Mad Lab

Last updated: X32.7.1
Mad Lab
Difficulty: 5Difficulty: 5Difficulty: 5Difficulty: 5Difficulty: 5

The Mad Lab is a medium-high level dungeon that is a source of Potions of Wisdom, Potions of Defense, and the Mad Scientist Sorcerer UT set.

This dungeon is intended for high-level players (Suggested Level: 20) because the enemies and bosses can do significant damage.

Entrances to the Mad Lab are uncommonly dropped from Flying Brains.


Lab Key The Lab Key is available in the Nexus for 100 Realm Gold.


See the Mad Lab Guide for a complete walk-through on the dungeon and all its enemies.

The Realm Eye says:
The Mad Lab was transported from a dimension far removed from ours. The methods of alchemy practiced within are unlike any other known science.
The technology stolen from the laboratory was eventually repurposed to transform passive creatures into powerful sidekicks.
The pets your kind uses as allies would not be possible without Dr. Terribles’ highly advanced scientific tools.



Mad Lab Layout

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Screenshot of a Mad Lab

Screenshot of a confuse room

Hazard Projectile Damage Condition Effects Speed (tiles/sec) Range (tiles) Comments

East/West Automated Defense Turret
Green Star 0 Confused for 0.5s 4 20 Immune to Stasis

There are many monsters that inflict stunned and confused. Before build 123.5.1, melee characters without a Crystal Sword could not complete the secret boss quest of the dungeon solo because 4.5 or more tiles of range are needed to destroy the last two Tesla coils.

Be careful when confused as you might step in an acid pool or into other mobs or other slow-moving, high-damaging projectiles.

It is a source of Potions of Defense and the UT Mad Scientist Sorcerer’s set, consisting of the Conducting Wand, Scepter of Fulmination, Robe of the Mad Scientist, and the Experimental Ring. The portal to the dungeon (dropped by the Flying Brain) drops at a very low rate and is available as a key in Nexus for 100 gold.


Out of all these enemies, the Crusher Abomination takes the title for being the most dangerous in the dungeon. It has a wide, quarter circle-patterned shotgun of 3 bullets that steadily increase in size and damage as the Crusher Abomination’s HP decreases. Although a person with decent dodging skill may be able to avoid the bullets, caution is advised. Circling the Crusher Abomination can be done, but often there won’t be enough open space to do so.

Dr. Terrible

Dr. Terrible is the first boss of the Mad Lab.


HP: 45,000 (+20% [9,000 HP] per player in Dungeon)
DEF: 25
EXP: 3850
Location: Mad Lab

Counts to God Kills
Quest Boss
Immune to Stasis
Immune to Paralyze

Horrific Creation

The Horrific Creation is the second boss of the Mad Lab. The barrier to its chamber is removed once all Tesla Coils in the dungeon have been destroyed.


HP: 50,000 (+20% [10,000 HP] per player in Dungeon)
DEF: 30
EXP: 4800
Location: Mad Lab

Counts to God Kills
Immune to Stasis
Immune to Paralyze

Drops of Interest

Tips and strategies:
- When there are two paths, the one that is blocked off by a wall is always the correct path towards the boss room. Sometimes the correct path isn’t blocked off, but an incorrect path is never blocked off. There is only one room that is an exception to this rule, being the fact that it contains multiple blocked off paths (but the incorrect ones will immediately have a dead end).
- In the confuse rooms, you can angle your screen so that you move with A+S or W+D. When you are confused the controls for A is swapped with S and W is swapped with D, so down-left and up-right remain the same whether confused or not.