The solo run through the orange wool dungeon isn't solo anymore. Basket brought in a buddy, johnfal_92, and admits the reason up front: "Apparently, I'm too wimpy." Doing it alone might work, but it would mean killing a couple of spawners, running out of range to let things despawn, and doing that over and over for a very long time.
The room that stopped the solo
They head straight for the room that gave Basket trouble last time. With two of them it makes sense fast. There are spawners in the stairwells, and the skeleton archers sit on a mezzanine you can't reach, which explains why mobs kept coming from everywhere during Basket's slow approach. A volley ability kicks in just in time, the archer spawners go down, and the double creepers get handled one at a time. One of them calls the double creepers the thing they fear most on this whole map.
They also talk guilds. They aren't in one yet, but expect to be by the time this video goes up.
Bookshelves and booms
The next big room is a maze of bookshelves and cobwebs, with creeper spawners, Instaboom creepers in the middle, poison spiders and a Lunatic Cultist. Being up on top of the shelves helps. Someone gets low on health and backs out, and the lesson for the back of this dungeon is said out loud: never get too low, because as soon as you do, a creeper is ready to take you out. The webs cut both ways. Mobs get stuck in them, and so do players.
Picks, loot and a repair rumor
At the ender chest they sort loot. johnfal_92's pick gets a compliment, and the answer is a scout ability: permanent Haste II while holding a pick, which also speeds up attacks. A chest turns up a Balanced Adze, a tier 4 pick called "one of the most valuable things," and the Pebblebane comes up too, a rare pick that adds speed while you hold it. Another chest has a Shaman staff, and a later one has Boots of Vitality.
The extra loot from this run already covers what the dungeon key cost. There is a rumor that repair costs are going up, and a real deadline: the dungeon resets tomorrow night.
The Invoker room
After a trip out to drop things off, they come back and go right for the hard room, one that has already cost two deaths. This time they wall off the side rooms first. An Invoker gets killed before it can cast anything, then comes back and gets killed again. The Vexes go down.
Then the creepers win one. The chat says "johnfal_92 was blown up by Stackaboom," and the blast knocks johnfal_92 off the ledge into a room still full of mobs. The boots come back. The bow doesn't, even after a couple of trips down to look.
Calling it
The floor below is spiders, Fern Warriors and a cage that keeps dropping mobs until someone finally empties it. They take out four spawners in that room, grab a chest so they don't forget it, and one of them ends up stuck in webs on soul sand. That's a good place to stop. They call it and head back.