This only works for up to three layers of it, because the top two have slightly smaller hitboxes. If it is four high, there will be a two high wall you can't climb.
Write a list of questions that you want to ask Tango, then buy the dungeon master lackey from the crown shop, then ask all the questions during the run.
Twice in this episode Iskall was having trouble with a compass and said "I think it might be below me" and both times they were actually above. Verticality goes both ways!
@@emilyrattini8462 it is definitely a lot. I get that. When I don't have time to check em all out, I'll typically watch tangos streams on his second channel.
Some tips for clank: It is fine to run and jump around, but if you hear a shrieker, that is you gaining "clank". If a tip-toe sound plays a couple seconds after a shrieker, that means you blocked the clank with one of your sneak cards, which add 2 clank block (see the clank block on the map). So, if you hear a shrieker, that means you should try to sneak and avoid making noise in that area (where active shreikers are in the map is random each run). But otherwise, you don't have to sneak all the time unless you are super trying to avoid clank. Also, getting the artifact automatically triggers 3 clank, which is why the intensity always seems to ramp up after you have your artifact. Love watching you play!
Also want to reiterate that clank is what causes the heartbeat to go faster. Once it is at the max that's when the vet (and other things) will be released.
Partly correct. When a shrieker triggers that does not mean you gain clank, it means you have a chance of gaining clank. I don't remember what the odds are, maybe 50/50. The same with the loot, when you gain 4 loot from a card, that's actually 4 instances of 50/50 change to drop loot.
@@AvocadoTheBugCat he isn't watching anyone else, isn't talking to anyone else about rules or strategy, and also iskall just wants to figure it out. Not beneficial for being the most competitive but he enjoys learning the game his own way
2:41 that is the shrieker - that's exactly what people are talking about. If you don't sneak constantly where those are, you set them off and make clank. 14:37 any noise you make in that zone will set off a shrieker, including walking. Sprint jumping vs walking makes NO difference to them. The only thing you can do to stop it is sneak.
also important to note that shrieker locations are randomized each run so perma-sneaking isnt necessarily the way to go, rather, listen for the shriekers and then sneak in THAT area to avoid more clank.
Noticing, at least with what you show on camera, that you're looping through only about half of the Level 1 areas looking for keys. Your search goes through the ice hallways and the upper crypt, of which treasure is only common in the crypt, and you don't spend any time in the TNT room or downstairs in the library (your old "food room"). The way you're currently searching for treasure, there are many more drop spots you aren't accessing that have good chances to give keys. Hope that can help you speed up your Level 1 phase and get you into Level 2 faster!
iskall, the further you go into the dungeon, the more cards you want to have in your deck. if you take out cards then by the time you get down to level 2 or 3 you'll have no cards left to play and you'll generate clank really quickly
I disagree here, it's not necessarily the case that you want more cards. True, you will run out sooner. But having more cards in your deck dilutes the deck, which is not always what you want. For example, a deck with 1 Treasure Hunter and 1 Sneak is just as likely to draw a Treasure Hunter card as a deck with 5 Treasure Hunters and 5 Sneak. If, like Iskall, you need to draw more Treasure Hunter cards, then you either have to increase the number of those cards in your deck (which he needs to buy, and there's also a maximum) or you need to DECREASE the number of other cards in the deck to make it more likely that you draw a Treasure Hunter.
@@daseptictank that isn't going to work if you're going deep into the dungeon. what you say IS true, but having clank and hazard block is far more important than getting a key quickly because even if you get the key right away you're going to be generating so much clank that you're not going to be able to get out of the dungeon alive
It isn't balanced enough for slow runs. Hazzard goes up disproportionately and maybe there are more than 20 shriekers on the way to say, the third level. Which 20 is the max clank I believe without protection. A card is played every 30 seconds? It isn't balanced well either way. Sort of sneak-around shriekers you know. Some treasure areas just might not be worth visiting because of the time needed to get around two shriekers which as Iskall and others point out the games Ravegers push you into generating clank.
@@daseptictankthe issue is that there are also a set number of stumble cards also shuffled into the deck, which increases clank by 2 every time they go off. You want a lot of clank block to counter those cards, and you want more cards to spread out when they go off, meaning you can stay in the dungeon for longer.
If you hear a dispenser click *alone*, rather than with note block, then you are *not* hearing treasure drop. What you are hearing is the old card system that Tango didn't remove. It does absolutely nothing other than click randomly. That's why a lot of Hermits (especially at the same place Iskall heard and commented on it) start looking for drops but don't actually find one. Anything they do find didn't drop in association with the click - it dropped from a 'ping' or 'bong' or one of the other noteblock sounds. I can't describe them, but they're the ones that can be listened to in the Book Room off the Main Hall. 😅
Looks like both the artifact locations you couldn’t find (second run and last run) were by the spider den, one on each side. Great to see Iskal gradually figuring out how Clank works though, and so fun to watch him learn the game as he plays rather than just finding everything out from a third party.
Also the lava room I think, either that or it was the one in the crypt by the berry bush and parkour window, don't remember. I think there were more too but he didn't say which, he said all the ones early in the dungeon have a low rate though and the one right behind the lock has no chance of a key at all.
FYI: You can punch any spawning mob in the dungeon - spiders and slimes should be the only two so far. Tango has stated this openly to Etho and others. The named mobs are not to be punched. 😂
Yeah I was wondering about that. But it probably doesn't occur to most people that spawnable mobs are free game to punch since destructive actions in general are against the rules, and under high pressure, all they're thinking about is following a compass, dodging ravagers, navigating hazards, and making it out alive.
The main reason why people avoid sprint jumping is because hunger is such a big issue. You're more likely to run out of berries that way. As for sneaking, the shriekers generate clank; they are ransom each run, but if you walk over one you can know to sneak over it if you go over it again.
You were so close to finding the entrance to level 3! [even though you didn't have a key...] Something you probably didn't know from the way you tried to get out of the lava pit, is that you can climb on dripsones!
I think that last artifact was a case of verticality, or in other words, the artifact being at a different height in a room above or below. The sculk signals that appear in certain areas just there to calculate clank and don't indicate where the artifact is.
That last one didn’t have a broken artifact pickup, it was probably just above or below. Level 2 is more vertical than level 1. The little sculk particles you saw was a clank detector. Unless it is actually broken and I’m just wrong lol :P
I think doc had the same exact spot and it didn't work. It could be above like you said, but it's possible that sand block for some reason blocking the hopper?
@hawks3109 the spot doc had was a little farther away in Pearl's room. The spot Iskall had was likely a case a verticality and not a broken artifact as I've never seen anyone get an artifact drop off there and the spider den is right above there I believe!
20:10 I've watched hundreds and hundreds of runs and you're the FIRST hermit I've ever seen take that lava parkour shortcut successfully. You ARE a parkour master now. O_O
2:43 That noise you were wondering about is exactly the reason your dungeon runs end up with Vexes harassing you. It's the shrieker noise, and it activates when you pass a shireker while not sneaking. Each of those sounds that you hear increases your Clank by one. The "tiptoeing" sound that you hear is not generating Clank, it actually is the opposite. It notifies you that Clank has been blocked. You would know this if you read the sound instructions properly in the soundcheck room instead of reading just half of it and pressing the buttons :D
So essentially, clank is generated by sculk sensors that are calibrated to only detect player footsteps. The skulk sensors littered around the map each have a 1/2 chance of being active, and it is impossible to know which ones are active on any given run. When you hear a shrieker, you triggered a skulk sensor and generated Clank. Sneaking will prevent you from being detected by the skulk sensors, but keep in mind that every 2 minutes you add a stumble card to your deck. So sneaking and moving slowly will cause your cards to be drawn before you make it far into the dungeon, and every 2 minutes you will still gain 2 clank. In addition, you can’t always be sneaking because you have to run away from ravagers. Whatever strategy you think works best with this information is up to you.
19:39 you were definitely looking at the right place, just a shame you couldn't get the ravager away, as i assume that was what you were trying to do. 40:58 was definitely in the spider-den above you, which i have heard have the most expensive artifacts
41:57 I'm not sure if that's a bug, but there is a room vertical to that location. Spoiler about what that room is: It's at the bottom of the vines escaping the spider den
Another great episode! You might consider just doing an exploratory run to get to know level 2 of the dungeon. It is much larger than level 1. Even if you don't leave with an artifact you will leave with +1 Map Knowledge, which will yield dividends later on.
Iskall feat. Rendog is my favourite combo in quite some time. I also love the "STOP MESSING WITH MY DOG" comment to the Ravager. A+ episode, Mr Iskall, sir.
Hey Iskall, I think with your playstyle, you would do really well with cards like second wind, loot aans scoot, sprint, bounding strides and silent runner. All speed and jump cards.
Hmm, I'm beginning to understand what Iskall's problem is. Decked Out is very much a game where it pays to be patient and try to learn the layout of the dungeon, where to pick up treasure, what routs to take to dodge Ravagers, where possible Shrieker locations are, etc., and to take things slow at times, peaking around corners, sneaking where you know a Shrieker might be. But patients and caution are not Iskall's strong suit.
2 Tips: *You’re still not sneaking enough. Save sprinting for ravagers. Everytime the shrieker goes off, that equals clank. *when searching for keys, you repeat the same locations. You walk away and then come back. There a more key locations. I suggest exploring the whole map when looking instead of repeating locations. Doing great! Really enjoying these videos!
Crank is generated when you trigger a shrieker (also, stumble cards and when you get your artifact). Shriekers are triggered by any player sound, which includes running, jumping, eating, and interacting with some things. Sneaking will prevent you from triggering a shrieker that you walk by. The issue with sneaking in decked out is that you don't necessarily know where all the shriekers are until you trigger them. The idea seems to be in general that if you trigger a shrieker during a run and remember where it is you could sneak when you go by there later. Or certain parts of the dungeon that seem to often have shriekers active you might want to sneak through. Also, sometimes you just get lucky with shriekers, and sometimes you get unlucky. Of course, this all goes out the window if a ravager is chasing you.
It's insane when you realize that 3 phases have finished already. I assume there are only 10 phases? For 3 weeks I have been consuming decked out runs from multiple hermits. I think i have seen more decked out in 3 weeks than I have seen hermitcraft videos this year. Multiple hours a day.
Iskall, once you identify where the shreikers are located, those are the spots to avoid or sneak. Eating also sets off shreikers. You rarely visit the best spot for keys, the dripstone river off of the TNT room. Love your videos!
Love your attitude with failed runs, you stayed upbeat. Those ravagers were a pain in level one xD I think only the one in the crypt is zoned now so basically there are 4 roaming about in the ice area. Good luck on Phase 4.
You can go through the spider area to drop down away from the spiders without looping around. Great run’s brother! Also other hermits are recalling where the shreekers are at so they can run as much as possible.
The shrieker sound means you activated a shrieker wich adds clank .if you have clank block you'll here a tip toe sound. And btw that last artifact wasn't bugged it was above in the spider area. Great runs tho hope to see more runs like that❤❤
Clank generates three ways: 1. When the player walks or runs over an active shrieker (sneaking over it will not trigger it) = +1 Clank The dungeon randomizes which shriekers are active each game, so you can't memorize their locations. For an example of what that sounds like: you triggered three shriekers in quick succession after jumping over the lava parkour at 20:11. Then a Stumble card played, which amounts to about five clank in 20 seconds! 2. When the player retrieves the artifact = +3 Clank 3. When a stumble card is played = +2 Clank A Stumble Card is added to your deck every 2 minutes or so. A new card is drawn from your deck every 30 seconds or so. Eventually, the draw pile will be nothing but stumble cards. You'll see there are lots of cards left in your deck on the map, but after awhile, chances are, its just Stumble-after-stumble about to play. The dungeon becomes very dangerous, VERY fast once you play your last actual card. Etho asked Tango about max clank, and Tango said it amounts to about 20 Clank. The goal with clank and hazard block cards is to have your defensive cards play and cue it up on the map, and "save" it for when you really need it as you spend more and more time in the dungeon. Deeper trips require you to accumulate lots of block on your map. You don't want to burn through it trying to get keys. Hope this helps!
If you want some moves you could watch Etho treasure farming the first level in his video. You can run through the dungeon if you memorize the locations of the shriekers. Run>run>run~sneak~run>run>run. There are treasure droppers that have 4 stacks of keys vs coins whereas others are 3. One location is the dripstone area of lvl 1. Another I suspect is lava room next the berry bush. You’ve gotten multiple locations where you say “it must be under”. It’s actually over. There’s 2 drops in the spider area. You can see your compass flip as you run through on one of your runs. Your parkour skills are some of the best I’ve seen. I think if you were to learn the layout of the dungeon you’d be almost unstoppable. (Denis the menace)😂
Yo iskall! Btw it is always worth having sneak cards because the ONLY 2 ways to generate clank, is from clank generating cards (Not block) such as stumble +2 clank, and also triggering a shrieker which adds +1 clank. A stumble gets shuffled into your deck every 2 mins which means in that time, you could've afk(sneak to not trigger shrieker) and possibly drawn 4 cards, hypothetically of sneak which gives you 8 blocks worth of clank, so never pull out your sneak cards from your deck, as the time wasted waiting for card draws far exceed the punishment of spending a longer time in the dungeon! Hope this helps!! 😄
Don’t forget about verticality for the compasses sometimes it’s on a different level. Also extra cards in the deck delays the stumble cards from being played so the benefit of earlier treasure may not be worth the faster stumble.
There’s a “red room” below the crypt area that you pass over in each run, and there is often a key, berries, and loot in that room. Also good to know for escaping ravagers
Thanks for sharing your runs, Iskall! You're making good time in terms of not having max clank and vexes everywhere, which is important - even on Deadly runs, a lot of times the Level 1 vexes, evokers, and hazard are what kill people on the way out, after all that hard work. As you get more familiar with the levels, if you pay attention to where the Shriekers are getting set off, that should help you know when to shift-sneak. It's super important in level 3. If you can find a good balance between speed, and shifting through the Shrieker areas, I think you could pull off some excellent higher-level runs, and grab some good uncommon cards that fit your play style if you want. The jump boost card is really good, if it is available when you have the embers (I think 26?). Also, idk if you submitted any tomes this phase, but if so, you may want to check that your scoreboard is accurate. Cleo somehow got 2 tomes that she said she never submitted, and people were wondering if a different Hermit put them in her box by mistake? (Tango may have got this sorted out by now, idk, but just FYI.) Good luck next phase! Dungeon knowledge is useful even if the run doesn't end well 😊
IskallMan! Treasure drops zones can have coins crowns and keys! It's just RNG each time a treasure is used on the map randomly around you treasure drops but there's no specific drop zone that favors any item. The frost embers drop from the same places but come out based off the frost ember system.
ok so this is how clank works: 1)you generate clank by making noise in the dungeon , mainly walking, running, etc.. It trigger shriekers which is the "creepy sound" you hear, meaning you generated 1 clank. 2) sneaking prevent the shriekers from hearing you and therefore prevent clank . 3) your "clank amount" is represented by the rate of the heartbeat; the faster its beating, the faster you are to max clank. 4) at max clank (very fast (and sometimes skipping) heartbeat, the evokers are water falls are released, meaning you get vexes. 5) if you have sneak cards, when they are played they add "clank block" you can see in your map. Each clank block you have can prevent a shrieker you trigger from increasing your clank, meaning not making the heartbeat faster. 6) generating less clank by sneaking or having clank block cards mean the heartrate increase slower, which mean evokers and vexes are released later, which mean you can stay in the dungeon longer. 6) when you successfully block a clank you hear the "tiptoe sound", like the "Ding ding ding", which is good. 7) the stumble card is a card that is added every 2 minutes in your deck, and has a chance of getting played. Stumble also generate clank, but the more card you have in your deck, the less likely it is for the stumble card to be played. 8) the amount of clank block (or hazard block , or any others thing on the map) does not represent the clank level (the rate/speed of heartbeat represent that) but it represent how much clank you can block. If a sneak card is played, it add 2 bars in your clank block. That means the next 2 shriekers you trigger will be block and not make the heartbeat faster, then you will see the 2 bars disappear as they were used. If the bar is empty, it means you will not block future clank, and they will make the heartbeat go faster and therefore bring you closer to vex time
In your second run there were several points where you were completely safe in an area, and you kept running around rather than analyzing your surroundings. There's 3 different ways to get to the big ship area, and you seemed to have walked past two of them several times before taking the spider path over there, then you immediately jumped over the lava you have been next to several times before and got back to the beginning. Taking things slower would not only help you reduce clank, but it would help you stop second guessing yourself when it comes to orientation. There's really no point in going so fast that you just walk past possible pathways you could be taking because you didn't see them. Your ravager juking was really amazing though I'm not saying btw that you should notice everything right away. I'm just saying you would notice more per run if you stopped to investigate every once in a while. Then that would make it easier for you to go fast later as you have more complete knowledge to base your movement on.
Congratulations, that little gambling bit with the Mystery Box made me laugh so hard that I no longer need to apply eyedrops. I've not seen _anyone else_ get a coin from that. Impressive!
Iskall, I don't think people are saying you have to play slow, but when a shrieker goes off, you should try to not set it off _again_ (either by sneaking around it, or avoiding the area). Also, these dodges are nuts. Doc's best dodge he was so proud of isn't even in the top 5 of your closest calls 😂
IskallMAN clank is the shrieker noise you hear it's very loud and like a scream. It doesn't activate when you sneak. Just pay close attention when you hear that noise. Keep track of those locations and you can run in places you know they dont activate. They are randomly placed each run. The clank is what makes the heart beat faster and vex come out
re: clank: The shriekers are what notify you of clank generation, and theyre activated via footsteps. Each run some are randomly deactivated (or reactivated). Sneaking will prevent clank generation, yeah. But hazards are triggered by time. So the more you sneak, the more clank you'll prevent, but also the more hazards will probably be triggered. So you have to find a good balance between the two.
The voice you heard at the beginning was the shrieker that causes CLANK to generate. You want to avoid activating them. So learn where they are and sneak in those areas if you don't want your run to be on max clank so fast.
A solid idea is build the deck to “max out” the cards you have, the more treasure cards you have the higher the number of keys and coins on a normal run, leaving the frost embers in allows you to buy more cards to make runs easier, sneak and stability are solid cards to leave in the deck because the dungeon gets more difficult the higher the heart rate and the more hazards occur the worse it is trying to dodge ravagers and vex’s. Bulk up the deck and the odds of getting the cards you want played go up. The more frost embers you get, if you get lucky with the cards you can buy after the run, will allow you to increase treasure and reduce clank and hazard, some cards increase hazard and clank and increase treasure and embers.
I'm very late to this, and it's just a theory, but one I haven't seen people banding around yet, you're not using the sneak cards properly. They're very useful, since as they block clank, you can run and jump as much as you want for a short duration, so you should keep them in your deck, pay attention to when they get played, and switch between sneaking and running depending on whether a sneak card has been played recently.
The map takes a minute to get your head round, but what it shows is a queue. When you play a treasure card you get gold squares on the map acknowledging it. When the squares disappear again that means theyve tranlated into real coins in the dungeon. (I say this because if you play a treasure card on level one but then open level two, any treasure drops that were still on the map/in the queue will follow you down.)
So much fun watching you play Decked Out, apart from maybe when you're sprint-jumping while low on health, no food and in no immediate danger, because I also want to see you succeed! Looking forward to the next episode! :D PS: Hope you take note of the 5000 range and don't cut so close to the ravagers next time, it's so anxiety inducing I'm literally lifting my butt off the seat!
below the entrances of some rooms, there are shriekers that increase your clank so avoid jumping around too much and sneak while enter rooms just in case
Hey iskall now that you’ve figured it out on your own I will tell you that Tangos general rule of thumb for deck size is that you should only have enough cards to last your run, if you exit the dungeon with over 3 cards left (displayed on bottom of map when playing), Tango suggests to remove a card or two at this point to ensure you are drawing and using all cards each run to maximise your deck Hope this helps ❤❤❤
You will generate clank when the shriker shrik and ways to avoid that is to either sneak or have clank block in your map using cards. Walking or jumping will activate shrikers and thus generate clank.
If you're going to mostly run in the dungeon, which is a workable strategy, you should keep the maximum number of sneaks and evasions in your deck, and just reduce the number of stability cards. You'll be generating more clank that needs blocking, but you'll be quicker, so hazard will be less of a problem for you.
Still one of the best DO vids to watch. Just my opinion: If I have a lv2 compass, I would mostly sneak through lv1 to give treasure time to drop & also not to build up on clank. That would give me a better chance to escape from lv2. Also better learn the dungeon layout with all it's treasure drops & shriekers, to optimize the search. And the deeper u go the more cards u want in ur deck.
btw the moment at 41:30 where it doesnt seem to recognise the compass, i think the blue lines were coming out of it were shreiker noises (the shreiker could hear you dropping the compass) it's not that it wasnt recognising it. It was probably just on a lower or higher floor of level 2.
on the first floor keys are significantly more likely to drop in the back of the floor. So the best place is the snowy area past the crypts with the double berry bush. That has the highest drop rate at 33%
LOL, so fun to watch! I feel like Iskall is missing one key thing that makes decked out different from vault hunters, and if he gets that down he'll be a top contender
In answer to your clank question at 14:37: Shriekers are clank. You set off a Shrieker, without clank block, you get clank. Also when you drop the compass and get the artifact, you get 3 clank as well.
Iskall u wantbto have as many card in ur deck because more cards u have less stumble cards (+3 clank)get added to ur deck it is a theory not confirmed but i think many hermits believe in the theory
If you keep track of all of the locations of the shriekers (they are slightly random tho) you can just sprint in between those spots without generating more clank on your own (Hypno and Etho do this a lot)
You generate clank every time you hit a shrieker, Iskall!!!! Someone needs to tell him every shrieker he hits raises his clank and the tiptoe sounds are him blocking clank. I think he has those mixed up and thinks his clank only goes up when he hears the tiptoe based on something he said in the previous video. He’ll be so much more successful when he understands when and why he needs to sneak I feel like
Highly underrated and very impressive dungeon runs Iskall. He arrives at traps that other hermits completely avoid and with zero hesitation overcomes them... that 3 crown conversion to a single coin was painfully hilarious btw
btw iskall you can climb dripstone by jumping on it's hitbox, lots of people actually use them as ladders!
This only works for up to three layers of it, because the top two have slightly smaller hitboxes. If it is four high, there will be a two high wall you can't climb.
@@ImminDragon was wondering about that, good to know where the cutoff is
💀@ImTheProblemItsMe183
Write a list of questions that you want to ask Tango, then buy the dungeon master lackey from the crown shop, then ask all the questions during the run.
or ask them without buying the lackey and he will still answer most questions
Top content idea
@@Evan-ch3jcit's funnier to ask while Tango's face gets eaten by a ravager though! 😂
The coin is a cool artifact, because you can't take them out of the dungeon
I though so too! It can have a huge price outside the dungeon as a collectible
Contrabandddd
Sell it to Cleo's museum, just to mess with Cub.
yeah
Or exchange for crowns
Twice in this episode Iskall was having trouble with a compass and said "I think it might be below me" and both times they were actually above. Verticality goes both ways!
a few other hermits had that same thought. i wish they would just remember to add "or above me" to the end of their thoughts
It always seems to be the one of the spider ones. If you watch his compass flips as he runs through.
Spider den area does seem the throw hermits the most.
Yes
Gotta love these feature-length hermit episodes dropping every few days
A great time to be a viewer.
Doc- length*
I’m honestly overwhelmed with all the content we’re being given
@@emilyrattini8462 save it for the many incoming rainy days, lol
@@emilyrattini8462 it is definitely a lot. I get that. When I don't have time to check em all out, I'll typically watch tangos streams on his second channel.
Some tips for clank:
It is fine to run and jump around, but if you hear a shrieker, that is you gaining "clank". If a tip-toe sound plays a couple seconds after a shrieker, that means you blocked the clank with one of your sneak cards, which add 2 clank block (see the clank block on the map).
So, if you hear a shrieker, that means you should try to sneak and avoid making noise in that area (where active shreikers are in the map is random each run). But otherwise, you don't have to sneak all the time unless you are super trying to avoid clank.
Also, getting the artifact automatically triggers 3 clank, which is why the intensity always seems to ramp up after you have your artifact.
Love watching you play!
Also want to reiterate that clank is what causes the heartbeat to go faster. Once it is at the max that's when the vet (and other things) will be released.
Partly correct. When a shrieker triggers that does not mean you gain clank, it means you have a chance of gaining clank. I don't remember what the odds are, maybe 50/50. The same with the loot, when you gain 4 loot from a card, that's actually 4 instances of 50/50 change to drop loot.
*tips for crank ; -;
i dont understand how he doesn't know when it's already this late into the game?
@@AvocadoTheBugCat he isn't watching anyone else, isn't talking to anyone else about rules or strategy, and also iskall just wants to figure it out. Not beneficial for being the most competitive but he enjoys learning the game his own way
2:41 that is the shrieker - that's exactly what people are talking about. If you don't sneak constantly where those are, you set them off and make clank.
14:37 any noise you make in that zone will set off a shrieker, including walking. Sprint jumping vs walking makes NO difference to them. The only thing you can do to stop it is sneak.
also important to note that shrieker locations are randomized each run so perma-sneaking isnt necessarily the way to go, rather, listen for the shriekers and then sneak in THAT area to avoid more clank.
most people avoid sprint jumping when they arent being hunted by ravegers to avoid losing to much hunger
Noticing, at least with what you show on camera, that you're looping through only about half of the Level 1 areas looking for keys. Your search goes through the ice hallways and the upper crypt, of which treasure is only common in the crypt, and you don't spend any time in the TNT room or downstairs in the library (your old "food room"). The way you're currently searching for treasure, there are many more drop spots you aren't accessing that have good chances to give keys. Hope that can help you speed up your Level 1 phase and get you into Level 2 faster!
iskall, the further you go into the dungeon, the more cards you want to have in your deck. if you take out cards then by the time you get down to level 2 or 3 you'll have no cards left to play and you'll generate clank really quickly
doesnt it play more stumbles or smth like that?
I disagree here, it's not necessarily the case that you want more cards. True, you will run out sooner. But having more cards in your deck dilutes the deck, which is not always what you want.
For example, a deck with 1 Treasure Hunter and 1 Sneak is just as likely to draw a Treasure Hunter card as a deck with 5 Treasure Hunters and 5 Sneak. If, like Iskall, you need to draw more Treasure Hunter cards, then you either have to increase the number of those cards in your deck (which he needs to buy, and there's also a maximum) or you need to DECREASE the number of other cards in the deck to make it more likely that you draw a Treasure Hunter.
@@daseptictank that isn't going to work if you're going deep into the dungeon. what you say IS true, but having clank and hazard block is far more important than getting a key quickly because even if you get the key right away you're going to be generating so much clank that you're not going to be able to get out of the dungeon alive
It isn't balanced enough for slow runs.
Hazzard goes up disproportionately and maybe there are more than 20 shriekers on the way to say, the third level. Which 20 is the max clank I believe without protection.
A card is played every 30 seconds?
It isn't balanced well either way.
Sort of sneak-around shriekers you know. Some treasure areas just might not be worth visiting because of the time needed to get around two shriekers which as Iskall and others point out the games Ravegers push you into generating clank.
@@daseptictankthe issue is that there are also a set number of stumble cards also shuffled into the deck, which increases clank by 2 every time they go off. You want a lot of clank block to counter those cards, and you want more cards to spread out when they go off, meaning you can stay in the dungeon for longer.
If you hear a dispenser click *alone*, rather than with note block, then you are *not* hearing treasure drop. What you are hearing is the old card system that Tango didn't remove. It does absolutely nothing other than click randomly. That's why a lot of Hermits (especially at the same place Iskall heard and commented on it) start looking for drops but don't actually find one. Anything they do find didn't drop in association with the click - it dropped from a 'ping' or 'bong' or one of the other noteblock sounds. I can't describe them, but they're the ones that can be listened to in the Book Room off the Main Hall. 😅
Looks like both the artifact locations you couldn’t find (second run and last run) were by the spider den, one on each side. Great to see Iskal gradually figuring out how Clank works though, and so fun to watch him learn the game as he plays rather than just finding everything out from a third party.
Crank*
Now if only he could stop run-jumping near the shriekers 😂
Still not sure he knows the shriekers are what triggers clank .. 😅
Tango did confirm during one of the lackey runs, that the room with double berries has a higher potential key drop rate
Also the lava room I think, either that or it was the one in the crypt by the berry bush and parkour window, don't remember. I think there were more too but he didn't say which, he said all the ones early in the dungeon have a low rate though and the one right behind the lock has no chance of a key at all.
FYI: You can punch any spawning mob in the dungeon - spiders and slimes should be the only two so far. Tango has stated this openly to Etho and others. The named mobs are not to be punched. 😂
Spiders, slimes, vexes, bats, and tropical fish can all be punched.
Ay that's handy
Ah, yes punching fish.
Yeah I was wondering about that. But it probably doesn't occur to most people that spawnable mobs are free game to punch since destructive actions in general are against the rules, and under high pressure, all they're thinking about is following a compass, dodging ravagers, navigating hazards, and making it out alive.
16:06 it's always funny to hear Iskall referring to decked out as the vault😂
The main reason why people avoid sprint jumping is because hunger is such a big issue. You're more likely to run out of berries that way. As for sneaking, the shriekers generate clank; they are ransom each run, but if you walk over one you can know to sneak over it if you go over it again.
You were so close to finding the entrance to level 3! [even though you didn't have a key...] Something you probably didn't know from the way you tried to get out of the lava pit, is that you can climb on dripsones!
I think that last artifact was a case of verticality, or in other words, the artifact being at a different height in a room above or below. The sculk signals that appear in certain areas just there to calculate clank and don't indicate where the artifact is.
Yeah, that looked like the spot in the spider den.
That last one didn’t have a broken artifact pickup, it was probably just above or below. Level 2 is more vertical than level 1. The little sculk particles you saw was a clank detector. Unless it is actually broken and I’m just wrong lol :P
I think doc had the same exact spot and it didn't work. It could be above like you said, but it's possible that sand block for some reason blocking the hopper?
@hawks3109 the spot doc had was a little farther away in Pearl's room. The spot Iskall had was likely a case a verticality and not a broken artifact as I've never seen anyone get an artifact drop off there and the spider den is right above there I believe!
20:10 I've watched hundreds and hundreds of runs and you're the FIRST hermit I've ever seen take that lava parkour shortcut successfully. You ARE a parkour master now. O_O
On half a heart mind you
2:43 That noise you were wondering about is exactly the reason your dungeon runs end up with Vexes harassing you. It's the shrieker noise, and it activates when you pass a shireker while not sneaking. Each of those sounds that you hear increases your Clank by one.
The "tiptoeing" sound that you hear is not generating Clank, it actually is the opposite. It notifies you that Clank has been blocked. You would know this if you read the sound instructions properly in the soundcheck room instead of reading just half of it and pressing the buttons :D
So essentially, clank is generated by sculk sensors that are calibrated to only detect player footsteps. The skulk sensors littered around the map each have a 1/2 chance of being active, and it is impossible to know which ones are active on any given run. When you hear a shrieker, you triggered a skulk sensor and generated Clank. Sneaking will prevent you from being detected by the skulk sensors, but keep in mind that every 2 minutes you add a stumble card to your deck. So sneaking and moving slowly will cause your cards to be drawn before you make it far into the dungeon, and every 2 minutes you will still gain 2 clank. In addition, you can’t always be sneaking because you have to run away from ravagers. Whatever strategy you think works best with this information is up to you.
So good to see you on enjoying Hermitcraft again, and even more to see your shenanigans with other Hermits. Glad you got the break you needed.
16:06 "the vault could get cranky"
And here we see the VH iskall's inclusion in Decked Out.
19:39 you were definitely looking at the right place, just a shame you couldn't get the ravager away, as i assume that was what you were trying to do.
40:58 was definitely in the spider-den above you, which i have heard have the most expensive artifacts
41:57 I'm not sure if that's a bug, but there is a room vertical to that location. Spoiler about what that room is:
It's at the bottom of the vines escaping the spider den
Another great episode! You might consider just doing an exploratory run to get to know level 2 of the dungeon. It is much larger than level 1. Even if you don't leave with an artifact you will leave with +1 Map Knowledge, which will yield dividends later on.
Iskall feat. Rendog is my favourite combo in quite some time. I also love the "STOP MESSING WITH MY DOG" comment to the Ravager. A+ episode, Mr Iskall, sir.
your interactions and false and ren were priceless lol
Hey Iskall, I think with your playstyle, you would do really well with cards like second wind, loot aans scoot, sprint, bounding strides and silent runner. All speed and jump cards.
Unfortunately those cards aren't that simple to obtain given the shop is random
Man I started watching the video last night kinda drunk I can't remember a thing. Gotta rewatch, I ain't missing a single Iskal minute😂
Hmm, I'm beginning to understand what Iskall's problem is. Decked Out is very much a game where it pays to be patient and try to learn the layout of the dungeon, where to pick up treasure, what routs to take to dodge Ravagers, where possible Shrieker locations are, etc., and to take things slow at times, peaking around corners, sneaking where you know a Shrieker might be. But patients and caution are not Iskall's strong suit.
2 Tips:
*You’re still not sneaking enough. Save sprinting for ravagers. Everytime the shrieker goes off, that equals clank.
*when searching for keys, you repeat the same locations. You walk away and then come back. There a more key locations. I suggest exploring the whole map when looking instead of repeating locations.
Doing great! Really enjoying these videos!
Crank is generated when you trigger a shrieker (also, stumble cards and when you get your artifact). Shriekers are triggered by any player sound, which includes running, jumping, eating, and interacting with some things. Sneaking will prevent you from triggering a shrieker that you walk by. The issue with sneaking in decked out is that you don't necessarily know where all the shriekers are until you trigger them. The idea seems to be in general that if you trigger a shrieker during a run and remember where it is you could sneak when you go by there later. Or certain parts of the dungeon that seem to often have shriekers active you might want to sneak through.
Also, sometimes you just get lucky with shriekers, and sometimes you get unlucky.
Of course, this all goes out the window if a ravager is chasing you.
Phase 3 was really difficult for a lot of hermits with all the changes Tango made! Don't worry about it, Iskall! You'll come back in Phase 4!
It's insane when you realize that 3 phases have finished already. I assume there are only 10 phases?
For 3 weeks I have been consuming decked out runs from multiple hermits.
I think i have seen more decked out in 3 weeks than I have seen hermitcraft videos this year. Multiple hours a day.
@@bowxfire5275 Tango's hoping for 8 phases but it depends on interest. :)
@@miniciominiciominicio I meant to say 8. Idk why I said 10. 😐
I do love watching you play iskall, It's really funny because you really do play exactly like you play vault hunters ^_^
12:22 xD That was a great camera angle! I am enjoying all the Renskall
41:30 yeah you were just in the wrong spot. That was most likely spider area.
Iskall, once you identify where the shreikers are located, those are the spots to avoid or sneak. Eating also sets off shreikers. You rarely visit the best spot for keys, the dripstone river off of the TNT room. Love your videos!
Decked out looks great with your shaders ❤
Love your attitude with failed runs, you stayed upbeat. Those ravagers were a pain in level one xD I think only the one in the crypt is zoned now so basically there are 4 roaming about in the ice area. Good luck on Phase 4.
Iskall, that is a legally bought and owned coin. It’s a rare artifact and belongs in a museum
You can go through the spider area to drop down away from the spiders without looping around. Great run’s brother! Also other hermits are recalling where the shreekers are at so they can run as much as possible.
The shrieker sound means you activated a shrieker wich adds clank .if you have clank block you'll here a tip toe sound. And btw that last artifact wasn't bugged it was above in the spider area. Great runs tho hope to see more runs like that❤❤
Clank generates three ways:
1. When the player walks or runs over an active shrieker (sneaking over it will not trigger it) = +1 Clank
The dungeon randomizes which shriekers are active each game, so you can't memorize their locations.
For an example of what that sounds like: you triggered three shriekers in quick succession after jumping over the lava parkour at 20:11. Then a Stumble card played, which amounts to about five clank in 20 seconds!
2. When the player retrieves the artifact = +3 Clank
3. When a stumble card is played = +2 Clank
A Stumble Card is added to your deck every 2 minutes or so. A new card is drawn from your deck every 30 seconds or so. Eventually, the draw pile will be nothing but stumble cards. You'll see there are lots of cards left in your deck on the map, but after awhile, chances are, its just Stumble-after-stumble about to play. The dungeon becomes very dangerous, VERY fast once you play your last actual card.
Etho asked Tango about max clank, and Tango said it amounts to about 20 Clank.
The goal with clank and hazard block cards is to have your defensive cards play and cue it up on the map, and "save" it for when you really need it as you spend more and more time in the dungeon. Deeper trips require you to accumulate lots of block on your map. You don't want to burn through it trying to get keys.
Hope this helps!
Iskall: lets play it careful
Also Iskall: activating 4 shriekers at the same time
If you want some moves you could watch Etho treasure farming the first level in his video.
You can run through the dungeon if you memorize the locations of the shriekers. Run>run>run~sneak~run>run>run.
There are treasure droppers that have 4 stacks of keys vs coins whereas others are 3. One location is the dripstone area of lvl 1. Another I suspect is lava room next the berry bush.
You’ve gotten multiple locations where you say “it must be under”. It’s actually over. There’s 2 drops in the spider area. You can see your compass flip as you run through on one of your runs.
Your parkour skills are some of the best I’ve seen. I think if you were to learn the layout of the dungeon you’d be almost unstoppable.
(Denis the menace)😂
Yo iskall! Btw it is always worth having sneak cards because the ONLY 2 ways to generate clank, is from clank generating cards (Not block) such as stumble +2 clank, and also triggering a shrieker which adds +1 clank. A stumble gets shuffled into your deck every 2 mins which means in that time, you could've afk(sneak to not trigger shrieker) and possibly drawn 4 cards, hypothetically of sneak which gives you 8 blocks worth of clank, so never pull out your sneak cards from your deck, as the time wasted waiting for card draws far exceed the punishment of spending a longer time in the dungeon! Hope this helps!! 😄
Don’t forget about verticality for the compasses sometimes it’s on a different level. Also extra cards in the deck delays the stumble cards from being played so the benefit of earlier treasure may not be worth the faster stumble.
It’s a great day when Iskall uploads
Not a bot btw
Just quick with it
yessir
Not quite, it’s night.
@@Relix_64 It's great midnight when iskall uplode video 😂
@@lakhan8045depends on where you are
There’s a “red room” below the crypt area that you pass over in each run, and there is often a key, berries, and loot in that room. Also good to know for escaping ravagers
Thanks for sharing your runs, Iskall! You're making good time in terms of not having max clank and vexes everywhere, which is important - even on Deadly runs, a lot of times the Level 1 vexes, evokers, and hazard are what kill people on the way out, after all that hard work.
As you get more familiar with the levels, if you pay attention to where the Shriekers are getting set off, that should help you know when to shift-sneak. It's super important in level 3. If you can find a good balance between speed, and shifting through the Shrieker areas, I think you could pull off some excellent higher-level runs, and grab some good uncommon cards that fit your play style if you want. The jump boost card is really good, if it is available when you have the embers (I think 26?).
Also, idk if you submitted any tomes this phase, but if so, you may want to check that your scoreboard is accurate. Cleo somehow got 2 tomes that she said she never submitted, and people were wondering if a different Hermit put them in her box by mistake? (Tango may have got this sorted out by now, idk, but just FYI.)
Good luck next phase! Dungeon knowledge is useful even if the run doesn't end well 😊
IskallMan! Treasure drops zones can have coins crowns and keys! It's just RNG each time a treasure is used on the map randomly around you treasure drops but there's no specific drop zone that favors any item. The frost embers drop from the same places but come out based off the frost ember system.
It is extremely fun watching you run decked out
The shreaker sound is when you triggered clank, if you know where the shreaker spots are you can sneak when you run over them to not trigger them
Iskall, that visial was a sculk.sensor not a broken artifact.
Keep the Decked Out coming, it's great!
ok so this is how clank works:
1)you generate clank by making noise in the dungeon , mainly walking, running, etc.. It trigger shriekers which is the "creepy sound" you hear, meaning you generated 1 clank.
2) sneaking prevent the shriekers from hearing you and therefore prevent clank .
3) your "clank amount" is represented by the rate of the heartbeat; the faster its beating, the faster you are to max clank.
4) at max clank (very fast (and sometimes skipping) heartbeat, the evokers are water falls are released, meaning you get vexes.
5) if you have sneak cards, when they are played they add "clank block" you can see in your map. Each clank block you have can prevent a shrieker you trigger from increasing your clank, meaning not making the heartbeat faster.
6) generating less clank by sneaking or having clank block cards mean the heartrate increase slower, which mean evokers and vexes are released later, which mean you can stay in the dungeon longer.
6) when you successfully block a clank you hear the "tiptoe sound", like the "Ding ding ding", which is good.
7) the stumble card is a card that is added every 2 minutes in your deck, and has a chance of getting played. Stumble also generate clank, but the more card you have in your deck, the less likely it is for the stumble card to be played.
8) the amount of clank block (or hazard block , or any others thing on the map) does not represent the clank level (the rate/speed of heartbeat represent that) but it represent how much clank you can block. If a sneak card is played, it add 2 bars in your clank block. That means the next 2 shriekers you trigger will be block and not make the heartbeat faster, then you will see the 2 bars disappear as they were used. If the bar is empty, it means you will not block future clank, and they will make the heartbeat go faster and therefore bring you closer to vex time
In your second run there were several points where you were completely safe in an area, and you kept running around rather than analyzing your surroundings.
There's 3 different ways to get to the big ship area, and you seemed to have walked past two of them several times before taking the spider path over there, then you immediately jumped over the lava you have been next to several times before and got back to the beginning.
Taking things slower would not only help you reduce clank, but it would help you stop second guessing yourself when it comes to orientation. There's really no point in going so fast that you just walk past possible pathways you could be taking because you didn't see them.
Your ravager juking was really amazing though
I'm not saying btw that you should notice everything right away. I'm just saying you would notice more per run if you stopped to investigate every once in a while. Then that would make it easier for you to go fast later as you have more complete knowledge to base your movement on.
For what you and Ren has done to False, she deserves a new viewer.
Congratulations, that little gambling bit with the Mystery Box made me laugh so hard that I no longer need to apply eyedrops. I've not seen _anyone else_ get a coin from that. Impressive!
Iskall, I don't think people are saying you have to play slow, but when a shrieker goes off, you should try to not set it off _again_ (either by sneaking around it, or avoiding the area).
Also, these dodges are nuts. Doc's best dodge he was so proud of isn't even in the top 5 of your closest calls 😂
IskallMAN clank is the shrieker noise you hear it's very loud and like a scream. It doesn't activate when you sneak. Just pay close attention when you hear that noise. Keep track of those locations and you can run in places you know they dont activate. They are randomly placed each run. The clank is what makes the heart beat faster and vex come out
Another tip, you can tell how much clank you have by the heartbeat of the dungeon. The faster the heartbeat the more clank.
Decked out is probably one of the coolest things I've ever seen in minecraft
The skulk shriekers are the things that generate clank you want to generally avoid that by sneaking over them and remembering their locations
im fairly certain that your final artifact wasn't broken, the spider area is above that
re: clank:
The shriekers are what notify you of clank generation, and theyre activated via footsteps.
Each run some are randomly deactivated (or reactivated).
Sneaking will prevent clank generation, yeah. But hazards are triggered by time.
So the more you sneak, the more clank you'll prevent, but also the more hazards will probably be triggered.
So you have to find a good balance between the two.
The voice you heard at the beginning was the shrieker that causes CLANK to generate. You want to avoid activating them. So learn where they are and sneak in those areas if you don't want your run to be on max clank so fast.
A solid idea is build the deck to “max out” the cards you have, the more treasure cards you have the higher the number of keys and coins on a normal run, leaving the frost embers in allows you to buy more cards to make runs easier, sneak and stability are solid cards to leave in the deck because the dungeon gets more difficult the higher the heart rate and the more hazards occur the worse it is trying to dodge ravagers and vex’s. Bulk up the deck and the odds of getting the cards you want played go up. The more frost embers you get, if you get lucky with the cards you can buy after the run, will allow you to increase treasure and reduce clank and hazard, some cards increase hazard and clank and increase treasure and embers.
I’ve seen a lot of Hermits find keys and treasure in the red basement berry room. Bonus, good food grab too.
The Iskall/Rendog combination is one I didn’t know I needed more of until today
I'm very late to this, and it's just a theory, but one I haven't seen people banding around yet, you're not using the sneak cards properly. They're very useful, since as they block clank, you can run and jump as much as you want for a short duration, so you should keep them in your deck, pay attention to when they get played, and switch between sneaking and running depending on whether a sneak card has been played recently.
The screaming noise you hear is the shrieker. It creates clank. Sneak past only those locations to keep clank low
The map takes a minute to get your head round, but what it shows is a queue. When you play a treasure card you get gold squares on the map acknowledging it. When the squares disappear again that means theyve tranlated into real coins in the dungeon.
(I say this because if you play a treasure card on level one but then open level two, any treasure drops that were still on the map/in the queue will follow you down.)
So much fun watching you play Decked Out, apart from maybe when you're sprint-jumping while low on health, no food and in no immediate danger, because I also want to see you succeed! Looking forward to the next episode! :D
PS: Hope you take note of the 5000 range and don't cut so close to the ravagers next time, it's so anxiety inducing I'm literally lifting my butt off the seat!
below the entrances of some rooms, there are shriekers that increase your clank so avoid jumping around too much and sneak while enter rooms just in case
Hey iskall now that you’ve figured it out on your own I will tell you that Tangos general rule of thumb for deck size is that you should only have enough cards to last your run, if you exit the dungeon with over 3 cards left (displayed on bottom of map when playing), Tango suggests to remove a card or two at this point to ensure you are drawing and using all cards each run to maximise your deck
Hope this helps ❤❤❤
You will generate clank when the shriker shrik and ways to avoid that is to either sneak or have clank block in your map using cards. Walking or jumping will activate shrikers and thus generate clank.
If you're going to mostly run in the dungeon, which is a workable strategy, you should keep the maximum number of sneaks and evasions in your deck, and just reduce the number of stability cards. You'll be generating more clank that needs blocking, but you'll be quicker, so hazard will be less of a problem for you.
Iskall and Rendog on a video together reminded me of the "Renskall Island" in Hermitcraft Season 5. Good memories!
Iskall is literally a clank machine 🤦♂lol
Still one of the best DO vids to watch. Just my opinion: If I have a lv2 compass, I would mostly sneak through lv1 to give treasure time to drop & also not to build up on clank. That would give me a better chance to escape from lv2. Also better learn the dungeon layout with all it's treasure drops & shriekers, to optimize the search. And the deeper u go the more cards u want in ur deck.
Iskall a "Crevasse" is a french word, not english ! :) but it means big ravine you got that right ! Loving the DO runs :)
ISKALL, THERE IS A WAITING ROOM WOTH A TRAINING COURSE!!! (I haven't watched the full video, he might have found out half way or something)
btw the moment at 41:30 where it doesnt seem to recognise the compass, i think the blue lines were coming out of it were shreiker noises (the shreiker could hear you dropping the compass) it's not that it wasnt recognising it. It was probably just on a lower or higher floor of level 2.
if you want to know the artifact location that iskall couldnt find on run 2
its on the way up to the spiderarea on the left side
i was thinking that was probably the spot!
19:35
He walked past that spot twice.
I believe Ren was trying to say 'crevice'. To use it in a sentence it would be like 'check every nook, cranny, and crevice!'
‘Crevasse’ is a word that does define the major feature of that room
@zetad1106 Oh. Huh. Learn something new every day I guess! The weird thing is I'm also American, so I didn't have an excuse for not knowing it lol!
on the first floor keys are significantly more likely to drop in the back of the floor. So the best place is the snowy area past the crypts with the double berry bush. That has the highest drop rate at 33%
I'm addicted to watching people be addicted to decked out
LOL, so fun to watch! I feel like Iskall is missing one key thing that makes decked out different from vault hunters, and if he gets that down he'll be a top contender
In answer to your clank question at 14:37:
Shriekers are clank. You set off a Shrieker, without clank block, you get clank.
Also when you drop the compass and get the artifact, you get 3 clank as well.
pearl then bduds plus iskall? THIS IS THE DEFINITION OF HAPPINESS 😊
You might be able to pawn off that coin to Cub or Cleo for their museum
Iskall u wantbto have as many card in ur deck because more cards u have less stumble cards (+3 clank)get added to ur deck it is a theory not confirmed but i think many hermits believe in the theory
a stumble is added every 2 minutes but it's increasingly unlikely its pulled if it has to compete with 40 other cards vs 10.
Eeee I'm so excited for this episode!! I love that you had to tell your mother that you had to play Decked Out xD
If you keep track of all of the locations of the shriekers (they are slightly random tho) you can just sprint in between those spots without generating more clank on your own (Hypno and Etho do this a lot)
You generate clank every time you hit a shrieker, Iskall!!!! Someone needs to tell him every shrieker he hits raises his clank and the tiptoe sounds are him blocking clank. I think he has those mixed up and thinks his clank only goes up when he hears the tiptoe based on something he said in the previous video. He’ll be so much more successful when he understands when and why he needs to sneak I feel like
Highly underrated and very impressive dungeon runs Iskall. He arrives at traps that other hermits completely avoid and with zero hesitation overcomes them... that 3 crown conversion to a single coin was painfully hilarious btw
Iskall-Ren is the colab I never knew I needed...
Iskall, from what i could see, there are shriekers near the entry of most rooms, so you could benefit from sneaking in and out of a room...