How Dungeon Guides Work in PokéClicker

Updated

Dungeon Guides are a beta feature that automates dungeon runs: you pay upfront for a set number of attempts, and the guide walks the dungeon for you — opening chests it finds, taking ladders down, and starting boss battles. You do not need to be present for each run, but you do need to pay in advance, and the payment is non-refundable whether the run succeeds or fails.

What a Dungeon Guide actually does

When you hire a guide, it takes over the dungeon for the number of attempts you purchased. According to the in-game description, a guide will:

  • Automatically guide you through the dungeon
  • Open any chest it comes across
  • Go down ladders it finds
  • Start boss battles

The guide does not guarantee a successful clear. It charges you regardless of the outcome, so a failed run still costs you the attempts you paid for.

Cost and payment rules

Rule Detail
Payment timing Upfront, before runs begin
Refundable? No — all charges are non-refundable
Discount The more runs you buy in one go, the bigger the discount
Charge on failure Yes — you are charged regardless of the result
Guaranteed clear No

Because charges are non-refundable and success is not guaranteed, the practical decision is how many attempts to buy at once. Buying in bulk lowers the per-run cost, but you are committing that currency before you know whether the guide can handle the dungeon.

Guides differ from each other

Each guide operates at its own movement speed, and their behavior is not identical:

  • Some have a sense for specific dungeon tiles
  • Others actively avoid particular tiles whenever possible

This means two guides at the same price point can produce different results in the same dungeon. A faster guide covers ground more quickly; a guide with tile awareness may route differently around hazards or dead ends.

Choosing a guide

The hire screen lists each guide's name, description, movement speed, and cost per run, plus statistics on attempts and clears. Use those numbers rather than the price alone:

  • Cost / Run tells you the per-attempt price before any bulk discount.
  • Movement Speed affects how fast the guide moves through the dungeon.
  • Attempts / Clears shows how that guide has performed historically.
  • Unlock Requirement — some guides are locked until you meet a condition, and locked entries can be shown or hidden.

When you start a run, the confirmation screen shows Dungeon Attempts, Guide Cost, Dungeon Entry Cost, and Total Cost together. Check the total before confirming, since the entry cost is separate from the guide's fee.

Beta caveats

The feature is explicitly labeled BETA, and the game states that things are likely to change in future updates. Feedback and bug reports are directed to the Discord. Treat current costs, speeds, and behaviors as subject to change rather than fixed values.

Common points of confusion

  • "It didn't clear the dungeon, do I get my money back?" No. All charges are non-refundable, and the guide charges regardless of outcome.
  • "Can I stop a run and save the remaining attempts?" The attempts you purchase are paid for upfront; the guide does not guarantee a clear, so plan your purchase size around what you can afford to spend on runs that may fail.
  • "Why did this guide take a different path than the last one?" Guides have individual tile preferences — some seek out certain tiles, others avoid them — so routing is not uniform across guides.