The boss
Somewhere in the maze is a boss room, and your compass points at it from the moment you arrive.
Inside is a lever, with a board floating over it reading Start Boss Fight and the boss’s name underneath. Walking through a door would start the fight by accident, with half the party still in the corridor. A lever is something somebody decides to pull while standing next to everyone else.
Pulling it
Section titled “Pulling it”You get five seconds. An action-bar countdown runs, then the room seals and the boss appears. Five seconds is enough for the straggler in the corridor, and being locked out of the fight by somebody else’s timing is worse than being locked in.
Once the lever is pulled, /dungeon join stops working for that run.
How it scales
Section titled “How it scales”The boss is scaled to how many of you are in the room when it seals, rather than to the party size or to a number fixed when the dungeon was built.
Scaling divides the damage the boss takes instead of raising its health. Minecraft caps a mob’s maximum health at 1024, which every boss here would otherwise exceed. Dividing damage has no ceiling, and it keeps the boss bar running full to empty and every phase change happening at the health fraction it claims to.
A boss announces itself as either alone or the six of you when it wakes.
When it dies
Section titled “When it dies”Everybody in the party earns a shard, unless they entered as a guest. See Loot and shards.
The lever becomes a nether portal with a board over it reading Leave. Step in and you are back at the room you came in through.
Nothing else happens. There is no timer and nothing drags you out. An earlier version pulled the whole party out sixty seconds after the kill, which punished going back for the chests you ran past on the way to the fight.
The portal moves one person at a time.
Actually going home
Section titled “Actually going home”The portal returns you to the entrance without ending your run, so you can walk
back in and keep looting. To finish, use /dungeon leave or click the exit NPC
at the entrance twice.