts touch her, but the boomerang does not have time. If you attack her, then the nearest slugs will attack the player. Since slugs are slow, they group easily, so you shouldn’t fight more than three at a time.

Stone lobster

Rock Lobster is a neutral creature that lives in caves. Moves quite slowly. It feeds on stones and other minerals lying on the ground, like slugs. Special ability - disguise as large stones (in this form, it absorbs 95% damage and restores 10 health per second). When you hover over a disguised lobster, "Attack" will appear instead of "Get".

Increases in size over time, which adds +5 damage. It takes 40 days for a lobster to reach its maximum size. Regenerates health slowly. One individual is enough for reproduction (as in the case of the beefalo). They will sleep during the day and wander around in the dark. You can tame it by giving him stone, flint, saltpeter or gold, but he will still eat stones and precious gems from the ground, so it’s better to remove them. If you are fighting with someone, you need to step back two screens and he will follow you again. When tamed, it tries to keep a certain distance from the character.

Lobsters do not like to interfere - if you tame a lobster and monsters attack the character, he will calmly stand and watch what is happening until the player orders him to attack the enemy. The tamed lobster loses its loyalty in two minutes, stops fighting with you and leaves. Since there are a lot of lobsters and stones in the caves, you can easily tame a whole squad and be protected from cave monsters.

Giant tentacle

The Big tentacle, formerly called "Tentapillar", is a passive creature added in the It’s not a rock update. Upon taking damage, spawns several small tentacles that die from a single spear strike. In Don’t Starve Together, after hiding, you can jump into a hole and move to another crater (underground analogue of a wormhole). After that, the tentacle reappears, making it impossible to jump again.

The giant tentacle makes tentacle thorns, tentacle pieces and swamp turf renewable resources, so the developers set a timer so that good things can be knocked out of a large tentacle only once a day, and then "bad" prey falls out. This timer applies to all tentacles. After the tentacle is hidden, an earthquake occurs, which brings more useful resources and lasts 2 seconds. Since the tentacle is constantly wet, electric weapons are especially effective against it: a morgenstern - 72.25 damage, an electric dart - 150 damage. Volt Goat Shofrua adds an electrical damage multiplier (x2.5) to non-electrical weapons.

The tentacle cannot be attacked with a boomerang or other long-range weapon, except for a wind dart, which perfectly kills with 5 shots. Abigail cannot attack the giant tentacle on her own, but if she is next to him and Wendy attacks the giant tentacle, then both him and the small tentacles are damaged. After a certain period of time, it crawls out again, while several small tentacles appear. If you hit the crater, into which the tentacle has gone, then after several blows it will come out back.

Don’t Starve: Ruins Exploration Guide

Concept. Ruins - the second level of the caves. To get to it, you need to find a sinkhole in the cave itself on the first level, which leads to deeper areas.

Monsters and ruin structures. The ruins are inhabited by some cave monsters and damaged chess pieces. It also has its own unique creations and structures.

Resources in ruins. In the ruins, there is an acute shortage of such everyday resources as grass, branches, logs and stones (the latter can be obtained by causing an earthquake) and an abundance of resources that are quite rare on the surface.

Peculiarities. The entrance to the ruins is in the guana biome (surrounded by a large number of spilagmites), there is always a settlement of hares nearby. Earlier, the sinkhole in the ruins was the same as in the caves. It now consists of thulecite. There will always be 3-4 broken mechanisms at the place of descent. In ruins, as in caves, it is always night, so the pigs will sit in their houses without leaving, and Chester will often fall asleep on the way, lagging behind you.

In the ruins, the character’s sanity will rapidly decline, so it is recommended to use any means of increasing sanity, such as a top hat, tam-o-shenter and / or a comfortable vest. Once every few days, as in the caves, the player is attacked by deep worms. You cannot get turf in the ruins (with the exception of cave-stone and mud): the pitchfork digs it up, but you will not get an item for later lighting a fire / placing in another place. The ruins do not have their own unique loading screen. According to Maxwell, the cause of the extinction of civilization was the use of the fuel of terror.

Nightmare cycle. Nightmare Cycle is a periodic event in the ruins, when all nightmare lights, cracks and ancient statues begin to glow, at the same time horrors begin to appear around them, and the color and description of the thulecite medallion changes. During the nightmare, the ferns and some segments of the deep worm turn reddish, and the cave monkeys become nightmarish. Also, Chester’s springs turn red. The cycle takes 40 segments in total, 1 segment - 15 seconds.

Ruin monsters

Deep spider. The Dangling Depth Dweller is a species of spider that lives in the ruins. They hang from the ceiling and attack the player as he walks along the spider webs on the floor, which are marked on the map. They can jump like warrior spiders and have the same parameters. To remove the web, you need to throw some flammable object into its center and set it on fire. Together with the object, the web will also burn.

Several spiders descend from the ceiling during an earthquake. Spiders will not descend if you run along the very edge of the web (if, for example, it blocks the passage). With the help of this web, you can make yourself a huge supply of food and cobwebs. During the peak of the nightmare, the spider’s eyes and mouth (like any other object that has a red tint) begin to glow brighter.

Swallow. The Slurper is an aggressive creature that can be found in ruins and caves. It has no limbs, so it moves by rolling. If you attack him, he will try to jump onto the player’s head, and by jumping (occupying the hat slot), he will begin to draw satiety from the player. You can remove it from yourself, but after removing it, the swallow will again try to jump onto the character’s head. If you attack a well-fed swallow, he will simply beat the player back.

This creature glows in the dark, so it can be used in place of the miner’s helmet, but do not forget that if your hunger is 0 for more than 140 seconds, the swallow will jump off the head. Can jump on pigs and hares. Their swallowing sucks not satiety, but health. He will not jump off them until they die. The swallow is very much like a ball of wool. When he opens his mouth, sticking out his tongue and swinging it, it looks like he is licking himself.

From the hide of the swallow, you can create a very useful item for survival in the ruins - the belt of satiety. If the swallow jumps on a pig or a hare and the latter goes to sleep in his house, then both creatures will eventually disappear (since the swallow will kill the owner), and you will lose prey from them. An item that was equipped in the head slot will fall to the ground after a successful swallow jump. When the swallow sleeps, it stops glowing.

Cave monkey. The Cave Monkey (Splumonkey) is a neutral creature that lives in the ruins next to the totems. Monkeys can run up and steal the item from the player. On death, they drop everything they stole, a piece of meat, a banana and, with a 50% chance, fuel of terror. Monkeys hide in the shadows, run up and steal items from the backpack (in DST, monkeys cannot steal things from an equipped backpack), and then try to hide from the player. Moreover, if the animation of theft has already begun, no matter how far you run away from the monkey, it will still steal the thing.

They put on the stolen hats. They can take things from chests and refrigerators. They eat bananas and mushrooms when they don’t run away from the player. If the player hits the monkey, she will start throwing droppings at him (hit does not damage health, but harms his sanity). The "projectile" can be dodged, but if it reaches the target, manure will appear next to the player. If you set other creatures on them, for example, lobsters, then the monkeys will attack them in melee, like their nightmare version. Installed fanged traps and bee mines steal. Do not activate by stepping on them. Killing methods:

Nightmare monkey. The cave monkey becomes a nightmare during the nightmare cycle. Stops running away from the player and begins to attack in melee, biting. At the end of the cycle of nightmares, it returns to its normal state. These creatures, along with tumbleweeds, are sources of beards that do not require lowering your sanity (other than shaving (Wilson only)).

The battle tactics against them are simple: hit - run away. Sometimes, before the attack of the monkey, an animation is played, where it beats itself in the chest with a roar - during this time it can be struck two times. The speed of movement of monkeys is higher than the speed of movement of the character, however, if you run away from them, the character will not receive damage, because monkeys stop to attack.

Damaged rook. Damaged Rook is a chess monster that lives in ruins. It is a half-broken version of an ordinary mechanical rook with the same behavior: it stands motionless until you approach it, after which it starts trying to ram the player. It can also damage other creatures and destructible objects.

Can completely destroy an ancient pseudoscience station, which can lead to a huge number of monsters and lightning. Unlike surface boats, they do not guard any important objects, but they can often be found directly in two biomes of the ruins (in the sanctuary and at the military base). It can also be found in a completely broken form.

Damaged elephant. Damaged Bishop is a chess monster that lives in ruins. It is a half-broken version of an ordinary mechanical elephant with the same behavior: it stands motionless until you approach it, after which it begins to shoot electric charges. It is best to kill them this way: tame 1-2 stone lobsters (one lobster for one elephant) and order them to kill the elephants. Unlike surface elephants, they do not guard any important objects, but they can often be found directly in two biomes of the ruins (in the sanctuary and at the military base). It can also be found in a completely broken form.

Damaged horse. Damaged Knight is a chess monster that lives in ruins. It is a half-broken version of a regular mechanical horse. Behavior: stands motionless, but if you approach him, he will begin to attack the player. Unlike horses on the surface, cavemen do not guard any important objects. Often found in two ruin biomes: a shrine and a military base. Also, damaged horses can be found completely broken.

Ancient guardian. Ancient Guardian - A boss that can be found in the ruins. It is a woolly version of a mechanical rook, much like a rhinoceros. Has all the habits of a rook - attacks with a ram, destroying everything in its path. However, unlike its mechanical prototype, when the player is nearby, the guard does not accelerate, but performs a quick attack with a horn. It is one of the fastest bosses and monsters. After death, leaves 8 pieces of meat, a guardian’s horn and a large decorated chest. He lives in the very center of the labyrinth, or vice versa, at the very end of the labyrinth, on a small island with a lot of colors of light and walls of tulcite.

According to Maxwell, the ancient guardian is the product of mutation by the fuel of terror. What he was like before is unknown. Perhaps he means a mechanical rook. Does not respawn after death. To get another guardian horn, you will have to open another cave with ruins, and in the case of all killed guardians in the world, you can go to a new world using the Maxwell portal. After killing an animated skeleton in the atrium in DST, the guard refreshes and reappears in its usual place.

Don’t Starve: How to defeat the deep worm?

Deep worm. Depth Worm is an aggressive monster that appeared in the Six Feet Under update. It dwells in ruins and caves, mainly moving underground. It has a plant-like process on its head, which it periodically exposes as bait. It is a cave analogue of hounds: from time to time in the cave one can hear the sound of growling and movement of worms, after which they appear in the amount of several pieces.

The more days are lived, the more worms will chase the character. For example, after one and a half hundred days, they will appear in 4-5 pieces. If someone tries to take his bait, he will start attacking. If you try to run away from him, the deep worm will chase the character underground until it can attack him. It is not difficult to spot the pursuing worm: when it moves underground, you can see the moving piles of stones. After death, a luminous berry falls out of the worm, which is part of the plant growth on its head, and the meat of the monster.

Peculiarities. During the nightmare cycle, individual segments of his hide (like any other red-colored object) glow bright red. It resembles a deep-sea angler that lures its victims with light. The Deep Worm cannot be frozen or set on fire. Also, it will not work to put him to sleep with a Pan flute or sleep darts. Can’t be frightened by a ghost or startling monologue. Eats vegetables in the beds and meat on dryers. They are also the guardians of one of the structures in Together, which consists of 10-15 faintly glowing berries.

Destruction methods

One worm is not so terrible, but one should beware of its huge teeth. It will be possible to attack the worm only when it has already crawled out of the ground. At this time, you need to dodge the attack, and then attack. After the attack, it will crawl out of the ground in the same place, all this time it is vulnerable (you can make about four attacks, the worm will not respond), then it will burrow again. Then it is worth running back a couple of steps, after the movement of the worm, repeat the maneuver. Killing multiple worms is difficult due to their survivability.

Don’t Starve: Biome Guide

Concept. Biome is a playable territory that differs from other places with its mined structures, resources, animals and monsters.

Surface biomes. These include:

Polyana. One of the most common biomes, where a large number of basic resources are in abundance - grass, twigs, logs and initial food sources such as carrots and berries. The glade is found at a pretentious secret entrance, also in the form of an area with a large number of ponds and, accordingly, frogs. The glade area is located in the Pig King settlement or in a small pig village, if one appeared when the world was generated.

A small clearing is home to the McBive and can be found by the characteristic igloo print in any of the seasons. Also, it is in the clearing that you can find a valuable resource - mandrake. One of the manifestations can be considered a biome filled with a large number of hives, unlike a standard clearing with a place to call a queen bee, it is random and also may not appear in the world.

Swamp. The swamp is one of the game’s biomes. Very dangerous due to swamp monsters. Almost nothing grows in the swamp, except for reeds, thorny trees and bushes. Valuable for its ponds where you can catch fish. The spiders dwelling here will willingly fight with the swamp tentacles (although in most cases they lose to them). The swamp is often adjacent to the forest. Mermas, spiders and tentacles often fight, after battles it is advisable to collect prey, especially tentacle spines. Often, this is where a strange potato or a strange lever can be located. Structures:

Forest. One of the most common biomes. A space with lots of trees. The land in the forest is dark brown. Among the trees, there are boulders and, less often, graves. Sometimes in the forest biome, perfectly normal trees can be found along with evil flowers and spider cocoons. The forest may contain areas from other biomes. In the forests, there are large glades with igloos or pig villages (sometimes with a king) located on it.

Often forest and savannah represent a common biome, where several small forests come into contact with pieces of savannah. If you see a very rare forest, where cells from other biomes are often found, then you are in a special mosaic biome. Nearby you will find a stone biome and a large cemetery. Biome varieties:

Mosaic. Mosaic Biome - A biome, usually limited to one per map (although it can be a very large area), and containing the turf of other biomes. Small ocean holes can sometimes be found in this biome. In the territory of the mosaic biome, paving stones are often found, which can be dug out with a pitchfork. The only biome on the territory of which it is generated at the start of the game.

This biome contains flints and stones. Sometimes you can find grass and seedlings here. Along with rocky lands, it is a place where boulders can appear due to Meteor Shower. The main turf in this biome is stone, forest, swamp and savannah. A stone den can be found here.

Chess biome. Very dangerous because of the chess pieces. Almost nothing grows on it, except for flowers and evil flowers. Usually, a large amount of marble can be obtained in the biome. One of them houses a strange platform. Only here are naturally generated checkerboard floors and carpet found.

In a normal game, only a chess structure around a strange platform can be found. In the Reign of Giants expansion, complex structures of the chess biome are found in places in the world. They are very common in Adventure Mode, especially in the "Game Beginning" chapter. In the chapter "Darkness" there is a large territory with a chess biome, it is extremely difficult due to the large amount of chess.

Mushroom forest. Mushtree Forest is a biome that can only be found in caves. It is named after the numerous mushroom trees that can be found in this biome. In these environments, red, green and blue mushroom trees are especially abundant. The biome is covered in red, green, and blue fungal turf. Also sometimes flowers of light can be found here. The biome has 3 types: blue, green and red.

Don’t get too carried away with chopping mushroom trees and collecting foliage - they are non-renewable.

Guano (biome). Guano biome is a biome in Don’t Starve, found only in caves. This biome contains stalagmites, flowers of light, and musselisks. A great place to collect stones. The best place to hunt musselisks. In multiplayer, stalagmites have a 5% chance to mine fossils, from which you can assemble a strange skeleton.

Rocky lands. Rocky Lands are one of the biomes. This biome differs from the rest of the rocky land, with a large number of common and malignant boulders, stones, flint and gold scattered everywhere. There are no plants in this biome: trees do not grow, and neither does grass with branches. With the approach of winter, mini glaciers are formed without summoning pinches. The biome has several varieties: a large stone biome, a spider stone biome, and a biome near the graveyard. The first two types are optional and may not appear in the world.

The large stone biome fully corresponds to its name and description, and there you can also find single nests of tall birds and habitats of buzzards. The spider biome contains a large number of spider cocoons, and gold nuggets lie on the ground. The biome usually has a dark clearing with a forest of knotty fir trees. The second variety adjoins the mosaic biome, which is located next to the graveyard. Nests of tall birds can be found in the rocky biome near the graveyard.

Don’t Starve: Ruin Biomes

Wild lands. Lichens and flowers of light grow in abundance here. You can find muddy ponds. Sometimes cracks are found here, which makes this biome not so safe. It is here that the rope to the caves is located. If you are going to break the base here, then it is worth doing it near the maze, but first, check the place for cracks. This biome is a pretty good place if your goal is to mine thulecite.

Village. Unlike the wilderness, there are signs of civilization here. There is a special floor and thulecite walls, usually dilapidated. A large number of monkey totems. Monkeys can be quite annoying, while they run away from you, so it is not easy to kill them, although they are weak opponents. There are a lot of banana trees - if you are going to fight with monkeys, it is better to first collect all the bananas, otherwise the monkeys will use them as weapons.

For a more effective extermination of monkeys, it is worth waiting for a nightmare - then they will become more aggressive and begin to attack you in close combat. In addition, nightmarish monkeys leave a beard after death. There are also relics here. They can be destroyed or restored with stones, this will give you 20 units. reason. You can still find swallows and deep worms here, but less often. Cracks also occur.

Military base. The entrance to this biome can be easily identified by an almost square area with a statue in the center. The enemies are mostly broken chess. Along the edges of the biome are chunks of stone caves with sharp rocks and spiders. Summoning spiders to fight chess can be both a good and a bad idea at the same time (always a good idea for Webber). There is no vegetation or ponds here. Instead, there are nightmare lights and statues that invoke many horrors during the nightmare. This biome is closed to the public during the peak.

Statues are a good way to get thulecite and stones. Do not break those on which a red, purple or blue stone stands: after the end of the nightmare cycle, the gem may change to a rarer one. Already here you can start doing various ancient things, but most of the ancient stations here are broken. Perhaps the best solution would be to go to the sanctuary and look for working stations there. When killing chess, it is best to give priority to: Rook - Bishop - Knight. Crushing rhinos are capable of breaking pseudoscience stations, which can summon even more monsters. Elephants are dangerous with their ranged attacks.

Sanctuary. Usually the last biome a player can enter. He touches the labyrinth, though not necessarily through the lair of the ancient guard. Probably the most dangerous biome of all. A huge amount of chess will haunt you until you clear out half of the biome. A bunch of nightmare lights will not allow you to linger here for a long time - after all, the biome during a nightmare is even more dangerous! Rooks can destroy stations, so again they need to be given priority. There are many statues and ancient installations (including several that are not destroyed), more than at the military base. Thulecite walls can be found. The turf is completely covered with purple tiles.

Labyrinth. Not the most dangerous biome outside of the nightmare. You need to carefully walk along the edges of the web so that the spiders do not feel you, and try to accompany Chester there (the spiders react to him too) or leave him at the entrance to the maze. There are many treasure chests here. They can contain armor or weapons. To better navigate, after collecting things, it is worth destroying the chests. Nothing extra will drop out of them, but it will get rid of the icon on the minimap.

However, there are many nightmare lights here, so you need to run away from the maze when a nightmare comes. Horror activates the web, and since neither the spiders nor the horrors attack each other, after the nightmare, a bunch of disturbed owners can await you. Flowers of light grow in the center of the maze and there is an ancient guardian - the boss of the ruins.

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