Blue Heater 2 Named Dungeons
Mines, Cellar, Enchanted Forest, Factory, Haunted Mansion, Throne of Judgement.
Named dungeons in Blue Heater 2 are interiors with a door, a kill or puzzle check, and a loot table that the open world will not copy. They are not the same thing as the Tower climb, and they are not a substitute for Wanted posters. Frank Development’s Roblox action RPG fully released on 15 June 2025. You can run these rooms on desktop, mobile, console, or VR, and you can bring a party — online team-up is expected, especially when a dungeon scales health with extra players. There are still no working promo codes that skip a crystal farm.
This page is the named list: Mines, Cellar, Enchanted Forest, Factory, Haunted Mansion, Throne of Judgement. Boss-gated rooms such as Castle Mourne (Skeleton King) and the Sun Palace (Orian) sit on the bosses page because the unlock and the loot chase are different jobs. Geography for the doors lives on Locations. The video on this page is a Mines routing pass — use it when that dungeon turns into a dead-end maze.
Why you enter a dungeon at all
Open-world packs pay daily kill counts. Dungeons pay upgrade crystals, named armor, and weapons the blacksmith cannot invent from air. The blacksmith in Middlebar Town crafts with wood, ore, and dungeon materials. If you skip interiors, you stall on Iron tools while the craft list asks for crystals you never picked up. Bring the school you already trained. Dumping a rare mat into a novelty stick is how you delay the first real sword or staff. Rankings: Weapons.
Party rules match the rest of the game. A planned three-stack beats a surprise six-stack that inflated HP. Call the dungeon before extra people teleport in. Demon leech wants packs. Enlightened wants clumps. Elf heals other players, not a cosmetic follower. Solo is viable on Cellar and early Mines if your kit is honest. Factory, Haunted Mansion, and Throne of Judgement are where you stop proving a point.
| Dungeon | Where you find it | What it is for |
|---|---|---|
| Cellar | Near Middlebar Town | Beginner interior. Early weapons and Nightrider’s Coat. |
| Mines | Graveyard / shallow-cave side of Floor 1 | Puzzle routing plus goblin packs. Bladecaster Ensemble and crystals. |
| Enchanted Forest | Plains of Giants | Later Floor 1 loot chase (Dawnbringer line and related drops). |
| Factory | Named industrial interior | Mid routing and mats for Middlebar crafts. |
| Haunted Mansion | Deep Woods on Silent Snowfields | Floor 2 interior. Zombies, vampires, Goatmans, SnowField Knight. |
| Throne of Judgement | Named judgement interior | Later set-piece. Bring a party, not a sightseeing mount. |
Cellar and Mines (do these first)
Cellar is the tutorial dungeon people skip because it looks small. It is not optional if your bag is still a Stick and a wish. Skeleton packs inside teach mage telegraphs and the habit of finishing a room before you open the next door. Expected early drops include Nightrider’s Coat, Gladius, Labrys, and Zweihander, plus a Flywood Forest upgrade crystal. Run it once you have Signia’s horse and one trained weapon. Leave when the table starts repeating and Middlebar can already craft your school.
Mines is the one that wastes hours if you treat every tunnel as equal. The video on this page is the solution pass: knock out the panel you are meant to break, commit to the minecart path instead of the obvious dead ends, and trust a corridor that actually has monsters — empty stubs are usually traps or loops. Goblin counts are high. Bring AoE. Bladecaster Ensemble, Royal Rapier, Noble Sabre, shields such as Knights Shield and Silver Buckler, and another Floor 1 upgrade crystal sit on this table. Gold ore and iron ore also come out of Mines, which is why the blacksmith and this door belong on the same errand.
If you wipe, you lose time, not a unique key. Campfire discipline still matters: set a nearby fire so a corpse does not walk from Queens Town. Walk (X) on rails and ledges. Dash is not a minecart.
Enchanted Forest, Factory, Haunted Mansion, Throne of Judgement
Enchanted Forest is the Floor 1 loot dungeon people actually name in chat. Plains of Giants is the landmark. Skeleton packs plus an Executioner check pay better coins than Cellar and roll the Dawnbringer / Cherished Fields / Emerald Piercer / Umbral Blade / Gleaming Abyss / Sun Tower Shield line. Come here when Cellar and Mines no longer drop upgrades you will wear. It is still Floor 1. It is not Lotus Lands.
Factory is the industrial named dungeon on the list. Treat it as a routing interior, not as a second Mines puzzle video. Clear rooms, loot mats, leave. If a machine hall asks you to backtrack, mark the door you entered from before you chase a side chest. Factory materials still go to Middlebar. They do not go into a housing wall unless you are already done with crafts.
Haunted Mansion sits in the Deep Woods once Silent Snowfields is open (Skeleton King first). Turil’s Midnight Flora pickup is near the entrance for the “A Real Zombie” quest, but the dungeon itself is a combat interior: zombies, vampires, Goatmans. SnowField Knight and the moonlight / netherlight weapon line live here. Do not pull it on the way to Goat Herding unless the party agreed. Floor 2 one-time quests still beat a mansion wipe for raw EXP.
Throne of Judgement is the set-piece name on this list. Bring a coherent kit, a healer or a high-sustain Demon, and a party that called the pull. If you cannot survive Enchanted Forest without food, you are early. Judgement rooms are where people confuse “I have a mount” with “I have a build.” Dismount at the door. Fight. Then decide whether the drop is a keep or a vendor.
Blacksmith, crystals, and what not to mix up
Middlebar Town is the craft stop. Dungeon crystals are the reason that stop exists after the Iron line. Floor 1 interiors drop Flywood Forest upgrade crystals. Later floors drop their own crystal type. Do not vendor a crystal because the icon looked like housing wood. Do not spend a legendary drop on a second class “for the collection” while your main weapon is still Iron.
Tower is the other interior people mix up with this page. Tower pays coins and Sigils for substat rerolls. Named dungeons pay gear and crystals. Run Tower when you want recasts. Run Mines when you want a coat. Both can be party content. Neither replaces dailies.
A clean dungeon session in Blue Heater 2 is Cellar or Mines on the way to Middlebar, Enchanted Forest when the Floor 1 table is still an upgrade, Haunted Mansion after snow is unlocked, and Throne of Judgement only when the party already survived a real boss door. Factory sits in that same errand list as a mat farm, not as a personality. Leave with crystals, a piece you will wear, and a blacksmith recipe you can actually pay for. Anything that ended in a housing shopping spree before the crystal hit the forge was a tour, not a clear.
Frequently Asked Questions
Quick answers to the most common Blue Heater 2 questions.
Which Blue Heater 2 dungeon should I run first?
Cellar near Middlebar, then Mines. Both feed the blacksmith. Use the video on this page when Mines turns into dead ends, and keep the locations map open for the doors.
Is the Tower a dungeon on this list?
No. Tower is a randomized climb that pays coins and Sigils. Named interiors pay gear and crystals. Split those jobs with the Tower guide.
Where is Haunted Mansion?
Deep Woods on Silent Snowfields, after Skeleton King. Boss-gated unlocks sit on Bosses. Do not pull the mansion instead of Floor 2 one-time quests.
What does the Middlebar blacksmith need from dungeons?
Wood, ore, and upgrade crystals that drop from these interiors. Craft the school you already trained. Weapon ranks: Weapons.
Do I need a party for dungeons?
Cellar and early Mines are solo-friendly on Demon. Factory, Haunted Mansion, and Throne of Judgement are party content. Online team-up is part of the game; call the invite before HP scales.
Should I spend dungeon coins on a house?
Not until the craft list is fed. Housing is cosmetic — see housing. Crystals and a live weapon beat a torii gate.