Walking Dragoon Floors 21–50 Live Run Is Now Public!
Just made the latest Walking Dragoon session public — Floors 21–50, full Limited HUD, no running, and a smooth walk through the mid-sets of Palace of the Dead.
Pomander RNG was total garbage this time. Barely any Strength, Steel, or Serenity. Most of the sets gave me nothing but “good luck 👍” energy.
…But honestly? I didn’t need most of them anyway.
The Walking Method carried the entire run — calm pacing, steady pulls, limited HUD visibility, and only using pomanders when a monster treasure room showed up and absolutely forced my hand.
Ningishzida (Floor 30), Ixtab (Floor 40), and Edda (Floor 50) all went down No HUD, Walk-Only with no panic and no sprint.
Floors 51–100 are next. Let’s see how far a Dragoon can walk through this place.
Walking Dragoon Floors 1–20 Live Run Is Now Public!
🌑 NEW SERIES LAUNCH — The Walking Dragoon Run (Limited HUD | No Run | No Panic)
Episode One of my new Deep Dungeon series is live! This is Palace of the Dead played at walking speed — no wall-hugging and a Limited HUD for maximum clarity.
I chose Limited HUD instead of full HUD-off for two clean reasons:
① I want viewers to clearly see the skills I’m using Even with keybinds hidden, the skill names and damage numbers appear mid-screen. This way you can follow my rotation, timing, and sustain.
② I want you to see which enemies I’m targeting Target markers and mob names stay visible, so if you want to learn this walking-style route or study mob order, you can.
Boss floors are done with full HUD-off, but everything before that stays readable and clean.
Why I got into No HUD in the first place: Honestly? I hate screen clutter. If I’m staring at keybinds, I’m not studying boss rotations, placement, or mechanics. Removing the noise forces me to think ahead instead of reacting late — and it makes my gameplay calmer, cleaner, and more deliberate.
No commentary in this series — the run explains itself. Walking stabilizes the XP curve, keeps pulls controlled, and creates a surprisingly smooth climb.
Mooncrystal2002
Walking Dragoon Floors 21–50 Live Run Is Now Public!
Just made the latest Walking Dragoon session public — Floors 21–50, full Limited HUD, no running, and a smooth walk through the mid-sets of Palace of the Dead.
Pomander RNG was total garbage this time.
Barely any Strength, Steel, or Serenity.
Most of the sets gave me nothing but “good luck 👍” energy.
…But honestly?
I didn’t need most of them anyway.
The Walking Method carried the entire run — calm pacing, steady pulls, limited HUD visibility, and only using pomanders when a monster treasure room showed up and absolutely forced my hand.
Ningishzida (Floor 30), Ixtab (Floor 40), and Edda (Floor 50) all went down No HUD, Walk-Only with no panic and no sprint.
Floors 51–100 are next.
Let’s see how far a Dragoon can walk through this place.
1 month ago | [YT] | 1
View 0 replies
Mooncrystal2002
Walking Dragoon Floors 1–20 Live Run Is Now Public!
🌑 NEW SERIES LAUNCH — The Walking Dragoon Run (Limited HUD | No Run | No Panic)
Episode One of my new Deep Dungeon series is live!
This is Palace of the Dead played at walking speed — no wall-hugging and a Limited HUD for maximum clarity.
I chose Limited HUD instead of full HUD-off for two clean reasons:
① I want viewers to clearly see the skills I’m using
Even with keybinds hidden, the skill names and damage numbers appear mid-screen.
This way you can follow my rotation, timing, and sustain.
② I want you to see which enemies I’m targeting
Target markers and mob names stay visible, so if you want to learn this walking-style route or study mob order, you can.
Boss floors are done with full HUD-off, but everything before that stays readable and clean.
Why I got into No HUD in the first place:
Honestly? I hate screen clutter. If I’m staring at keybinds, I’m not studying boss rotations, placement, or mechanics.
Removing the noise forces me to think ahead instead of reacting late — and it makes my gameplay calmer, cleaner, and more deliberate.
No commentary in this series — the run explains itself.
Walking stabilizes the XP curve, keeps pulls controlled, and creates a surprisingly smooth climb.
⭐ Episode One Highlights
0:00 Floors 1-9 (Limited HUD & Pomander Usage)
36:22 Floor 10 Deathgaze (No HUD, Walking)
38:05 Floors 11-19 (Limited HUD & Pomander Usage)
1:25:10 Floor 20 Spurge (No HUD, Walking)
⭐ Watch Episode One here:
Floors 21–50 are up next.
Thank you all for the support — let’s walk this dungeon all the way to 200. 🚶♀️💙
1 month ago (edited) | [YT] | 1
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