Grim Quest Wiki
Advertisement
Dungeons are where you will be spending most of your time in Grim Quest. They represent the various locations that have been affected by the tearing, and all harbor a wide assortment of entities that are out for your blood. It is here that your journey will begin and end, in glory or disaster. Most dungeons have bosses located at floors 15 and 30, as well as a set of three minibosses that can rarely and randomly be encountered when exploring tiles.


Three special dungeons belong to the Epic Content portion of the game, available only after completing the main storyline. Epic Content dungeons have a single boss at floor 24 and only have two minibosses, but are far stronger than previous encounters. In addition, all other dungeons except for TearThe Tear have Epic Content questlines starting from Dungeon Level 33 onwards, where all previous enemies are replaced with new ones (except as part of miniboss encounters).

One dungeon stands as the final test for the player, the infamous Haunted Quarry. Accessing it requires the completion of every Epic Quest except for Echoes of the Past, a testament to its sheer difficulty. It follows a structure similar to the main story dungeons, with three minibosses and multiple bosses.

Mechanics
[]

To enter a dungeon, tapping on its respective icon in the World Map will pop up its description, the enemy types there, your current Dungeon level and a button that makes you enter.

You start at the dungeon entrance, where you are free to explore nearby tiles, costing one supply point per move; if you run out of supplies, you start taking damage and lose Psyche debuffSanity from starvation. Moving to an explored tile is allowed, but each move has a 15% chance of facing an ambush encounter with enemies. The dungeon entrance tile can also be moved to, without costing any supplies or triggering any ambush.

While the player has supplies and is moving to unexplored tiles, they will slowly regain health starting at increments of 1 - this can be increased with the Agricultural reformAgricultural Reform council upgrade and Sigil the gluttonThe Glutton sigil.

Unexplored tiles may contain Dungeon Events, gold pickups, journal items such as Scattered Lore or an encounter with enemies. If you decide to retreat from an enemy encounter, the tile that the fight took place on will be occupied with a crossed swords icon. Moving back to that tile lets you re-enter the fight. On any tile, you may also be faced with a confrontation against Terror manifestationPsyche Manifestations, which do not leave an encounter tile on retreat.

To exit the dungeon, you can use the Dungeon Exit, the Arcane Portal event or a Item teleportationStaff of Teleportation, but only the Dungeon Exit will count the floor as cleared and allow you to advance further. Sometimes, the Dungeon Exit may be locked and you will be required to find an iron key on a separate tile to exit; the Acc skelekeySkeleton Key accessory can circumvent this. Alternatively, you can retreat from the dungeon using the entrance, but will be forced to pay a gold fee equal to the daily wage obtained from watching an ad.

Upon meeting the dungeon and character level requirements of a boss, that boss will spawn on the current floor of the dungeon. It is hidden amongst the non-ambush encounters on the map and guards the Dungeon Exit, making its defeat your priority objective.

List of Dungeons
[]

Name Description Enemy Types
Altar of oblivion
Altar of Oblivion
(Non-dungeon location)
The altar serves as a cleansing pool of the mind - skills and spells learned in the course of a lifetime can be forgotten here, for a small donation to the faithful acolytes of the sweet oblivion. None
Sunken grotto
Sunken Grotto
A complex of caves stretching the shores of the Northern Basin. NomadHumans
Armored skeletonUndead
Mua-Ta warriorMua-Ta
Dire ratBeasts
Glacial pass
Glacial Pass
High, ice-incrusted peaks are impassable but for a narrow pass leading south. Nomad Humans
Orc grunt Orcs
Dire rat Beasts
Arcane horror The Dark
Withering woods
Withering Woods
Mist-covered swamplands south of the mountains obscure the way to the imperial capital and the Tear within. Mua-Ta warrior Mua-Ta
Orc grunt Orcs
Dire rat Beasts
Arcane horror The Dark
Tear
The Tear
Somewhere in the ruins of the old imperial capital, covered in a never-ending night, the Tear stands out like a gaping wound in the fabric of reality and leaks nightmares into the waking world.

Contains additional bosses at floors 50, 60 and 70.

Arcane horror The Dark
Armored skeleton Undead
Dire rat Beasts
Nomad Humans
Burning caldera
Burning Caldera (Epic content)
The site of a devastating volcanic eruption which occurred sometime before the Tearing, leaving a whole imperial outpost, name unknown, baried under mounds of calcified lava.

Only accessible after completing the main quest.

Dire rat Beasts
Arcane horror The Dark
Imperial mausoleum
Imperial Mausoleum (Epic content)
Far to the south of the imperial capital, in a barren desert, a mausoleum was built to house the deceased of the ruling dynasty - no one has entered its sacred chamber since the Tearing...

Only accessible after completing the main quest.

Armored skeleton Undead
Dire rat Beasts
Mua-Ta warrior Mua-Ta
Nomad Humans
Blasted wastes
Blasted Wastes (Epic content)
Sun-scorched and inhospitable, the vast desert that lies at the heart of the Old Continent is a harsh place where only the most durable of species can survive, let alone thrive.

Only accessible after completing the main quest.

Orc grunt Orcs
Dire rat Beasts
Arcane horror The Dark
Haunted quarry
Haunted Quarry (FAN-MADE DUNGEON)
Long hidden from ashborne, beyond the Imperial Capital, lays the source of the old imperial wealth. A great quarry in the shadow of a mountain, from which mines and natural caverns stretch in all directions, forming a vast underground network that touches the deepest reaches of Earwa.

Only accessible after completing all epic quests except for Echoes of the Past.

Nomad Humans
Dire rat Beasts
Arcane horror The Dark
Armored skeleton Undead

Trivia
[]

  • The gold cost for retreating on a boss floor used to be double that of ordinary floors. In an unknown update, this change was removed.
Advertisement