Dungeons

Dungeons are where you will be spending most of your time in Grim Quest. They represent the various locations that have been affected by the tearing, and all harbor a wide assortment of entities that are out for your blood. It is here that your journey will begin and end, in glory or disaster. Most dungeons have bosses located at floors 15 and 30, as well as a set of three minibosses that can rarely and randomly be encountered when exploring tiles.

Three special dungeons belong to the **Epic Content** portion of the game, available only after completing the main storyline. Epic Content dungeons have a single boss at floor 24 and only have two minibosses, but are far stronger than previous encounters. In addition, all other dungeons except for The Tear have Epic Content questlines starting from Dungeon Level 33 onwards, where all previous enemies are replaced with new ones (except as part of miniboss encounters).

One dungeon stands as the final test for the player, the infamous **Haunted Quarry**. Accessing it requires the completion of every Epic Quest except for **Echoes of the Past**, a testament to its sheer difficulty. It follows a structure similar to the main story dungeons, with three minibosses and multiple bosses.

## Mechanics

To enter a dungeon, tapping on its respective icon in the World Map will pop up its description, the enemy types there, your current Dungeon level and a button that makes you enter.

You start at the dungeon entrance, where you are free to explore nearby tiles, costing one supply point per move; if you run out of supplies, you start taking damage and lose Sanity from starvation. Moving to an explored tile is allowed, but each move has a 15% chance of facing an **ambush** encounter with enemies. The dungeon entrance tile can also be moved to, without costing any supplies or triggering any ambush.

While the player has supplies and is moving to unexplored tiles, they will slowly regain health starting at increments of 1 - this can be increased with the Agricultural Reform council upgrade and The Glutton sigil.

Unexplored tiles may contain Dungeon Events, gold pickups, journal items such as Scattered Lore or an encounter with enemies. If you decide to retreat from an enemy encounter, the tile that the fight took place on will be occupied with a crossed swords icon. Moving back to that tile lets you re-enter the fight. On any tile, you may also be faced with a confrontation against Psyche Manifestations, which do not leave an encounter tile on retreat.

To exit the dungeon, you can use the Dungeon Exit, the Arcane Portal event or a Staff of Teleportation, but only the Dungeon Exit will count the floor as cleared and allow you to advance further. Sometimes, the Dungeon Exit may be locked and you will be required to find an iron key on a separate tile to exit; the Skeleton Key accessory can circumvent this. Alternatively, you can retreat from the dungeon using the entrance, but will be forced to pay a gold fee equal to the daily wage obtained from watching an ad.

Upon meeting the dungeon and character level requirements of a boss, that boss will spawn on the current floor of the dungeon. It is hidden amongst the non-ambush encounters on the map and guards the Dungeon Exit, making its defeat your priority objective.

## Trivia

* The gold cost for retreating on a boss floor used to be double that of ordinary floors. In an unknown update, this change was removed.