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World 3
Endless Dungeon is world 3 of 10, in the learning tier. Its rule is Locks. You open it with the Jailer's Key, made from the core of the World 2 boss (Ash Titan).
| Tier | Learning |
| Rule | Locks |
| Station | Jailer's Table |
| Boss | Grand Jailer (911 health, 17.3 damage) |
| Core | Jailer Core |
| People | Prisoner |
| Way in | Jailer's Key: 1 Titan Core, 8 Ash Ingot, 16 Blazing Rock |
| Variants | Drowsy Dungeon (calm), Grinding Dungeon (wild) |
| Atmosphere | Cold stone: a dark blue-grey fog, opening from 12 to 110 blocks and darker than the stone, so the halls read at a corridor's length; white-blue lamplight, cold dust settling, the odd glint of a chain |
| Biomes | Its own, with two lesser biomes at its edges: Mossy Cells (mossy stone bricks floor) and Crumbling Wing (cracked stone bricks floor) |
| Surge | Lockdown |
| Travelling merchant | Escaped Prisoner |
| New gear | Key Chain Whip |
- Recipe of the Jailer's Key (Matrix Workbench, after the World 2 boss (Ash Titan) is defeated): 1 Titan Core, 8 Ash Ingot, 16 Blazing Rock.
- Rite: Set it against an iron door and give it a redstone signal (a lever, a button). See The way into each world.
- Arrival: a Threshold platform at the centre of your group's parcel. The boss arena is 160 blocks south (positive Z).
A roofed world built on the Nether-style generator, entirely in Dungeon Brick. There is no sky; fog closes in at 72 blocks.
| Block | Type | Drops |
|---|---|---|
| Dungeon Brick | Brick (pickaxe) | itself |
| Sealed Brick | Unbreakable | itself |
| Cold Lamp | Light level 13 | itself |
| Sealed Ore | Ore (pickaxe, correct tool needed) | Sealed Fragment |
World 3 has no gauge. Its rule is the locks.
- Every dungeon-type structure (maze, cell, crypt, vault, library and lab layouts) has a Sealed Door at its entrance. Sealed Doors and Sealed Brick cannot be broken.
- A Dungeon Key opens a door (and every sealed door block within 2 blocks horizontally and 3 vertically). The key is consumed.
- A Lockpick Kit has a 50% chance to open a door. It is consumed either way.
- And the halls move: see below.
Every 5 minutes the dungeon rearranges itself around every player.
- 10 seconds before, the message "The halls are about to move..." appears, the walls grind, and dust falls from the parts of the dungeon that are about to move. Watch the dust: it shows you exactly which halls will change.
- The dungeon is cut into hall sections of 8 x 8 blocks, 16 blocks tall (from 5 blocks under your feet to 10 above your head).
- When the shift comes, up to four pairs of sections swap places, each pair turned a quarter, a half or three quarters on the way, and up to two more sections turn on themselves. They are picked 16 to 40 blocks from you.
- Passages that led somewhere now end in a wall; walls that blocked you now open on a new hall. Creatures standing in a moving section travel with it.
- The message "The halls have moved around you." confirms the shift.
The halls move, the rooms do not. A section stays where it is when it holds, or sits next to:
- a player (no section within 6 blocks of anyone moves, and the ring around you starts two sections away, so the ground under your feet and the hall you stand in are never touched);
- a block entity: chests, barrels, stations, the Jailer's Table, Soul Cradles, death chests;
- an unbreakable block: Sealed Bricks, Sealed Doors, altars, the Threshold;
- a fluid;
- a block you placed: your torches, walls, bridges and builds keep the halls around them still;
- any part of a structure: arenas, courts, cells, vaults, mazes and their locks stay whole, so a key always finds its door;
- a boss, the boss stage and the area around the Threshold.
If anything ever ends up overlapping you after a shift, you are moved to the nearest free spot.
- Build to keep a route: a single block you placed in a hall pins that hall in place.
- Light your way with your own torches: they also mark the halls as yours.
- A Labyrinth Map still finds the structures: they never move.
| 5 min | between two rearrangements |
| 10 s | of warning, with falling dust on the moving halls |
| 8 x 8 x 16 | blocks per hall section |
| 16 to 40 | blocks from you: where the halls move |
| 4 + 2 | swaps and turns per player per shift |
Creatures spawn naturally in the world (regular ones in groups of 1 to 3, swarms in groups of 2 to 4, elites alone and rarer) and from spawners in combat structures. See the Bestiary for all fifty.
| Creature | Health | Damage | Traits | Behavior (as coded) | Drops |
|---|---|---|---|---|---|
| Jailer | 51 | 7.2 | - | Every 10 s rings a bell and sets every idle Matriochka creature within 24 blocks on you. | Dungeon Key (60%) |
| Sentinel | 55 | 7.2 | - | Every 2.5 s, with line of sight within 20 blocks, chains you for 60% of its damage and Slowness III (2 s). | Sealed Fragment (60%) |
| Living Lock | 44 | 5.8 | - | Invisible and motionless until you come within 3.5 blocks. Does not walk after revealing itself. | Dungeon Key (60%) |
| Dungeon Rat | 18 | 4.3 | - | Fast (speed 0.33) and spawns in packs of 2 to 4. | Sealed Fragment (60%) |
| Executioner | 82 | 11.5 | elite | Dashes at you every 4 s and, every 10 s when you are within 3 blocks, cages you in iron bars. | Sealed Fragment (100%, 1-2) |
| Item | Kind | Rarity (souls) | Effect |
|---|---|---|---|
| Dungeon Key | key | rare (10) | Opens a sealed door once. In code: Use on a Sealed Door: opens it and every sealed door block within 2 blocks. Consumed. |
| Sealed Fragment | resource | rare (10) | Traps and gear. |
| Labyrinth Map | tool | common (1) | Reveals nearby structures. In code: Right-click: names the nearest unvisited structure of the current world, its distance and direction (2 s cooldown). |
| Lockpick Kit | tool | common (1) | Opens an ordinary lock. In code: Use on a Sealed Door: 50% chance to open it. Consumed either way. |
| Portable Trap | consumable | common (1) | Immobilizes a mob. In code: Use on a mob: Slowness XI and Weakness III for 8 s. Consumed. |
| Jailer's Blade | weapon | rare (10) | Sword-type weapon, about 11 attack damage. Gets a random class when crafted. |
| Jailer Helmet | armor | rare (10) | 3 armor, 0.75 toughness |
| Jailer Chestplate | armor | rare (10) | 7 armor, 0.75 toughness, +1 max health |
| Jailer Leggings | armor | rare (10) | 5 armor, 0.75 toughness, +1 max health |
| Jailer Boots | armor | rare (10) | 3 armor, 0.75 toughness |
| Cell Ration | food | common (1) | Long-lasting saturation. Food: 6 hunger, 0.8 saturation, always edible. |
| Key Chain Whip | weapon | rare (10) | 9 damage, quick, 2.5 blocks more reach. Every lash slows the foe and drags it toward you (never a boss). Jailer's Table. See New gear. |
The Jailer's Key and the Hidden Doll 3 are listed on the Items page.
Reproduce the lock pattern. Crafted at the Matrix Workbench from 1 Smithing Table (vanilla), 4 Ash Ingot (World 2 boss defeated).
How it works: A three-pin lock pattern (pins 0 to 3) is rolled for the table. Press the pins in the right order; a wrong pin resets the input. The pattern changes after every craft.
| Output | Ingredients | Unlocked |
|---|---|---|
| Labyrinth Map | 4 Paper (vanilla), 1 Sealed Fragment | Always |
| Lockpick Kit x2 | 4 Iron Nugget (vanilla), 1 Sealed Fragment | Always |
| Portable Trap x2 | 2 Iron Ingot (vanilla), 1 Sealed Fragment | Always |
| Dungeon Key | 3 Sealed Fragment, 4 Gold Nugget (vanilla) | Always |
| Cell Ration x2 | 1 Bread (vanilla), 1 Cooked Beef (vanilla) | Always |
| Jailer's Blade | 8 Sealed Fragment, 1 Stick (vanilla) | Always |
| Jailer Helmet | 5 Sealed Fragment | Always |
| Jailer Chestplate | 8 Sealed Fragment | Always |
| Jailer Leggings | 7 Sealed Fragment | Always |
| Jailer Boots | 4 Sealed Fragment | Always |
| Sealed Shackle | 6 Sealed Fragment, 1 Dungeon Key, 2 Iron Chain (vanilla) | Always |
| Key Chain Whip | 5 Sealed Fragment, 1 Dungeon Key, 3 Iron Chain (vanilla) | Always |
Every weapon, tool and armor piece crafted here gets a random class (see Equipment classes).
911 health, 17.3 damage, phases at 66% and 33% of its health. Summon it with the Arena Altar. It drops Jailer Core, and every player within 64 blocks gets 100 souls and credit for the kill.
| Attack | What the code does |
|---|---|
| Light: Chain Pull | Frontal strike: 60% damage within 3.2 blocks. |
| Medium: Floor Cage | Chain pull: drags everything within 18 blocks toward it. |
| Signature: Moving Walls | Cages every player within 16 blocks in iron bars. |
| Final phase: The arena becomes a cell | Phase change only (speed up, faster cooldowns). |
Full mechanics, timings and multiplayer scaling: Bosses. Its animations, attack by attack: Boss attacks.
Eleven structure types generate in this world (the eleventh since 0.4.0). Each is built procedurally from a layout and the world's palette.
| Structure | Role | Size | Rarity | Layout | Frequency | Contents |
|---|---|---|---|---|---|---|
| Arena | combat | medium | common | arena | about one per 18 x 18 chunks | a mob spawner (a regular creature of the world) and a loot chest |
| Jailers' Court | combat | medium | common | arena | about one per 18 x 18 chunks | a mob spawner (a regular creature of the world) and a loot chest |
| Moving Hall | combat | medium | common | maze | about one per 18 x 18 chunks | a mob spawner (a regular creature of the world) and a loot chest |
| Trap Labyrinth | exploration | large | rare | maze | about one per 42 x 42 chunks | two loot chests |
| Treasury | exploration | medium | rare | vault | about one per 34 x 34 chunks | two loot chests |
| Crypt | exploration | medium | common | crypt | about one per 18 x 18 chunks | two loot chests |
| Sealed Library | story | medium | unique | library | about one per 64 x 64 chunks | a chest with a Journal Page, and a painted frieze |
| Hall of Keys | story | medium | unique | shrine | about one per 64 x 64 chunks | a chest with a Journal Page, and a painted frieze |
| Prison | utility | large | rare | cell | about one per 42 x 42 chunks | a member of the world's people |
| Artisan's Cell | secret | small | unique | vault | about one per 64 x 64 chunks | a chest with a Journal Page and the world's Hidden Doll |
| Gaolers' Gatehouse | combat | medium | rare | bastion | about one per 34 x 34 chunks | mob spawners and a guarded loot chest |
While you are here, now and then (see World events):
- Invasion: three waves of the world's creatures, the last led by a glowing warlord, one of its elites; beat it within four minutes for a reward chest and 30 souls each.
- Surge: Lockdown. For two minutes the world's rule bites twice as hard. On top of it: Mining Fatigue, and every five seconds the locks grind and slow you. Weather it for 15 souls.
- Travelling merchant: Escaped Prisoner, for five minutes: Key Chain Whip for 10 Sealed Fragment, Shell Shard for 3 Dungeon Key, Sealed Shackle for 6 Sealed Fragment (each trade twice).
Locksmiths and convicts who never learned what they are guarding against. They spawn naturally in small numbers and one stands in every utility structure of the world. Prices drop by 10% at karma +25 and rise by 10% at karma -25; at karma -50 or lower they refuse to trade one time in three (see Souls and karma).
| They want | They give |
|---|---|
| Sealed Fragment x3 | Lockpick Kit x2 |
| Sealed Fragment x6 | Dungeon Key x1 |
| Bread x4 | Labyrinth Map x1 |
Available once World 3 is open (that is, once the World 2 boss (Ash Titan) is defeated). See Quests.
| Quest | Type | Description | Objective as coded | Reward |
|---|---|---|---|---|
| Turn the Key | Guide | Open 3 doors with keys. | Use Dungeon Key 3 time(s) on Sealed Doors | 5 Lockpick Kit |
| Read the Plan | Guide | Complete a labyrinth map. | Craft Labyrinth Map | 20 souls |
| The Locksmith | People | Defeat 5 living locks. | Kill 5 Living Lock | 20 souls |
| Last Message | People | Carry a letter from cell to cell. | Carry 1 Journal Page (counted from your inventory, not taken) | 1 Journal Page |
| The Escape | Karma | Free the prisoners (+10) or claim the bounty (-10). | Choose Help (+10 karma) or Betray (-10 karma) in the Journal | 40 souls |
| Keyless | Challenge | Defeat an Executioner. | Kill 1 Executioner | Title: Wall Walker |
| Achievement | Type | Description | How it unlocks in the code | Reward |
|---|---|---|---|---|
| Under Lock | progress | Open World 3. | Enter World 3. | 5 souls |
| The Right Key | progress | Open a first sealed door. | Open a Sealed Door with a key or a lockpick. | 5 souls |
| Empty Cell | progress | Defeat the Grand Jailer. | Land the killing blow on Grand Jailer. | 5 souls |
| Full Plan | explore | Craft a labyrinth map. | Have Labyrinth Map in your inventory. | 10 souls |
| Guided Tour | explore | Visit the 10 structure types. | Step inside all 10 structure types of this world. | 10 souls |
| Prison Register | explore | Find the 5 Journal pages. | Collect the 5 Journal Pages of this world. | 10 souls |
| Trap Returned | combat | Trap a mob with a portable trap. | Use a Portable Trap on a mob. | - |
| Open Cell | combat | Defeat an Executioner. | Land the killing blow on Executioner. | - |
| It Won't Open | hidden | Try a key on a living lock. | Walk up to a hidden Living Lock until it reveals itself. | - |
| Captive Doll | hidden | Find the hidden doll of the world. | Have Hidden Doll 3 in your inventory. | - |
Matriochka is made by achedon12. Code under the MIT License; models, textures and other art assets all rights reserved. This wiki describes version 0.2.0 (alpha) and the changes since, for Minecraft 26.3.
Playing
- Getting started
- Core loop
- The way into each world
- Progression gates
- Doll of Life and death
- Souls and karma
- Equipment classes
- Talents
- Nesting systems
- Refuge Doll
- The Artisan's Journal
- World variants and mutations
- Effects between the scales
- Multiplayer and groups
- World events
Worlds
- 1. Toxic Jungle
- 2. Giant Veins
- 3. Endless Dungeon
- 4. Storm Archipelago
- 5. Lightless Deep
- 6. Upside Realm
- 7. Pressure Ocean
- 8. Hastened Seasons
- 9. Restless Ground
- 10. The Giant Workshop
- 0. The Smallest Doll
After the last boss
Reference
- Bosses
- Boss attacks
- Bestiary
- Creature attacks
- Items
- New gear
- Blocks and stations
- Structures
- New structures
- Wonders
- Quests
- Achievements
- Difficulty formulas
- Balance
- Sounds and music
- Visuals
- Lore
Setting up
Server and development