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A bug where the top layer of a small world spawns below the entrance to a dungeon.

The dungeon in a large world..PNG

The Dungeon is an enormous structure found close to the edge of the world opposite of the Jungle, spanning many layers deep, usually all the way to The Underworld. It spawns on the opposite side of the world as the side the dungeon was on in the last world created, and on the same side as the Snow Biome. At world creation, the dungeon is randomly formed from one of three Dungeon Bricks and walls (Can come in blue, green, or pink variants). It is the home of the pre hardmode boss, Skeletron, who will only spawn at night when talking to the Old Man but if attempted to enter before defeating Skeletron the player will face the Dungeon Guardian. Since the dungeon guardian can kill the player in one hit, and is extremely fast, it is highly recommended that one does not enter the dungeon before defeating Skeletron. Upon gaining access, the Clothier NPC will be freed and the player can then roam about fighting deadly enemies, dodge numerous traps, and discover powerful loot.

As of, after defeating Golem, Cultists will spawn at the dungeon entrance and killing them will summon the Lunatic Cultist (which will then initiate the lunar events and Moon Lord).

A Dungeon Overview made with a World Viewer, showing how interlacing the Dungeon is.


The dungeon is made up of Dungeon Brick. It requires Nightmare Pickaxe/Deathbringer Pickaxe or higher to mine and is immune to explosives. Dungeon background walls also need a high tier hammer to remove, but also, cannot be removed before defeating Skeletron. Also, to remove them, you must start at an edge and work your way inwards. The dungeon zig-zags down from the entrance to a larger, labyrinth like section where the majority of the loot can be found. The winding nature works to make monster spawns unpredictable, creating many "ambushes" from above. It is highly recommended that every character have a Magic Mirror or potions for quick escape, as getting out is often more difficult than getting in as a result of needing to go up.

There are many rooms branching from the labyrinth where a great deal of loot can be found and can be a good resting place as monsters only have one access point to the character.

Spikes line much of the dungeon making simple traversing dangerous. They can be mined, but are harder than the dungeon brick. Placing blocks or platforms over them is recommended.


Only one NPC can be found anywhere within the dungeon, and will be bound until the player right-clicks on them and untie them, and that is the Mechanic. However, since the Goblin Tinkerer and the Wizard can be found anywhere underground once their requirements are fulfilled, they may also spawn in the dungeon, and can be unbound the same way.


The dungeon has a large number of unique monsters. The monster spawn may be abnormally high as there are Water Candles spread throughout, so try to break them while traversing the dungeon to keep the rate down.

Boss Monster

To gain access to the dungeon, Skeletron must first be defeated. Skeletron is the guardian boss summoned by talking to the Old Man standing outside the dungeon entrance at night. During the day, he will say to wait until night to talk to him. Entering the dungeon below 0 Depth without first defeating Skeletron will cause the Dungeon Guardian to spawn, which can kill a player on contact. After the Old Man has been freed and becomes the Clothier, Skeletron can be summoned again using a Clothier Voodoo Doll and killing the Clothier.

Pre-Hardmode Monsters

Hardmode Monsters

Note: Hardmode Dungeon Monsters do not spawn until Plantera has been defeated.

Brick Wall

Slab Wall

Tiled Wall

All Walls



The Dungeon is filled with chests containing rare and powerful tools and weapons as well as unique decorative items. Loot in the dungeon can be found laying around, as drops from monsters, or in chests. All Gold Chests found in the dungeon are locked and require a Golden Key to unlock them. There are also 5 Hardmode Chests, described below.

Gold Chests may contain, along with normal chest loot:

Other loot from the dungeon includes the Water Bolt spell, which can be obtained by smashing books in the dungeon. Dungeons are also a free source of wire and many wiring items. There are also many decorative furniture items, including paintings, beds, chairs, and workbenches, that can be found throughout the dungeon. Bewitching Tables can also be found among the random decorations.

Hardmode Loot

Hardmode Chest Loot

Once Plantera is defeated, five different hardmode chests related to each biome can be opened using Biome Keys. These chests contain the Vampire Knives, Scourge of the Corruptor, Staff of the Frost Hydra, Piranha Gun, and the Rainbow Gun.

Frozen Chest
Frozen Chest
Hallowed Chest
Hallowed Chest
Jungle Chest
Jungle Chest
Crimson Chest
Crimson Chest
Corruption Chest
Corruption Chest

Other Hardmode Loot

Once Hardmode has been activated and Plantera has been defeated, the dungeon becomes much more difficult, with new types of enemies which will spawn. When these new enemies are killed there is a low chance for a Dungeon Spirit to spawn, which will drop Ectoplasm; used to craft Spectre Bars. These new, trickier enemies can be farmed for their powerful loot and EctoplasmHere is a video to help explain how to farm the mobs.

Also, specific enemies in the dungeon drop weapons and items, specifically the Inferno Fork, Shadowbeam Staff, Rocket Launcher, Sniper Rifle, Tactical Shotgun, Spectre Staff, Magnet Sphere, Wisp in a Bottle, and the Keybrand.


  • It is possible to make a Home in the dungeon by taking out the background walls, placing different walls there, and putting down a bed. This will allow a character to spawn there, and it prevents monsters from spawning.
  • If you have Lava Waders, it's rather easy to kill off the skeletons by placing lava traps on all the flat floor surfaces in the dungeon.
  • Dungeon is filled with Water Candles, making them readily avaliable pre-Hardmode.
  • The bottom of the dungeon will sometimes cut into the Underworld, providing a viable way to access The Underworld. This can happen on any world size, but it is more common on smaller worlds.
  • In Hardmode it is possible to hear underground Hallow/Corruption instead of the normal dungeon theme if Hallow/Corruption is nearby and also for dungeon monsters to drop Souls of Light/Night.
  • If the bottom of the dungeon reaches the Underworld, the Corruption/Hallow can't spread past the dungeon as it separates the surface world. If the dungeon doesn't go that deep, it'll still take the Corruption/Hallow very long to spread past it, going all the way around.
  • Sometimes, a boulder trap will spawn in the ceiling of a dungeon. This could be an easy way to get inside the dungeon without going from the entrance.
  • Occasionally, parts of the dungeon will be flooded.
  • Loot is spread evenly throughout the dungeon, so loot further down is not necessarily better.
  • Sometimes when exploring the dungeon Skeletron may reappear and attempt to fight the player, but restarting the game should fix this.
  • Mining close to the dungeon without defeating Skeletron will cause Dungeon Guardian to spawn and target the player.
  • The dungeon is always on the opposite side of the world from the Jungle.
  • The Dungeon Guardian may spawn right as a player enters the dungeon entrance if the dungeon is generated in the dirt layer. Although unlikely, this can occur in small worlds.
  • The dungeon is always on the other side of the map, deleted or not, on the previous map. For example, if a world is created with the dungeon on the right side and a new world is created, the dungeon on that world will be on the left. If that second world is deleted and another world is made, the dungeon will be on the right.
  • Once Golem AND Skeletron has been defeated, 4 Ancient Cultists will spawn at the Dungeon Entrance. Killing them all will summon the Lunatic Cultist and defeating him initiates the celestial events.
  • The Dungeon Guardian has 9999 Defense and 1000 Attack. It will take only 1 damage from all sources or 2 on critical hits. Therefore, only late-game items can be used to tackle it.


  • (Mobile) Upon world generation, some of the dungeon's bricks may be replaced by Dirt Blocks. This may be caused by the overcrowding of biomes before the update that added expanded worlds.
  • Some dungeons near the the ocean could be cutoff due to the sand or water.

Update Info




  • Dungeons are now generated with traps and light sources wired to pressure plates or switches
  • Dungeon can now be flooded.


  • The bug where the Ocean overlaps with the Dungeon at world creation time has been fixed.
  • Gold Chests are now locked and must be opened with a Golden Key.
  • Dungeon Slime, Blazing Wheel and Spike Ball enemies introduced.The ability to construct artificial dungeons has been removed, any placed dungeon background walls will automatically be considered as Home Tiles.


PC release

  • Added to the game.