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Jungle Sapling

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Prerequisites[]

  • Combat 16
  • Decent understanding of the basics of skyblock such as Armor, Weapons, Damage, EHP (Effective Health Points), etc..

Why Play Dungeons?[]

Playing dungeons unlocks some of the best gear in the game such as the Hyperion and are also a decent money making method when done properly. However, each floor of dungeons scales with difficulty especially in the later floors and if players don't know what they are doing, they will struggle a lot while playing dungeons.

The Basics[]

Main article: Catacombs

Dungeons are very different from most other areas of hypixel skyblock. A dungeon consists of a map which is filled with randomly placed rooms of various sizes and types. You and up to four other players will complete the given tasks in each room, enter the portal in the blood room, and the fight a boss. Completing these rooms quickly and effectively will increase your dungeon score. Your dungeon score determines the quality of loot that you recieve when successfully defeating the boss of the Dungeon.

The Map[]

You can see a visual representation of the map of a dungeon called the Magical Map on the 9th hotbar slot in place of the SkyBlock Menu. The Skyblock Menu can still be accessed by right clicking. The map of a dungeon is made up of rooms. Each type of room is discussed below.

Green Room[]

The Green Room is where players start when the begin the dungeon. It contains an NPC called Mort who allows the player to select a class and ready up.

Normal Room[]

Normal Rooms appear brown on the Magical Map. It is also the only type of room that can be larger than a 1x1 square. These rooms contain large amounts of Dungeon Mobs that scale with the size of the room. Some rooms also contain a dungeon Miniboss, which is a very strong Dungeon Mob. Almost all Normal Rooms also have secrets, which will be discussed later.

To clear a Normal Room, you have to kill all of the Mobs with a star next to their name. This will either be a large group of normal Dungeon Mobs or a Miniboss. This adds a white checkmark to the room on the Magical Map, marking it as completed. Getting all the secrets in the room will further turn the checkmark green. Note that if a room contains no secrets, the checkmark will turn green immediately after completing the room.

Miniboss Room[]

Miniboss Rooms appear yellow on the Magical Map. Only one Miniboss room spawns per dungeon. To complete this room and mark it with a green checkmark, simply kill the Miniboss.

Puzzle Room[]

Main Article: Dungeon Puzzle Rooms

Puzzle rooms appear purple on the Magical Map and contain a puzzle, some of which are failable or softlockable and can be reset by using an Architect's First Draft while inside the room. Failing a puzzle marks a big red X on the Magical Map and makes the Puzzle impossible to complete without resetting it. Some puzzle rooms can also contain a single secret. To complete a Puzzle Room, you must solve the puzzle which will mark either a white or green checkmark depending on whether there is a secret in the room and whether the secret has been found. For details on how to complete specific puzzles see Dungeon Puzzle Rooms.

Trap Room[]

Easily the most hated type of room by the skyblock community, Trap Rooms appear orange on the Magical Map and contain a large amount of dangerous traps such as dispensers shooting arrows, crushers, tripwire, TNT, and deathmites, which are silverfish that one shot you if you get too close to them. To complete the trap room, you must open a chest hidden somewhere in the room. This chest counts as a secret. Opening this chest will complete the trap room and mark it with a white checkmark. All trap rooms also contain a few other secrets which are also hidden throughout the trap room. These must also be found in order to mark the room with a green checkmark. Trap rooms are only found on Floor 3 and above.

Fairy Room[]

Fairy Rooms appear pink on the Magical Map and contains a large tree and a small water pool at the base. This pool heals your health rapidly when you stand in it. Additionally there are four fairies which can be killed by hitting them four times. Killing them drops a Revive Stone.

Blood Room[]

The Blood Room appears red on the Magical Map and contains a special miniboss called the The Watcher who spawns undead mobs. Defeating all of the undead mobs marks the room complete with a green checkmark and ignites the portal at the back of the blood room. This portal leads into the boss arena where players fight the boss of the Dungeon.

Secrets[]

Main Article: Dungeon Secrets

Secrets can be found in the map throughout various rooms in a Dungeon. They are either a chest you have to open, an item on the ground that has to be picked up, a Bat that has to be killed, or a Wither Essence on the ground that has to be right clicked. Usually these secrets contain common and useful items such as Inflatable Jerrys which can be used to scare away non-boss mobs, but sometimes they contain rare items like a Dungeon Chest Key which can be used to open extra loot at the end of a dungeon. Collecting more secrets increases your Dungeon score. There are mods available which can show the locations of secrets in all rooms.

Classes[]

Main Article: Classes

At the start of a dungeon, you must choose a class to play. The classes available for players to play include Healer, Mage, Berserk, Archer, and Tank. For more information on the abilities and roles of these classes, see their individual articles. In short, Healers mainly support the team by healing themselves and other members of the team, Mages deal damage using mostly magic weapons such as the Frozen Scythe, Beserkers usually deal damage using melee weapons or bows, Archers do damage exclusively using bows, and Tanks tank damage for nearby teammates. It is recommended that weaker parties do not "dupe" (play duplicate) classes as being the only player playing any class will grant you extra stats.

Gear[]

In order to complete any dungeon you must need competent gear or else you will struggle to complete the floor and die. Since Gear varies by both floor and class, gear recommendations will be listed in the sections for each floor. All of the gear requirements are either unlocked from the respective floor, a floor before it, or something outside of dungeons such as a slayer level. There will always be options for players who do not have a completion for the respective floor yet and players wishing to replay the floor for loot or catacombs exp.


However, all players should have the following items regardless of class or floor.

Item Usage
Superboom TNT Used to blow up crypts, cracked walls, and gates in the F7 boss fight instantly.
Aspect of the EndAspect of the Void Reaching high places and general mobility.
Stonk Used to break walls in certain places for a short period of time to allow you to get chest secrets faster.
Recommended Reforges and Power Stones for each Class[]
Class Weapon Armor Accessory Power
Archer Rapid, Spiritual, Unreal, Hasty (Terminator only), Suspicious (Scylla only) Ancient for Damage Shaded for Damage, Strong for Damage, Bloody for Damage, Itchy for Damage and Attack Speed, Scorching for Damage and Attack Speed
Berserker Withered, Fabled, Dirty, Hasty (Terminator only)

, Suspicious (Scylla only)

Ancient for Damage Shaded for Damage, Strong for Damage, Bloody for Damage, Itchy for Damage and Attack Speed, Scorching for Damage and Attack Speed
Mage Heroic, Withered, Suspicious(Scylla only) Necrotic and Loving for Mana, Ancient for Mage Staff Damage Demonic for Mana, Bizarre for Mana(Nerfing Mage Staff), Sighted for Mana, Shaded for Damage, Strong for Damage, Bloody for Damage, Itchy for Damage and Attack Speed, Scorching for Damage and Attack Speed
Healer and Tank Bulky, Heroic, Withered, Hasty (Terminator only)

, Suspicious (Scylla only)

Giant and Perfect for Effective Health, Ancient for Damage Shaded for Damage, Strong for Damage, Bloody for Damage, Itchy for Damage and Attack Speed, Scorching for Damage and Attack Speed

The Accessory reforges which give ❤ Health and ❈ Defense are not worth using.

Dungeonizing Gear[]

Certain pieces of equipment can be dungeonized or are already dungeonized when you drop them, meaning that they have increased stats which scale with your catacombs level.

Entrance Floor[]

Main Article: The Catacombs - Entrance

The Entrance floor is usually only completed to get enough Catacombs Exp to unlock Floor 1. The Boss of this floor is The Watcher, who can be found in the blood room. In future floors, he reappears in the blood room but as a miniboss instead of a boss.

Gear Recommendations[]

Class Armor Equipment Weapon Pet Other Notes
Healer Holy Dragon HelmetMender HelmetZombie's HeartCrystallized HeartHoly Dragon ChestplateHoly Dragon LeggingsHoly Dragon Boots Ender NecklaceEnder CloakEnder BeltEnder GauntletDragonfuse Glove Aspect of the Dragons Any Rogue SwordWand of HealingWand of MendingZombie SwordOrnate Zombie SwordFlorid Zombie Sword Healer isn't usually required to complete this floor.
Mage Dark GogglesWise Dragon HelmetWise Dragon ChestplateWise Dragon LeggingsWise Dragon Boots Ender NecklaceEnder CloakEnder BeltEnder Gauntlet Frozen Scythe [Lvl 1➡100] Sheep Rogue SwordWand of HealingWand of Mending
Berserk Unstable Dragon HelmetStrong Dragon HelmetUnstable Dragon ChestplateStrong Dragon ChestplateUnstable Dragon LeggingsStrong Dragon LeggingsUnstable Dragon BootsStrong Dragon Boots Ender NecklaceEnder CloakEnder BeltEnder GauntletDragonfuse Glove Aspect of the Dragons [Lvl 1➡100] Enderman[Lvl 1➡100] Griffin[Lvl 1➡100] Wither Skeleton Rogue SwordWand of HealingWand of Mending
Archer Unstable Dragon HelmetStrong Dragon HelmetUnstable Dragon ChestplateStrong Dragon ChestplateUnstable Dragon LeggingsStrong Dragon LeggingsUnstable Dragon BootsStrong Dragon Boots Ender NecklaceEnder CloakEnder BeltEnder Gauntlet Dragon ShortbowMachine Gun Shortbow [Lvl 1➡100] Enderman[Lvl 1➡100] Griffin[Lvl 1➡100] Skeleton Rogue SwordWand of HealingWand of Mending
Tank Old Dragon HelmetProtector Dragon HelmetOld Dragon ChestplateProtector Dragon ChestplateOld Dragon LeggingsProtector Dragon LeggingsOld Dragon BootsProtector Dragon Boots Ender NecklaceEnder CloakEnder BeltEnder GauntletDragonfuse Glove Aspect of the Dragons [Lvl 1➡100] Blue Whale Rogue SwordWand of HealingWand of MendingZombie SwordOrnate Zombie SwordFlorid Zombie Sword Tank isn't usually required to complete this floor.


If you are using the Aspect of the Dragons, a Dragonfuse Glove is highly recommended as it buffs the Aspect of the Dragons. However, if you don't have it, it isn't required.

Boss: The Watcher[]

  • The Watcher will summon undeads, which have high defense and must be killed to complete the Dungeon.
  • An easy way to kill them if you are playing the Mage or Archer class is to stand on top of the portal at the back of the blood room and spam the undeads with your weapon. The undeads won't be able to damage you. This strategy works for all blood rooms until floor 4.

Floor 1[]

Floor 1, the first proper floor of the Catacombs, is harder compared to the entrance.

Gear Recommendations[]

Class Armor Equipment Weapon Pet Other Notes
Healer Holy Dragon HelmetMender HelmetZombie's HeartCrystallized HeartHoly Dragon ChestplateHoly Dragon LeggingsHoly Dragon Boots Balloon SnakeEnder NecklaceEnder CloakEnder BeltEnder GauntletDragonfuse Glove Aspect of the Dragons Any Rogue SwordWand of HealingWand of MendingZombie SwordOrnate Zombie SwordFlorid Zombie Sword Healer isn't usually required to complete this floor.
Mage Dark GogglesWise Dragon HelmetWise Dragon ChestplateWise Dragon LeggingsWise Dragon Boots Balloon SnakeEnder NecklaceEnder CloakEnder BeltEnder Gauntlet Frozen ScytheDreadlord SwordBonzo's Staff [Lvl 1➡100] Sheep Rogue SwordWand of HealingWand of Mending
Berserk Rotten HelmetUnstable Dragon HelmetStrong Dragon HelmetRotten ChestplateUnstable Dragon ChestplateStrong Dragon ChestplateRotten LeggingsUnstable Dragon LeggingsStrong Dragon LeggingsRotten BootsUnstable Dragon BootsStrong Dragon Boots Balloon SnakeEnder NecklaceEnder CloakEnder BeltEnder GauntletDragonfuse Glove Aspect of the Dragons [Lvl 1➡100] Enderman[Lvl 1➡100] Griffin[Lvl 1➡100] Wither Skeleton Rogue SwordWand of HealingWand of Mending
Archer Skeleton Grunt HelmetUnstable Dragon HelmetStrong Dragon HelmetBonzo's MaskSkeleton Grunt ChestplateUnstable Dragon ChestplateStrong Dragon ChestplateSkeleton Grunt LeggingsUnstable Dragon LeggingsStrong Dragon LeggingsSkeleton Grunt BootsUnstable Dragon BootsStrong Dragon Boots Balloon SnakeEnder NecklaceEnder CloakEnder BeltEnder Gauntlet Dragon ShortbowMachine Gun Shortbow [Lvl 1➡100] Enderman[Lvl 1➡100] Griffin[Lvl 1➡100] Skeleton Rogue SwordWand of HealingWand of Mending
Tank Heavy HelmetOld Dragon HelmetProtector Dragon HelmetBonzo's MaskHeavy ChestplateOld Dragon ChestplateProtector Dragon ChestplateHeavy LeggingsOld Dragon LeggingsProtector Dragon LeggingsHeavy BootsOld Dragon BootsProtector Dragon Boots Balloon SnakeEnder NecklaceEnder CloakEnder BeltEnder GauntletDragonfuse Glove Aspect of the Dragons [Lvl 1➡100] Blue Whale Rogue SwordWand of HealingWand of MendingZombie SwordOrnate Zombie SwordFlorid Zombie Sword Tank isn't usually required to complete this floor.


Rotten Armor, Skeleton Grunt Armor, Heavy Armor, or any other type of armor that a dungeon mob drops should only be used if they have better stats compared to the dragon armor sets.

The Balloon Snake is a good piece of dungeon equipment after getting your first f1 completion which grants jump boost, health, and intelligence when equipped. It is also a piece of dungeon gear, so it scales with your catacombs level. You can still use an Ender Necklace if you find the jump boost annoying or if you don't have the completion yet.

Bonzo's Mask allows you to go back to full health instead of dying, which can be useful for archers and tanks that struggle with survivability.

Bonzo's Staff is a good mage weapon and an upgrade over the Frozen Scythe.

Boss: Bonzo[]

First Phase[]

  • At the start of the boss fight, Bonzo will run to a corner on the map and start summoning undeads, similar to The Watcher. These undeads, however, do not need to be killed in order to advance the fight as Bonzo can still be damaged.
  • After a while, Bonzo will jump on top of the pillars and start shooting wither skulls at players. These are fairly easy to dodge.

Second Phase[]

  • Once Bonzo's health is depleted, he will say some dialogue and revive himself. His damage skyrockets in this phase, so be careful.
  • If he isn't killed fast enough, he will run to the middle and unleash a balloon barrage. The balloons deal massive damage and it is highly recommended to stay behind the pillars during this phase.

Floor 2[]

Floor 2's boss fight is a massive step up from the difficulty of F1. If you are struggling during the boss fight, look to upgrade your gear.

Gear Recommendations[]

Class Armor Equipment Weapon Pet Other
Healer Holy Dragon HelmetMender HelmetZombie's HeartCrystallized HeartHoly Dragon ChestplateHoly Dragon LeggingsHoly Dragon Boots Balloon SnakeEnder NecklaceEnder CloakAdaptive BeltEnder BeltDragonfuse GloveEnder Gauntlet Aspect of the DragonsAdaptive Blade Any Rogue SwordWand of HealingWand of MendingZombie SwordOrnate Zombie SwordFlorid Zombie SwordRadiant Power Orb A healer is recommended for any parties that have trouble during the boss fight.
Mage Dark GogglesWise Dragon HelmetWise Dragon ChestplateWise Dragon LeggingsWise Dragon Boots Balloon SnakeEnder NecklaceEnder CloakAdaptive BeltEnder BeltEnder Gauntlet Frozen ScytheDreadlord SwordBonzo's Staff [Lvl 1➡100] Sheep Rogue SwordWand of HealingWand of Mending
Berserk Rotten HelmetUnstable Dragon HelmetStrong Dragon HelmetRotten ChestplateUnstable Dragon ChestplateStrong Dragon ChestplateRotten LeggingsUnstable Dragon LeggingsStrong Dragon LeggingsRotten BootsUnstable Dragon BootsStrong Dragon Boots Balloon SnakeEnder NecklaceEnder CloakAdaptive BeltEnder BeltDragonfuse Glove Aspect of the Dragons [Lvl 1➡100] Enderman[Lvl 1➡100] Griffin[Lvl 1➡100] Wither Skeleton Rogue SwordWand of HealingWand of Mending
Archer Skeleton Grunt HelmetUnstable Dragon HelmetStrong Dragon HelmetSkeleton Grunt ChestplateUnstable Dragon ChestplateStrong Dragon ChestplateSkeleton Grunt LeggingsUnstable Dragon LeggingsStrong Dragon LeggingsSkeleton Grunt BootsUnstable Dragon BootsStrong Dragon Boots Balloon SnakeEnder NecklaceEnder CloakAdaptive BeltEnder BeltEnder Gauntlet Dragon ShortbowMachine Gun Shortbow [Lvl 1➡100] Enderman[Lvl 1➡100] Griffin[Lvl 1➡100] Skeleton Rogue SwordWand of HealingWand of Mending
Tank Heavy HelmetOld Dragon HelmetProtector Dragon HelmetHeavy ChestplateOld Dragon ChestplateProtector Dragon ChestplateHeavy LeggingsOld Dragon LeggingsProtector Dragon LeggingsHeavy BootsOld Dragon BootsProtector Dragon Boots Balloon SnakeEnder NecklaceEnder CloakAdaptive BeltEnder BeltDragonfuse GloveEnder Gauntlet Aspect of the DragonsAdaptive Blade [Lvl 1➡100] Blue Whale Rogue SwordWand of HealingWand of MendingZombie SwordOrnate Zombie SwordFlorid Zombie Sword Tank isn't usually required to complete this floor.

The Adaptive Belt is a good upgrade after getting your completion over the Ender Belt as its stats scales with your catacombs level and also adapts to the class you are playing. If you're not an ironman player, make sure to frag it using Scarf Fragments as it is pretty cheap.

The Adaptive Blade isn't recommended for most players as an Aspect of the Dragons will likely do more damage. It is however, a good defensive option for Healers and Tanks if they need it.

Clear[]

A new puzzle, the Higher or Lower (Blaze) puzzle may appear.

Boss: Scarf[]

First Phase[]

  • At the start of the fight, Scarf will be invulnerable. He then summons four strong undeads that the players must fight in order to complete the phase.
  • 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.

Second Phase[]

  • 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 along with the Priest as all the Undeads die after Scarf is killed and they no longer revive after the Priest dies.
  • Scarf will say "Necro no Jutsu!" or "Dodge this!" and slowly float up when he is about to launch Wither Skulls everywhere. This attack is extremely deadly to weaker players and basicaly instantly kill.
  • 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.

Floor 3[]

Floor 3 has a harder clear because the Trap Room appears from this floor and on. However, many players consider this floor's boss fight to be easier than the boss of floor 2.

Gear Recommendations[]

Class Armor Equipment Weapon Pet Other
Healer Holy Dragon HelmetMender HelmetZombie's HeartCrystallized HeartHoly Dragon ChestplateAdaptive ChestplateHoly Dragon LeggingsAdaptive LeggingsHoly Dragon BootsAdaptive Boots Balloon SnakeEnder NecklaceEnder CloakAdaptive BeltDragonfuse GloveEnder Gauntlet Aspect of the DragonsAdaptive Blade Any Rogue SwordWand of MendingWand of RestorationZombie SwordOrnate Zombie SwordFlorid Zombie SwordRadiant Power OrbMana Flux Power Orb Healer isn't usually required to complete this floor.
Mage Dark GogglesWise Dragon HelmetWise Dragon ChestplateWise Dragon LeggingsWise Dragon Boots Balloon SnakeEnder NecklaceEnder CloakAdaptive BeltEnder Gauntlet Frozen ScytheDreadlord SwordBonzo's Staff [Lvl 1➡100] Sheep Rogue SwordWand of MendingWand of Restoration
Berserk Unstable Dragon HelmetStrong Dragon HelmetSuperior Dragon HelmetUnstable Dragon ChestplateStrong Dragon ChestplateSuperior Dragon ChestplateUnstable Dragon LeggingsStrong Dragon LeggingsSuperior Dragon LeggingsUnstable Dragon BootsStrong Dragon BootsSuperior Dragon Boots Balloon SnakeEnder NecklaceEnder CloakAdaptive BeltDragonfuse Glove Aspect of the Dragons [Lvl 1➡100] Enderman[Lvl 1➡100] Griffin[Lvl 1➡100] Wither Skeleton Rogue SwordWand of MendingWand of Restoration
Archer Unstable Dragon HelmetStrong Dragon HelmetSuperior Dragon HelmetUnstable Dragon ChestplateStrong Dragon ChestplateSuperior Dragon ChestplateUnstable Dragon LeggingsStrong Dragon LeggingsSuperior Dragon LeggingsUnstable Dragon BootsStrong Dragon BootsSuperior Dragon Boots Balloon SnakeEnder NecklaceEnder CloakAdaptive BeltEnder Gauntlet Dragon ShortbowMachine Gun Shortbow [Lvl 1➡100] Enderman[Lvl 1➡100] Griffin[Lvl 1➡100] Skeleton Rogue SwordWand of MendingWand of Restoration
Tank Protector Dragon HelmetCrystallized HeartRevived HeartProtector Dragon ChestplatePerfect Chestplate - Tier XIIProtector Dragon LeggingsPerfect Leggings - Tier XIIProtector Dragon BootsPerfect Boots - Tier XII Balloon SnakeEnder NecklaceEnder CloakAdaptive BeltDragonfuse GloveEnder Gauntlet Aspect of the DragonsAdaptive Blade [Lvl 1➡100] Blue Whale[Lvl 1➡100] Turtle Rogue SwordWand of MendingWand of RestorationZombie SwordOrnate Zombie SwordFlorid Zombie Sword Tank isn't usually required to complete this floor.


Adaptive Armor is recommended for most players as it is relatively cheap, has decent survivability stats, and also adapts to your class which can make you flexible for your party's needs.

Clear[]

During the clear, you may come accross the Trap Room, which is labed as an orange rectangle on the magical map. Note that ender pearls and jump boost are allowed in this room, but other teleportation abilities are not.

Boss: The Professor[]

First Phase[]

  • In this phase, The Professor is invulnerable and has four guardians which all must be killed in 10 seconds of each other in order to complete the 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.
  • Players should avoid using melee attacks against the Chaos Guardian, as its Discharge deals extremely high damage to nearby players, usually instantly killing them.
  • The Professor's barrier can block Laser Guardian's Focusing Beam, which is deadly to players who have or are on low Health.

Second Phase[]

  • The barriers protecting The Professor disappear, similar to Scarf and players can hit The Professor.
  • Ignore the Rogue Guardians and focus only on The Professor, as all the other Guardians will be nuisances.
  • This is usually the easiest phase as most teams can defeat The Professor within seconds.

Third Phase[]

  • After The Professor gets low on health in the Second Phase, he uses his ultimate power to turn himself into a guardian and attacks the players from above.
  • The Professor in this phase gains the abilities of all four guardians, which can be very deadly if he is not killed quickly enough.
  • 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 advantage of this.
  • If everyone crowds around the same place (usually the middle), it will prevent The Professor from flying around which then allows everyone to melee it effectively.
  • The arena slowly fills with water and boats start appearing as this Phase progresses.

Floor 4[]

Gear Recommendations[]

Class Armor Equipment Weapon Pet Other
Healer Mender FedoraCrystallized HeartRevived HeartAdaptive ChestplateAdaptive LeggingsAdaptive BootsSpirit Boots Balloon SnakeBone NecklaceEnder CloakAdaptive BeltDragonfuse GloveEnder GauntletGauntlet of Contagion Aspect of the DragonsAdaptive BladeSpirit Shortbow Any Rogue SwordWand of MendingWand of RestorationOrnate Zombie SwordFlorid Zombie SwordRadiant Power OrbMana Flux Power OrbAspect of the Dragons Healer is highly recommended while playing this floor your first few times as new players will frequently die to spirit animals during the boss fight, so the healer can revive them.
Mage Shadow GogglesAdaptive ChestplateWise Dragon ChestplateAdaptive LeggingsWise Dragon LeggingsAdaptive BootsWise Dragon BootsSpirit Boots Balloon SnakeBone NecklaceEnder CloakAdaptive BeltImplosion BeltEnder GauntletGauntlet of Contagion Bonzo's StaffSpirit Sceptre [Lvl 1➡100] Sheep Rogue SwordWand of MendingWand of RestorationAspect of the Dragons
Berserk Adaptive HelmetSuperior Dragon HelmetAdaptive ChestplateSuperior Dragon ChestplateAdaptive LeggingsSuperior Dragon LeggingsAdaptive BootsSuperior Dragon BootsSpirit Boots Balloon SnakeBone NecklaceEnder CloakAdaptive BeltDragonfuse GloveEnder GauntletGauntlet of Contagion Aspect of the DragonsSpirit SwordBone Reaver [Lvl 1➡100] Enderman[Lvl 1➡100] Griffin[Lvl 1➡100] Wither Skeleton Rogue SwordWand of MendingWand of RestorationAspect of the Dragons
Archer Adaptive HelmetSuperior Dragon HelmetAdaptive ChestplateSuperior Dragon ChestplateAdaptive LeggingsSuperior Dragon LeggingsAdaptive BootsSuperior Dragon BootsSpirit Boots Balloon SnakeBone NecklaceEnder CloakAdaptive BeltEnder GauntletGauntlet of Contagion Dragon ShortbowSpirit ShortbowBonemerang [Lvl 1➡100] Enderman[Lvl 1➡100] Griffin[Lvl 1➡100] Skeleton Rogue SwordWand of MendingWand of RestorationAspect of the Dragons
Tank Adaptive HelmetCrystallized HeartRevived HeartAdaptive ChestplatePerfect Chestplate - Tier XIIAdaptive LeggingsPerfect Leggings - Tier XIIAdaptive BootsPerfect Boots - Tier XIISpirit Boots Balloon SnakeBone NecklaceEnder CloakAdaptive BeltDragonfuse GloveEnder GauntletGauntlet of Contagion Aspect of the DragonsAdaptive BladeSpirit Shortbow [Lvl 1➡100] Blue Whale[Lvl 1➡100] Turtle Rogue SwordWand of MendingWand of RestorationZombie SwordOrnate Zombie SwordFlorid Zombie SwordAspect of the Dragons The Tank's job in the floor 4 boss fight is to usually tank hits for the players in the arena and blast away spirit chickens using an Aspect of the Dragons.


The Spirit Shortbow is the best bow that one can use before getting their hands on a Juju Shortbow. All classes other than Mage and Berserk should be using this as it will be more effective for clearing rooms compared to a melee. However, you shouldn't sell your melee weapon, as it can be useful during the boss fight.

The Spirit Sceptre is a must for the mage class as soon as they finish their first F4 run because it is a huge upgrade over all the previous mage weapons and will be good enough for the later floors of the catacombs.

Spirit Boots are also another great armor upgrade over Adaptive Boots, Superior Dragon Boots, and other similar Boots as it as a useful ability and good overall stats.

The Spirit Sword is better than the Adaptive Blade but is still worse than a dungeonized Aspect of the Dragons, so only use it if you don't have the requirements to dungeonize an Aspect of the Dragons.

The Bone Reaver is useful for the Berserker class if they wish to play true berserker and wish to upgrade into the Felthorn Reaper later.

The Bone Necklace is a Necklace that boosts your defense by a substantial amount while near groups of mobs, which can help players struggling with survivability. It is especially useful for the Tank class as it is designed for it. You can still use the Ender Necklace or Balloon Snake if you can't afford a Bone Necklace, but once you can it is definitely worth investing into.

Most of the gear from this floor is expensive but usually worth it, especially in the case of the Spirit Sceptre and Bone Necklace, which will last you a very long time.

Boss: Thorn[]

Overview[]

  • Compared to the previous boss fights, this boss works very differently and only has one phase.
  • The boss, Thorn, can only be damaged using a specific weapon. Other weapons will not work. This weapon, called the Spirit Bow (not to be confused with the Spirit Shortbow) is dropped by Spirit Bears which spawn during the boss fight. The bow must be shot at Thorn, always dealing a quarter of their health.
  • To spawn a Spirit Bear, enough Spirit Animals must be killed to fill the coal block ring on the sides of the arena with sea lanterns.
  • In the arena Spirit Animals will spawn, which try to attack the player. Swarms of Spirit Animals can be deadly to newer players.
  • Spirit Chickens are the most dangerous, as they deal 25% of a player's max health as true damage.

Arena[]

  • The audience has Fairies hidden among them, which can be used to revive yourself with (There are two in total).
  • Sometimes, one of the four circles on the floor will be engulfed in flames. Luring mobs in there with a Jingle Bell can help 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).

Strategies[]

  • 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.
  • 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 and archers who struggle with survivability.
  • 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.

Floor 5[]

Gear Recommendations[]

Class Armor Equipment Weapon Pet Other
Healer Mender FedoraCrystallized HeartRevived HeartAdaptive ChestplateShadow Assassin ChestplateAdaptive LeggingsShadow Assassin LeggingsSpirit BootsShadow Assassin Boots Balloon SnakeBone NecklaceEnder CloakShadow Assassin CloakAdaptive BeltEnder GauntletGauntlet of Contagion Spirit ShortbowJuju ShortbowLivid Dagger Any Rogue SwordWand of MendingWand of RestorationOrnate Zombie SwordFlorid Zombie SwordRadiant Power OrbMana Flux Power Orb
Mage Shadow GogglesAdaptive ChestplateWise Dragon ChestplateAdaptive LeggingsWise Dragon LeggingsAdaptive BootsWise Dragon BootsSpirit Boots Balloon SnakeBone NecklaceEnder CloakShadow Assassin CloakAdaptive BeltImplosion BeltEnder GauntletGauntlet of Contagion Spirit Sceptre [Lvl 1➡100] Sheep Rogue SwordWand of MendingWand of Restoration
Berserk Superior Dragon HelmetShadow Assassin HelmetSuperior Dragon ChestplateShadow Assassin ChestplateZombie Knight ChestplateSuperior Dragon LeggingsShadow Assassin LeggingsSuperior Dragon BootsSpirit BootsShadow Assassin Boots Balloon SnakeBone NecklaceEnder CloakShadow Assassin CloakAdaptive BeltDragonfuse GloveEnder GauntletGauntlet of Contagion Aspect of the DragonsBone ReaverLivid DaggerShadow Fury [Lvl 1➡100] Enderman[Lvl 1➡100] Griffin[Lvl 1➡100] Wither Skeleton Rogue SwordWand of MendingWand of Restoration
Archer Superior Dragon HelmetShadow Assassin HelmetSuperior Dragon ChestplateShadow Assassin ChestplateZombie Knight ChestplateSuperior Dragon LeggingsShadow Assassin LeggingsSuperior Dragon BootsSpirit BootsShadow Assassin Boots Balloon SnakeBone NecklaceEnder CloakShadow Assassin CloakAdaptive BeltEnder GauntletGauntlet of Contagion Spirit ShortbowJuju ShortbowBonemerang [Lvl 1➡100] Enderman[Lvl 1➡100] Griffin[Lvl 1➡100] Skeleton Rogue SwordWand of MendingWand of Restoration
Tank Revived HeartReaper MaskAdaptive ChestplatePerfect Chestplate - Tier XIIAdaptive LeggingsPerfect Leggings - Tier XIIAdaptive BootsPerfect Boots - Tier XIISpirit Boots Bone NecklaceEnder CloakShadow Assassin CloakAdaptive BeltEnder GauntletGauntlet of Contagion Spirit ShortbowJuju ShortbowLivid Dagger [Lvl 1➡100] Blue Whale[Lvl 1➡100] Turtle Rogue SwordWand of MendingWand of RestorationZombie SwordOrnate Zombie SwordFlorid Zombie SwordGloomlock Grimoire Tanks may find themselves starting to take large amounts of damage because of the Diversion ability and the huge amount of damage that Livid deals.


Floor 5 unlocks a variety of gear, notably the Shadow Assassin armor set and cloak and the Livid Dagger.

Shadow Assassin Armor is a must for Archers and Berserkers. It has much better damage dealing stats compared to all previous sets and isn't too expensive. However, if one cannot afford a Chestplate, you can instead use a Zombie Knight Chestplate, which has worse survivability stats but almost the same amount of strength.

The Shadow Assassin Cloak grants extra strength and speed and should be obtained by all players regardless of class.

The Livid Dagger is a solid upgrade over the Aspect of the Dragons and you should be losing no money if you are selling the Aspect of the Dragons along with the Dragonfuse Glove.

The Shadow Fury, although expensive, is even better than the Livid Dagger and deals insane amounts of damage. However, if one cannot afford it or finds the ability of the weapon really annoying when they accidentally use it, it is fine to use a Livid Dagger.

Boss: 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.

Floor 6[]

(WIP)

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 ✦ Speed.
  • 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 ❤ Effective Health. 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. After using the ability you can spam Axe of the Shredded for free damage. 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 Stone Sword Combat 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 ❤ Effective Health 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.

Floor 7[]

(WIP)

Boss: 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 ✎ Mana 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 300 ❈ Defense, 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.

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