18+ adults-only game · Wiki pages may contain story and gameplay spoilers

Community knowledge, preserved on the official site

Dungeon

Live wiki revision 2172 · October 14, 2026View or improve the source →
Player wiki noticeThis community-maintained page may contain gameplay, story, and mature-content spoilers.
Dungeon and Dragon Coin Guide
This guide covers the Ancient Catacombs, their current progression gates, fixed minibosses, hidden routes, the volcanic Final Depths through Floor 50, the separate Infinity Dungeons, and the current Dragon Coin economy. Ordinary battle formulas are explained in the Combat guide.
Exploration spoilers: This page lists guardian names, hidden-wall coordinates, later regions, and gameplay rewards. Major narrative outcomes and protected character revelations are left to the game.

Community credit

The Floor 13 farming idea and several early dungeon tips were popularized by Larsun and other players on the community Tips and Tricks page. That work inspired this guide and is credited under the wiki's CC BY-SA 4.0 license. The details below were then checked against the current game implementation and expanded substantially.

Quick answers

  • Enter through Medieval Era → Village Outskirts → Monastery Scriptoria → Underground Catacombs → Explore Ancient Catacombs.
  • You begin on the bottom-right side of each 20×11 floor. The downward stairs are near the top-left.
  • Find the floor's key, open the door protecting the stairs, and descend. Lockpicking can open the door without its key.
  • Every successful descent permanently unlocks that floor in the entrance floor picker.
  • Re-entering a floor generates a new layout and new random rewards. A partially explored map is not preserved after leaving.
  • Movement normally costs 4 minutes per tile. The Time buff and Fleet Footed each remove 1 minute, for a minimum of 2 minutes when both apply.
  • Floor 13 guarantees one underwater Dragon Coin tile on every generation, but practically requires Swim.
  • Ordinary Dragon Coin tiles have a 16% generation chance, with at most one per eligible floor. They do not generate normally on Floors 41–45.
  • The current normal dungeon's intended endpoint is Floor 50; Floors 46–50 are the volcanic Final Depths. The Infinity Dungeons are a separate endless mode.

Before the first descent

The game autosaves immediately before entering. You can also leave at any time with the exit button or Escape.
Useful preparation, roughly in priority order:
  1. Carry Medicine and restore Health, Energy, Calm, and satiation.
  2. Equip the best armor you can obtain. Each effective armor level removes 2 damage from affected floor traps, down to zero.
  3. Learn Swim before Floor 13. Without it, water tiles are impassable.
  4. Learn Lockpicking to bypass the key requirement and open chests regardless of stats.
  5. Learn Fleet Footed to reduce travel time and hunger accumulation.
  6. Bring the Time buff if you expect a long run.
  7. Learn Mining and carry pickaxes if you want shortcuts and resource fragments.
  8. Keep a reserve of Dragon Coins instead of spending every coin on random events. Several unique upgrades require them.
See Combat System guide, Mining guide, Stats, Skills & Proficiencies guide, and Items guide for the systems behind combat, equipment, skills, and consumables.

The core floor loop

Each ordinary floor is generated as a maze:
  1. Start at the entrance near (18, 9).
  2. Explore for the key and any rewards you want.
  3. Reach the door near the downward stairs.
  4. Use the key or Lockpicking.
  5. Step on the downward stairs near (1, 1).
Descending updates your highest reached floor. The next time you enter from the catacombs, every floor from 1 through that highest legal floor is directly selectable.
Ascending also generates a fresh copy of the previous floor. Leaving and re-entering does the same. This is why fixed-floor resources such as the Floor 13 underwater coin can be farmed.

Time and hunger

Every traversed tile costs time:
Setup Minutes per normal move
No reduction 4
Time buff or Fleet Footed 3
Time buff and Fleet Footed 2
Dungeon hunger uses the normal day-long satiation formula: 100 satiation per 1,440 minutes. It applies accumulated loss once at least 7.2 minutes have passed and rounds to the nearest point. Perfect Metabolism reduces this loss by 25%.
Food tiles help during long explorations:
Tile Satiation restored
Apple 10–25
Bread 25–35
Meat 30–50
Fish on Floor 13 5
Mining a wall costs 10 minutes when it breaks. Some traps and scenarios consume additional time.

Keys, chests, skulls, and barriers

Key and door

There is normally one key and one progression door. A carried key opens the door; Lockpicking opens it without consuming a key. Key possession resets when changing floors.

Chest

Each normal floor attempts to place one chest. Open it with Lockpicking or meet either of these raw-stat checks:
  • Strength ≥ 30 + 2 × (floor − 1)
  • Ability ≥ 30 + 2 × (floor − 1)
Its gold reward is 50 + 25 × floor + 0–30.

Skull

Each normal floor attempts to place one skull. It performs one Luck test per generated floor:
  • Floors 1–35 and 41–50: modified Luck roll out of 100
  • Floors 36–40: Luck roll out of 500
Success awards the same gold range as a chest. A skull cannot be retested on the same generated map.

Water, blood, and obstacle checks

  • Water: impassable without Swim.
  • Blood on Floors 21–25: always traversable, but each step drains 5 Energy without reducing Energy below 1.
  • Boulder: raw Strength 20 + floor moves it aside; Telekinesis lets you pass without that Strength check.
  • Troll: normally requires raw Strength 30 + 2 × floor. Void Depths use 50% success with 10–30 damage on failure; normal Final Depths use 50% success with a 3–8% maximum-Health hit and a movement turn's time on failure.
  • Trick door: requires raw Creativity 35.

Traps and armor

Early floors mix spikes, spiders, buzz saws, lava, gas, trapdoors, quicksand, ice, and other checks. Damage generally rises with floor depth. The later themes add their own denser hazards.
Effective armor reduces many direct floor-trap hits by 2 damage per armor level. It does not make every environmental effect safe: Energy drains, forced movement, time loss, special scenario damage, and some late mechanics use separate rules.
Perception is especially useful against ordinary spikes. Their requirement is 30 + (floor − 1). Void and mechanical hazards use their own success rules instead.

Mining dungeon walls

With Mining and at least one pickaxe, click an adjacent interior wall three consecutive times to break it. Changing targets resets the hit chain.
Breaking a wall:
  • consumes one pickaxe in this priority: Iron, then Copper, then Diamond;
  • costs 10 minutes total;
  • creates a permanent passage for that generated map; and
  • awards one random fragment: Iron Ingot, Silver Ingot, Mithril Ingot, Mineral Cluster, Crystal, or Gem.
Border walls and active secret-passage walls cannot be mined. Mechanical wall turrets use a separate two-hit pickaxe interaction and can yield Components.

Encounters and Map Preparation

The dungeon is a 20-column by 11-row maze, using zero-based coordinates. Walk using the directional controls. Successful normal moves consume time and hunger; encountering a wall does not normally charge a successful move, while some failed special hazards have their own time costs.
Ordinary walkable floor tiles have a 17% encounter roll per move. After an encounter is selected, the normal split is 35% scenario / 65% battle, with a cap of two consecutive scenarios before a battle. A missing eligible scenario falls back to a battle. Priority character or Fighters Guild bounty encounters can supersede this selection. Water and blood have their own encounter pools; blood produces battles rather than the ordinary scenario split.
Floors 41–45 use their mechanical scenario pool; Floors 46–50 use their epic scenario pool. Their 17% encounter roll and 35/65 split remain, but they do not use the early-floor priority-character selector. Infinity mode uses its separate battles-only rules.
Finding a character is therefore not always a matter of clicking every visible portrait tile. Some characters use random walking encounters, some fixed guardians, and others hidden boundary walls. Consult the character's guide for the exact route rather than farming a region that excludes that encounter.
The generator checks a key's connection to the entrance and can carve wall passages to connect it. Later hazards or impassable liquid can still affect the practical route; Swim, Lockpicking, Mining, and Telekinesis each solve different obstacles. Lockpicking bypasses a locked progression door; it does not turn every barrier into an open tile.

Morrie's Dungeon Encounters

Morrie is a wandering soul collector with 15 one-time scenes in the normal dungeon. Meet her first on floors 16–50; the other encounters then use their own floor ranges, Key Items or Sashimi/Bobo encounter progress. She uses encounter completion rather than a normal NPC relationship meter.
See Morrie — Dungeon Encounters for all fifteen scenes, exact prerequisites, a floor planner and completion advice. Infinity mode does not trigger these scenarios.

Environmental Hazards by Region

These rules cover exploration damage, separately from the Combat page's enemy attack calculations. Many floor-trap hits subtract 2 damage per effective armor level, down to zero. Stat drains, overlays, special scenario effects, and percentage hazards can use different handlers.
Hazard Current exploration rule
Ordinary spikes Modified Perception at least 30 + floor − 1 avoids them; otherwise base damage 10 + 2 × (floor − 1), before trap armor
Ordinary spider Base damage 15 + 3 × (floor − 1), before trap armor
Ordinary buzz saw Base damage 20 + 4 × (floor − 1), before trap armor
Trapdoor Modified Perception 25+ avoids the fall; otherwise changes the generated floor, subject to its own gate handling
Infernal fire overlay −5 Health per affected move; Shield buff or Fire Elemental Talisman prevents it
Overgrown poison overlay −8 Health per affected move; Shield buff prevents it
Void gas overlay −10 Health per affected move; the usual overlay immunity does not prevent it
Void supernova zone Moving into its surrounding 3×3 zone drains random 1–30 Energy
Void spikes 60% avoid chance; failure rolls damage 1 through 20 + 2 × floor, before trap armor
Void troll 50% chance to clear the obstruction; failure deals 10–30 damage
The early stat thresholds are not universal late-game avoidance formulas. Mechanical stat traps roll out of 500; Final Depths trolls use their own percentage-Health rule.
Useful ordinary recovery tiles include fountains that restore Health, shrines, and campfires. A shrine heals 15 + floor(Mystic ÷ 5) below Mystic 20, or 25 + floor(Mystic ÷ 3) at Mystic 20+, using modified Mystic; raw Charm 18+ also gives 10 Calm. It is then consumed. An ordinary campfire restores Health and Energy to maximum and gives 15–40 satiation; modified Technology 18+ also restores Calm. It is consumed after resting.

Mechanical Depths Reference

Floors 41–45 add a separate machine tile set. Re-entering generates new hazards and rewards; their placement percentages describe attempts, not a promise that every optional tile will be on every map.
Tile or obstacle What to do / what it changes
Technology, Intelligence, Perception traps Roll modified named stat against 1–500; failure drains 10–20 Energy
Strength, Stamina, Ability, Rogue traps Roll modified named stat against 1–500; failure rolls 10–20 Health damage through trap armor
Failed stat trap You can step back; trying to move onward requires another successful check
Wall turret / Energy turret Blocks movement; a separate two-hit pickaxe interaction destroys it and salvages Components; nearby active turrets can fire when you move
Security barrier Impassable; Lockpicking does not treat it as the ordinary progression door
Giant robot Modified Strength / 400 × 100% chance, capped at 90%; success clears it and gives 1 Component; failure deals 15–40 damage
Force-field tile Starts a shielded sentinel battle; passage opens after the corresponding victory
Plasma mine 25% avoid chance; failure rolls 45–90 damage through trap armor; converts to blasted floor
Spider mine 25% avoid chance; failure rolls 25–55 damage through trap armor and drains 10–25 Energy
Magnetic mine 65% safe salvage for 1 Component; otherwise 25–50 damage through trap armor
Gravity well Drains 20 Energy and relocates you to an eligible mechanical floor tile
Nanite swarm 20–50 damage through trap armor, +1 Technology, then disappears
Steam Separate 10-Health hit; does not use the ordinary flat trap-armor subtraction
Camera / alarm Can initiate security battles; an alarm beacon's interaction is distinct from an ordinary random encounter
Data crystal +1 Crystal and disappears
Salvage cache +1–4 Components and disappears
Nano fairy +1 to all player stats and disappears
Data obelisk 50% chance for +5 Intelligence and +5 Technology; then disappears
Energy ration / meal synthesizer Restores Energy / Satiation to maximum and is consumed
Mechanical charging camp Restores Health, Energy, Calm, and Satiation to maximum; consumed
Recharge shrine / holo circle +30 Health/Energy/Calm / +20 Energy; their current handler leaves the tile in place
Rogue AI core 50% chance for +1 all stats; failure halves Health, Energy, and Calm, with Health kept at least 1; consumed
The Engineer Hologram and Merchantbot use Coins and Components rather than replacing Gonzo's early-floor shop. The initial unique-item prices are in the coin-purchase table below. Follow the merchant's current menu for upgrades to items already owned. Combat behavior of Force Field, Sword Chain, and Sniper's Scope belongs in the Combat guide.

Final Depths Floors 46 to 50

The normal dungeon now continues beyond A.R.I.A. into the volcanic Final Depths, Floors 46–50. Floor 45's stairs descend to 46; Floor 50 is the intended normal endpoint and has the final fixed guardian, Ember, encounter tier 12. This section describes exploration without recounting the guardian's story outcome.

Lava, Magma, and Repeatable Encounters

  • Magma pools are impassable, even with Swim. They use the volcanic liquid art rather than ordinary swimmable water.
  • Normal Final Depths generation places three firewall encounters and attempts one spider, one buzz saw, and one troll. A firewall starts a Magma Elemental battle and remains a firewall afterward, so walking onto it again can repeat the encounter.
  • Spikes still use the ordinary Perception threshold and trap damage scaling. At Floor 50 the threshold is 79 Perception; unavoided spikes have 108 base damage, spiders 162, and saws 216, before trap armor.
  • The Final Depths troll gives a 50% clear chance on each attempt. Failure deals 3–8% of maximum Health, rounded down with a 1-damage minimum, and consumes a movement turn's time and hunger. It is not the early raw-Strength requirement or the Void's fixed 10–30 damage.
  • Campfire and healing shrine each have an 18% generation attempt here. Campfire/shrine recovery uses the normal formulas above.
  • Cursed altar: 70% chance for +2 to a random main stat; 30% failure for 25 + 3 × floor damage. This is a flat chance rather than the early Intelligence check.
  • Ordinary Dragon Coin tiles return at their 16% generation attempt, with at most one ordinary coin tile. Normal food tiles, Gonzo, Wort, the ordinary fairy, and the early visible character-encounter tiles do not generate here. Bring food rather than expecting an apple/bread/meat tile.
  • Random walking scenarios use the epic pool, rather than the old ordinary character priorities. Sylph has a separate rare 1% placement attempt on eligible normal Final Depths maps.
As in other regions, guaranteed or percentage-based placements still need an eligible empty tile. Three firewalls does not mean three new distinct narrative scenes.

A Practical Final-Region Run

  1. Finish the Mechanical Depths route and descend from Floor 45. Select an already reached Final Depths floor directly on later entries when your content access permits it.
  2. Restore resources, bring food and Medicine, and equip armor before entering. At these depths fixed trap base damage is substantial.
  3. Route around magma pools. Use Mining for interior-wall shortcuts where allowed, and collect the key or use Lockpicking for the ordinary stairs door.
  4. Budget Health for troll failures and repeat firewall battles. A cleared battle does not always mean the exploration tile has disappeared.
  5. Seek recovery tiles if generated, then return to the stairs. Progression remains floor by floor through 50.
  6. At Floor 50, finish any available guardian and exploration goals, then leave or revisit reached floors. Continue endless descent through the separate Infinity entrance.

Current Trapdoor Edge Case

The stairs and entrance picker stop normal progression at Floor 50. The current normal trapdoor fall handler does not apply that same Floor 50 cap and does not update the highest-reached-floor record like the stairs do. An accidental fall can therefore move beyond the intended endpoint without adding a normal selectable floor. This is a code discrepancy, not a supported Floor 51 region or an extra chapter; use normal stairs for recorded progression.

Floor themes and milestones

Floors Region What changes
1–12 Ancient Ruins Standard maze, increasingly numerous spikes, early guardians and scenarios.
13 Submerged Floor Floors become water, exactly 3 fish and 1 underwater Dragon Coin are placed, and Swim is functionally mandatory.
14–20 Deeper Ruins Standard theme resumes; enemy and trap scaling continues.
21–25 Vampire Depths Water patches become blood, blood enemies join normal battles, and Floor 23 contains the Vampire Castle.
26–30 Infernal Depths Guaranteed lava and fire overlays. Floor 26 contains a fixed Minotaur Blacksmith forge.
31–35 Overgrown Depths Audrey plants, bear traps, poison vines, poison overlays, and earth elementals.
36–40 Void Depths Gas overlays, void hazards, harsher Luck checks, and more dangerous troll rules.
41–45 Mechanical Depths Mechanical traps, mines, turrets, force fields, Components, merchantbots, and the A.R.I.A. guardian route.
46–50 Final Depths Volcanic maps, impassable magma, three persistent firewall encounters, epic scenarios, and the Floor 50 guardian.

Floor 13: the reliable Dragon Coin route

Floor 13 is not merely a 16% coin roll. Its special generator places exactly one underwater coin each time the floor is built.
Recommended route:
  1. Learn Swim.
  2. Reach Floor 13 once so it appears in the picker.
  3. Enter Floor 13 directly.
  4. Search the navigable water maze for the underwater coin.
  5. Exit to the catacombs.
  6. Re-enter Floor 13 to generate another map and another coin.
This is the most deterministic repeatable normal-dungeon coin source. The tradeoff is movement time, hunger, water battles, and the need to search a new layout each run.

Floor 23: Vampire Castle

Floor 23 uses a fixed central landmark inside a random surrounding maze. The castle is at the center around (10, 5) and is surrounded by two layers of blood. Entering it leads into the Vampire Castle content and provides one of the current access routes associated with Ruxandra. See Ruxandra guide for her complete route.

Floor 26: Minotaur Blacksmith

The fixed forge is centered near (3, 8) inside a lava ring. The blacksmith upgrades a melee weapon or armor from Level 1–7 by one level, once per visit.
The price is current equipment level + 2 Dragon Coins:
Current level Cost New level
1 3 2
2 4 3
3 5 4
4 6 5
5 7 6
6 8 7
7 9 8
Starting Level 0 gear is not eligible, and the blacksmith will not upgrade Level 8 gear.

Floor 45: Proxy Warden and A.R.I.A.

The hidden wall at (1, 6) leads to the repeatable Proxy Warden challenge. Defeat the Proxy Warden to obtain the authorization needed for A.R.I.A.'s threshold. The A.R.I.A. miniboss tile remains blocked until that flag is set.
Floor 45 now connects to Floor 46. An older saved Floor 45 sealed-stairs tile is converted into downward stairs when used. The normal route continues through the Final Depths to Floor 50.

Current floor-access gates

The entrance picker and stairs enforce current content entitlements:
Gate Current behavior
Normal free-access picker The picker/build cap is 21 without the full dungeon surface. The ordinary 20 → 21 descent still requires its separate paid access check.
Floor 20 → 21 The descent is blocked without the paid dungeon-content entitlement.
Floor 35 → 36 Requires the applicable supporter code/state.
Floor 40 → 41 Requires the current deeper-dungeon supporter unlock.
Floor 45 → 46 Open in the current build; descends into the volcanic Final Depths. An old sealed-stairs tile at 45 is repaired when used.
With the paid dungeon surface available, the normal picker cap is 50. This cap does not bypass the additional Floor 35 and Floor 40 supporter gates. Reaching a higher floor record does not bypass its entrance build checks.

Fixed minibosses

These narrative guardians are fixed to specific floors and disappear from future generated maps after victory. Their listed level is the encounter's internal guardian tier, not the dungeon floor.
Floor Guardian Encounter level
1 Raven 1
3 Spectra 2
5 Whiskers 2
7 Lindia 3
10 Serpina 3
15 Lyssa 3
20 Ravenous 4
25 Torea 7
30 Valkyra 8
35 Audrey 9
40 Nyxara 10
45 A.R.I.A. 11
50 Ember 12
Miniboss battles use narrative choices rather than the ordinary combat screen. Choices may use one or more stats or require a skill; Mystic choices also need a grimoire. Power increases damage dealt to a miniboss, while Shield reduces incoming miniboss damage.
A timeout or stalemate is not a victory and ejects you from the dungeon. Defeating Nyxara on Floor 40 also unlocks the Void Chamber used to enter Infinity mode, subject to its normal paid/Higher Power access requirements.

Secret-wall routes

Secret walls look like ordinary walls. Walk into the listed coordinates after satisfying its conditions.
Floor Coordinate Route or condition
2 (2, 10) Momosagi rescue; own the brothel, have Beast 20+, and have not already recruited her.
10 (2, 10) Jelly encounter; Cell Corridor built and Jelly not active.
18 (1, 6) Myriss encounter; Cell Corridor built and Myriss not active.
21 (2, 10) Mandarin rescue; own the brothel and have not acquired the second maid.
22 (1, 6) Arachne encounter; Cell Corridor built and Arachne not active.
27 (2, 10) Melanthe encounter; Cell Corridor built and Melanthe not active.
29 (1, 6) Bessie encounter; Cell Corridor built and Bessie not active.
33 (2, 10) Daphne encounter; Cell Corridor built and Daphne not active.
34 (1, 6) Bobo rescue after exactly two earlier Bobo encounters; Cell Corridor built.
35 (1, 6) Baba Yaga route.
45 (1, 6) Repeatable A.R.I.A. Proxy Warden challenge.
Go down from there to reach (2, 10) (Yes, through the wall)
secret wall route
The coordinates in the dungeon can be a bit counter-intuitive, so here are a few things to keep in mind that might help you out:
  • When you enter the dungeon, your coordinates are x = 18, y = 9
  • The stairs down to another floor are x = 1, y = 1
  • The bottom left corner of the screen is x = 0, y = 10
To display the coordinates, I'm using URM. If you need to reach (2, 10), you'll need to walk down IN the wall once in the correct spot (cf. picture): y = 10 is the bottom border of the dungeon screen.
For the monster girls encounter, if you intend to recruit them, do make sure you have at least one cell available. Currently, having the Cell Corridor built grants you Cell 1, but it is reserved for Bobo. If you intend to " Catch 'em all ", you'll need up to Cell 7 built.
Infinity floors intentionally disable these secret passages.

Dragon Coins

Dragon Coins are the dungeon economy's principal special currency. They appear in the consumables inventory but are usually spent through merchants and scenario choices rather than consumed directly.

Reliable and random sources

Source Coins Repeatable? Notes
Floor 13 underwater tile 1 tile per generated floor Yes Guaranteed generation; Swim required to traverse water.
Ordinary coin tile 1 tile Yes 16% chance, at most one, on eligible non-mechanical generated floors.
Tutorial Elf Usually 1 Limited Several tutorial outcomes introduce the currency.
Dungeon scenarios 1–10+ Varies Rewards include trapped-character rescues, battle scenarios, water events, Void events, and progressive character encounters.
Zombie Horde victory 5 Scenario-dependent Fixed victory reward when that scenario appears.
Arachnid Nest victory 3 Scenario-dependent Fixed victory reward when that scenario appears.
Black Knight / Cthulhu victories 5 / 10 Scenario-dependent Void Depths examples.
Mechanical weapon cache 1 Randomly generated Also awards Components and gold.
Infinity mimic bonus 1 Random One possible bonus drop after an Infinity mimic victory.
Kupie Love Training store 1 Stock refreshes Listed at $1,000,000; stock has its restock rules and the current store also enforces a per-in-game-day Dragon Coin purchase limit. See Kupie Love Training.
Many scenario rewards depend on a stat check, skill, alignment choice, combat victory, or a one-time story counter. Do not plan a farm around a random scenario unless you can afford to reroll floors.

Best farming strategy

For pure reliability, use Floor 13:
  1. Start fully fed and learn Swim.
  2. Equip Fleet Footed and use the Time buff if available.
  3. Enter Floor 13 from the picker, collect its underwater coin, and exit.
  4. Repeat.
For better overall value, clear whole eligible floors. A floor can combine the 16% coin roll with chests, skulls, scenarios, Fighters Guild objectives, food, and combat drops. Full clearing is slower per guaranteed coin but advances several systems at once.

Gonzo's shop

Gonzo has a 10% placement chance on eligible ordinary floors. He does not appear in the Void, Mechanical, or Final Depths. Negotiation discounts most of his 5-coin purchases by one coin and his Crystal by two.
Purchase Normal cost With Negotiation Limits/effect
Upgrade melee weapon by 1 5 4 Current Level 0–4; reaches Level 5.
Upgrade armor by 1 5 4 Current Level 0–4; reaches Level 5.
Random non-exclusive skill book 5 4 Chooses from skills you can currently learn.
Medicine ×5 1 1 No Negotiation discount.
Random +2 core-stat elixir 5 4 Random among ten main stats.
Crystal ×1 25 23 Current price; save carefully before spending.

Other important coin purchases

Seller or event Cost Result
Wort 1 Monster Tonic or Smelling Salts. Wort requires the Cell Corridor and appears on eligible normal Floors 1–35.
Goblin Blood Orb trader 5 One Blood Orb.
Mischievous Leprechaun 1 +1 Luck; Deception can substitute one ordinary gold coin.
Old Fisherman 5 Learn Master Baiter or take a fishing lesson, when eligible.
Sea Witch 3 A potion.
Demon Brothel 3 One of five service rewards (see below for details).
Flesh Sculptor Workshop 3, or 2 with Negotiation +3 Attractiveness (45 min, -15 health, energy and calm)
Goblin Merchant 7, or 6 with Negotiation Upgrade eligible Level 1–3 professional gear, formal attire, or dating outfit.
Minotaur Blacksmith 3–9 Upgrade eligible Level 1–7 weapon or armor once per visit.
Withered Merchant 1 +1 Max HP, +1 Max Energy, or +1 Max Calm.
Void Wizard 10 Upgrade a grimoire below Level 5.
Void Wizard 5 +3 Max HP or +3 Max Energy.
Mech Engineer Hologram 1 One Component.
Mech Merchantbot 20 Components + 5 coins Initial Force Field, Bio-Reactor Core, or Mnemonic Battery.
Mech Merchantbot 35 Components + 5 coins Sword Chain or Sniper's Scope.
The Demon Brothel scenario lets you choose between 5 differents demon which will either let you learn a skill or boost a stat if you already have it:
  • Red Demon: Seduction skill / +2 Strength
  • Black Demon: Deception skill / +2 Stamina
  • Silver Demon: Silver Tongue skill / +2 Charm
  • Green Demon: Sensual Mastery skill / +2 Intelligence
  • Golden Demon: learn a random skill from the normal pool (which makes her effectively a "cheaper" Gonzo) / +2 Attractiveness if you have them all
Each encounter also increases erotic experience by 50.
Additional one-off or random scenarios can charge 1–10 coins for services, stat changes, memories, equipment enhancement, passage, gambling, or story choices. Always read the full choice text: some options permanently change stats or consume all currently held Coins and Components.

Spending priorities

A practical order is:
  1. Keep 5 coins in reserve for unique skill, Blood Orb, fishing, or scenario opportunities.
  2. Use Gonzo to bring Level 0–4 weapon and armor up efficiently if normal gold upgrades are lagging.
  3. Buy permanent max-resource or stat increases when the choice is favorable.
  4. Save 5 coins plus Components for each unique Mechanical Depths key item you want.
  5. Buy Gonzo's Crystal only when you specifically need a Crystal and cheaper acquisition routes are unavailable.
Negotiation is one of the strongest economy skills for coin spending. It reduces costs across Gonzo and several random merchants, though not every seller honors it.

Current pickup discrepancy

The intended reward for an ordinary or underwater coin tile is one Dragon Coin. In the current interaction code, the first-ever pickup can add one coin through mystery-item discovery and then add another coin unconditionally. As a result, a fresh save may receive two inventory coins from its first visible coin tile even though the tile and message describe one. Later pickups award one normally.
This is an implementation discrepancy, not a second guaranteed Floor 13 tile. Treat the inventory total as authoritative until the pickup logic is corrected.

Infinity Dungeons

Infinity mode is separate from the normal dungeon whose intended endpoint is Floor 50. See the complete Infinity Dungeons guide for current bosses, affixes, hazards, loot, and scaling.
To unlock its entrance:
  1. Reach Floor 40 of the normal dungeon.
  2. Defeat Nyxara.
  3. Return to the Underground Catacombs and enter the newly opened Void Chamber.
  4. Meet the action's paid-version and Higher Power requirements.
Infinity mode has:
  • no floor cap and no supporter gates between floors;
  • its own highest-floor picker;
  • a random normal-dungeon visual theme and hue on every generated floor;
  • battles from the full enemy pool, with enemy tints and affixes;
  • no NPC scenarios, fixed minibosses, Fighters Guild placements, or secret walls;
  • flat 40% activation behavior for its standard trap set, ignoring normal stat avoidance;
  • a 30% chance for an opened chest to become a mimic; and
  • deeper enemy and hazard scaling based on the real Infinity floor, not merely the chosen visual theme.
Descending or falling through a trapdoor unlocks the next Infinity floor. Leaving preserves the highest reached floor but discards the current generated map.

Common troubleshooting

I cannot move on Floor 13

Learn Swim. The special generator converts the walkable floor network to water.

The door will not open

Search for the key, or learn Lockpicking. A key resets on every newly generated floor.

A floor vanished from the picker

The picker is capped by current content entitlement even if an imported save records a higher maximum. Without the paid dungeon surface, it will not build floors above 21.

I cannot descend from Floor 35 or 40

Those are separate current supporter-code gates. Unlocking the general paid dungeon surface does not automatically satisfy both deeper gates.

A miniboss came back after I won

Make sure the encounter ended in a true victory. Timeout, draw, retreat, or stat depletion does not set the persistent defeat flag.

I defeated A.R.I.A. but cannot reach Floor 46

The current build includes Floors 46–50. Use the Floor 45 downward stairs; an older saved sealed-stairs tile at that floor is converted when touched. Check that you are running the current build and that your full dungeon access is active. The normal stairs end at Floor 50; Infinity mode is separate.

Source audit notes

Checked on 4 October 2026 against the current dungeon generator, movement and interaction handlers, floor picker, miniboss registry, scenario files, merchant menus, inventory discovery function, Infinity mode, and save-state derivations. Random-content percentages describe generation attempts; placement can still fail if no eligible tile remains.


← Back to Game Systems

Text adapted from the community-maintained Chronoromancer Wiki under CC BY-SA 4.0.