A dungeon run
A good run is short and readable. You know why you went in.
Reach the end. There is a pad. Stand on it. The pack asked for a few seconds. Extract starts.
Kill the thing. A unique piece spawned late in the layout on purpose. If you only see starter halls, the generate retried or the unique band missed. Try another key. Authors can /dungeon simulate until that stops happening.
Collect. The pack wants items in your inventory. It does not eat them. You still have them when you leave.
You will hit proximity events. A marker turns into air (or whatever the author picked) when the dungeon generates, then fires a command the first time you walk near it. A door opens. A mob wakes up. A message appears. It will not fire again until the instance is wiped.
Do not mine the void. There is nothing out there. Use the return button if you are stuck. Ops can /dungeon return or /dungeon complete if a pad is missing and the pack is still in testing.
The key is spent in the sense that this generate is this generate. After extract you need another attuned key for a fresh layout. That is the grind, and it is also why authors can iterate without leftover rooms lingering in the void.
Adventure Engine
BassSanctum
Cataclysm DeDust
EpicQuest Dungeoning
EpicQuest Hub
EventMaker
Leylines
Spell Codex
Spell Codex Ars Compat
SpellActionbar
Structure Encyclopedia
TikFiniTok
SC Final Adventure
SC Final Adventure - Arcana
SC Final Adventure - Machines
SC Final Adventure - Mechanical Genesis