Tutorial:Dungeon Ultimate Guide

Dungeons is a major part of Skyblock. Being able to do dungeons grants you access to some of the most powerful armor and weapons in the game. This guide focuses on how to survive new floors.

Surviving a New Floor
Each floor contains increasingly difficult enemies. as such, having the right gear is necessary to survive the higher floors. This part of the guide focuses on how you can survive a new floor in order to use the floor's new items.

Misceallenous Items
These items provide utility or usefulness that can be utilized by all classes.

Puzzles and Secrets

 * To tie or win Tic Tac toe, it's important to know where the AI placed their first move:
 * If the first move was in a corner, pick the center
 * If the first move was in the center, pick a corner
 * From then on, simply block all the attempts of the AI for a three in a row.
 * Wikihow for tic-tac-toe guide: https://www.wikihow.com/Win-at-Tic-Tac-Toe


 * To easily get through Teleport Pads, simply choose the teleport pad diagonal to where you spawned at until you are faced directly towards a teleport pad, that pad should be the one that lead to the chest.


 * You can check your Quest Log in the SkyBlock menu if Oruo the Omniscient asks for a Fairy Soul-related question


 * To open chests behind 1-block walls, briefly left-click with a Stonk to break the block, and then right-click with another item in hand.
 * If you instant mine a Stairs block in order to pass inside it, you will be able to pass through blocks by instant mining them.
 * The Shadow Fury can teleport to mobs through walls, which can save a few seconds getting out of small chambers with secrets.
 * Mods such as the Dungeon Rooms Mod can display the location of secrets in-game.
 * Tutorials for the fastest secret routes in all rooms, using Stonk, Shadow Fury and Etherwarp Conduit can be found at these links: https://youtu.be/doy4qGN8sLE https://www.youtube.com/watch?v=kGCIBSPUZvA&ab_channel=15h%26yarns


 * There are several strategies for completing the Bomb Defuse puzzle:
 * Use a full Wither Armor set's Witherborn ability in combination with Shadow Fury, if done right, Shadow Fury should teleport you to one of the withers across the wall.
 * (Patched)Use a Stonk to create a 1x2 tunnel of ghost blocks into the side rooms, and use a Bonzo's Staff to pass through them.


 * Use a Golden Pickaxe with or higher in conjunction with high  to pass through the Iron Bars.
 * Summon a Pig Pet into the iron bars, and use a Stonk to mine the iron bars, use Silent Death's ability before the iron bars reform. Complete the process twice can glitch through the two iron bars and complete the puzzle. The puzzle can be started before passing through the iron bars if the puzzle can be done fast enough.
 * Necromancy can be used to start the puzzle.

The Watcher

 * It is possible to camp outside the blood room to prevent the player from getting swarmed.
 * If the spawned mobs are killed as they are spawned, the next mob is spawned sooner.
 * Starting from Floor 4, Watchful Eyes spawn which prevents player to go up of the portal. Therefore, it is highly recommended to not stay up of the portal even at Floor 3.


 * More advanced players may opt to enter a Floor 7 run solo, rush to open the Blood Room, kill the reanimated Giant, then exit the dungeon. This technique is known as "Frag Running", and makes money as Diamante's Handles are valuable.

Bonzo

 * Get behind one of the pillars when Bonzo unleashes his balloon barrage. Dungeon Shortbows or Mage Beam can be useful during the phase to damage him safely.
 * Back Bonzo up into a corner to quickly burst him down as he can't attack and has nowhere to run.
 * If someone on the team has a high enough, they can keep him "stunned" in a corner with relative ease.
 * The Undead are just a nuisance, as Bonzo has no shield unlike other bosses like Scarf and The Professor.

Scarf

 * Always deal with the Priest first. The Priest can heal and even revive defeated Undeads. Go for the Warrior next, as it can unleash a devastating attack and can support the other 3 Undeads when attacked, followed by the Mage as it can unleash a barrage dealing large amounts of damage, and then finally deal with the archer. Keep in mind the warrior unleashes devastating attacks on the person who deals the most damage to the priest.
 * For Scarf's second phase, deal with each of the enemies in the aforementioned order and save Scarf for last.
 * Players looking to kill Scarf quickly can immediately rush Scarf as all the Undeads die after he is killed.
 * Scarf will say "Necro no Jutsu!" or "Dodge this!" and slowly float up when he is about to launch Wither Skulls everywhere.
 * When Scarf emerges from his barrier, all players should go into the tunnel, and try to use their combined powers to take him down before the priest can heal him.
 * The Skull barrage attack can target ghosts. So when Scarf is about to release his Skull Barrage attack have a ghost or a strong tank get close to him to take the main attack and prevent casualties to the rest of the group while they can focus on the boss minions.
 * During the Second Phase, Scarf takes less damage when the Preist is alive, so target him unless the team deals high damage.

First Phase

 * Deal damage to all Guardians equally, as The Professor can revive the Guardians, but make sure to leave the Healthy Guardian at its weakest since that will be a huge problem. Take on the Reinforced Guardian next, since it can launch TNT everywhere and summon Rogue Guardians, and then deal with the Chaos Guardian to get rid of the problem with its Discharge. Lastly, take on the Laser Guardian, as it is like a Rogue Guardian, but stronger.
 * Have the Archer or Mage deal with the Rogue Guardians, preferably the Archer, as the Mage will also be an effective tool when dealing with the four Elder Guardians.
 * All guardians must be killed within ten seconds of each other, or The Professor will revive them.
 * Players should avoid using melee attacks against the Chaos Guardian, as its Discharge deals extremely high damage to nearby players, usually killing anyone it hits.
 * The Professor's barrier can block Laser Guardian's Focusing Beam, which is deadly to players have low Health.

Second Phase

 * Ignore the Rogue Guardians and focus only on The Professor, as all the other Guardians will be nuisances.

Third Phase

 * The Professor likes to target the Healer above everyone else, so make sure to protect the Healer as much as possible.
 * The Ghost Mage's Pop-Up Wall is a way to withstand the TNT Rain.
 * The Professor's Giga Heal doesn't always work; take the opportunity of this as quickly as possible.
 * If everyone crowds around the same place (e.g. the middle), it will prevent The Professor from flying around which then allows everyone to melee it effectively.

Thorn

 * The audience has Fairies hidden among them. (There are 2 in total)
 * Sometimes, one of the four circles on the floor will be engulfed in flames. Luring mobs in there with a Jingle Bell as it deals tons of damage per second.
 * On the other hand, sometimes the circle becomes a small Healing Circle (similar to the Healer's ability).
 * Climb up to the Audience Floor and place a Decoy there. This will lure the Spirit Bats towards the decoy, not only stopping them from attacking players but also being easy kills to summon the Spirit Bear quickly. After that, bait the Spirit Bear over to the stands so you can use ranged attacks on it until it dies.
 * The Bonemerang, Tribal Spear, Phantom Rod or the Terminator's salvation ability can be used to stun Thorn so he is unable to move. This makes Spirit Bow shots easier to hit. One must be cognizant of the Spirit Bats and Chickens while doing so, as they can interrupt the stun; if Thorn is unstunned, he will start moving too fast to hit. This can be easily fixed by using the previous mentioned items, but preferably Terminator, as its ability is faster than any other stunning methods.
 * Each time Thorn takes damage, he will be briefly stunned. If the first spirit bow was saved, an immediate follow-up shot from a second spirit bow will hit Thorn, provided that Thorn has not finished his dialogue.
 * Use the Spirit Boots to fly into point-blank range with the spirit bow to reduce the chance of missing a shot. Alternatively, teleport into the audience area and take the shot from there, as this allows the player to be at around the same height as Thorn.
 * Ferocity no longer works on Thorn.
 * Thorn turns around depending on how many players are in its trajectory.
 * Above the portal there is a small space in which a player can stand, where they can't be damaged by bats and other mobs. This is especially useful for mages.
 * Once a player dies, they can left/right click in ghost form to disarm chicken mines, one of the most deadly aspects of the bossfight.
 * By using an Aspect of the Dragons, Spirit Chickens could be blasted away to prevent Chickens Mines blowing up when low on health.

Livid

 * When a clone dies, the real Livid will shoot a white beam into the air to revive it. The second you see the white beam, target it, and defeat the caster. However, killing a clone heals the real Livid, so this method isn't efficient.
 * Once Livid unleashes his clones, the red mural on the ceiling will change color, the color it changes to is the color of the real Livid. Once Livid spawns his clones, look to the ceiling and kill the corresponding Livid.
 * There is a strategy which the Tank use active taunt abilities such as Castle of Stone, Enrager or Jingle Bells to bait all Livid to the portal, and the other team members find the real Livid as quickly as possible, punch him to the portal and kill him.
 * The Ice Spray Wand can freeze the Livids, and the Gyrokinetic Wand can lock them in place so they does not receive knockback.
 * Solvers can be useful in the Livid boss fight since they can add a frame line to the real Livid.
 * Corners with a ceiling can be used to deal damage to Livids since Livids take knockback from attack that aren't Mage Beam.
 * The Livids can detect your location, even if they can't see you. This can be used that a team standing in a corner(using the old strategy location), and the tank first rush down, and the others follow. Tank use Ice Spray Wand on the Livids, and the others find the correct Livid to punch him to the portal. While the team is doing damage, tank should use active Taunt abilities so that the clones don't disturb the players that are killing the real Livid.

Sadan

 * For the first phase, make sure there is a wall or even better, a corner behind you, and tank the terracottas while using life steal/syphon to gain health back. This works especially well for players playing the Tank or Berserker class, but less well for players playing the Archer or Mage Class. For players struggling with this phase, it is recommended to either get a Baby Yeti pet for damage class, Blue Whale Pet or get the healer to put down a healing circle to help you heal. If you ever get low on health, the Shadow Fury's ability or the Florid Zombie Sword's can help you get right back into the fight. A Bonzo's Mask is highly recommended. Tankier players can choose to stay in the middle to attract all the terracottas. Alternatively, it is also possible to dodge the attacks by sprinting with high enough.


 * There is a place on the arena that is 2 blocks tall where the golems have a hard time hitting the players, but the players can easily hit the golems. So a common strategy people use is standing up there, angering all the golems, then killing them.
 * Golems should be killed during the 1st phase, between the 1st and 2nd phases, or between the 2nd and 3rd phases unless you are only killing the golems for Ancient Rose. Killing them before the 1st phase delays its start.
 * For the second and third phases, watch out for Bigfoot/Sadan's stomp attack, as it deals extremely high damage, and may instantly kill players that have low . If Sadan/Bigfoot jumps very high, it is recommended to use an Aspect of the End or Aspect of the Void to teleport out of its range, and resume attacking after that. The same precautions should be applied to Jolly Pink Giant's boulder toss ability, which also does a lot of damage, but is a bit harder to avoid. Also, try using magic or ranged attack to defeat the previous mentioned Giants.
 * On the transition to the third phase, do not stand in the middle, as a giant hole will appear and will kill players standing in the middle of the arena and all the tanks(because of the tank passive ability Diversion) instantly.
 * The Gyrokinetic Wand can be used to hold all the Terracottas in one spot so they can be killed more easily. It can also hold Sadan in place so that he is not affected by knockback.
 * An advanced technique is to enter a Floor 6 run solo, rush to the boss room, kill all the Golems and leave. This is known as "Golem running" or "Rose running", and is used to gain XP rapidly as well as some money from Ancient Rose drops.
 * All mobs from the boss fight, including the Giants, Woke Golems, and Terracottas, can be tossed up by a Legendary Golem Pet, making it a good pet if one can't afford an pet like a Baby Yeti Pet.
 * For tank, it is recommended to have at least 10k EHP/s heal to survive. To achieve this, Zombie's Heart, Crystallized Heart, Revived Heart, Reaper Mask and Healing Wands can be useful.
 * There is currently no invincible spots for the Terracottas' attack. Hiding on the giants' cages still can't avoid their Heart-Seeking Rose Ability. The only methods seem to be usable is to either dodge the roses with Etherwarp Transmission, or tanking the Terracottas manually.

The Wither Lords
Players can't use any form of movement abilities and items such as Aspect of the End or Ender Pearl in every phase. However, the Rogue Sword can still be used to gain extra walk speed. If the player has jump boost, it will be removed at the start of the fight. However, a Jerry-chine Gun or a Bonzo Staff still works, so it is possible to move around using the knockback from them. Spirit Leaps can still be used in the boss fight.

Low Cata players often opt for 1 of each class in this floor, but as soon as survivability increases, healer is basically not needed. Common class optimizations include 1T 1A 3M, or 1A 4M, or less commonly the 1A 3B 1T, if everyone is running archer setups.

A Bonzo's Mask and a Wither Cloak Sword are must-have items in this floor. Slime Hat is optional, as True Knockback can be annoying.

It is recommended for mage players that have enough to reforge some pieces of armor to Ancient, and their mage weapon to Withered.

Since F7 is a larger map, clearing becomes an important factor. For grinding F7 parties, within 5 people should have at most 2 people (mage/archer or mage/tank) blood rushing until the fairy room or until a nearby trap room, then the archer or the tank splits off and let the mage solo clear while doing the other rooms. Blood rushes should take 1 minute at most, mages with a GOOD LCM set should also blood camp, as it would speed up the run by reducing the time that the watcher talks and flies around. When having a two people blood rush, let the person with the weaker clearing ability be the doorman. If it is a tank/mage clear, the mage should always clear and the tank should stay by the door at all times. When having a mage/arch or less commonly double mage clear, you should alternate between clearing and being doorman, as the person clearing the room would be slower to get to the door.

In this floor and Master Mode, players should also use the quadrant clearing method, which each of the 4 people not blood rushing clear a corner of the map. Also, as a general rule of thumb, always clear before doing secrets, and do not dupe rooms (having 2 or more people in the same room) or skip secrets and puzzles unless you are certain that your solver is bugged to not help with the puzzle. No players like seeing a secret count being 5/7 or seeing puzzles, especially Water Board and Bomb Defuse get skipped.

When the blood camp is done, everyone else should have cleared the map already. If not, the blood camper should stay near the blood room until S+ is reached, but they can still do secrets in the first room before blood.

Maxor
Once the team enters the boss room, 2 players should use the Jerry-chine Gun or Bonzo's Staff or even the Spring Boots in conjunction with lava jumping in order to access the Energy Crystals, and then jump down onto the pads ready to place them. Which players go for the Crystals should be communicated before entry as "Left" and "Right".

Basic Aggro

Everyone who is not getting crystals should immediately proceed to the coal conveyor belt at the back of the room, Tank aggros Maxor towards the conveyor with a slime hat hitting the immobile Maxor in order to take his aggro, Jingle Bells, Axe of the Shredded, and the Soul whip are all very helpful items for this. Once Maxor begins moving, the Crystals will be placed and Maxor will immediately move into the laser. After first aggro, tank circles around the laser until the second set of crystals are placed.

Advanced Aggro

Tank afks portal while Archer gets on conveyor and shoots at immobile Maxor, healer phase skip (more on that later), Bers and mage gets crystals. It is important to either Jerrychine or Spring boots the crystals, and be ready to place them before Maxor starts moving. Once Maxor starts moving, Bers and Mage stand on the OUTSIDE of the crystal pads to not steal aggro, and immediately after Maxor enters the beam, Bers and Mage go for the second set of crystals. In the first phase, Archer should only do between 25-50% of Maxor's health, so maxor will stay immobile in the laser to be easier to kill during the second set of crystals.

Storm
If one has Wither Impact or Wither Shield, they can use its ability whilst falling down to gain an absorption shield to survive better. Tanks should use their ultimate to tank all damage whilst falling down. Another option would be having a Wither Cloak Sword, a Spirit Mask or a Bonzo's Mask. Tank would type "pf" or "npf" in the chat, which standed for prefire and no prefire. Lower cata parties would often go for prefire, but higher cata parties might go for no prefire in order for Tank to get all aggro.

When Storm starts to engage and start his Giga Lightning, there will be a countdown on the screen, once the countdown reaches one, stand under a pillar, use Spirit Mask/Bonzo's Mask or use Wither Cloak Sword's Ability because lightning will struck all of the map. When engaging with Storm, only one player should attack Storm such that Storm does not change targets constantly and change his position under the pillar.

One player should head to the pad and stand in the middle so that Storm can be crushed under a pillar, usually starting with the green and then yellow one. Whenever Storm is crushed, the players should deal as much damage as possible. It is recommended to use a Wither Skeleton Pet and a Last Breath to deal maximum damage to Storm.

It is recommended players eliminate the Wither Archers that are lined along the walls of the room as this will make the boss fight easier to finish because players don't have to dodge so many projectiles.

The wither skulls that chases players can be annoying as they can boost the player going to pad, which may crush all players under the crusher, or knock players out of the crusher while Storm's Giga Lightning to kill the players knocked out. If wither skulls are chasing a player, he should leave the pad or running under a pillar in circle so that he don't get caught by the skulls.

Be sure not to lure Storm to the red corner of the room as it is a glitched chunk and will softlock the fight.

Goldor
The Terminal phase is the main issue why a permanent party is recommended. For inexperienced players it is recommended that an Archer does not do the puzzles but rather slow down Goldor with ranged attacks and a Tarantula pet in order to buy more time for everyone to finish the puzzles and ensure Goldor does not catch up. A Berserker can also do this with the Phantom Rod as well and Mages can do this with their left click attack.

For terminal phase 1, the Simon Says device usually take a lot of time, so when you are doing it be sure to put on a slime hat. TAKE OFF THE SLIME HAT when jumping in lava, or YOU WILL GET STUCK.

In terminal phase 2, whoever do the device should also flip the left lever, because it is rather high up.

Terminal phase 3 is relatively easy, just keep stunning Goldor and you will be fine. Same with Terminal phase 4.

If a terminal is missed, the Wither Cloak Sword, Soul Esoward, Spirit Mask or Bonzo's Mask can be used to survive Goldor's frenzy and pass behind to the missed terminal.

Necron
For phase 4, it is recommended that the Tank should try to stay in the corner of the slabs in the pillar to allow the Mage, Berserker, and Archer to deal extra damage per second. If there is no Tank, whoever is the tankiest should always go into a corner of a pillar, or whoever Necron is attacking.

Due to Necron having only, successfully using a Last Breath to shoot him five times will essentially make Necron take 60% more damage.

If Necron is taking a lot of damage, his blast radius gets smaller, allowing massive amounts of damage to be dealt.

More experienced players should always call out who will be going to middle, normally being the Archer(Normal) or Healer(Master), and as soon as that person descends from phase 3, they should go to the middle and camp the edge closer to Necron, as to not get knocked into the lava. Whenever Necron heads to the middle, players should teleport to that person immediately and damage Necron. You do not have to go to middle if you use a juju shortbow, but if you have a Terminator you must go to mid for highest damage.

Phase Skipping
This method significantly shortens an F7 or M7 run and is relatively easy to do. Healer should always be the one phase skipping because other classes actually serve a purpose. When entering the boss room, Healer puts on a Bonzo mask and equip a silverfish pet. In Maxor, healer mines the stair and the adjacent block next to it and walk into it with enough speed to glitch into Storm's arena. It is important for healer to do this part faster because then they can steal the aggro. Immediately after healer gets into the Storm phase, ghost pick a 2 by 2 tunnel into the coal blocks beneath the RED pillar, Jerrychine into the hole and you will be taken into Phase 3. In Goldor, Healer shouldn't do any devices or levers because pre-done terminals doesn't count. Instead, go to the gate and get on the stair on the side of the wall. Ghost pick into the stair and glitch through the Iron block to the next section of Goldor, for section two, healer can leave the device with one lever left to flick. Then, glitch to third phase and leave the device with one move left to complete. Finally, glitch to the last section and place a decoy in front of the Core entrance.

At this time, you should see the countdown to Storm's giga lightning, teleport to one of your teammates and wait out the lightning under a pillar. Then, when storm is getting crushed by the second pillar, go back through the hole you made in the arena and get to the first device.

Master mode only:

After you beat Goldor and nearly defeated Necron, take a golden axe with Efficiency 10 and break the wooden stairs and corresponding wooden planks in the center of Necron's arena, then with the Efficiency 10 Pickaxe glitch into Phase 5.