The Catacombs are currently the first and only Dungeon in Hypixel SkyBlock. While most combat-oriented areas in SkyBlock involve long period of grinding a specific set of mobs in an area that slowly becomes more familiar over time, Dungeons are different: they are procedurally-generated mazes full of all sorts of obstacles, including puzzles, traps, mini-bosses, and a boss fight at the very end.
Dungeons are some of the most important content in SkyBlock: not only are some of the strongest gear in the game locked behind it, but a lot of the game's progression is locked behind it as well. As a result, this guide aims to help streamline your progression in Dungeons.
For guides that go more in-depth into specific classes, see the following:
- Berserk Guide: Tutorial:Berserk Guide
- Archer Guide: Tutorial:Archer Guide
- Mage Guides: Tutorial:Right-Click Mage Guide & Tutorial:Left-Click Mage Guide
- Tank Guide: Tutorial:Tank Guide
- Healer Guide: Tutorial:Healer Guide
As a result, this guide will NOT cover gear extensively, but instead strategies for each floor and what mistakes to avoid.
Overview
Generally, there are 2 things that you'll need to have before starting your Dungeons journey.
- Common sense
- Lots of Magical Power (at least 250 Magical Power will do, but 300 is optimal)
It is ill-advised to rush to get
Combat XV and immediately enter the Catacombs, since you will likely be very under-geared and struggle heavily beyond the entrance. You should focus on getting around 300 Magical Power and some decent gear, including a
Aspect of the End, as well as items obtained from Slayers: for example, a
Wand of Mending,
Radiant Power Orb, etc.
Along with this, any gear that is not Dungeonised is generally useless past the first two floors, as the scaling of both your and enemy stats will quickly outpace even the best gear outside dungeons. Many items recommended below have a requirement to use inside dungeons if dungeonised, so unless specified otherwise, assume any non-dungeon items listed below are not dungeonised.
Prerequisites
Here are some prerequisites for each class:
- Berserks have two viable options for starting out in the Catacombs for weapons: a
Super Cleaver or
Aspect of the Dragons.
The
Super Cleaver upgrades into the
Hyper Cleaver and
Giant Cleaver as you complete harder floors of the Catacombs, while the
Aspect of the Dragons cannot even be dungeonised until
Catacombs 12. As a result, it is more advisable to use the former when starting out, and upgrade it over the course of your Catacombs experience..
When it comes to armor,
Strong or
Unstable Dragon Armor should suffice, but it is better to get a better Dungeon set as soon as possible. Unstable is better as it is cheaper and allows one to get 100 ☣ Crit Chance the fastest. - Many Archers fall into the trap of thinking there is a large plethora of powerful weapons at their disposal in the early game, but the truth is that Archer progression is not very streamlined and there are very few choices of early-game weapons. The best options available are the
Machine Gun Shortbow if you have one of decent enough quality, or
Dragon Shortbow if you do not, the latter requiring a decent Catacombs level to dungeonise. However, the Archer class is a lot weaker than the other damage classes until the
Juju Shortbow or
Mosquito Shortbow is usable, which typically only occurs once you reach Floor V. While there may be many other weapons that look appealing, such as the
Runaan's Bow, any archer weapon that isn't a shortbow (or, in extremely specific situations,
Bonemerang) is generally useless for both the clear and the bossfight.
When it comes to armor, archers typically rely on the same options as Berserk, so
Strong or
Unstable Dragon Armor is a good starting point. - Mages have quite a large selection of weapons and gear to use, and they can comfortably use
Wise Dragon Armor until they obtain a better set, like
Necromancer Lord Armor or
Storm's Armor. However, Mages commonly lack ❤ Effective Health, meaning that ✎ Intelligence and ❈ Defense need to be carefully balanced to ensure decent survivability.
A
Dreadlord Sword is best for starting out in Entrance, and the
Bonzo's Staff is a good upgrade once you complete Floor I. Right-Click Mages and all mages early-game should always use
Dark Goggles and its upgrades instead of other helmets, due to the bonus ๑ Ability Damage it gives vastly outclassing any other stats that another helmet could provide. - Tanks typically do not use tank gear for the clear section of the dungeon, meaning unless your party is extremely bad you should use a Berserk or Mage setup until the boss. As for pets, using a
Baby Yeti Pet can allow you to convert your ❁ Strength into ❈ Defense, allowing tanks to maintain high ❤ Effective Health even without a dedicated tank armor set.
Turtle Pet is the preferred pet for pure tank builds, as it is cheap and provides a large boost to ❤ Effective Health, while the
Blue Whale Pet is more expensive but slightly better. - Healers don't have a lot of good specialized gear specifically designed towards their classes, meaning they should use a Berserk or Mage setup. Using the
Mender Helmet and its upgrades is one of the biggest mistakes a Healer could make, as they are vastly outclassed by the
Zombie's Heart and its upgrades, especially the
Reaper Mask. Selecting Healer is also not recommended for any players until Floor IV or higher, as it is extremely difficult to get Milestone 3 consistently as a Healer on earlier floors.
Additionally, all players should have a
Aspect of the End or
Void, an
Ornate or
Florid Zombie Sword[1], the
Dungeonbreaker if possible, any Power Orb, and a Healing Wand (
Wand of Atonement is optimal, but a
Wand of Mending or
Restoration can suffice).
The Basics
The Catacombs introduces several features that will be incredibly important to your Dungeon journey, which includes Dungeoneering, Essence, and Dungeonising.
Dungeoneering
As you progress through the Catacombs, you'll gain more
Catacombs XP. This is used to level up your
Catacombs skill, which boosts the stats of Dungeon items. The
Catacombs skill goes up to
Catacombs L: the maximum
Catacombs level achievable is
Catacombs LX, but all levels above
Catacombs L are purely cosmetic.
After every run, you will receive
Catacombs experience, which counts towards your Catacombs Mastery. You will also receive Class XP, which counts towards levelling up your classes: you'll receive bonus XP for the classes your teammates play as, which is why it is recommended to only have one of each class in your party.
Dungeonising
Dungeon items have a unique property: they gain increased stats while inside the Catacombs. As a result, it is important to dungeonise your weapons at
Malik: you can differentiate standard items from Dungeon weapons by checking if the tag says "Dungeon Item" or not.
- For example, a dungeonised
Aspect of the Dragons would have a LEGENDARY DUNGEON SWORD tag, whereas a non-dungeonised one would have a LEGENDARY SWORD tag.
Note that some items cannot be dungeonised, most notably most items upgraded using
Crimson Essence and many non-combat items.
Essence
Wither Essence, which is obtained primarily from Dungeon Reward Chests
There are several types of Essence, which is a currency that can be spent on upgrading items and purchasing perks from several NPCs. There are 7 types of Essence relevant to Dungeons, being
Wither Essence,
Undead Essence,
Spider Essence,
Dragon Essence,
Gold Essence,
Diamond Essence, and
Ice Essence.
Essence can be used to upgrade items and convert them into Dungeon Items, in other words dungeonising. Each Star Upgrade grants a +2% stat boost: Starred Dungeon Items grants a +10% stat boost per Star Upgrade while in the Catacombs.
Dungeon Items can have a maximum of 5 Star Upgrades via essence.
Floors
This section will cover specific strategies for each floor and its bossfights: strategies on one floor can be carried over to another.
The Watcher, the final boss of the Entrance
You really won't have too much trouble while playing through The Entrance, since the mobs here aren't very strong. As a result, any form of Dragon Armor (e.g.
Strong,
Unstable,
Old, etc) should suffice.
The most dangerous mob here will likely be the
Lost Adventurer due to its high health and Dragon's Breath ability. You can quickly kill one if you are fast enough, and they can be killed at a distance by Archers and Mages.
When it comes to getting past
The Watcher's Undeads, you can teleport onto a pillar and lure them towards you, killing them swiftly and efficiently. This method will work until The Catacombs - Floor IV, when the Watcher introduces his Watchful Eyes.
Bonzo, the final boss of Floor I
When it comes to Floor I, you can essentially have the same gear as what you used in the Entrance. The only new additions outside of the bossfight are the
Skeleton Soldiers, which are decently weak and can be dispatched of quickly. You can either continue using undungeonised Dragon Armor or begin using a weaker Dungeon set, like
Rotten Armor,
Zombie Soldier Armor, or
Skeleton Soldier Armor.
Once you start fighting
Bonzo, there will be 2 phases.
- During the first phase, Bonzo will run away and spawn several undead. You should ignore the undead and target Bonzo specifically, unless the undead are making it difficult to do so. Make sure to avoid his Wither Skulls.
- Once Bonzo dies initially, he will say the following dialogue depending on whether you have killed him previously or not:(having killed Bonzo previously)[BOSS] Bonzo: Oh I'm dead![BOSS] Bonzo: Sike(having not killed Bonzo previously)[BOSS] Bonzo: Hoho, looks like you killed me!
Once this happens, he will revive himself and begin to attack you.- If Bonzo is not killed in time, he will use his Balloon Barrage attack and rapidly fire several balloons at you and your party members. This will deal significant knockback, but can be easily dodged.
Loot
The
Bonzo's Mask is useful in many scenarios, especially Floor VII, to negate fatal damage, and the
Bonzo's Staff is very useful for mobility.
Scarf, the final boss of Floor II
Floor II is not much more difficult than Floor I: however, players may want to watch out for
Skeleton Masters, which are significantly stronger than
Skeleton Grunts and
Skeleton Soldiers. The Higher or Lower puzzle appears here as well, which requires the player to kill several Blazes in ascending or descending order of health, depending on where the reward chest is located: this can be tedious without mods.
Once you start fighting
Scarf, there will be 2 phases.
- During the first phase, Scarf will summon his creations, being the Undead Priest, Mage, Warrior, and Archer. It is imperative that the Priest is killed first, since it actively heals the other creations while alive; the Warrior also deals high damage, so it should be looked out for and is best killed at a distance.
- During the second phase, Scarf will revive his creations and begin to attack the players normally.
- Scarf's Skull Barrage ability is dangerous, but similar to Bonzo's Balloon Barrage, it can be easily avoided.
- Scarf's Soul Sand Blizzard is his most dangerous attack, dealing ✷ True Damage and granting Slowness, which reduces your field of view if FoV effects are enabled.
Loot
Players should ignore the
Adaptive Blade, as it is irrelevant for progression, but the
Adaptive Belt is best-in-slot for most classes and the
Red Scarf is the best-in-slot reforge for Mage chestplates, granting increased ๑ Ability Damage. Additionally, the
Scarf's Studies and its upgrades are useful for increasing Class XP.
The Professor, the final boss of Floor III
Floor III is significantly more difficult than Floor II, but not by a huge margin. The main challenges you'll face are
Shadow Assassins and
Skeletors: the former appears as a miniboss and is very dangerous, dealing the most melee damage out of any miniboss, being able to teleport, and dealing increased damage when attacking from behind. The latter spawns when 3 🦴 Skeletal enemies die in a close vicinity of each other, dealing heavy ✷ True Damage using both melee and ranged damage.
One thing to note is that past this floor, players no longer automatically respawn. Paired with the loss of Dungeon Score and the requirement of using a
Revive Stone to revive your teammates, and it is best to not die altogether.
Bonzo will spawn as the first Watcher Undead summoned and will drop a
Bonzo Fragment, which can be used to upgrade items obtained from Floor I. He is far more dangerous than the other undeads and should be killed immediately.
Once Floor III is completed, the
Saul's Recommendation and
Dungeonbreaker can be obtained: the former allows you to run floors of the Catacombs solo, although the difficulty will remain the same, meaning it is only useful if you wish to challenge yourself or run Floor VII for Precursor Relics. The
Dungeonbreaker is one of the most powerful tools one can have, allowing you to break blocks in the Catacombs, making it useful for reaching Secrets and cheesing the Trap room.
Once you start fighting
The Professor, there will be 3 phases.
- The Professor is surrounded by a barrier at the beginning of the fight, preventing players from dealing damage to him: to progress, all of his Guardians must be killed, which respawn after 10 seconds with reduced health.
- The Healthy Guardian can perform Giga Heal, which heals every guardian in the room to full ❤ Health after a duration. However, landing at least 10 hits before the ability activates will startle the guardian and prevent the ability from activating, so it should be killed first.
- The Chaos Guardian is the most dangerous of the Guardians. Above its head is an anger meter. Moving too close to it will cause it to discharge for 4000 ❁ Damage every second, and approaching it while it is on full anger will result in it striking the player for 24000 ❁ Damage, twice per second. As a result, it is best to have a Berserk or Mage quickly kill it before the anger meter fills up: it is not recommended to gain enough ❤ Effective Health to tank the attack/
- The Laser Guardian will begin the fight by charging up a Focus Laser: every second, it deals 175 ✷ True Damage to the player. After 10 seconds, it will overheat and cool down for a few seconds before resuming fire. It is best to use an
Aspect of the End or
Void to break its focus. - The Reinforced Guardian is the least dangerous of the guardians, firing TNT every so often, which can be easily avoided in most scenarios.
- The second phase simply requires you to damage the Professor until he reaches low enough health.
- The third phase has the Professor absorb his four Guardians, turning himself into an Elder Guardian and using the Giga Heal, TNT Rain, and Focus Laser abilities. Keep dealing damage to him before the arena floods, and you will complete the run.
Loot
Players should skip
Adaptive Armor, as it, similar to the
Adaptive Blade, is completely irrelevant to progression due to being outclassed by other choices, such as dungeonised Dragon Armor.
Thorn, the final boss of Floor IV
Floor IV has a significant jump in difficulty compared to the previous floors, and is infamous for having a very tedious boss fight. You can use the
Dungeonbreaker that you purchased upon completing Floor III.
Several new features are introduced in Floor IV:
- The Watcher is now accompanied by several Watchful Eyes. Attempting to camp on a pillar or otherwise going too high will cause you to take immense amounts of damage.
- Fairies no longer respawn, meaning there is a limited number of
Revive Stones available each run. - The Quiz puzzle can appear in a run. Most of these questions are easy enough: /questlog can be used to see how many Fairy Souls an island has.
Scarf can spawn in the blood room instead of
Bonzo and will instead drop a
Scarf Fragment, which can be used to upgrade items obtained from Floor II and III. Scarf behaves similarly to his boss counterpart, and should be focused down ASAP.
Additionally, the
Frozen Adventurer now spawns, which is just as - if not more - dangerous than a
Shadow Assassin. It slows players around them, strikes them with lightning for ✷ True Damage, and can use the
Ice Spray Wand to stun players and amplify the damage they take. When starting this floor, it is best for an Archer to kill them, or for a Mage to use their Mage Staff passive on them.
Withermancers can pose a challenge due to its homing skulls, but it does not have a lot of health. It takes, however, -80% reduced
Magic Damage, meaning it is better for a Berserk or Archer to kill them.
Thorn's fight does not have many phases: instead, you must kill several Spirit Animals to summon the
Spirit Bear, which drops the Spirit Bow: it is the only weapon that is capable of damaging Thorn.
- After 25 Spirit Animals are killed, the Spirit Bear will spawn. Here are some tips on dealing with them: although they are relatively weak, they spawn in crowds and can easily overwhelm a new player.
- Spirit Bats are some of the biggest threats, swarming players who are in the air. To deter them, a
Decoy can be placed in the stands where the audience can be found, which will aggro them. - Spirit Chickens should be killed while they are still in the air, as they turn into Chicken Mines and deal significant damage and knockback upon touching the ground.
- Spirit Rabbits and Spirit Sheep are not very strong, but they deal True ⬱ Knockback, which does not respect the
Dwarf Turtle Shelmet or Shell attribute.
- Spirit Bats are some of the biggest threats, swarming players who are in the air. To deter them, a
- 4 successful hits will kill Thorn, meaning 100 Spirit Animals must be killed. It is better to aim where you think Thorn will go, and will be very difficult on high ping or on a very laggy server.
- Thorn can also be stunned using a
Tribal Spear or
Bonemerang.
Loot
A lot of useful items are obtained from Floor IV, though also a lot of irrelevant items. The
Spirit Sceptre will be the best Mage weapon before obtaining a
Hyperion, the
Spirit Stone is considered the best Reforge Stone for bows, and the
Spirit Pet can help save a dungeon run due to its ability; however, the
Spirit Shortbow is outclassed by a
Mosquito or
Juju Shortbow, and the
Spirit Sword is irrelevant in Berserk progression at its base form until upgraded to a
⚚ Felthorn Reaper.
Livid, the final boss of Floor V
Floor V is one of the most important floors you'll be running, since a lot of important gear and modifiers will be obtainable from it: however, there are some items obtained from here that should be ignored. Not a lot of new features are present in Floor V, but the most significant are outlined below:
- Achieving an S+ rank (300+ score) will now unlock the Bedrock chest. Some of the most important loot will only be obtainable from a Bedrock chest, so it is imperative that all puzzles and traps are completed, every room is cleared, and as many secrets are collected.
- The
Fels now spawns. It appears as an upside-down Enderman head, and will wake upon the player walking into a specific radius around it: it deals significant damage and is extremely fast, but can be killed relatively quickly.
The Watcher will now apply modifiers to its Undead: these can be either Speedy, Stormy, Healthy, Boomer, Stealthy, or Golden.
- Most of these modifiers are not very dangerous, other than Boomer, which will summon primed TNT upon killing an Undead: this TNT will deal 100% of the player's ❤ Health as ✷ True Damage, instantly killing everyone in the radius.
- The
Spirit Bear can spawn as the first watcher undead and will drop a
Thorn Fragment, which can be used to upgrade certain items obtained from Floor IV.
When it comes to the boss fight, there are several tips.
Livid will disguise himself among several of his clones. You can distinguish the real Livid from his clones by looking at the colour of the terracotta on the ceiling, and which Livid it corresponds to.- Make sure to ignore Livid's clones, since killing them will cause them to respawn later and heal nearby clones for 25% of their maximum health.
Loot
Similar to Floor IV, Floor V has an equal amount of useful and irrelevant gear.
Shadow Assassin Armor will be the next set you use as a Berserk, Archer, or Tank until you obtain
Necron's Armor; the
Shadow Assassin Cloak is the best-in-slot Cloak inside of the Catacombs; Legion is the best Ultimate Enchantment for damage both inside and outside of the Catacombs; finally, Overload is incredibly powerful, especially when paired with a
Mosquito Shortbow,
Juju Shortbow, or
Terminator. However, the
Livid Dagger and
Shadow Fury are irrelevant and are outclassed by the
Hyper and
Giant Cleavers.
It is important to note that while the
Last Breath is irrelevant in proper Archer progression and useless as a primary damage weapon, it serves a minor - but useful - niche in M7. However, you shouldn't worry about it for now, as it's a long way off.
Sadan, the final boss of Floor VI
Floor VI is, as usual, a step up in difficulty from Floor V. It features several new additions:
Skeletors now have a 50% chance to spawn as a
Skeletor Prime. They are much more dangerous and deal ✷ True Damage, as well as having much higher health: however, they can be dispatched relatively easily.- A
Mimic has a chance to spawn when claiming a Secret Chest, and can be killed to obtain the
Mimic Fragment, used to craft the
Lesser Orb of Healing: unlike regular secrets, killing a Mimic grants +2 Dungeon Score.
- It is recommended to have a
Candycomb active while killing them, since it gives a chance to drop a
Mimic Shard: this can be syphoned for the Faker attribute, which boosts the effect of Dungeon Blessings.
- It is recommended to have a
Livid can spawn as the first Watcher Undead and will drop a
Livid Fragment, which can be used to upgrade items obtained from Floor V.
Sadan has 3 phases, which are outlined below alongside several tips for them.
- During the first phase, Sadan will summon several of his
Terracottas. These deal significant damage and can swarm the player, but should be killed to deplete Sadan's Interest Meter.
- A
Gyrokinetic Wand can be used to quickly deal with several Terracottas at once, due to its Gravity Storm ability that pulls mobs together. - Avoid teleporting up onto the giant cages during this phase, as this will cause any Terracottas that notice this to deal increased damage towards you, which can kill even experienced players easily.
- Although killing the Golems surrounding the arena is ill-advised as they are very strong and do not contribute to depleting Sadan's Interest Meter, it is recommended to kill them during the Terracotta phase as killing them during any other phase will slow down the run significantly. Newer parties or ones without a tank should instead kill the golems before the Terracotta phase as the golems combined with Terracottas could overwhelm a tank if they're not careful, and it is easy to cheese them by standing along the wall 2 blocks above the ground during this time.
- A
- After Sadan's Interest Meter is depleted, he will uncage his four Giants: each of them have 4 different abilities. To kill them quickly, stay close to your Tank and keep hitting them until they die, and make sure to avoid the pit in the middle, as falling there will instantly kill you. It is very difficult to die during this phase: if you can survive the Terracotta phase, you should have no problem dealing with the Giants unless your tank is dead.
- During Sadan's final phase, he will summon his final creation: The Giant One. The Giant One has the abilities of all four Giants combined, as well has higher health: however, as is the case with the other Giants, it is simply best to stand near your tank and use a high-DPS weapon against it to kill Sadan quickly. Melee weapons are not as good in this phase, as the knockback from your archer will likely stunlock Sadan outside your melee range.
Loot
A lot of items are unlocked from Floor VI:
- The
Flower of Truth is an incredibly useful weapon, especially when upgraded to the
Bouquet of Lies using
Fel Roses: by this point, it comfortably outclasses a
Livid Dagger and can achieve high DPS, especially with its ability, which can speed up clears dramatically as well as being useful for spawning slayer bosses outside dungeons. - The
Giant's Sword is a great weapon, due to its high damage and useful ability; however, it is only worth using if you drop it from Floor VI, and is NOT worth buying off of the Auction House. - You will also unlock the
Giant Cleaver upon completion of this floor, which is both extremely affordable and one of the best Berserk weapons one can obtain before a
Terminator.
Necromancer Lord Armor is useful for Mages transitioning from
Wise Dragon Armor to
Storm's Armor, giving high ✎ Intelligence and ❤ Effective Health.- The
Felthorn Reaper is a decent weapon and is comparable to a
Giant Cleaver when upgraded using
Bigfoot's Bolas, but it is quite expensive. - Swarm is decent for clearing, increasing your damage when you are near a lot of mobs, but is generally outclassed by Soul Eater inside dungeons.
- While the
Summoning Ring is unassuming, it allows players to store the souls of mobs without having to use a
Reaper Scythe: this is most commonly used to absorb the souls of
Tank Zombies in M1 - M3 and spawn them during Enderman Slayer to get past the Malevolent Hitshield.
However, some items are not as useful.
- The
Precursor Eye is irrelevant in most content, excluding high-tier kuudra gameplay.
Sadan's Brooch is not very useful as a Reforge, despite it granting ☄ Mending.- The
Necromancer Sword is completely outclassed by the
Reaper Scythe, but it is a cheaper alternative for the hits phase for Enderman Slayer.
Floor VII is the final floor of the Catacombs. This section will not only go over new additions to this floor and tips for the boss fight, but it will also cover specific strategies, such as how to predev.
Several additions are exclusive to this floor:
- A
Skeletor Prime has a 100% chance to replace a
Skeletor. - The Ice Fill puzzle is exclusive to this floor.
- A random Giant can spawn as the first Watcher Undead and will drop a Precursor Relic, which can be used to upgrade
Wither Armor and the
Necron's Blade.
- The
Diamante's Handle can be used to craft
Necron's Armor and the
Valkyrie. - The
L.A.S.R.'s Eye can be used to craft
Storm's Armor and the
Hyperion. - The
Jolly Pink Rock can be used to craft
Goldor's Armor and the
Astraea. - The
Bigfoot's Bola can be used to craft
Maxor's Armor and the
Scylla, and upgrade the
Felthorn Reaper.
- The
Phase 1: Maxor
The first phase of Floor VII requires players to collect
Energy Crystals from the top of the arena, place them on two platforms, and lure Maxor to the back of the arena where he will be stunned by a laser and become vulnerable to damage.
There is a parkour at the back of the arena that leads to the crystals: DO NOT USE THIS PATH. It is a waste of time and you will likely be heavily inconvenienced by knockback if you do not have maxed Shellwise attribute. Instead, you can either:
- Activate your
Wither Cloak Sword's Creeper Veil ability, jump into the lava pit near the front of the arena, launch yourself to the top, and use a
Bonzo's Staff to knock yourself to the platform where the crystal can be collected. (Recommended) - Use a
Jerry-chine Gun with Ultimate Wise V reforged to Heroic, stand close to the wall, look down, and jump while firing your
Jerry-chine Gun at the same time. Make sure to have high ✎ Mana while doing this, since the
Jerry-chine Gun consumes a lot of it. - Use a
Dungeonbreaker and dig your way around the pillar to reach the crystal: this is not recommended, but useful if your accuracy with a
Bonzo's Staff is poor. - Use
Spring Boots to leap to the pillars.
Phase 2: Storm
The second phase of Floor VII requires players to lure Storm under several pillars and crushing him, while avoiding his Giga Lightning attack. Each pillar is marked with different colours, being red, purple, yellow, and green. The red pillar will already have been destroyed, so do not go there.
There are generally 2 methods to kill Storm in this phase:
- Green Yellow (abbreviated to GY), where players first lure Storm to the green pillar and then to the yellow one.
- Purple Yellow (abbreviated to PY), where players first lure Storm to the purple pillar and then to the yellow one.
Periodically, Storm will use his Giga Lightning attack, which summons lightning throughout the entire arena, insta-killing everyone who is struck by the lightning: in order to avoid being insta-killed, you must stand under a pillar that has not been destroyed, or use a
Wither Cloak Sword,
Bonzo's Mask,
Spirit Mask, or
Phoenix Pet.
If you are undergoing the role of activating the pillar, a
Bonzo's Staff or
Jerry-chine Gun can be used to quickly reach the corner (alternatively, a
Wither Cloak Sword can be used to negate lava damage): after that, wait for your teammates to stand under the pillar and lure Storm under the pillar, and then stand on the pressure pad to crush them. Otherwise, stand under the pillar and wait for Storm to aggro on you or your teammates, and stand under the pillar, making sure to move away as soon as the pillar begins to drop.
In order to save time, you should use a
Dungeonbreaker and dig into the wall underneath the red pillar to drop into Goldor's phase instead of waiting for the floor to collapse.
How to Predev
Pre-Device, often abbreviated to Predev, refers to a specific strategy where one member, most frequently the Healer, uses a
Dungeonbreaker to tunnel into Goldor's arena during Storm's phase. A
Wither Cloak Sword is required, as well as a
Jerry-chine Gun or
Bonzo's Staff.
- Reach the end of the first corridor, and tunnel into the second corridor.
- Jump onto the platform where the Lights device is located, and turn on all the lights.
- Reach the end of the second corridor, and tunnel into the third corridor.
- Jump onto the platform where the Arrows device is located and flick all the arrows in the correct configuration. A solver mod is recommended for this.
- Return to the first corridor and stand by the platform where the Simon Says device is located.
A
Wither Cloak Sword,
Bonzo's Mask,
Spirit Mask, or
Phoenix Pet can be used to negate damage received from Giga Lightning.
Chests and
Soul Sand are commonly used during this section to position yourself and increase the height at which you bounce when jumping into lava, which can be used to quickly reach the Lights device.
It is imperative that this is executed near-flawlessly and quickly, as if you lag behind and your party completes the phase before you return to the first corridor, you will be insta-killed by Goldor for being in a place you're not supposed to be able to access yet. However, if correctly done, this can save a lot of time off of your run.
Phase 3: Goldor
The third phase of Floor VII requires players to complete several Terminals and Devices and flick levers to open gates while trying to avoid Goldor, concluding in the Core Entrance where Goldor can be damaged.
There are several types of Terminals:
| Name | Description |
|---|---|
| Color | 27 items will appear, each with different colors: they are either dyes, terracotta (stained clay), or wool. You must click all items corresponding to a specific color. |
| Match | 9 glass panes will appear, each with different colours. You must click on them until they are all the same colours: they can be either red, blue, green, yellow, and orange. It is best to target the color that appears the most initially: i.e. if 4 out of the 9 panes are red, you should try and make the other 5 panes red as well. |
| Panes | 15 red and green panes will appear. Clicking a pane toggles it between green and red. Players must turn all the red panes to green. This is generally the easiest terminal and is difficult to mess up. |
| Order | 14 stacks of panes will appear, in stacks of 1 through 14. Players must click on them in ascending order to complete the terminal. |
| Names | 27 items will appear. The GUI title will instruct players to click on all items beginning with a specific letter. Players must click on each item beginning with the letter to complete the terminal. Note that some items may have names differing from their vanilla counterpart: for example, a |
| Melody | A green pane will move back and forth: you must wait for the green pane to align with two purple panes before pressing a button to lock in the position. This must be repeated 4 times, and locking in the incorrect position causes the pane to freeze for a few seconds. This is widely considered to be the most tedious terminal. |
Additionally, there are 4 devices, with one appearing per gate:
| Name | Gate | Description |
|---|---|---|
| Simon Says | 1 | A 4x4 grid of obsidian will appear. Clicking the start button will briefly show a series of sea lanterns which replace the obsidian. After that, 16 buttons will appear corresponding to each obsidian block. Players must push the buttons in order according to the order in which the obsidian was replaced. This device has 5 stages, each one adding 1 more sea lantern. |
| Lights | 2 | A 5x4 grid of lamps will appear. Flicking a lever will activate its lamp and the 4 directly adjacent lamps. Players must activate all 20 lamps. |
| Arrows | 3 | A grid of item frames with arrows will appear. Players must make each arrow point in the correct direction to form a path from the green wool to the red wool. If the arrow is rotated correctly, a sea lantern will appear underneath it. |
| Sharpshooter | 4 | A 3x3 grid of purple glass will appear. Players must stand on a gold pressure plate to start the device. 1 purple glass will turn into an emerald block; players must shoot it with an arrow. This will change the location of the emerald block. After enough times, the device will be completed. |
Additionally, two levers must be flicked to open the gate, and eventually the Core Entrance: similar to the Lights device,
Chests and
Soul Sand can be used to reach them if they are too high. As seen in the How to Predev section, a Healer will often enter this area using a
Dungeonbreaker and complete the Lights and Arrows devices and returning to the Simon Says device before the phase begins.
Finally, once the Core Entrance opens, players will be able to damage Goldor normally. High DPS, such as a
Terminator,
Hyperion, or the Mage Staff passive, can be used to quickly take down Goldor. A
Dungeonbreaker can be used to tunnel down into Necron's phase right before Goldor's phase ends, where players can dig a 3x3 hole in a specific configuration to prevent the platform from being destroyed.
This phase is widely considered by the community to be very tedious, as it is highly dependent on ping and a stable server. As a result, many mods and solvers exist for this phase, making Terminals look more accessible, highlighting correct answers, and providing waypoints.
Phase 4: Necron
The final phase of Floor VII is generally the easiest. Here, Necron will pull all players in the party into his arena, which consists of several outer platforms and a center platform, and begin attacking you: if the technique specified previously is executed correctly, the platform you land on will not be destroyed. If not, use a
Wither Cloak Sword to negate lava damage.
All players should immediately go to the center platform, as Necron will quickly teleport there and activate his Nuclear Frenzy attack. During this attack, Necron moves towards the center platform and begins exploding rapidly every second: taking damage reduces the size of the explosion, and not taking damage will increase it. After a certain threshold, the Nuclear Frenzy will end.
This is telegraphed by a ring of fire around Necron, which increases when Necron does not take damage: standing inside this radius will cause you to take immense damage, and not damaging Necron for long enough will cause the radius to engulf the arena and kill everyone. As a result, high DPS is required to quickly kill Necron.
Once the Nuclear Frenzy ends, Necron will become enraged and fly away to use other attacks: these are generally very weak and you should prioritise continuing to deal damage to Necron without leaving the center platform until Necron returns to the center platform.
Make sure to stay near your Tank and away from Necron, and make sure you are constantly dealing damage to Necron: otherwise, the radius of his Nuclear Frenzy will grow and you will die. Once Necron dies, the run will be completed and you will be able to claim your loot.
Loot
Floor VII has some of the most desirable loot in the Catacombs. A full list of them will be gone over below:
- Two Ultimate Enchantments are exclusive to Floor VII: Soul Eater and One For All. Soul Eater is incredibly useful for clearing, as it grants increased damage depending on the last mob killed: One For All is completely irrelevant and should never be used.
- The
Wither Blood and
Precursor Gear are Reforge Stones applied to Swords and Armor respectively: both give great, well-rounded stats, as well as increased stats depending on your
Catacombs level, the former granting ❁ Strength and the latter ☠ Crit Damage respectively. Withered is outclassed by Fabled in specific scenarios, but Ancient is considered one of the best Reforges in the game. - The
Wither Cloak Sword is one of the best utility items in the game, with its Creeper Veil ability granting damage nullification in exchange for the consumption of mana.
Wither Armor, in its base form, is useless: however, it can be crafted into
Necron's,
Storm's,
Goldor's, and
Maxor's Armor.
Necron's Armor is the best for Berserks and Archers (and Tanks, if you use the
Baby Yeti Pet), and
Storm's Armor is the best for Mages.- The ever-elusive
Necron's Handle can be crafted into the
Necron's Blade and further refined into the
Valkyrie,
Hyperion,
Astraea, and
Scylla. Of all of the four, the
Hyperion is far and away the most prominent, especially when all three Wither Scrolls are applied.
References
- ↑ The
Florid Zombie Sword requires
Healing Tissue to craft, which is only obtainable on Floor V and above: however, it can be bought on the Bazaar and there is no requirement to craft a
Florid Zombie Sword
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