A great dwarf always has company. A good dwarf can do on their own.

Whether a call to adventure made you, or it's a path of self-discovery, sometimes you might find yourself stranded with nothing to lose.

In such cases, how much more can you gain.

Basis

Most of the necessities nature provides on it's own accord. What little else you might need is always within beard's reach.

Crafting is an art of throwing things together to see what sticks. To craft, place items in front of you and Click crafting icon, and your cave smarts will guide you through the rest.

Sharpening is an art of making useless things a little less useless. To sharpen, find a small stone, and grind it against what needs to be sharpened.

Fire

Darkness is scary, enveloping and dangerous. A grue can eat you wherever you hide in the dark.

Thus it is important to know how to light a torch even when there's nothing else.

  • Find a stone.
  • Find another stone.
  • Sharpen one of the stones.
  • Fall a shroom. Put the logs in front of you.
  • Craft sticks.
  • Make a torchstick. Put it in front of you.
  • Bang rocks together until a spark is produced.

Water

When feeling safe enough to venture out one might feel a thirst for adventure. Such thirst is best quelled with plump helmet vodka, but water should do just fine.

However not all water is created equal, still water is certain death, and yet running water is hard to find inside the caves.

There is an art to finding fresh water ponds, which involves looking for the signs. One of the signs are fresh water plants growing in the puddle.

Another way to confirm freshness is salting. It is common knowledge that germs react to salt, and everyone knows that reactions produce bubbles.

Crushing a Zheleznyak with something blunt, and throwing it's salty powder in a puddle should tell you whether it has any germs. One however must know, that germs are not the only thing that one shouldn't drink.

If all else fails, a good shroomcutter knows that berries are mostly water, the same shroomcutter can be consulted on their edibility. Just one look at the berry will tell them whether it can be eaten right away!

Food

Soon, an adventurer's stomach will yearn for its share of treasures. And nature provides plenty! One must only know where to look.

  • Plump helmets are generally safe even raw.
  • Meatshrooms need to be cooked. Try throwing one into a fire. Just don't eat poorly cooked ones!
  • Stoneleaf buds, if found, are quite scrumptious.
  • Some berries smell of food, because they are food.
  • Honey can be borrowed from bees. Bee careful!
  • Meat. Enough said, right?
  • Fishing is an option if soils are poor.

Those desperate can also try some of the less-palatable options:

  • Drinking maggot milk could stave off hunger for a while... Sniff first!
  • Blood from tickbugs can be somewhat nutritious... Better pray it's healthy blood.
  • Cooked bezglazniks, krovniks, ovrajniks, and even ljutogreebs(You wouldn't dare, right?) are food...
  • Cooking glowsticks can net you delicious fishsticks...
  • Cooked worms might not kill you.

Growing your own food is an option for those well-off enough to wait. Crush mushrooms with a stone to get their spores, and plant them in a pit to grow your own sustainable dinner.

Healing

Through your misadventures, you might find yourself growing ill from the hardships of the world. When dwarves feel sick, they sleep in holes, to be closer to the earth.

Digging a hole is then a monumental task every dwarf must be capable of. Here's how to dig your first hole:

  • Fall a shroom. Put the logs in front of you.
  • Craft sticks.
  • Craft a wooden shovel out of a log and a stick.
  • Find soil to dig. Stones are too hard.
  • Dig until you can comfortably buckle into the pit.
  • Tap your eyes to fall asleep.

Some diseases may be quite hardy to sleep off. You might want to tire yourself until you NEED to rest to fight them.