
Dungeons
Sealed realms and caves: spheres, schematics, and the boss at the end — not a second home.
Dungeons (sealed realms and cave systems) are timed or linear PvE spaces. You enter for spheres, ancient technology, legendary schematic chances, and a boss Pal. Bring a combat party, food, and spheres if you want to catch the boss. Leave the mining crew at the palbox. If the timer exists in your patch, watch it — dying to the clock with a full bag is the same as a wipe. Clear rooms, do not sprint past every chest 'to save time' and then miss the schematic you came for.
- Bring
- Combat party, food, spheres, a weapon you can shoot
- Leave at base
- Work Pals, breeding parents, the only flyer
- Loot
- Spheres, tech, schematics, boss catch
Key spots
Entrance crystals
On the overworld. Note the biome so you know heat/cold inside nearby caves.
Chest rooms
Open them. The boss is not the only loot.
End boss
Soften, catch or kill. A catch is a Pal; a kill is XP and the door.
Exit
Fast travel out if you can. Walking home overloaded through a blizzard is optional suffering.
Repeat runs
Schematics are a grind. One lucky chest is not a build plan.
Play notes
- If you keep wiping, you are underleveled or on the wrong type. Swap Pals like weapons.
- Do not drop the palbox inside a dungeon. It is not a biome.
- Ancient Technology points from chests and towers beat guessing recipes in the dark.