Dungeon

**Dungeons** are located in their own world, and can be accessed from the Dungeon Hub by entering the desired gate. Dungeons typically feature chests, monsters, traps, and a final treasure. The final treasure can only be unlocked by completing the requirements of the dungeon, and may contain valuable loot.

To enter the Dungeon Hub, make sure you have the updated resource pack and use the `/dungeons` command. The symbols in the bottom row must be clicked in the order they appear on the top row.

## Dungeon mechanics

### Activation

Going through the gate in the Dungeon Hub takes you into the dungeon. Once a dungeon run is started, it stays active until two minutes after all players have left.

Once the dungeon becomes inactive, all treasures, traps, entities, and player fear are reset. Logging into the dungeon after it has become inactive results in instant death from the Dungeon Keeper, preventing dungeon runs from being cheesed.

### Traps

Main article: Trap
Many dungeons contain traps, which are indicated by a faint grey particle swirl above the trapped block and a small flash at the center. You must have particles on to be able to see traps.

Traps activate when you step on them, causing effects that range from inconvenient to deadly and increasing fear by 10 points. Sprinting increases their activation range, so in dungeons with traps it is best to move slowly and scan the rooms. There is a chance for a trap to fail to activate, which can be increased with the luck effect and the Lucky Coin.

If you find a trap, you can mark it with dye by right-clicking the trapped block with the dye. Be careful; dyeing the wrong block will activate it. Killing skeletons can come in handy, as bone meal can be crafted into white dye.

### Fear

Main article: Fear
Dungeons are scary, and the fear stat is a measurement of this. For every 10 points of fear, your maximum health goes down by 1/2 a heart once your actual health dips that low. Health loss persists while within the dungeon until you die or the dungeon is reset.

If you stand in light level 7 or below (6 or below in Maze of Doom), your fear increases in proportion to the level of darkness. The "Fear" text in your HUD turns red when you are in the dark. The night vision effect prevents you from gaining darkness-related fear.

Activating a trap increases fear by 10 points (or by 5 if the trap misfires). Successfully marking a trap with dye decreases fear by 1 point. This is the only way to reduce fear; note that it will not restore lost hearts.

### Treasure chests

Treasure chests are scattered throughout most dungeons, usually randomly. The number of opened and unopened chests is shown in the hotbar. As with village chests, the loot inside is unique to every player, so each chest can be opened by everyone in the dungeon. Most dungeons require you to get 10 kills before opening a chest.

The content of treasure chests varies between dungeons, but tends to include precious minerals, food, building blocks, and coins. Iron tracker dungeon chests contain food, gear, and potions. Often, keys (required for completing the dungeon) are distributed among the chests.

A compass will point to the nearest unopened chest.

### Item pedestals

Item pedestals are iron bars with a floating item above them, usually accessible by conquering a given obstacle. Some item pedestals hold keys and are required for dungeon completion, while others offer an enchanted weapon, diamond armor piece, or other useful item.

### Completion

For the purposes of completing a dungeon for the Tracker, all completion chests must be opened and you must escape with your life. Accessing the chests or the exit may require reaching one or more goals, such as reaching a given kill count, collecting all the keys, or flipping every lever.

Completing a group of dungeons allows you to claim a Tracker reward. Collecting a reward resets all completions.

Each completion awards a set number of Hero Points.

#### Kills

Most dungeons require the player or group to reach a certain number of enemy kills. The current number of kills by the player is shown in the hotbar. If applicable, total kills by the group is also shown in parentheses.

Leaving a dungeon resets your kill count.

#### Keys

Dungeons often require keys to be collected in order to exit, open the completion chest, or complete an objective. Depending on the dungeon, keys can be found in random chests, on item pedestals, or as drops from enemies. If the entire dungeon is cleared and every chest inspected, all keys are guaranteed to all players.

Usually, each individual player needs to collect all the keys. The dungeons in which only one player needs a copy of each key to open the treasure room door are Habitat 7, the Foul Cellar, Underground Village, Druid Keep, Plummeting Falls, the Raging Dungeon, and Pequod Caverns.

#### Levers

Completing the Raging Dungeon or Lumberton requires the treasure room door to be opened by flipping 15 levers down. These levers can be found in random locations along the walls of the dungeon.

### Locking

When the requirements are met (usually a certain number of kills), certain dungeons can become locked, barring players from entering it until it is reset. This prevents players from coming in at the end of a dungeon run when victory is assured.

The `/lock` command can be used to lock a dungeon for the purposes of solo challenges.

### Angering

When the requirements are met (usually a certain number of kills), certain dungeons can become angered, which increases the attributes of the monsters.

## Dungeon commands

* `/dungeons` — Teleports you to the dungeon hub.
* `/lock` — Locks a dungeon, preventing other players from entering. Can only be used for dungeon solo challenges.