Dungeons

Dungeons are located underground. The locations of the entrances are randomized each game; however, they are usually surrounded by marked tiles or spirit guide tiles. Listed below are the available dungeons in the game grouped by (main) entrance location.

## Starting Island

### Halloween Cave

The Halloween Cave entrance is randomly placed below the plains area of Starting Island at a depth of 52, and is surrounded by marking tiles.

It is a small cave filled with dirt and stone and has a surface covered in dead pumpkin fields and Jack-o'-lanterns, with a single  fire boar enemy. There is also a ghost which can be caught with a Spirit Gem or an Evo Spirit Gem, yielding a Spirit Detector.

Searching the field will yield a single  Pumpkin Seed if the player is not carrying any.

### Gold Golem Cave

The Gold Golem Cave, or Ore Cave, has its entrance randomly located at depth 62.

The cave changes every time it is entered, and thus is an endless source of resources.

There is a thin layer of Dirt near the top with Quartz and Coal ore, and the rest is Stone with Diamond, Gold and Iron ores.

Randomly located is a spirit pillar with the transmute gold recipe.

Treasure

 Notes
 Notes

### Ant Hive

Only available on Kongregate (or with a mod). The entrance is located at (64,72).

The cave changes every time it is entered, and thus is an endless source of resources. Other than Death’s Door, it will be the only endless source of mineable sulfur in the game if you have the mod installed from the Aground web specials page.

A maze of dirt with ores of coal, sulfur, quartz and gold.

The sulfur and coal are present in large amounts throughout the entire hive, The quartz and gold are present in small amounts, located near the bottom of the maze. The dirt matches the color and composition of Sunset Haven.

The ants can be captured with any kind of net, turning them into familiars called Antpanions which require no food and have an attack of 3.

Treasure

 Notes

### Yeti Cave

The entrance is randomly located at depth 82

Treasure

 Notes

### Fire Cave

The entrance is randomly located right near the bottom, depth 92.

The Fire Cave looks much different from the other caves. It has two floors separated by Lava Stone and Bedrock.

Treasure

In addition to the enemies, there is a Fire Spirit on the second floor.

 Notes
 Notes

### Golem Factory Cave

    At the very bottom of the mountain, (115,94), is the entrance to the Golem Factory.

The Golemech boss must be defeated to access the Golem Factory, which can craft Earth gear and another Golemech to fight, as well as the key to the Megolemech Factory.

The Golemech Factory can have a save point, such as a Magic House or Bunker, if the lava stone is mined away and room is freed up to the left of the factory itself. A teleportal can also be built here, if it is powered by something small like a Power Core on cables; the Golemech factory will play the music of whatever location you teleported from, rather than having its own consistent theme music.

## Eastern Island

### Wyrm Hive

Follow the lone Wyrm on the Eastern Island underground and you'll come across a mouth opening underground at depth 9, on the east side. Inside is a Wyrm Hive filled with Wyrms and the Wyrm Queen. There is a spirit pillar at the middle of the bottom with the Drain Sword recipe.

Treasure

If you defeat the Wyrm Queen, a wyrmhole will appear, which you can then go through, leading to the Wyrm Tunnels.

### Wyrm Tunnels

Entered via the Wyrm Hive after defeating the Queen, the Wyrm Tunnels are a maze with wyrmholes leading to other islands, and some deeper dungeons.

See Wyrm Tunnels for details.

### Ice Cave

The entrance is on a floating island above the west side of Eastern Island in a bedrock lined tunnel. It is only visible with spirit-sight, and requires flight, or travel via Wyrm Tunnel to reach.

Inside are 4 sliding puzzles leading to chests and a spirit pillar with the Ice Shield recipe.

Treasure

 Notes
 Notes

### Colosseum

The Colosseum (or Spirit Pyramid) entrance is randomly placed at depth 112 surrounded by spirit guide blocks, and is only visible with spirit-sight (spirit goggles, black cat, etc).

Inside you can fight battles against Bosses and a few Enemies as listed in the table below. The battles are fought with set (mostly low-level) equipment, with no penalty for failure; however winning the battles will award you with  Colosseum Points (cp).

The Beastmaster will explain strategies to aid in the battles (up to floor 5), and once cp is earned, will start trading special spirit equipment for cp.

The stairs between levels 2-3, 4-5 and 6-7 need to be rebuilt to access the higher levels at 100cp each time.

The Colosseum is a part of the spirit world, so if you unequip spirit sight while in it, everything will become a silhouette.

#### **Individual simulated battles:**

(Note: It is generally a good idea to get familiar with both magical and scientific equipment, as in the simulations you may be using either or even both.)

The battles for floors 1-5 are listed in the order that the Beastmaster shows when you ask them how to defeat the enemies there.

*Floor 1:*

**The Minotaur**

Beastmaster's advice: "These beasts are fast and have dangerous Horns, but move endlessly back and forth and are easy to predict. Try keeping your distance and hitting them from behind.

* The Minotaur fight will equip you with a headlamp, great armor, a kite shield, and a drill. In you inventory will be seven bullets, a revolver, and two(?) batteries. A revolver is a single-handed gun that fires bullets faster than any kind of bow can fire arrows, enabling faster ranged attacks than a purely Magic Path can offer. The door is at the bottom of the dirt layer of Minotaur Island; you must use your Drill to reach the surface and attack the minotaur. As the beastmaster states, the minotaur is predictable; it charges left and right, stopping at intervals. Bullets, unlike arrows, can travel faster than the minotaur runs, allowing you to shoot it from behind while it’s moving. The seven bullets, if they hit the minotaur from behind, are just enough to kill it. Digging a trench near the surface to hide in while the minotaur passes overhead is a strategy to minimize injury while being able to rise up and attack the minotaur then duck back down. The minotaur will gore you twice if you do not shield yourself, but by shielding you can hold out until there is an opening to strike with the chainsaw.

**The Yeti**

Beastmaster's advice: "Unlike many enemies, you can't hide under Yetis to attack them from behind. Try staying on the move and sneaking in hits while avoiding its icy breath and snowballs."

* The yeti fight will equip you with a steel pick, steel armor, and a kite shield. In your inventory is a bow, ten arrows, some meat, some attack potions, and some berries. All of your stats will be set at zero. The door is at the bottom of a small island of stone, bounded on either side by unmineable stone like what is found in the Yeti Cave beneath the starting island. You will have to dig to the top with your steel pick, but unlike the minotaur the yeti will be aware of your presence, and can throw snowballs down to the bottom of the stone island if it is directly overhead. Shielding yourself and digging horizontally until you are no longer hit by snowballs is a way to get past the yeti and reach the surface to attack it. The yeti’s breath attack will sound four times in a row if you shield yourself while it attacks you. Walk forward and strike at the end of the third sound effect to strike it without being hurt yourself. Use arrows before it gets too close to wear down its health; you will not have enough arrows to kill it, but you will not have to strike it with the sword as many times.

*Floor 2:*

**The Bandits**

Beastmaster's advice: "Like most groups, bandits aren't that dangerous one on one, but don't let them gang up on you! Pick them off one at a time, and pay special attention to the bandit with the heavy shield, he can only be hurt from behind!"

* Against the Bandits, you will be put into battle equipped with a chainsaw, kite shield, drill, and great armor. You will have no backpack. You will have 2 batteries (one not fully charged) for total power of 994 out of 1000, a shotgun, and 10 shells to fire from the shotgun. A shotgun is more powerful than a revolver and bullets, but it fires much slower and if an enemy attacks you too quickly you will not be able to shoot. Your stats will all be zero except for speed, which will be 2. The door opens onto the eastern coast of a small island of gray dirt, conifers, and bushes, resembling the forest area of Sunset Haven. Drilling down a few tiles and then horizontally will allow you to find the bandits and sneak up on them from below. The four will slowly fan out as they do in real life, giving you opportunities to attack them one on one. The conifers and berry bushes will give you apples and berries for stamina if you need more. For the bandit with the heavy shield, who may head right from the original spawning point first, follow him underground and then strike him from behind twice, shielding yourself if he retaliates. That will defeat him and give you a spare kite shield. The boomerang-wielder moves in short bursts very quickly, but if you can sneak up on him from below and strike his back with the chainsaw, do so and retreat underground again. You will be able to avoid his metal boomerangs. Two critical hits will dispatch him without him being able to injure you. The archer will run away if critically hit in this way, but will not shoot arrows at you. If he does see you coming, he will shoot; duck down so he misses you and loses track of you. If you manage to surface some distance behind him while he is standing still and looking left and right, you can defeat him with one shell. The bandit with the heavy sword can be hit with melee strikes and then using a shield to block his counterattacks. By using sneak attacks and underground tunnels, you can defeat all four of the bandits easily.

**The Dragon**

Beastmaster's advice: "With no ranged weapon, the Dragon's a challenge. Hit {shielding/offhand key} to block flames with the shield or hide behind tiles until it flies back to its den, then hit it from behind as much as you can, and don't forget Attack Potions!"

* In the fight against the Adult Dragon, you are provisioned in your inventory with 5 meat, 5 attack potions, and 10 berries. Your equipment is a steel sword, steel armor, a steel pick, and a kite shield. All of your stats will be 0. The door will open at the spot where the real starting island mountain would have the Hunter's tent. There is a snowy conifer to the left, but you cannot chop it down. However, you can dig to the peak of the mountain where the forest is empty of yetis and the berry bushes can be picked. As with other simulations, the berries do not grow back after being picked. Several blocks down, the fake mountain ends with a floor of unmineable stone, floating on the ocean. Where the grass area of the starting island would begin, there is only a shoreline. By digging right from the starting point, you can get to the dragon's lair. This fight is particularly difficult; if you strike the dragon from the front, when she wakes she will quickly kill you with a blast of fire. If you do strike her from the back you will only be able to get another sword slash or two in; she will then fly backwards out of the Lair where you cannot follow and use fire blasts that can destroy the stone of the mountain at close range. Evading the fire by digging and walking away will use up a lot of stamina, and the berries from the mountain peak will not give you much stamina to spare. See the Bosses page on this wiki for more tips on how to defeat her.

*Floor 3:*

**The Wyrm Queen**

Beastmaster's advice: "This beast won't attack you - but it can only be hurt by striking its open mouth! While its brood of Wyrms are dangerous, they are a good source of Dragonblood if you need to heal.

* The Wyrm Queen fight will equip you with a lantern, steel armor, a steel sword, a backpack, and a steel pick. in your inventory are 20 arrows, a bow, and 5 attack potions. All of your stats are set at zero, and your health and stamina are at beginning levels, 50 and 200 respectively. However, even with your slow speed, lack of a shield and low stats, you can win this fight every time. If you want to restore your health and stamina, kill the wyrms for dragonblood. Because you can endlessly restore your stamina and health, there is no limit to how long you can keep going in this simulation. Killing the wyrms with critical hits (from behind) will allow you to obtain dragonblood faster than you need to consume it, and killing them will induce the wyrm queen to spawn more for an endless supply of dragonblood, as well as opportunities to attack the queen until you finally kill it and win the battle. The fight will not be quick, with your slow speed and low attack power, but by singling out wyrms and persisting until the wyrm queen spawns a wyrm close enough for you to reach it in time for a strike, you can win the battle with only your steel sword. If you auto-eat health items, which is something you can enable or disable from the Gameplay Options menu, you will not need to stop in the middle of fighting at all.

**The Golemech**

Beastmaster's advice: "Beware the Golemech's eye attack - it takes time to recharge, but it is incredibly powerful. Plant and Water attacks are effective against it."

* The Golemech fight will equip you with steel armor, a plant bag, a plant sword, a kite shield, and a steel pick. In your inventory there will be 5 attack potions, a bow, 10 water arrows, 5 hamburgers, and 10 berries. Your inventory will fill up as you kill golems and you automatically receive the loot. Your health value is more advanced than the beginning value, at 70 instead of 50. Your stamina is still only 200. Your speed will be 2, enough to get out of the way of the golemech if it is about to attack. Saving the water arrows to shoot the Golemech from behind is a way to wear down its health; the golems may strike before you finish firing on them and you will lose the arrow. The arrows alone will not kill the Golemech, but you can melee attack it fewer times. The golems summoned by the Golemech can be killed in one strike if you slash them from behind with the plant sword, helping you conserve stamina and health. If you put your back against the wall, only one golem can approach you at a time and others cannot critically hit you. This combined with the fact that the golems approach you with their backs turned will allow you to one-shot them and get them out of the way. The Golemech will take breaks between intervals of summoning golem minions, allowing you to attack it with critical hits. If you use this strategy, you can finish the fight quickly and earn 100 Colosseum points.

**The Old One**

Beastmaster's advice: "The Old One has powerful attacks and is only vulnerable when it overheats and opens up its armor. Dodge or block its attacks with the shield, then hit it when vulnerable."

* The Old One fight will equip you with steel armor, an enchanted shield, and a fire sword. In your inventory is a bow, several fire arrows, some attack potions, and other items. You will not be able to leave the cave to gather more food, unlike the real location on Eastern Island. During the first few playthroughs, you may get dialogue at the top ofbthe screen from the simulated Alchemist with instructions to attack the Old One or to get out of the way of the laser attack. However, the simulated Alchemist will not block the homing orb attacks for you. If you are on the left side of the cave, the only way to dodge the laser attacks is to head for the bottom; if you go up to the ceiling, you will still be hit. Each homing orb attack willl take away 23 health, meaning you can survive one if you want to make your Enchanted Shield last longer. It will become a Kite Shield when it breaks. Using the fire arrows in your inventory to shoot the Old One from a distance is a good strategy if you are on the opposite side of the cave, but if it is on the same side as you then you can strike with your Fire Sword. Keep avoiding the laser attacks and hit it with arrows or the sword until the fight is over.

*Floor 4:*

**The Mirrows**

Beastmaster's advice: "The Shadow Cape will help you avoid being attacked by both Mirrows at once. It will make you invisible every 5 seconds, allowing you to sneakily defeat one of them. You can also use Landmines while hidden for extra damage!"

* The fight against the Mirrows will equip you with a Revolver, an Enchanted Shield, a Drill, Great Armor, a Headlamp, and a Shadow Cape. Your speed will be 2, and your health 70. In your inventory are 2 batteries, 10 berries, 6 hamburgers, 20 bullets, a chainsaw, and 3 landmines. As soon as you enter through the door, and once the Shadow Cape's invisibility kicks in, you must be ready to dodge. The Mirrows, charging in from the left, are trying to attack you; you will have to move up to avoid their opening strike. The Shadow Cape's invisibility will be continuous until you attack either of the Mirrows or are harmed by one of them, then help you disappear again after 5 seconds of cooldown. You can shoot one Mirrow from across the room, but then they both will see you; the Mirrow wife will chase you at a fast speed so she can attack you with her electric tentacles, while the Mirrow husband will shoot homing attacks at you while being slower to follow. If they sandwich you between them, you cannot block the attacks of the one behind you and they will quickly wear down your health. If you touch the Mirrow wife by accident, you will be harmed and also lose your invisibility for 5 seconds. Be warned that she will make rapid horizontal movements in short bursts while you are invisible, as though trying to hit you and discover your location. The most important thing as you fight the Mirrows is to make sure they don't kill you. There are several evasive tactics you can use to dodge some of their attacks.

You can leave landmines in the path of either of the Mirrows once you have attacked them and flee; they will not think to avoid the traps and will get burned. You can do this rapidly by setting the landmines to any hotkey, in whatever place you plan to lure the Mirrows to once they see you. Baiting the Mirrow wife into tripping all 3 landmines while you flee from her horizontally is a way to bring her health down quickly, and sooner put an end to her dangerous melee strikes. If you move up and down rapidly, you can delay the Mirrows from moving toward you horizontally and confuse/frustrate them until your Shadow Cape starts working again; this works especially well on the Mirrow husband after he has released his homing ranged attack and approaches you, as he will not move horizontally at all and instead follow your vertical moves exactly. The Mirrow wife will know to charge forward if you are in front of and too close to her when you disappear, hitting you before you can get out of the way. Using your Revolver is in general a better way to take down the Mirrows than melee attacking and attempting to shield so you don't get attacked from both sides. One bullet at a time, you can strike once and have time to evade until you are invisible again, and can move freely to plan the next attack. Try not to waste your bullets on accident if you brush the attack key, as you will have revealed yourself for nothing. Once you bring their health to zero and knock both of them unconscious (with adorable sound effects from the Mirrows), you will have victory. The real Mirrows would get back up again and praise your strength, becoming your friends.

**The Pirates**

Beastmaster's advice: "The Pirates have powerful laser weapons, but their range and speed are less than yours. Keep moving and firing, taking as few hits as possible, destroy one at a time, and they aren't that challenging."

* In the fight against the Pirates, you fight as a cyborg, equipped with a machine gun arm, cyborg eye, cyborg body (heals your health by using battery), and super pack. All of your stats are set at 0 except for your speed, 3. In your inventory are 2 batteries and 200 bullets, giving you limited healing but many projectiles to attack with. The doorway into the simulation is set on a small island, with the Pirates and a Patrol Boat in the water to the right. You can board the Patrol Boat by getting close and pressing the action key. The patrol boat is equipped with a patrol boat gun, and will use the bullets from your inventory automatically. There are no items to refuel or repair the patrol boat. The water area with the pirates is bordered by another small island on the other side, giving you very little space to maneuver; in the real fight, you can retreat east back to the waters of Ice Island to get away from the pirates' attacks. It is likely the patrol boat will be destroyed before the end of the fight, in which case you will fall into the water and have to climb ashore. However, even without the boat you can still win the fight. Walk away from the shore, out of range of the pirates' weapons, then shoot with the offhand key when they get in range; make sure not to sustain so much damage you can't heal yourself and the simulation ends. Holding down the dominant hand key on the patrol boat will continously shoot bullets, so you can get in as much damage as possible before the boat is destroyed. You may end up finishing the battle from the shore.

*Floor 5:*

**The Kraken**

Beastmaster's advice: "This monster of the deep is very hazardous. Its arms are dangerous, and while they can be blasted off at the base, they regrow quickly. Destroy and get past the arms, then fire at the eyes to defeat it."

* The Kraken fight equips you with a headlamp, Great Armor, a Drill, and a Coral Sword. All your stats are 0 except for your speed, 2. In your inventory are 2 batteries, 10 berries, and 14 torpedoes. The door opens into a very small Obsidian cavern (don't bother trying to mine the walls, the drill can't get through it) with the waterline just below you and a Sub Pen with a submarine on the right side. For exclusive magic users, the submarine is a battery-powered vehicle with a dive depth of 80 that allows you to do multiple things, but for the purpose of this bossfight it launches torpedoes, powerful projectiles that hit enemies and then explode to cause large amounts of damage. The opening of the simulated water cave is to the right, and once you exit and move upwards you will find the Kraken. Approach either side of the Kraken on the level of its eyes, and wait until the first tentacle on that side is up and the second is down, which leaves a gap for you to get close. Use your torpedoes to shoot off the tentacles at their bases, then shoot at or slightly above the Kraken's eye level to try and hit its body/head and reduce its health. Try to hit the Kraken at eye level above the base of the first tentacle before that tentacle grows back and takes the damage instead. If you can avoid getting hit by the tentacles too many times and successfully destroy the first tentacle at its base, you can finish off the Kraken's head with four torpedoes. Attempting to engage it with the coral sword after the submarine has been destroyed by its tentacles is unlikely to succeed.

**The Cultivator**

Beastmaster's advice: "The Cultivator is weak to Fire attacks. Burn it from the air where only its spores can hurt you. You will have to dodge the spores, as you don't have a lot of health for many hits."

* The Cultivator fight will equip you with a fire sword, a kite shield, and dragon armor, but no backpack. In your inventory is a baby cannon and some berries, but no health items. On the ground, many crawlers move back and forth, and deadly gas clouds follow the Cultivator. You can defeat the Cultivator one small hit at a time by flying with the Dragon Armor, which with a flight height of 10 can reach twice the Cultivator's height into the sky. If you are just above the Cultivator's outstretched hands as it casts more spores, it cannot attack you in any way. Even with a limited enchantment before it turns back into a Baby Dragon, the baby cannon can fire many times before wearing out. For anyone coming from the science path, Dragon Armor uses a magical enchantment to power its flight instead of batteries, and the baby cannon is a magical two-handed prohectile weapon that must be equipped (taking up both hand slots) in order to shoot flame projectiles. Hovering in place with Dragon Armor does not deduct any stamina, allowing you to conserve energy while firing on the crazed plant monster. This will take a while even with critical hits, but you can avoid all enemy attacks.

**The Storm**

Beastmaster's advice: "The Storm can only be hurt by powerful Fire attacks. Beware its tornado form, it is invulnerable and dangerous during that time. Climb the ruins to burn it when vulnerable, and run when it's in its tornado form."

* The Storm fight will equip you with a book of flame, a dragonsword, and fire armor, but no backpack. In your inventory are a hamburger and some berries. More berries can be picked from the bushes on the simulated island, but they will not regrow, so you can only restore your stamina to a limited extent. Your spellcasting is set at zero, further limiting your ability to conserve stamina by tiring you quickly as you use the Book of Flame. For anyone coming from a mostly scientific background, this is the explanation of what that strange thing in your offhand slot is: This magic spellbook, crafted at the undersea Library off the east coast of Cultivator Island, works by using your own stamina to create two flame projectiles, one firing forward and the other backward. The Spellcasting stat reduces the stamina cost of using spellbooks, but only by meeting the Librarian of said Library can you unlock that stat in your skill tree. There is almost no margin for error if you mistakenly waste an attack in the simulated battle against the Storm. You will be unable to see where the Storm is until it is very close; you will have to climb the walls of the Dragon Ship Factory to be able to attack it. Be careful as you descend the walls; a gap near the bottom of each wall will deal you fall damage if you fall through it by mistake. The centermost side of each wall is one solid pillar to the ground, helping you avoid fall damage and conserve your health. If you successfully hit the Storm enough times in its cloud form with the Book of Flame, you can win the simulation. The best strategy to conserve stamina is to pick a spot below a convenient wall, stand still, and wait for the Storm to pass overhead. Climb straight up to your chosen perch, attack with the Book of Flame, and listen for the sound of an enemy burning. Then simply climb straight down again and wait underground. Digging out the snow layer and waiting one tile below the surface will keep you safe from the downward hail attack that the Storm is able to use in its cloud form.

*Floor 6:*

* The Bomber fight is one of the largest and most detailed simulations in the Colosseum. You start aboard a Fighter Escort with three Power Cores installed that can recharge your batteries. On the Magic Path, you may not encounter power cores or batteries before this, so here is the explanation for how to use them together: By entering the power core room, you can recharge your batteries automatically to fuel the energy shield; if it does not do this right away, try entering and leaving a few more times until the words “All batteries recharged!” appear on the screen. The door back into the Colosseum is located where the beds/rejuvenation pods of a real Fighter Escort would be. You are equipped with a Space Helm, Space Armor, Laser Drill, Energy Shield, and Rocket Launcher. Your Fighter Escort’s inventory will contain a Plasma Gun and four units of Titanium. In your own inventory are 10 batteries (one is not completely charged), a laser gun, 20 missiles, and 4 hamburgers. You will run out of stamina with no place to rest and no endurance stat, but there is a solution to this once you get out into the battle. Once you start flying the fighter escort, you will find yourself in orbit above Unoiks 428c (if you had set up a Bombardment Shield before this, there will be one in the simulation visible above the planet), with 4 dragon fighters and 1 bomber in orbital space with you. When you approach the enemy ships, you will have the option to board them. You will only have enough batteries for the energy shield to last for 3 missile attacks against a single enemy pilot, but that will be enough to disable a dragon fighter and loot its cargo. In every one of them is a mini synthesizer and some focus gems. If you did not know this already from playing the magic path, you can use the mini synthesizers to make bread and steak out of only fuel (the focus gems), for making more hamburgers out of that steak and bread, or even just making bread to restore stamina. All four enemy fighters can be looted for their cargo and you can make food either on the enemy ships or by placing the mini synthesizers on your own Fighter Escort. However, if you defeat all the fighter pilots one by one with missiles (3 are needed for each one), you will not have enough missiles left to kill all three members of the bomber's crew. One solution to this is to take on the bomber from the fighter escort, as you will have only one enemy to deal with. Flying below the bomber while shielding to harm the bomber with the blast of its own attack will not work with the fighter escort, possibly because the fighter escort does not have a single complete shield protecting it from overhead damage. However, by outmaneuvering the bomber's own gun while attacking with your plasma weapons, you can destroy it in a one on one fight; unlike the fighters, it does not have a homing attack to reach you wherever you are in relation to it. The radar at the bottom of the screen, which automatically shows up when you are in orbit, will help you see where your enemies are (the red squares or rectangles).

* The Nursery Crab fight is extremely difficult. You are placed on the surface of Enemy HQ right next to the Alien Nursery pool, with all your slots taken up by the Automated Suit and no familiar. You have only 20 batteries and 15 cheeseburgers in your inventory. Your healthbar will have a value of 100, and your speed stat will be 4, but the other stats will be 0. The battle is difficult because the Automated Suit's gun takes a long time to warm up and be able to fire, the gun does not do much damage to the enemies at a time, and the enemy babies in the water will stun you with their attacks which makes you unable to counterattack until you manage to get away. The Nursery Crab itself will also stun you if it hits you with its tentacles. Shielding yourself from these powerful attacks will use up battery quickly. The babies can be killed if they are far away enough and you continously fire at them to kill them all before they reach you, but more will hatch from the egg-like pods on the floor of the pool. The babies can also attack you from any direction except walls, as they attack you by occupying the same tile where you are. The birthing pods will be in a different place each time, which will not always be convenient for you to destroy them before more babies approach and sting you. Your health will be quickly drained and you will automatically use up your cheeseburgers just to stay alive. The best way to kill the Nursery Crab, if the babies do not reach you first, is to tuck yourself against one of the upper walls inside the pool just above the Nursery Crab's eyes and keep firing until it is dead; however, if the Crab itself or the babies attack you, you will be interrupted and unable to shoot. It is easy to run out of batteries and be left still alive but unable to continue. One last difficulty is that the Nursery Crab is a solid mass and you cannot swim past it as you could with any other enemy, meaning you have to go around.

*Floor 7:*

* The Dishonored One fight will give you a jetpack, space helm, space armor, Hoarder Shield, and exotic sword as equipment. In your inventory are some hamburgers, a rocket launcher, and 10 missiles. The battle is fought on a wide patch of flat ground, instead of the mountain peak in the real Depths. The jetpack will not be fast enough for you to get away from the Dishonored One as he teleports in and uses his Book of Flood attack. The Book of Flood is a deadly multi-strike attack that forms as a rectangular aura around the caster, injuring any enemy within this area repearedly in the same way as the Cultivator’s poison gas attack. Running horizontally across the surface is the quickest way to dodge the Flood in this simulation; in the real battle, any kind of movement of 4 or faster will do, as long as you head away from your previous spot in any single direction. The Hoarder Shield can block all the homing orb attacks without breaking; however, as soon as the last homing orbs are released and the Dishonored One appears to teleport away, run in any direction away from where you are standing because he will teleport to there. The 10 missiles will be just enough to kill him, but you can only strike once each time between his teleportations before he raises his shield and becomes invulnerable. As long as you are careful and follow this choreography, you can kill him without being hurt yourself.

* The Dragomech fight takes places on board an enemy Dragon Cruiser. You will be in the front area as though you have just boarded it, and almost immediately the enemies (3 enemy pilots and an enemy dragomech) will attack you. Your equipment will be a mix of science and magic: An exotic sword, a space helm, space armor, a laser drill, a jetpack, and a book of Shielding. You will have 10 batteries, 30 slices of cake, 10 coral cod, 20 missiles, and a rocket launcher.

If you are unfamiliar with the Book of Shielding when you start this simulation, it creates a spherical forcefield around you when you press the offhand key, and each hit from an enemy will deduct stamina instead of health. The cake will restore your stamina if it gets low. Your stamina will be only 200, but your health will be 150. Your speed is the other upgraded stat, being 4. Because the Dragomech is the boss being fought, if you kill only it you will win the fight. If you are attacked while about to attack, your own attack will be canceled, so time your strikes against the dragomech carefully to lose as little health as you can. The missiles, whether used with a hotkey or with the rocket launcher equipped, will be enough to kill the dragomech. However, you will have to keep moving as it will approach you and try to corner you, possibly to melee attack you with its circular saw hand. You will have to balance careful timing in order to not get hit with killing the dragomech quickly, as enemy dragomechs can regenerate their own health. In general, ignore the enemy pilots to conserve energy and strike at the dragomech until it is defeated to win this battle.

* The Chimera fight equips you with a cunning werewolf head, healing werewolf body, and claws. In your inventory are 6 cheeseburgers, 8 red berries, and 10 slices of cake. Your health is set at 100, your stamina 200. Your stats are at zero except for: critical 5, speed 4, endurance 1, sight 1, attack 1. Like the cyborg body, the healing werewolf body can only heal you if you don’t take fatal damage. Try moving up or down and away from the Chimera in between melee attacks, blocking the homing venom blasts as they come before the Chimera itself reaches you. Slash it from the front several times when it bites you, then run past it as fast as you can so it can't finish you off. More tips for defeating the Chimera can be found on the Bosses page of this wiki.

Unlike most of the other fights in the Colosseum, you are locked into the exact same equipment when you fight the Chimera for real. You cannot leave the fight to return, and you cannot fight it any other way with any other weapons. However, if you survive long enough for the timer at the top right of the screen to run out, the Chimera will turn into a rat automatically and be defeated.

*Floor 8:*

* For the Final Boss fight, you are equipped with a witch hat, spirit robes, a magic staff, a book of shielding, and a black cat. On your back is a Plant Bag, which provides extra light in addition to the magic staff. In your inventory you will find a book of flood, a book of meteor, a book of spikes, a book of tornado, a book of growth, 20 focus gems, 10 cheeseburgers, and 40 slices of cake. Your spellcasting stat is set at 7 with your combined equipment. Your health value will be only 100, meaning that one direct hit from a Stage 2 homing orb will end the simulation with no victory. When you enter the battle, the door opens at the floor of the core of Enemy HQ, with the Final Boss off to the right. The final boss is the leader of the enemy species, for future reference later in this description. He anchors himself to the "heart" of Enemy HQ until stage 2 of the fight. You will have to approach the final boss through the darkness to be close enough to attack; be careful moving upwards as a silent laser blast may hit you if you draw level with your enemy, taking off 96 of your health. In stage 1, once you reach the heart of HQ, stand between the attack tentacles (four positioned diagonally around the boss; think northeast, northwest, southeast, and southwest) and the energy blast launchers which are positioned like the cardinal directions of a compass rose (north, east, south, and west). Block when the homing orbs attack you, and cast any of your spellbooks in the intervals between to damage the alien leader's entire body. The Book of Growth launches spores similar to the Cultivator's aerial attack, giving you one hit per spore for many hits. Once you have damaged the enemy leader's health enough, he will break free of his stationary position in the center of the circle and stage 2 will begin as he walks after you, casting elemental attacks and stronger homing orbs as he tries to track you down and kill you.

Knowing not only how your own spellbooks work but the strengths and weaknesses of each type of elemental magic is crucial to winning stage 2 of this battle. In the equipment window, you can use focus gems to change your spirit robes to an element that resists the final boss’s attacks at the time, with a simple strategy being just to match him. However, to counterattack you have to use one of the two elements that the boss’s current element is weak to. Additionally, the final boss’s element will change after he takes a certain amount of damage, meaning you must change your spellbook and robes to keep up. You can switch the spellbook being used by the magic staff by choosing from the magic staff’s options in the equipment window. This will still be a very difficult battle, with extremely limited health items, a low healthbar, and very few opportunities to attack without being hit, requiring evasion and an extensive knowledge of magic. The one technically unlimited resource you will have is stamina; if you get out of range of the boss for a moment and stand still, your Spirit Robes will automatically recharge your stamina in the darkness of the setting at +6 per second. You will not have very long to stand idle at a time before the final boss approaches you again and you must protect yourself. His approach is marked by boss music, so if you hear it you will have extra warning he is coming. When he begins to spawn minions, they can also attack you and prevent you from passively recharging your stamina; if you leave them alive and retreat, they may blunder into you while you are out of range of the boss himself.

More than any other fight, you are hindered by the low health and stamina stats the Beastmaster gives you. Your technique can be perfect with every stage 2 homing orb blocked, but when your food runs out you will quickly use up your stamina and die while shielding. A resting place can be built on the real Enemy HQ to retreat to, especially if using a Book of Return with a hotkey to teleport there instantly:

* The Megolemech battle equips you with a magic staff set to the Book of Flood (one of very few weapons that can harm the Megolemech), a Book of Shielding, an Amethyst Queen Drill, Spirit Robes, a Witch Hat, a Plant Bag, and a Black Cat. In your plant bag you will have 5 cheeseburgers, 10 slices of cake, 20 focus gems, and the same spellbooks as the bossfight. Your health will be 100, your stamina 200, your spellcasting stat 7, and your speed stat 4. A few seconds after you enter the door, set in the same place as the real door of the Megolemech Factory, the Megolemech will start shooting at you with homing laser attacks. Until you change your robes' element to water, you cannot survive a hit from the homing laser, fist smash, or flame belly attacks of the Megolemech; the best strategy is to stand above or below it in between laser attacks and cast the spellbooks then. You must still make sure to anticipate the laser attacks and shield yourself before they hit, or run around them until they expire. Both of the spellbooks that can harm it, the Book of Flood and the Book of Growth, spread out from the caster in all directions to an extent. You will have to be within range to damage it without being hit by any of its attacks. When fighting the real Megolemech, you can leave the room to recharge your health and stamina without the Megolemech resetting its own health, allowing you to gradually wear it down over time. However, in the simulation you cannot leave, so you will have to use all the skill you have along with the Book of Shielding. If you run out of food and cannot recharge your stamina, even while shielding you will overexert yourself and die. At least a death in the Colosseum is not a real death. You can choose to have higher defense and health stats, stronger armor, and even a mech vehicle if you choose to fight the Megolemech for real.

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### Death's Door

The entrance to Death's Door is randomly placed at depth 185 surrounded by spirit guide blocks, and is only visible with spirit-sight (spirit goggles, black cat, etc).

Death's Door changes every time it is entered, and thus is an endless supply of resources.

Throughout the different levels, every ore in the game can be found, except Exotic Gas. This is the only source of endless mineable Chromium, Exotic Matter, Evolution Shards, Uranium, and Raw Oil; the other minerals can be also be found in other endless dungeons (the Ant Hive, if made available in the full game by installing the Kongregate Web Special Mod, will provide a source of endless mineable Sulfur). Mineable Exotic Gas is limited, but the unique creatures of the Hidden World will drop the gas when killed for an endless supply,

Each level in death's door loops: you may walk right or left forever, and you would get nowhere. After mining in either direction, you will return to where you started.

Like the Spirit World that is accessed from Mars, Death’s Door has platforms connected by ladders. A lava block at the top of each ladder will cause 10 damage no matter your defense unless you block with an Interstellar Broom or Book of Shielding as you descend and ascend. Ladders connect the bottom of a level with the top of the one below, with the ladders all being in line; dig straight down and you will find the next one.

Each level except for the first, is like a looping island; you start on a surface of soil or snow and must dig down to progress.

There are six levels in Death's Door, each about one of the elements:

#### Level 1: River Styx

River Styx is a large block of water, where you take 2 damage every second while swimming in it. Because you cannot fly in the spirit realm, to enter you have to fall in and you will take 4 fall damage. If you hold down your offhand key as you swim while a Book of Shielding or Interstellar Brook is equipped, you will move slowly but be impervious to the River’s attacks. Swim left or right along the bottom to find the ladder to Level 2.

Despite Stygians being named after the mythical river, they cannot be found here.

It is the Water element level.

#### Level 2: Plains

The Plains level is very similar to Starting Island, housing many of its enemies, plants, tiles and ores.

If you didn't allow the Builder to enter your hut in the beginning of the game, he will appear as a ghost here, talking about how its "hopeless to survive here" and that questioning if there's "even any point".

It is the Earth element level.

The ores in this level are: Quartz, Iron, Sulfur, Coal, Diamond, Gold.

#### Level 3: Desert

The Desert level is very similar to Sunset Haven, housing many of its enemies, tiles and ores.

If you let the Mirrows sacrifice themselves to end the Bombardment, their ghosts will be there, talking as if the war is already over, even if it isn't, and talking about their future plans. If the Inn was destroyed during the Bombardment, it will appear here, and the Innkeeper's ghost talks about how he's staying there, and urges you to go, as "There's no sense dying here with me".

It is the Fire element level.

The ores in this level are: Oil, Quartz, Sulfur, Uranium, Titanium and Gold.

#### Level 4: Eastern

The Eastern level is very similar to Eastern Island, housing many of its enemies, plants, tiles and ores.

If you let the Alchemist fight the Old One alone, he will appear here as a ghost, panicking about their return and everyone's potential demise.

It is the Plant element level.

The ores in this level are: Spirit Gems, Blood Gems, Evolution Shards, Focus Gems, Alter Gems and Quartz.

#### Level 5: Ice

The Ice level is very similar to the Ice Island and Earth, housing many of their enemies, plants, tiles and ores.

If the Mobile Lab is destroyed, the Professor dies as a result, and appears here as a ghost, being suprised you were able to "get here", wanting to upgrade her security system so that if they come and "enter" like you did, she wouldn't die.

It is, as the name implies, the Ice element level.

The ores in this level are: Exotic Matter, Moissannite, Chromium and Magnegems.

#### Level 6: Death

Unlike all other levels, this one isn't themed on an element, and is much smaller and doesn't loop. All there is in this level is the Death boss.

## Sunset Haven

### Minotaur Labyrinth

The door to the Minotaur Labyrinth is in a random location on the east side of Sunset Haven, below depth 60 (from the lava stone), and is surrounded by marking tiles.

Entering the door from Sunset Haven places you in the middle of a respawning bedrock maze with marking tiles as background, with 8 Minotaurs and 64 Wall Traps. The Minotaurs can be killed, caught with an enchanted net/advanced net to use as Familiars, or caught with a regular Net or elemental trap to get more Cows.

The other end of the maze is in a random corner and leads to Minotaur Island. Going back in from Minotaur Island will cause you to exit through the other door to Sunset Havem instead of being transported into the maze.

Treasure

 Notes

### Mirrows Lab

The door in the crashed colony ship leads to the Mirrows' Lab, which has access to the bridge with a navigation console.

See The Mirrows for details.

### Colony Ship Hold

Through a crack in the ship, below the entry door is the Hold, half filled with scorched dirt and titanium ore. There are 20 chests, and 20 Stingers (10 respawn).

The Sunset Haven NPCs relocate here after bombardment starts. The Stingers and dirt will disappear, and the Stingers will stop spawning, but the chests stay.

### Colony Ship Logroom

The other crack in the ship leads to a winding room full of Diode Wolves and Cyborgs. There are 12 computer panels providing background (and as part of the Mirrows's quest), and a caged Diode Wolf for the taking. However, the cage can only hold one animal, unlike a wyrm pen.

 Notes

### Water Cave

Beneath the western part of the desert (20,33) is the door to water cave.

The top part is empty at first, but the Mirrows move in and bring a Surgery Lab, a story panel, and some beds for saving. They also build a door to the room where their private jet is stored, but you can never enter it. However, you can steal their jet if both they and the Mechanic are dead. They have you build a Sub Pen and a Sub in the water filled area on the left.

The lower area is filled with desert dirt and ores of Oil, Iron and Sulfur.

Fishing

## Divider Island

### Kraken Cave

The entrance is randomly located in the maze under Divider Island, and is named after the Kraken residing within.

Once you enter, you will be in an area of sand that you must dig down through to find the water. Since you already need a mine 5 drill to unearth the cave’s entrance, this will be easy as long as you keep your drill charged, fed, or fueled.

There are two enclosed areas of water, separated by a band of sand. The upper area is a narrow passageway with Clams, Blue Crabs, and occasionally where other aquatic enemies spawn. The lower area is much larger, and where the rest of the enemies live. You must dig through the barrier between them to access the lower area, partially or completely draining the upper area in the process. If you use the Book of Absorption to quickly fill in a tile you’ve dug, you can minimize water loss in the upper area while leaving a clear entry to the lower area. Enemies will continue to respawn randomly in the upper area so long as it still has water.

The cave is filled with water and Sand (some containing Raw Oil), and a large number of respawning underwater enemies:

* 6 Sharks
* 8 Jellyfish
* 3 Flappers
* 3 Skyfish
* 6 Clams
* 4 Scale Fish
* 4 Snaptopus
* 10 Blue Crabs

Treasure

Fishing

### Megolemech Factory

Unlocked with the Golem Key crafted in the Golem Factory, at the bottom of the maze on Divider Island, (115,94), hidden behind a layer of bedrock, is the entrance to the Megolemech Factory.

The Megolemech boss must be defeated to access the Megolemech Factory, which can craft Earth gear stronger than that of the Golem Factory, as well as placeable vehicle versions of the Golemech and Megolemech.

## Earth City

### Earth Tunnels

Contains multiple drones, the drone factory, the scavenger's cave, and another room with other earth structures. It can be accessed from multiple points in the Earth City.

The lowermost room, located below the Drone Factory behind a block of concrete, contains a Vending Machine, a Polymer Assembler attached by a conveyor belt to a Blueprint Printer, the two lowermost chests, and two Power Core Parts. While the pair of Power Core Parts can’t form a Power Core on their own (two short of the requirement), they can be used with the Power Core Parts from the Divider Island Warehouse to make a full set of 4.

**Treasure**
 2x  | Random
 2x  | Random

## The Depths

### Depths Cave

The Depths Cave has its entrance randomly located at depth 62.

The cave changes every time it is entered, and thus is an endless source of resources.

There is a thin layer of Depths Dirt near the top with Moissanite, Quartz and Coal ore, and the rest is Depths Stone with Diamond, Titanium, Moissanite and Magnegem ores. The Diamonds, Titanium, and Magnegems are found in the bottom half of the cave.

Also found in the Cave are stronger versions of the Amethyst Golem enemy that has more health, defense and can deal more damage. The stats are 60 health, 6 defense, and 12 or more damage. It has a glowing aura. On capture, they still give the Amethyst Golem familliar.

Randomly located is a spirit pillar with the Water Axe recipe.

## Unnature Sanctuary

### Secret Maze

The Secret Maze is located at depth 92, and a random X in Unnature Sanctuary

The maze is made of blackstone, and therefore cannot be mined, even with the endgame drills.

Inside the maze, there are multiple small clearings with Meat Trees, as well as a larger one with the backer NPC and boss Dice

## References

1. ↑ https://www.dictionary.com/browse/stygian