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The Shadow Dungeon

Two boss arenas, hidden loot rooms, and a parkour run.

A built dungeon in its own world, with two boss arenas, hidden loot rooms and a parkour run through it. Get there with /warps → Server Warps → Dungeon, or /warp dungeon.

You arrive at the entrance. Everything past that is on foot.

Two boss fights

The Choirmaster Tier II — the first arena, part way in. Two or more players.
The Emberlord Tier III — the arena at the very end. A group, and a plan.

Each arena is a sphere about 15 blocks across, and a boss cannot leave it. The fight stays where it starts — which also means there is nowhere to retreat to except back the way you came.

The corridors are not empty

The long stretches between rooms are where the dungeon lives. Each one holds something different, and they reset after a few minutes — so the group behind you gets the same fight you did.

  • The approach — a large swarm of Duskwalkers with sword-carrying Grimhelm skeletons among them, and every Duskwalker you kill has a good chance of standing back up as a Grimhelm. Cutting through it only makes it hit harder. This one is outdoors and does not care what time it is — the Grimhelms wear helmets, so daylight will not save you either.
  • After the ChoirmasterPalegaze archers, whose arrows slow you, now backed by Shades that close the distance while you deal with them. They turn up exactly when you are hurt and out of food, which is the point.
  • Before the vaultVaultkeepers wading in among a mass of Sludge. The Vaultkeepers carry axes and hit like the thing they are guarding is worth it, so a shield is not the answer here; the Sludge just keeps splitting, and the room gets busier the longer you take. Kill the big ones last if you want space.
  • Before the parkourGales that shove you everywhere, and Gloamwisps that fly straight through the walls at you. Fast, loud, and over quickly — one good hit kills a wisp.

Elsewhere in the dungeon, anything that spawns in the dark is one of the dungeon's own — Shades, Boneclutches and Cryptcrawlers rather than plain zombies.

Secret loot rooms

There are rooms in here that are not on the way to anything. They are not signposted and nothing will tell you when you have missed one.

Look for what does not fit — a wall that is too clean, a floor that is not quite level, a corridor that is wider than it needs to be. Bring something to see with; the dungeon is not lit for your convenience.

Parkour

A run through the dungeon with a large reward at the end. It is a jumping course, so it is exactly as forgiving as jumping courses ever are: one slip and you start again.

It is worth doing on a quiet server. It is worth doing sober. It is not worth doing in full netherite while carrying everything you own.

Before you go in

  • Do not bring what you cannot lose. This is the one place on the server built to kill you, and the world is set to hard like everywhere else.
  • Bring people. Tier II is arithmetic — one player cannot out-damage what the Choirmaster heals. Tier III is worse.
  • Read the tier first. The boss pages say exactly what each one does and roughly what its trophy is worth.