Puzzle markers create interactive challenges that players must solve to progress. DungeonForge supports three puzzle types plus doors and keys.
Place PUZZLE markers in your dungeon, configure them with the wand (INFO mode), and group related markers together using the same Group ID. Players solve puzzles by interacting with elements in the correct order.
Puzzle Types
🎚️ Lever Sequence Puzzle
▼Players must activate levers or buttons in the correct order.
How Players Solve It:
- Find all levers in the puzzle group
- Activate them in the correct sequence (1, 2, 3...)
- Progress is shown in the action bar:
&a2/4 &7- &e2 more! - Wrong order = damage + reset (if configured)
Configuration Options:
| Option | Default | Description |
|---|---|---|
| Puzzle Type | LEVER_SEQUENCE | Set to Lever Sequence |
| Group ID | (auto) | Links multiple levers as one puzzle |
| Sequence Order | 0 | Position in sequence (0=first, 1=second, etc.) |
| Fail Damage | 2.0 | Hearts of damage on wrong order |
| Reset on Fail | true | Reset progress when wrong lever pulled |
| Hint Enabled | false | Show hint text to players |
| Hint Text | (empty) | Custom hint message |
| Time Limit | 0 | Seconds to complete (0 = no limit) |
Place visual clues near each lever! Use signs, item frames with numbered items, colored wool, or paintings to hint at the order. Players love puzzles they can figure out!
❓ Riddle Puzzle
▼Players must answer a riddle correctly by typing in chat.
How Players Solve It:
- Right-click the riddle trigger (book, lectern, or observer block)
- Riddle text appears in chat with a title screen
- Type the answer in chat (case-insensitive)
- Type
skipto give up
Configuration Options:
| Option | Default | Description |
|---|---|---|
| Puzzle Type | RIDDLE | Set to Riddle |
| Riddle Text | (required) | The riddle question shown to players |
| Riddle Answer | (required) | Correct answer (case-insensitive) |
| Hint Enabled | false | Show a hint after the riddle |
| Hint Text | (empty) | Hint to help players |
Example Riddles:
Riddle: "I have cities, but no houses. I have mountains, but no trees. I have water, but no fish. What am I?"
Answer: "map"
Riddle: "The more you take, the more you leave behind. What am I?"
Answer: "footsteps"
⬛ Pressure Plate Puzzle
▼Players must step on pressure plates in the correct sequence.
How Players Solve It:
- Find all pressure plates in the puzzle
- Step on them in the correct order
- A note sound plays for each correct step
- Wrong plate = damage + reset
Configuration Options:
| Option | Default | Description |
|---|---|---|
| Puzzle Type | PRESSURE_PLATE | Set to Pressure Plate |
| Group ID | (auto) | Links multiple plates as one puzzle |
| Sequence Order | 0 | Position in sequence |
| Fail Damage | 2.0 | Damage on wrong plate |
| Reset on Fail | true | Reset progress on mistake |
Use different colored blocks under each plate, or place symbols/paintings nearby. Create a pattern players must follow!
Puzzle Rewards
When a puzzle is completed, players receive a reward. Configure the reward type in the marker settings:
| Reward Type | Description |
|---|---|
| LOOT_DROP | Drops loot items at the puzzle location (configurable tier) |
| DOOR_UNLOCK | Unlocks a door with the specified Lock ID |
| MOB_CLEAR | Kills all mobs in the room |
| COMMAND | Runs a custom command (use {player} placeholder) |
Setting Up a Lever Puzzle (Step-by-Step)
- Enter edit mode:
/df edit <dungeon> - Get your wand and switch to MARKER mode
- Place a PUZZLE marker at each lever location
- Switch to INFO mode and right-click each marker to configure:
- Set Puzzle Type to "Lever Sequence"
- Set the same Group ID for all levers (e.g., "lever_puzzle_1")
- Set Sequence Order: 0 for first, 1 for second, etc.
- Configure reward on the FIRST marker in the sequence
- Place actual lever blocks at each marker location
- Add visual clues (signs, colors, symbols) to hint at the order
Doors & Keys
🚪 DOOR Marker
▼Creates a locked door that requires a key to open.
Configuration Options:
| Option | Default | Description |
|---|---|---|
| Lock ID | A | ID that matches with KEY_LOCATION |
| Consume Key | true | Remove key from inventory when used |
| Locked | true | Whether door starts locked |
Doors block passage until the matching key is collected or a puzzle unlocks them.
🔑 KEY_LOCATION Marker
▼Places a collectible key that unlocks matching doors.
Configuration Options:
| Option | Default | Description |
|---|---|---|
| Lock ID | A | ID that matches with DOOR marker |
| Key Name | Dungeon Key | Display name of the key item |
| Key Material | TRIPWIRE_HOOK | Item that represents the key |
Match Lock ID between DOOR and KEY_LOCATION to create lock/key pairs! You can also unlock doors via puzzle rewards using the DOOR_UNLOCK reward type.
🔗 CONNECTOR Marker
▼Defines connection points for procedural generation.
Configuration Options:
| Option | Default | Description |
|---|---|---|
| direction | NORTH | Which way this connector faces |
| size | 3x3 | Size of the connection opening |
Used in CONNECT wand mode to link rooms together for procedural layouts.