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Lairs and the signs that mark them.
Each boss and lesser evil has a lair, the place where you first met it. Go back there and it will come. Out in the wide world it is less likely to turn up, and its sign tells you what it is.
What a lair is
The first time you meet a boss or a lesser evil, that place becomes its lair and is kept with the world. Go back to a lair and the creature is very likely to come for you, every time its wait since the last visit is over. Within about 120 blocks of a lair you are "at" it.
How often they come
| Kind | Out in the world | At its lair |
|---|---|---|
| Boss | About 15 times in a hundred of the usual chance | Every time it can |
| Lesser evil | About 25 times in a hundred of the usual chance | Every time it can |
So a boss you meet by chance is rare, but once you know its lair, you can bring it to you whenever you choose to go there.
The Kraken's lair
The Kraken sleeps on the floor of the Hadal Rift nearest to where you start. To find it, the world searches outward in rings from the spawn point, until it finds a rift and then walks down its slope to the bottom of the trench. See The Kraken for how to fight it. The Codex (K) also says how far and which way its lair lies.
The lesser evils
These creatures can come on their own, and each has a lair you can learn to find:
- Ballwisps gather at a wizard's staff with a glowing orb, standing in a ring of scorched earth. They come whenever it rains.
- Firehawks roost at a burnt nest on a dead trunk. They will come again.
- Flingers lair at a cairn of cracked boulders, and they come every time.
- Bower thieves keep their hoard in a trinket bower of sticks, glass and copper.
- Rust lampreys lurk under a rusted buoy in the sea. They wait for a hull.
- Bobbit snares wait in the sand below a bone-banded buoy.
- Echo eels sing in the water under a copper-banded buoy.
- Glassheads stare up from the deep below a glass-banded buoy.
The Sealed Ones wake only when a sealed cave is broken into. They are not a chance visitor.
The signs
Once a lair's ground is loaded, the world puts up a sign a little way from it, built of ordinary blocks, so everyone online sees it. The first time you come near a sign you are told what it means: here, this creature always comes. Signs are in the open, so keep an eye out as you explore. A lair that has no room for its sign has none put up.
Tips
- Note each lair on the map as soon as you find it. Use a pin with the danger icon.
- Prepare before you go back to a lair, because it will come for you there.
- Sea lairs are the buoys out on the water. Take a boat and watch the water below.
- The Kraken is the one lair you must dive for. Bring a pressure suit and a dive tank.
← Back to the wiki · Last updated 25 October 2026. Mantlenaut is in alpha, so things change.