AncientsWiki

Inside a Run: Rooms, Puzzles & Wipes

Every dungeon run drops your party into a fresh private world with a generated chain of rooms strung together by carved corridors. No two runs share a layout, and higher tiers run longer — roughly 10 interior rooms at T1 climbing to ~20 at T7, bookended by a start room and a boss chamber.

Room types

You'll thread through a handful of room kinds on the way to the boss:

Room What it does
Start The entry — walk straight through.
Combat Monsters spawn and every one must die before the exit opens.
Puzzle No mobs. Solve the puzzle to open the exit.
Labyrinth Movement abilities are sealed inside.
Mini-Boss A single arena per run that hosts one mini-boss.

Each combat room seals behind you until it's cleared — the exit won't open until the last mob falls. Inside Labyrinth rooms, movement abilities (grapple, dash, boots) are locked so traversal stays honest and you actually have to walk the maze.

The two puzzles

Puzzle rooms pull from two designs, both scaling in difficulty with the run's tier:

  • The Lamps of Hephaestus — a 3×3 Lights-Out grid. Toggling a lamp flips its neighbours; turn them all off to open the exit.
  • Pandora's Locks — a 4-dial Mastermind code. Read the feedback, narrow the combination, and crack it.

Mini-bosses

Exactly one Mini-Boss arena is slotted into every run. The four mini-bosses — Bronze Cyclops, Lesser Gorgon, Stygian Sentinel, and Bronze Hoplite — only ever appear there; you'll never meet one in a plain combat room. See the bestiary for what each one brings to the fight.

Death, downing & wipes

PvP is disabled inside a run, and death is non-lethal mid-run. A killing blow doesn't kick you to spawn — instead you drop into a downed spectator state with a DOWNED bar over your head. Your run isn't over:

  • If even one teammate is still up, the floor can still be cleared.
  • Downed players are revived when the floor boss is defeated.
  • If the whole party goes down at once, it's a wipe — everyone is returned to the hub and the run ends.

Clear the boss and you'll claim the run's rewards.

Version history

v2.0.0

  • Added a desert-temple dungeon wing — sandstone chambers with pillared combat halls, both the Lamps of Hephaestus and Pandora's Locks puzzle rooms, a mini-boss arena and a boss chamber — for more layout variety and a fresh look.
  • Echidna's Strand now works throughout the Dungeons — grapple around the Dungeon Hub and inside runs.
  • Combat rooms are swarmier: about twice as many regular monsters per room, but each with half the health.
Last updated 32d ago