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World 3

Achedon12 edited this page Nov 7, 2026 · 6 revisions

World 3: Endless Dungeon

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).

At a glance

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

Opening the world

  • 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).

Terrain

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

The rule: Locks

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.

The moving halls

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.

What never moves

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.

Tips

  • 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.

Numbers

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

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)

Items

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.

Station: Jailer's Table

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).

Boss: Grand Jailer

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.

Structures

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

World events

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).

People: Prisoner

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

Quests

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

Achievements

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. -

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