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Slap Battles Pim Boss Guide: All 5 Keys and How to Win

Updated on August 11, 2026 (about 1 hour ago)

Pim’s dungeon, Heart of the Abyss, is a turnwheel maze with five keys, freeze traps, and a three-phase boss. Collect every key, free Marewarder from the central cage, then use that glove to win. Hard Mode later unlocks Static.

Slap Battles Pim Boss Guide: All 5 Keys and How to Win

How to enter the Pim dungeon (and stay alive)

Join a normal public server. Keys may not spawn in private servers, so switch to public if a key chest never appears.

First time (no mask on the map):

  1. Travel to Slapple Island.
  2. Click the Pim face under the table.
  3. A rift drops the duck / Pim head. Interact with it to enter.

If a yellow duck mask already sits in the arena center, press E (or inspect on mobile) and enter the same dungeon.

After the cutscene you land in a hub with a main turnwheel. Each spin changes which door opens. Deeper in the blue room is a second wheel for side rooms: map path, wall digits, and Seer.

Unlocked key doors stay unlocked if you leave or die. You can finish the set across sessions.

Survival rules inside

Wall text says MOVE = DIE for a reason. When Pim’s face fills the screen, freeze. Do not walk or jump until he leaves. Looking around is fine; moving your body is not.

Weeping-angel statues slide toward you when you look away. Keep them on camera while you pass.

Mimic chests bite. A fleshy gap in the lid, or a lowercase “open” prompt, means trouble. Jump onto a safe chest or platform if one lunges.

Eyes and arrow plates punish standing still. Sidestep lasers. Bait plates by stepping on them, then hopping back. A Poison Potion can shut a giant laser eye for a short window.

Save useful drops: Health, Shrinking, Poison, and Speed potions, plus the Dungeon Map. Health regenerates slowly, so do not waste potions on small scrapes.

Where all 5 keys are

You need five keys: Ruby, Silver, Rune, Fiery, and Seer. Slot each into its lock in the Key Room. The last lock opens the central cage for Marewarder.

KeyHow you reach it
RubyRed portal obby, then five chests
FieryDungeon Map tile maze past the eye hall
SeerBlue-room lever, then hatch ladder and chests
RuneFour wall digits into the green-room columns
SilverShrinking Potion through the small upper door

Spin counts below assume a default hub start. If you are mid-route, spin until you see the room. Treat published counts as a guide, not a rigid ritual.

Ruby Key. Spin the main wheel until you see the red portal (often two twists from default). Cross the disappearing-platform obby. Wait for platforms to return instead of rushing every jump. Open the five chests at the end. Jump clear of mimics. One chest holds the Ruby Key.

Fiery Key. Spin the main wheel until the blue room, then use the blue-room turnwheel. Spin that inner wheel until a hallway with three doors opens (often three turns). Take the left door path and keep opening doors until a chest gives the Dungeon Map. Return through the blue hallway to the main wheel. Spin until the eye corridor, walk to the end, and climb down into the tile dungeon. Step only on map-safe tiles. Freeze if Pim appears. Keep statues in view. Open the far chests for the Fiery Key.

Seer Key. From the blue-room wheel, spin until the hallway with a center chest and two statues (often two turns). Open the chest, then pull the small lever on the right. Spin again until a passage ends in a ladder (often two more turns). Climb to the hatch and open the four upstairs chests for the Seer Key.

Rune Key (green room). Your passkey is four digits painted on walls in the blue-room branches. Digits are player-specific, so write yours down. Read them as you visit each section: opposite the eye creature in the first blue section, on the right wall of the lever hallway, on the right wall of the Seer ladder room, and on the wall above the chests in the last blue-room chest area. Back at the main wheel, spin until the green room. Set the four rotatable columns to your code. The secret wall opens. One chest holds the Rune Key.

Silver Key. Spin the main wheel until the eye hallway (often three turns from default). Climb the left ladder near the middle, then go right to the tiny door. Drink a Shrinking Potion, enter, and open the chest for the Silver Key.

Return to the Key Room, insert all five keys, and take Marewarder from the cage. You do not need a special glove to start the dungeon. Marewarder is the glove you use for the boss.

Beat Pim with Marewarder (and Hard Mode)

Memory Wizard teaches the glove before the fight. Dash (E) crosses gaps. Lift (R) boosts height and chains with Dash. Flare (F) lights platforms and lures chaser heads into the floor. Abilities spend mana. Mana orbs restore about 15, and mana also regenerates on its own, faster when you stand still.

Phase 1: black hole chase. A black hole pursues you. Flare to reveal platforms, then Dash and Lift to stay ahead. When the path starts looping, Flare the outlined route and slap three yellow orbs toward Pim to end the phase.

Phase 2: six lamps. Open six lamps (flowers) by standing near each and staring until it blooms. Let Pim’s shout hit an open lamp so the light damages him. Slap static balls off your screen so mana regen stays usable. Flare chaser heads into the ground. Dash out of cannon circles, and jump or Dash over ring barrages.

Phase 3: Mouth and Eye. Shout unlocks here. When Mouth or Eye glows green, Shout to stun them, then hit. Lift over slam shockwaves. Miss the green window and Eye can fire a heavy laser. After both fall, Shout the blue center barrier to finish.

Normal clear awards the Unmasked badge and Marewarder. If the badge lags, re-enter once from the yellow mask.

After a normal clear, re-enter and take the grey mask Hard Mode path for Banish the Night and the Static glove. It is a separate harder run, not a free second badge on the first clear.

Between runs, Slap Battles codes are handy for free gloves and boosts, and live counts sit on the Slap Battles stats page.

FAQ

Q.

How many keys does the Pim dungeon need?

Five: Ruby, Silver, Rune, Fiery, and Seer. All five locks must open before Marewarder is free.

Q.

Where is the entrance if the duck mask is missing?

Go to Slapple Island and click the Pim face under the table. The mask drops from a rift; interact with it to enter. If a yellow duck mask is already in the arena center, inspect that instead.

Q.

What does MOVE = DIE mean?

When Pim’s face is on your screen, stop moving completely until it leaves. Walking or jumping while he is watching fails the challenge.

Q.

What does Hard Mode unlock?

After a normal clear, Hard Mode (grey mask path) unlocks the Banish the Night badge and the Static glove.

Venkatesh Bobbili

About Venkatesh Bobbili

Venkatesh is the detail obsessed researcher on the team. He enjoys breaking down game mechanics, comparing builds, and testing upgrade paths to understand how each Roblox game truly works under the hood. On Bloxodes, he focuses on in depth guides, balancing info, and checking every update before articles go live. He also helps refine tools and datasets that power many parts of the site. His favorite Roblox game is Blade Ball.

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