Dungeon Keys (Rev. 190)

Dungeon Keys open entrances to their respective dungeons when used.

Notes

  • Players must have 10 Stars or higher in order to use dungeon keys. The only exception to this is the Vial of Pure Darkness, which does not have a star requirement.
  • All dungeon keys are Soulbound and have 200 feed power.
  • The Santa’s Workshop key can only be used within the Vault.

Standard Keys

Key
Name
Portal
Regular Price (Additional Info)
Description
Pirate Cave Key
Pirate Cave
50
A key which opens an entrance to a Pirate Cave. Dreadstump’s personal cove for his ragtag pirate crew reeks of cheap rum.
Forest Maze Key
Forest Maze
50
A key which opens an entrance to the Forest Maze. The dense layers of trees host a dusty menace.
Spider Den Key
Spider Den
50
A key which opens an entrance to a Spider Den. Home of Arachna the Spider Queen, she has gone undisturbed long enough to produce thousands of children.
Snake Pit Key
Snake Pit
50
A key which opens an entrance to a Snake Pit. Once a temple, these chambers are now overrun by the serpents of Medusa’s sister.
Totem Key
Forbidden Jungle
50
A key which opens a passage to the Forbidden Jungle. Pagan acolytes of Mixcoatl are exiled to these uncharted woods, said to be cursed by black magic.
The Hive Key
The Hive
50
A key which opens an entrance to The Hive. This severely enlarged beehive is allegedly the result of an unknown experiment.
Magic Woods Key
Magic Woods
50
A key which opens an entrance to the Magic Woods. The spirits of ancient heroes congregate in this enchanted glade.**
Sprite World Key
Sprite World
50
A key which opens an entrance to a Sprite World. As an entirely different plane of existence, it is meant to safeguard the sprites that watch over the realm’s ecosystems.
Candy Key
Candyland Hunting Grounds
200
A key which opens the way to the Candyland Hunting Grounds. Among the most perplexing locations in the realm, this populated land is filled to the brim with sweets.
Treasure Map
Cave of a Thousand Treasures
N/A
(Obtainable by leveling a Ninja to 20 on Kongregate or via certain Tinkerer quests)
A map that reveals the way to hidden treasure. Crafty bandits developed lethal booby traps to scare off those who would plunder their hoard.
Undead Lair Key
Undead Lair
50
A key which opens an entrance to an Undead Lair. Septavius, once one of the most prominent combatants to ever live, now takes refuge in these abandoned catacombs.
Cemetery Key
Haunted Cemetery
50
A key which opens a portal to the Haunted Cemetery. Some of the oldest and most legendary heroes in history were buried along this sequence of graves, their spirits protected by masters of the afterlife.
Abyss of Demons Key
Abyss of Demons
50
A key which opens an entrance to an Abyss of Demons. Archdemon Malphas crafted his own fiery abode, which now torments the souls of the wicked.
Manor Key
Manor of the Immortals
50
A key which opens a passage to the Manor of the Immortals Lord Ruthven’s gothic mansion neighbor’s Oryx’s own castle in the dark, distant sea..
Theatre Key
Puppet Master's Theatre
50
A key which opens an entrance to the Puppet Master’s Theatre. This demented stage is the work of a crazed puppeteer, obsessed with his creations to the point of enchanting them with life.
Toxic Sewers Key
Toxic Sewers
50
A key which opens an entrance to the Toxic Sewers. Going without proper maintenance for centuries, some of the most wretched monsters have taken these tunnels as their own.
Cursed Library Key
Cursed Library
200
A key which opens an entrance to the Cursed Library. Once a great hub of knowledge, these forsaken archives now hold something far more sinister.**
The Machine Key
The Machine
100
A key which opens a portal to The Machine. Accessing the rift to this hidden dimension may have severe consequences.**
The Inner Workings Key
The Inner Workings
N/A
(testing only)*
A key which opens a portal to The Inner Workings. This secretive dimension creates far more questions than answers.
Lab Key
Mad Lab
100
A key which reveals the way to the Mad Lab. The grotesque beings inside have been produced by some sort of undiscovered alchemy methods.
Parasite Chambers Key
Parasite Chambers
200
A key which opens an entrance to the Parasite Chambers. Some of the realm’s most foul and horrific creatures make their home in these chambers.
Beachzone Key
Beachzone
Unavailable
A key which opens a portal to the Beachzone. It’s the most exclusive seaside resort in the realm!
Davy's Key
Davy Jones' Locker
100
(May drop from Beach Bum)
A key that opens the way to Davy Jones’ Locker. No crew members bailed from Davy’s ghost ship, trapping their souls in the vessel beneath the waves.
Mountain Temple Key
Mountain Temple
100
A key which opens an entrance to The Mountain Temple. Steep, distant cliffs conceal a clan of demon-worshipping monks.
Draconis Key
Lair of Draconis
200
A key which opens the portal to the Lair of Draconis. Oryx has personally bred these captive dragons to wield immensely powerful elemental capabilities.**
Deadwater Docks Key
Deadwater Docks
100
A key which opens an entrance to Deadwater Docks. In contrast to his rival, Dreadstump, Jon Bilgewater’s crew made their hideout deeper inland at the belly of a peninsula. It still reeks of cheap rum, though.
Woodland Labyrinth Key
Woodland Labyrinth
100
A key which opens an entrance to the Woodland Labyrinth. An unprecedented metamorphosis of moths has taken form in the heart of the forest.
The Crawling Depths Key
The Crawling Depths
100
A key which opens an entrance to The Crawling Depths. Arachna’s lone son made a den of his own to wage war on his mother.
Ocean Trench Key
Ocean Trench
150
A key which opens an entrance to an Ocean Trench. Many sailors met their ends in these waters from the deceptive songs of mermaids.
Ice Cave Key
Ice Cave
100
A key which opens a passage to the Ice Cave. Glaciers formed many eons ago became the residence of migrating yetis and a mysterious hermit of a man.
Tomb of the Ancients Key
Tomb of the Ancients
200
A key which opens an entrance to the Tomb of the Ancients. Three of the realm’s oldest gods lay dormant in this burial chamber, their powers contained by a series of rituals.
Fungal Cavern Key
Fungal Cavern
200
A key which opens an entrance to the Fungal Cavern, a forgotten mine taken over by mushroom tribes over the years.**
Crystal Cavern Key
Crystal Cavern
N/A
(testing only)*
A key which opens an entrance to the Crystal Cavern. The deepest depths of the Abandoned Mineshaft protect an enigmatic diety[sic].
The Nest Key
The Nest
200
A key which opens an entrance to The Nest. Home of the Killer Bee Queen and the pinnacle of insect evolution.**
Shatters Key
The Shatters
200
A key which opens an entrance to The Shatters. The gloomy and abandoned ruins, enveloped by twilight, are now the shelter of the shadows. Once a legendary kingdom, its walls are broken, its dwellers are forgotten. No living souls have entered these grounds, no noble creatures have stepped into it. The immense kingdom has fallen, its sentinels have turned to dust. No one remembers its name, and no one will.
Lost Halls Key
Lost Halls
200
A key which opens a passage to the Lost Halls. Forgotten for centuries, those long identical halls are said to house evil itself. All that is truly known is that hope, reason and purpose are no more within those walls.**
Malogia Key
Malogia
N/A
A key which generates a wormhole to Malogia, a planet with luscious red forests not unsimilar to our own.**
Untaris Key
Untaris
N/A
A key which generates a wormhole to Untaris, a fragmented planet where ice has consumed all but a few areas.**
Forax Key
Forax
N/A
A key which generates a wormhole to Forax, a planet consumed by acid water leaving just a few livable isles.**
Katalund Key
Katalund
N/A
A key which generates a wormhole to Katalund, a planet coated in low flying clouds of unbreathable gas where only metallic, inorganic creatures can survive.**
Oryx's Castle Key
Oryx's Castle
N/A
(testing only)*
A key which opens an entrance to Oryx’s Castle. For testing purposes.
Shaitan's Key
Lair of Shaitan
100
A molten Key that links directly to the Lair of Shaitan. Oryx’s unstable advisor dwells near the unbearably hot core of the realm.**
Puppet Master's Encore Key
Puppet Master's Encore
150
A key which opens an entrance to the Puppet Master’s Encore. The confines of this workshop are where the most powerful souls are bonded to puppets.
Reef Key
Cnidarian Reef
100
A key which opens a passage to the Cnidarian Reef. Oryx’s Master of the Depths awaits mortals foolish enough to stumble upon its lair in the depths of the ocean.**
Secluded Thicket Key
Secluded Thicket
200
A key which opens a passage to the Secluded Thicket. The most remote region of the realm houses a tropical rainforest filled with vicious animals, fierce natives, and a deity said to command lightning itself.**
Heroic Undead Lair Key
Heroic Undead Lair
150
A key which opens an entrance to an Heroic Undead Lair.
Heroic Abyss of Demons Key
Heroic Abyss of Demons
150
A key which opens an entrance to an Abyss of Demons[sic].
Battle Nexus Key
Battle for the Nexus
Unavailable
Enter this destroyed Nexus at your own peril. This legendary attack on the Nexus itself is locked in history forevermore.
Bella's Key
Belladonna's Garden
200
A key which opens an entrance to Belladonna’s Garden. Formerly the property of a caretaker, Belladonna claimed these grounds and seized control of the roots within.**
Ice Tomb Key
Ice Tomb
200
A key which opens an entrance to Ice Tomb. When the glaciers of the Ice Cave formed, the spirits of three demigods were trapped together in a cavity within the ice.
St. Patricks Key
Rainbow Road
N/A
A key which reveals the way to Rainbow Road. Treasures await at the end of the rainbow.
Santa's Workshop Key
Santa's Workshop
N/A
A key which opens an entrance to the Santa’s Workshop. Craig, Intern of the Mad God stores an array of goodies in this festive building. This solo dungeon can be opened only in your vault!**

* These dungeons were added for testing purposes and are normally unobtainable.
** These dungeons have the Dungeon Credits written below the star requirement.

Guild Keys

Guild keys are only usable in the Guild Hall. Using one will open the corresponding portal and spawn the dungeon’s respective Guild Chest.

Key
Name
Portal
Regular Price (Additional Info)
Cemetery Guild Key
Haunted Cemetery
199
(Mystery Box)
Parasite Chambers Guild Key
Parasite Chambers
299
(Mystery Box)
Mountain Temple Guild Key
Mountain Temple
199
(Mystery Box)
Draconis Guild Key
Lair of Draconis
199
(Mystery Box)
Ocean Trench Guild Key
Ocean Trench
299
(Mystery Box)
Tomb of the Ancients Guild Key
Tomb of the Ancients
299
(Mystery Box)
Fungal Cavern Guild Key
Fungal Cavern
299
(Mystery Box)
The Nest Guild Key
The Nest
299
(Mystery Box)
Shatters Guild Key
The Shatters
299
(Mystery Box)
Lost Halls Guild Key
Lost Halls
299
(Mystery Box)
Secluded Thicket Guild Key
Secluded Thicket
299
(Mystery Box)

Enchanted Keys

Using an Enchanted Key will give the opener a Mystery ST Crate.

Key
Name
Portal
Regular Price (Additional Info)
Cemetery Enchanted Key
Haunted Cemetery
199
(Mystery Box)
Davy's Enchanted Key
Davy Jones' Locker
199
(Mystery Box)
Mountain Temple Enchanted Key
Mountain Temple
N/A
Deadwater Docks Enchanted Key
Deadwater Docks
N/A
Woodland Labyrinth Enchanted Key
Woodland Labyrinth
169
(Mystery Box)
The Crawling Depths Enchanted Key
The Crawling Depths
169
(Mystery Box)
Ocean Trench Enchanted Key
Ocean Trench
299
(Mystery Box)
Ice Cave Enchanted Key
Ice Cave
199
(Mystery Box)
Tomb of the Ancients Enchanted Key
Tomb of the Ancients
299
(Mystery Box)
Fungal Cavern Enchanted Key
Fungal Cavern
299
(Mystery Box)
The Nest Enchanted Key
The Nest
299
(Mystery Box)
Lost Halls Enchanted Key
Lost Halls
299
(Mystery Box)
Ice Tomb Enchanted Key
Ice Tomb
299
(Mystery Box)
  • The sprite for the Cemetery Enchanted Key is credited to Wawawa and CrystalPX.
  • The sprites for the Tomb of the Ancients Enchanted Key, The Nest Enchanted Key, Davy’s Enchanted Key and Mountain Temple Enchanted Key are credited to Lily.
  • The rest of the sprites are credited to Wawawa.

Mystery Keys

Mystery Keys are special keys that grant the key to a random dungeon upon use. These keys are currently obtainable only in Mystery Boxes or from the Login Seer.

Key Name Possible Dungeons
Rare Mystery Key Rare Mystery Key Sprite WorldAbyss of DemonsPuppet Master’s TheatreToxic SewersSnake PitManor of the ImmortalsUndead LairMagic Woods
Epic Mystery Key Epic Mystery Key Lair of ShaitanCnidarian ReefDeadwater DocksWoodland LabyrinthThe Crawling DepthsHaunted CemeteryDavy Jones' LockerMountain TempleIce CaveMad LabCursed LibraryPuppet Master's EncoreOcean Trench
Legendary Mystery Key Legendary Mystery Key Secluded ThicketLair of DraconisTomb of the AncientsFungal CavernThe NestThe ShattersLost HallsParasite ChambersCandyland Hunting Grounds

Special Keys

These keys only unlock a portal when used in a certain location. They are obtained as drops from enemies and are not sold for Realm Gold.

Wine Cellar Incantation

Wine Cellar Incantation
The Wine Cellar Incantation unlocks the portal to the Wine Cellar. It can only be used on the locked Wine Cellar Portal. Unlike other keys, it has 500 feed power and is not soulbound. The item drops from most dungeon bosses, the Kage Kami, the Phoenix Reborn and the Scout Colony.

Oryx Runes

Shield RuneSword RuneHelmet Rune

The Oryx Runes are a collection of three special dungeon keys that will need to be used to reveal the entrance to Oryx’s Sanctuary and face Oryx the Mad God 3. After defeating Oryx the Mad God 2 in the Wine Cellar, three monuments (one for each rune) are planned to appear. Players can activate each monument by using the respective rune near it. If all three monuments are activated within a few seconds of each other, the portal to Oryx’s Sanctuary will appear, and the runes will be permanently consumed. If not all three monuments are simultaneously activated in time, the activated monument will deactivate and drop its rune in a soulbound bag for the user. A different player can activate each monument; the runes do not need to all come from the same user.

Each rune has 750 feed power and is soulbound.

Vial of Pure Darkness

Vial of Pure Darkness
The Vial of Pure Darkness unlocks the portal to The Void, where the Void Entity can be fought as the final boss of the Lost Halls. It must be used on the purple streaks in the middle of the Marble Colossus’s room after defeating it. Unlike other keys, it has 500 feed power. However, it is still soulbound. The item drops from Malus (guaranteed for one player).

History