> For the complete documentation index, see [llms.txt](https://docs.pawtato.gg/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.pawtato.gg/pawtato-land/gameplay/adventure/dungeons.md).

# Dungeons

<figure><img src="/files/tM65TGLRN8HGfH250ZL1" alt=""><figcaption></figcaption></figure>

Dungeons are instanced environments which can be challenged by a Hero and offer unique encounters, loot and one or more Boss fights. Once a Hero enters a Dungeon, he is cut off from the outside world until he leaves it. Most Dungeon entries consume **1 entry potion** - cave Dungeons (e.g. Hallow Maw, Abandoned Mineworks, Broodmother's Lair) require a [**Nightvision Potion**](/pawtato-land/gameplay/consumables/potions.md#nightvision-potion), while shrine Dungeons (e.g. the Withered Shrine) require a [**Warding Potion**](/pawtato-land/gameplay/consumables/potions.md#warding-potion). The [**Trial of the Void**](#trial-of-the-void) is the exception - it needs no potion and is gated by your **Temple of Axomamma** [Reputation](/pawtato-land/gameplay/the-world/reputation.md) instead.

While the **Dungeon Layout** is always **fixed** for each Dungeon (e.g. Hallow Maw), the **Sections** are randomly generated and regenerated after the weekly **Reset**.

{% hint style="info" %}
**Dungeons are account-wide.** Every Dungeon gives your **whole account** one shared map, one run in flight and one weekly attempt budget — not one per Hero. Whichever Hero you send in explores the same Sections as the last one did, spends from the same pool of attempts, and only that Hero can act inside the run until it ends. Swapping Heroes does not buy you a second look at a Dungeon.
{% endhint %}

## Dungeons & their Bosses

There are currently five Dungeons. Each has its own theme, entry requirement and **Boss** line-up. A Dungeon's bosses are placed at random points in the layout each week — you'll meet **all** of a Dungeon's bosses on the way to clearing it, not just a final one.

<table><thead><tr><th width="220">Dungeon</th><th width="200">Entry</th><th>Bosses</th></tr></thead><tbody><tr><td><strong>Hallow Maw</strong></td><td>Cave — <a href="/pages/3YbFuA8OEMBaol67tXWG#nightvision-potion">Nightvision Potion</a></td><td><strong>2 bosses:</strong> Rattleguard Brukk (Lv 5) and Mirelith the Tethered (Lv 6)</td></tr><tr><td><strong>Abandoned Mineworks</strong></td><td>Cave — <a href="/pages/3YbFuA8OEMBaol67tXWG#nightvision-potion">Nightvision Potion</a></td><td><strong>1 boss:</strong> Slime King (Lv 4)</td></tr><tr><td><strong>Withered Shrine</strong></td><td>Shrine — <a href="/pages/3YbFuA8OEMBaol67tXWG#warding-potion">Warding Potion</a></td><td><strong>1 boss:</strong> The Forsaken Curator (Lv 4)</td></tr><tr><td><strong>Trial of the Void</strong></td><td>No potion — <a href="/pages/qEhsdbMDblaTBFqOm92u"><strong>Trusted+</strong> Temple of Axomamma</a> Reputation</td><td><strong>2 bosses:</strong> Mysterious Shade (Lv 4) and Mysterious Shade (Lv 6)</td></tr><tr><td><strong>Broodmother's Lair</strong></td><td>Cave — <a href="/pages/3YbFuA8OEMBaol67tXWG#nightvision-potion">Nightvision Potion</a></td><td><strong>4 bosses:</strong> Venomclaw, Ironfang and Silkmaw (all Lv 6), plus Arakthara the Broodmother (Lv 8)</td></tr></tbody></table>

{% hint style="warning" %}
A global **Dungeon Reset** happens every Wednesday 02:00 UTC means every progress in the Dungeon is deleted, Heroes inside a Dungeon get kicked out and the Dungeon is newly generated.
{% endhint %}

<div><figure><img src="/files/AqdpuVcgL5cFlxzrcfOb" alt=""><figcaption><p>Example <strong>Layout</strong> of a Dungeon</p></figcaption></figure> <figure><img src="/files/VwDOze3x6GPqxYasaehu" alt=""><figcaption><p>Potential <strong>Sections</strong> of a newly generated Dungeon (first example)</p></figcaption></figure> <figure><img src="/files/UpIz1fqQ9cwOyHBcTlUS" alt=""><figcaption><p>Potential <strong>Sections</strong> of a newly generated Dungeon (second example)</p></figcaption></figure></div>

## Trial of the Void

The **Trial of the Void** is a special Dungeon behind the **Ancient Gateway** at the **Temple of Axomamma**. It plays by a stricter set of rules than the other Dungeons:

* **Reputation-gated entry, no potion.** Instead of an entry potion, you must reach at least **Trusted** [Reputation](/pawtato-land/gameplay/the-world/reputation.md) with the **Temple of Axomamma**. Speak to the **Temple Guard** at the Ancient Gateway and choose **Enter Ancient Gateway** to open the entry screen. As with other Dungeons you get **3 free attempts per week**, after which extra attempts cost **$TATO**.
* **A fixed map, and no Dungeon Key resets.** The Trial's Layout is hand-built rather than randomly generated, so it never re-rolls — and a [**Dungeon Key**](#dungeon-keys) cannot be spent here, since there would be nothing new to generate.
* **Reputation gates inside.** Progress is blocked by guarded rooms where a **Temple Gatekeeper** turns you back until your **Temple of Axomamma** Reputation reaches the required tier (**Admired**, then **Revered**). Build your standing to push deeper.
* **No side rooms.** There are no Altars, Healing Wells, Treasure Chests or Traps here — only fixed encounters, the reputation gates and the two bosses.
* **High stakes.** Ordinary encounters grant **no loot and no XP**, and the two **Mysterious Shade** bosses (Lv 4 and Lv 6) drop **only their own loot** — no Reputation is awarded anywhere in the Trial. Most importantly, **any lost fight immediately ends the run** — there is no retreating to the previous section as in other Dungeons.

## Broodmother's Lair

The **Broodmother's Lair** is a spider hive burrowed into the World Map — the largest Dungeon in the game and the only one built around **Spider Egg Sacks** instead of chests and traps.

* **Cave entry.** One [**Nightvision Potion**](/pawtato-land/gameplay/consumables/potions.md#nightvision-potion) per attempt, like the other cave Dungeons. You get the usual **3 free attempts per week**; further attempts cost **$TATO**.
* **One shared, account-wide run.** Like the [Trial of the Void](#trial-of-the-void), the Lair is a **single account-wide instance**: one shared map, one in-flight run and one weekly attempt budget for the whole account rather than per Hero. Only the Hero who entered can act inside it.
* **A 15x15 labyrinth.** Far larger than the other Dungeons, with a single entrance at the bottom of the hive and 126 walkable rooms winding up into the upper chambers.
* **No Altars, Healing Wells, Treasure Chests or Traps.** All four are replaced by **20-25 Spider Egg Sacks** (see below). There is no free Injury cure in here — bring what you need.
* **Everything bites.** The Lair is stocked with **Spiderlings**, **Broodguards**, **Webstalkers** and **Bileweavers** between **Level 4 and 7**, each with an **Elite** variant, and enemy levels climb the deeper you push from the entrance toward the upper chambers. Nearly every one of them is **immune to poison** and several apply it, so an [**Antivenom Draught**](/pawtato-land/gameplay/consumables/potions.md#potions-learned-from-a-formula) is worth drinking beforehand.

### The four Bosses

Each of the Lair's bosses checks a **different** part of your build, so no single Hero sheet walks through all four:

<table><thead><tr><th width="240">Boss</th><th width="90">Level</th><th>What it tests</th></tr></thead><tbody><tr><td><strong>Venomclaw</strong></td><td>6</td><td>A <strong>damage check</strong> — it regenerates health on a timer and shields itself, so you have to out-damage its healing</td></tr><tr><td><strong>Ironfang</strong></td><td>6</td><td>An <strong>attrition check</strong> — a huge health pool and low, relentless, hard-to-dodge damage every round</td></tr><tr><td><strong>Silkmaw</strong></td><td>6</td><td>A <strong>Critical Strike check</strong> — its <strong>Perfect Form</strong> shrugs off almost all of any non-critical hit</td></tr><tr><td><strong>Arakthara the Broodmother</strong></td><td>8</td><td>The end boss, and the highest-level enemy in the game</td></tr></tbody></table>

Every Lair boss pays out on a kill. The three Level 6 bosses each guarantee **Spider Legs** plus their own crafting material, and can additionally drop an **Epic Skill Scroll** (Bloodthirst, Renewal, Reprieve, Essence Siphon or Second Wind), two of the Lair **armor Blueprints**, a **Dungeon Key** or a **Large Pouch** — plus their own **Legendary reagent** (Venomclaw Talon, Ironfang Mandible or Silkmaw Spinneret), which the Legendary recipes need and nothing else drops. **Arakthara** guarantees Spider Silk, Molted Husk, Chitin Plate and a stack of **Brood Eggs**, can pay **any** of the six armor Blueprints, and is the only source of the **Queen's Carapace Fragment**.

Ordinary spiders drop the Lair's raw materials: **Spider Legs** and **Venom Glands** from anything, plus **Chitin Plate** (Broodguards), **Spider Silk** (Webstalkers) and **Molted Husk** (Bileweavers). **Elite** spiders additionally roll a small chance at an **Uncommon Skill Scroll** (Poisonfang, Volley, Mindspike or Insect Swarm) — any Elite can drop any of the four, so every Elite is worth killing whatever class your Hero is.

### Spider Egg Sacks

Instead of chests and traps, the Lair's rooms hold bulging **Egg Sacks**. Stepping onto one offers two buttons — **Open the sack** or **Leave it alone**:

* **Leaving it alone costs nothing.** The room simply stays unresolved, so you can walk on and come back later to **Open it anyway**. Sacks **never block Dungeon completion**, and an unopened sack is still a valid fast-travel target.
* **Opening it is a gamble.** Roughly half the time *"The sack bursts!"* — spiderlings swarm your Hero for **1** [**Injury**](/pawtato-land/gameplay/heroes/injury.md) stack and the sack yields **nothing at all**. The other half it splits open and pays **1-3 Brood Eggs**, with a small extra chance at a **Rare Arcane Barrier Skill Scroll** and at one of the six **tradeable Lair Schematics** (see [Blueprints](/pawtato-land/gameplay/consumables/blueprints.md)).
* **Opening always settles the room** — a sack is never rolled twice.

{% hint style="danger" %}
A full clear means opening a lot of sacks, and every burst one is an Injury stack. **You are not required to open any of them** to clear the Dungeon — that is the whole point of *Leave it alone*.
{% endhint %}

#### The Webbed Chest

About **1%** of the time, clearing the webs around a sack instead reveals a **treasure chest hidden underneath**. The room stays open for a second interaction, and the chest carries a single button: **Open with Dungeon Key**.

* Opening costs **1 Dungeon Key**, taken from your **Adventurers Kit** (not your Backpack) — so the key has to have been packed **before** you entered.
* The chest is a **guaranteed payout**: it always pays exactly **one Blueprint**, drawn from the six Lair **armor** Blueprints and the three **Legendary head** Blueprints. The Legendary heads drop **nowhere else in the game**.
* Because a run can reveal several chests, you may pack up to **3** Dungeon Keys — and in the Lair they ride along **free**, without taking an Adventurers Kit slot away from your potions (the picker marks them **(free slot)**).
* **A revealed chest waits for you.** If your attempt ends before you open it — you forfeit, or your Hero falls — the revealed chest is **remembered** and is still sitting there when you enter again on the same weekly map, so you can come back with a Dungeon Key packed. An Egg Sack you merely walked past is not held that way: it is rolled fresh on your next attempt, chest chance and all.

{% hint style="info" %}
**Account-wide runs and Hero switching.** In the two account-wide Dungeons — the [Trial of the Void](#trial-of-the-void) and the [Broodmother's Lair](#broodmothers-lair) — the run belongs to your **account**, but only the Hero who entered can act inside it. If you select a different Hero while a run is in flight, the entry screen shows a **Run Already in Progress** notice naming the Hero who is inside, with a one-click **Switch to&#x20;*****\<Hero>*** button so you can go back and finish or forfeit the attempt.
{% endhint %}

## How to start a dungeon run (step by step)

1. Make sure the Hero you want to send in is your **currently selected Hero** on the map - the Dungeon always uses your active Hero. If none is selected, the entry screen shows *"Select a Hero to enter the dungeon."*
2. Carry the correct **entry potion** in your Backpack: a [**Nightvision Potion**](/pawtato-land/gameplay/consumables/potions.md#nightvision-potion) for cave Dungeons (e.g. Hallow Maw, Abandoned Mineworks, Broodmother's Lair) or a [**Warding Potion**](/pawtato-land/gameplay/consumables/potions.md#warding-potion) for shrine Dungeons (e.g. the Withered Shrine). Each entry consumes **1** potion.
3. On the World Map, click the Dungeon's area marker (e.g. **Hallow Maw**) to open its entry screen. The panel shows your **Free attempts** left this week, the **Resets in** countdown and the **Entry Cost** (the potion above).
4. Prepare your **Adventurers Kit** in the entry screen. Use the **+ / -** buttons on each row to pick how many **Stamina Potions** and **Health Potions** to bring, up to the shown kit limit. The Adventurers Kit replaces your Backpack inside; any unused items are returned when the attempt ends.
5. Press **Enter Dungeon**. This deducts one attempt (or, once your free attempts are used up, the extra-attempt fee) and drops your Hero into the **Entrance** section.
6. Navigate the Dungeon by clicking the **glowing tunnel openings** at the edges of the room to move into adjacent sections. You must **clear the current section before moving on** (*"Clear this section before moving on."*) - at an **Altar** you don't have to Pray and at a **Healing Well** you don't have to heal, so you can step off either without using it. A tunnel glows **red** and is blocked if your Hero is too low on Stamina to face a possible Encounter.
7. If you have a staked [**Cartographer's Bag**](/pawtato-land/gameplay/tools/miscellaneous-tools.md#heroes-only), open the **Minimap** to track explored sections. On mobile tap the map button (**Show map** / **Hide map**) in the bottom-right; higher tiers reveal more and let you fast-travel by clicking cleared sections.
8. At an **Altar**, press **Pray** to gain **+5** to a random Stat your Hero doesn't already have buffed (lasts until the weekly Reset). Praying is optional, but you **must at least reach every Altar** to clear the Dungeon — you can't route around one (see below). At a **Healing Well** you can fully clear your Hero's Injury for free — no matter how many stacks it carries — but each Well is **single-use**.
9. To finish, either press **Back to Map** to step out of the view while keeping your Hero **inside** the run (you can resume later), or press **Forfeit Attempt** and confirm **Leave Dungeon** to end the attempt. From the **Entrance** section you can also leave via its bottom tunnel. Clearing every section shows **Dungeon Cleared!**.

Dungeon Sections are home to various **Encounters** and **Bosses**, but can also contain other Events:

* **Healing Well:** Fully clears a Hero's Injury (all stacks) for free. **Single-use** — once used, that Well is spent.
* **Altar:** Grants a flat **+5** to a random Stat the Hero doesn't already have buffed (up to all six Stats). Altar Buffs do not stack and last until the weekly Reset. **You must visit every Altar to clear a Dungeon** — you can't skip past one — but Praying itself stays optional, so you may leave without taking the buff. Once you've reached an Altar it stays credited for the rest of the week: if you forfeit or fall and re-enter, you won't have to detour back to it (just like Encounters you've already cleared). Healing Wells and Traps, by contrast, can be routed around entirely.
* **Treasure Chests:** Contain valuable Loot (rolled as small or large)
* **Trap:** Has a Chance to injure your Hero
* **Spider Egg Sack:** [**Broodmother's Lair**](#broodmothers-lair) only — replaces both Treasure Chests and Traps there. Open it for loot at the risk of an Injury, or leave it alone.
* **???**

{% hint style="info" %}
**Hallow Maw** can also drop rare epic weapon [**Blueprints**](/pawtato-land/gameplay/consumables/blueprints.md) — from its two bosses (**Rattleguard Brukk** and **Mirelith the Tethered**) and from its treasure chests (a large chest has a better chance than a small one). Each Blueprint unlocks crafting of one epic weapon at its craftsman.
{% endhint %}

Your **account** has **limited capacity** to challenge a Dungeon **every week**, which is **3 attempts** - any further attempt has a **$TATO** cost associated. The budget is per Dungeon and shared by all of your Heroes, so sending a different Hero in does not refresh it. Once a Hero enters the Dungeon, an attempt is deducted. The attempt is over if:

* The **weekly Reset** hits
* The Hero <mark style="color:yellow;">**leaves**</mark> (forfeits) the Dungeon

#### Dungeon Keys

A **Dungeon Key** re-rolls a Dungeon without waiting for the Wednesday Reset. Spending one on a Dungeon:

* **Wipes your account's progress** in it and generates a **fresh set of Sections** the next time you enter
* Grants **one extra free attempt** on top of that week's quota

You can spend at most **2 Dungeon Keys per Dungeon per week**, so one Dungeon can show you at most three maps in a week: the weekly one plus two bought with Keys. The Dungeon's entry screen shows a **Dungeon Keys used** counter and a **Use Dungeon Key** button, which asks you to confirm before the Key is spent.

{% hint style="warning" %}

* You must **finish or forfeit your current run** before using a Key — a Dungeon can't be re-rolled out from under a Hero who is still inside it.
* Attempts you already spent are **not** given back. The weekly attempt counter keeps running across a Key reset, so once you are past your free attempts, further runs still cost **$TATO** — the Key's extra attempt just raises the free quota by one.
* The [**Trial of the Void**](#trial-of-the-void) cannot be reset with a Key.
  {% endhint %}

#### Adventurers Kit

<div align="left"><figure><img src="/files/ebqQ8qSpIKA1AlmA0rbQ" alt="" width="125"><figcaption></figcaption></figure></div>

Adventurers Kit **replaces** the Backpack in a Dungeon and can only carry a few items.

<div align="left"><figure><img src="/files/eCDJ6S0nohUlXe2wucKR" alt=""><figcaption></figcaption></figure></div>

A Hero can bring a limited number of **Consumables** into the Dungeon - currently **Stamina Potions** and **Health Potions** - and can refill those Consumables between attempts. Any unused items are returned when the attempt closes.

{% hint style="info" %}
**Dungeon Keys ride along free in the** [**Broodmother's Lair**](#broodmothers-lair)**.** Up to **3** can be packed there without using up a Kit slot — the picker labels them **(free slot)** — and they are spent automatically when you open a [webbed chest](#the-webbed-chest). They are not Hero consumables, so they cannot be drunk; they just sit in the Kit until a chest turns up.
{% endhint %}
