Dungeons and Challenges

Frostbound Tower Guide: Tickets, Rounds, and Rewards

Last updated:

Unlock Frostbound Tower after the second Rebirth, claim Tower Tickets, choose a starting bracket, fight through rounds, and read your rewards and Max Floor.

Claim the two daily Tower Tickets when available, select an unlocked bracket, and press Start to spend one ticket. Fight each round manually, then check the settlement for earned rewards and the highest floor reached.

Frostbound Tower Guide: Tickets, Rounds, and Rewards — illustrated cover

Frostbound Tower opens after the second Rebirth and uses a Tower Ticket for each run. Its Endless Tower menu lets you choose an unlocked starting bracket and preview possible drops.

Unlock the Tower and Get Tickets

  1. Complete the second Rebirth to unlock the tower. The unlock message may call it Frozen Tower; the entrance is labeled Frostbound Tower. See Power Training, Auto Click, and Rebirth for Rebirth requirements.
  2. Cross the bridge to the glowing tower entrance and open the Endless Tower menu.
  3. Use Daily Claim when available to collect two Tower Tickets.

Rebirth can also award tickets, with the amount varying by Rebirth. Unlocked Online rewards include ticket slots. A notice above the Dungeon entrance lists a 2% Tower Ticket drop chance.

Tower Ticket

Tower Ticket

Cost per tower run
1 Tower Ticket (When starting Frostbound Tower)
Tower menu Daily Claim
2 Tower Tickets (When Daily Claim is available)
Rebirth ticket reward
1 Tower Ticket (On the first Rebirth)
2 Tower Tickets (On the second or fourth Rebirth)
3 Tower Tickets (On the fifth Rebirth)
4 Tower Tickets (On the ninth or tenth Rebirth)
Online reward slots
Slots awarding 1 or 2 Tower Tickets (After the corresponding Online reward timer unlocks)
Listed Tower Ticket drop chance
2 % (Rare ore notice above the Dungeon entrance)
Frostbound Tower menu showing the daily two-ticket claim and one-ticket Start cost.

Choose a Starting Bracket and Preview Drops

  1. Select an unlocked round bracket in the tower menu. 1–5 starts at Round 1, 6–10 at Round 6, and 11–15 at Round 11.
  2. Check Possible Drop for that bracket. The 1–5 preview includes tier I elemental runes, while 6–10 lists tier II runes. The 11–15 preview names the elemental runes without specifying a tier. Previewed items are possible rewards, not guaranteed drops. Clearing Round 11 can award Flame Rune II, although the 11–15 bracket preview does not specify rune tiers.
  3. Press Start to spend one Tower Ticket and enter the selected round's Ready phase.

A bracket sets the starting round; it does not end the run at the bracket's last number. A run started in 1–5 can advance to Round 6 and beyond. Choose a deeper unlocked start when its enemies and possible drops suit your goal.

Frostbound Tower Round Brackets
NameStarting roundBracket endPossible material drops
Rounds 1–5
1 round (When the 1–5 bracket is selected)
5 round
Magma Cluster; Abyssal Blue (Possible Drop preview for rounds 1–5)
Rounds 6–10
6 round (When the 6–10 bracket is selected)
10 round
Ember Stone; Toxic Shard; Arcane (Possible Drop preview for rounds 6–10)
Rounds 11–15
11 round (When the 11–15 bracket is selected)
15 round
Solar Flare; Toxic Shard (Possible Drop preview for rounds 11–15)

Rounds 1–5

Possible currency drop
Coin (Possible Drop preview for rounds 1–5)
Possible tier I rune drop
Flame Rune (Rounds 1–5)
Frost Rune (Rounds 1–5)
Poison Rune (Rounds 1–5)
Thunder Rune (Rounds 1–5)
Enemy encountered
Goblin (Frostbound Tower, Rounds 1 and 2)

Rounds 6–10

Possible currency drop
Coin (Possible Drop preview for rounds 6–10)
Possible tier II rune drop
Flame Rune (Rounds 6–10)
Frost Rune (Rounds 6–10)
Poison Rune (Rounds 6–10)
Thunder Rune (Rounds 6–10)

Rounds 11–15

Possible currency drop
Coin (Possible Drop preview for rounds 11–15)
Possible rune drop
Flame Rune (Rounds 11–15)
Frost Rune (Rounds 11–15)
Poison Rune (Rounds 11–15)
Thunder Rune (Rounds 11–15)
Enemy encountered in groups
Pharaoh Zombie (Frostbound Tower, Round 11)
Skeleton Soldier (Frostbound Tower, Round 13)
Possible tier II round-clear reward
Flame Rune (After clearing Round 11 in at least one starting bracket)
Rounds 6–10 selected with their Possible Drop preview in the tower menu.

Fight and Advance Through Rounds

Auto-target attacks cannot be used inside the tower.

  1. Wait for Ready to end, then attack the current round's enemies with your weapon and equipped skills.
  2. Clear the round to receive its reward. The next round spawns after a three-second countdown.
  3. Keep fighting while watching the remaining round time at the top of the screen, your health, and skill cooldowns. Moving backward or circling enemies can reduce close-range hits, though it will not prevent every hit.

Later rounds become harder, so use the short gap between rounds to prepare for the next group.

When the YOU DIED screen appears, it offers Give up and a paid Revive. The Round 11 death screen lists Revive at 9 Robux.

Round 1 reward display with a three-second countdown to the next round.
Start a Tower Run and Clear Round 1▶ Watch demonstration

Read the Settlement and Max Floor

When the run ends, the Dungeon Settlement screen shows the rewards actually earned, along with Kills, Play Time, Total Dmg, and Max Floor. The reward icons here are the result of the run; the menu's Possible Drop was only a preview.

Max Floor is the highest round reached, which can be higher than the last round cleared. If Round 10 is cleared and Round 11 begins, Max Floor can read 11 even if Round 11 is not beaten. For the next use of a drop, see how to collect and identify ores or how to use runes in enchanting.

Settlement screen showing a reward, kills, play time, Max Floor, and total damage.
Fight Through Tower Rounds and View the Settlement▶ Watch demonstration