Shattered Pixel Dungeon Guide

- Introduction -
Disclaimer

- 1F - 5F : Sewers -
Sewers Mobs
Side Quest : Sad Ghost
Boss : Goo
Optional encounter : Rat King

- 6F-10F : Prison -
Prison Mobs
Side Quest : Old Wandmaker
Boss : Tengu
Unlocking the subclass

- 11F - 15F : Caves -
Caves Mobs
Side Quest : Troll Blacksmith
Boss : DM-300

- 16F - 20F : Dwarven Metropolis -
Metropolis Mobs
Side Quest : Ambitious Imp
Boss : King of Dwarves

- 21F - 25F : Demonic Halls -
Halls Mobs
Boss : Yog-Dzewa
26F : Amulet of Yendor

Introduction

This is my basic guide for Shattered Pixel Dungeon (which is nutshelled to high hell of course). Applies to 1.0.0.

For an even more detailed guide, here's a guide on Reddit by sorlock_dm (still a WIP, but extremely detailed).

Disclaimer

1F - 5F : Sewers

The 1F is the only floor that does not spawn additional mobs.

Sewers Mobs

Side Quest : Sad Ghost

The Sad Ghost can be encountered in 2F - 4F. Depending on which floor you encountered him, he will give you one of these quests:

Once the mini-boss gets slain, the Sad Ghost will rush towards you to give you these rewards :

Boss : Goo

Wiki

The Goo is a bigger & tougher Caustic Slime with a new mechanism : charge attack. The attack takes 2 turns to execute & hits only 1 target, but you know it's going to go off when the black particles cover a 5x5 square, which happens on the 2nd turn. Bringing its HP down to 50% gives it the "enraged" buff, enhancing its attack, accuracy, & evasion. The Goo also regenerates when it's on a water tile.

Optional encounter : Rat King

In 5F, you may be able to discover the Rat King, sleeping in a hidden room with multiple chests containing a tiny bit of gold. Don't worry about awakening him, he won't bite - once you awaken him, he'll just rush around the floor, running his kingdom. As for the chests... well, just get them. They won't be much, but they'll be handy for the merchant in 6F.

You could also not awaken the Rat King if you'd like to use Ratmogrify as your armor ability.

6F-10F : Prison

Starting with 6F, every floor at the start of a stage will have a merchant room, which contains merchants. It is advised to buy Ankh, potion of healing, & any item-specific bag they offer.

Prison Mobs

Side Quest : Old Wandmaker

The Old Wandmaker can be found on the entry of 7F to 9F. Interact with him & he will ask you to help him get one of these 3 items:

After giving the item to the Wandmaker, he will reward you with an upgraded wand (mostly +1, but sometimes can go higher), randomly generated.

Boss : Tengu

Wiki

Tengu has a long range shuriken attack & a melee attack. The former is more accurate, & neither inflicts any status effect. Tengu also has immunity to blindness.

Tengu's fight is divided in 2 phases:

The Huntress has the easiest time dealing with Tengu, as she could just fire off things & move away from Tengu's toys on the 2nd phase. The Mage does well too, although he will eventually run out of magic charges & have to melee Tengu afterwards. Warrior & Rogue generally fight melee, therefore they don't have an easy win here, unless they have access to some ranged weaponry.

Some good stuff to have when fighting Tengu :

Unlocking the subclass

After his defeat, Tengu drops the Tengu's Mask. Since using the tome takes quite a while (in terms of in-game turns), I recommend using it now, while we're in 10F. As for which subclass you should pick, it generally depends on your preference & your class of choice.

At this point, it's a good idea to also open the subclass section.

11F - 15F : Caves

Caves Mobs

Side Quest : Troll Blacksmith

The Troll Blacksmith can be found in either 12F / 13F / 14F. After interacting with him, he will lend you his Pickaxe & give you one of these quests :

Once either is done, return to the Troll Blacksmith. He'll take back his pickaxe (and all dark gold ores you've mined, if he asks you to mine). Now, you have the right for a one-time reforging.

The Troll Blacksmith takes the item on the left box / with the most upgrades & enhances the level of said equipment by 1, while the other is consumed. Both equipments have to be the same kind, identified, & not cursed.

Boss : DM-300

Wiki

The battle is initialized after checking out one of the 4 power pylons on the corner of the floor.

On paper, the DM-300 is a stronger & fartier DM-200 (it'll release toxic gas whenever it wants to, even if the player's not in a tunnel). It could also trigger a rockfall, which paralyzes the player if they're hit. In addition, the exposed wirings scattered in the arena gives the DM-300 shielding whenever it steps on it.

DM-300's fight is generally done in 3 phases. In between each phases, the DM-300 gets powered up, gaining invulnerability & faster movement, in addition to being able to destroy the wall to chase the player. In that time, a pylon will be activated, rendering it (the pylon) vulnerable & emitting electricity . The activated pylon will be indirectly shown by the electricity flowing from the water & the wirings to the direction of the pylon.

16F - 20F : Dwarven Metropolis

Metropolis Mobs

Side Quest : Ambitious Imp

The Ambitious Imp may be found somewhere in 17F-19F, being invisible. If you can see him, he will call you stealthily. After interacting with him, he'll ask you to kill either 4 Golems / 5 Dwarf Monks & take the Dwarf Token they drop as proof.

After taking the dwarf tokens to the Imp, he will give you a randomly generated, cursed, upgraded (mostly +2, up to +4) & identified ring. He will also be available as the final shopkeeper, located in 20F, beyond the King of Dwarves' throne room.

Boss : King of Dwarves

Wiki

The arena is a circular throne room & there are 4 pedestal in the corners that summons dwarf mobs. Upon being activated, it takes 3 turns to spawn the mob. After spawning, the mob can immediately act.

Summoned minions & indicators: