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Entering the Dungeon

How to form a party at the Dungeon Party Board, pick a difficulty, ready up in the lobby, start a run, leave early and what you can and cannot bring into the Overgrown Crypt.

This guide walks through starting a run of the Overgrown Crypt, from the party board to the first room. Entering is free and has no rank, key or cooldown requirement. The run itself is explained in Dungeon Run Mechanics.

The hub NPCs#

Three NPCs serve the dungeon.

NPCWhat it opens
Dungeon Party BoardThe party board where you create, join and launch parties
Dungeon ShopThe shop that sells gear with Sewer Shards. See Dungeon Shop.
Dungeon GuideA book of topics that explain how a run works. Click a topic to read it in chat. It also links to the party board and the shop.

Forming a party#

Every run is started by a party, even a solo one. A player can be in one party at a time, and a party holds up to 4 players.

Using the party board#

Click the Dungeon Party Board NPC to open the Dungeon Parties menu. Each waiting party is an entry showing its leader, member count and privacy.

Button or entryWhat it does
Create a partyOpens the party settings. Choose Public ("Anyone can join from the board") or Private ("Only invited players can join"), choose the difficulty, then confirm with Create party.
A public partyClick to join it.
A private partyNeeds an invite. Its entry says "You need an invite to join."
A party inside the dungeonShown as busy ("Inside the dungeon") and cannot be joined.
Your own partyClick it to open Your Party: members, kick, privacy, difficulty, invite hint and leave.
Leave your partyLeaves the party you are in.
Enter the Overgrown CryptVisible to the leader only. Launches a private crypt for the party on the chosen difficulty.

In Your Party the leader can click a member to kick them, toggle between Public and Private, cycle the difficulty (Easy, Medium, Hard) and see how to invite players.

Using commands#

All party commands start with /dungeonparty (alias /dparty).

CommandWhat it does
/dparty create [closed]Creates a party. Add closed to make it invite-only.
/dparty invite <player>Lets a player join your party. They are told how to join.
/dparty join <player>Joins the party of the player you name.
/dparty open / /dparty closedOpens the party to everyone, or limits it to invitees.
/dparty kick <player>Removes a member. Leader only.
/dparty difficulty <difficulty>Picks the difficulty for the next run. Leader only.
/dparty start dwag [difficulty]Starts the Overgrown Crypt for the party. Leader only.
/dparty infoShows your party size, your role and whether it is waiting or in a dungeon.
/dparty leaveLeaves your party.

Party rules#

RuleDetail
SizeAt most 4 members. A full party says "That party is full."
One partyYou cannot join or create a party while in one ("You are already in a dungeon party.").
StartingOnly the leader can start a run. Others see "Only the party leader can do that."
Leader leavesLeadership passes to the member who joined earliest ("You are now the party leader.").
In a dungeonA party that is already inside a run cannot be joined or started again.
Away too longWhile the party waits outside the dungeon, a member who has been away from Prison for 5 minutes is dropped ("A party member was dropped after being away for too long.").
One start at a timePressing the enter button twice does nothing ("Your party is already starting a dungeon.").

The difficulty#

The party leader chooses the difficulty before starting. The default is Medium. The difficulty changes the size of the crypt, the strength and number of the mobs and the Sewer Shard payouts. See Dungeon Difficulties.

The lobby#

When the leader starts the run, a private copy of the dungeon is created and every party member is pulled into it, whichever server they were on. A member who cannot be moved is skipped, and the rest still go.

  1. You arrive in the lobby room. While the crypt is built, the action bar says "Preparing the dungeon..." and the sign above the lobby keeper reads PREPARING DUNGEON....
  2. When the crypt is ready, the sign changes to CLICK TO READY UP with a counter such as "1/3 ready".
  3. Ready up with /dungeon ready, or click the lobby keeper to open the Dungeon Lobby menu and press Ready up. Press Not ready after all in the same menu to take it back. The party is told whenever someone readies.
  4. When everyone present is ready, a 5 second countdown starts and the party is teleported to the crypt entrance. If someone stays unready, the run starts anyway 5 minutes after the crypt is ready, so nobody can hold the party hostage.

You are fully healed when you arrive in the instance. When the run begins, the clock starts and everyone receives the Dungeon Map. An instance that nobody enters never starts.

Joining late#

A player who arrives after the run has started, for example after a disconnect, joins as a spirit. The message is "The run is already underway — you join as a spirit until it ends." Spirits cannot fight and cannot solve puzzles. See Reviving and Second Wind.

A party member who dropped out can get back in with /dungeons by clicking the Overgrown Crypt. Only players who were in the party when the run started can enter it; nobody else can teleport in.

Leaving#

  • /dungeon leave takes you out of the run, removes you from your party and sends you back to spawn. It tells you "You left the dungeon." You can also use the Leave dungeon & party item that spirits carry.
  • If every player leaves, the run counts as a FAIL, pays nothing and the instance closes within about a minute.

What you can bring#

TopicRule
Your gearArmour, weapons, potions and food from outside all work. Dungeon weapons from the shop work here and elsewhere.
Backpack itemThe backpack gadget is removed while you are inside a dungeon.
PickaxeYour Prison pickaxe is kept.
FlightFlying is disabled inside dungeons ("Flight is disabled inside dungeons.").
PlayersPlayers cannot damage each other.
BlocksYou cannot break or place blocks, or use buckets, in the crypt.
HungerYour hunger bar stays full inside the dungeon.

See also#

Prison