Conan Exiles The Dregs: Entrance, Water Puzzle And The Abysmal Remnant
The Dregs is the dungeon most exiles meet first, and it is deliberately built to confuse you twice before it lets you fight anything. The entrance is hidden at the end of a river in a corner of the map you have no other reason to visit, and once you are standing at it, the door does not open for a key or a level. It opens for a body. What waits past that is a flooded sewer with a puzzle for a floor and a very large slug at the bottom of it.
Finding the entrance
Head for the western side of the Exiled Lands, to the middle of the D4 square, beside the camp known as Skulker's End. The dungeon sits at the end of the river there, in a closed off area, and the simplest way to navigate to it is to follow the water west until the ground stops.
A tiger patrols that stretch, which is either a landmark or a problem depending on your level. If it is a problem, come back later; the dungeon is not going anywhere. One of the ten obelisks stands near this entrance, and picking it up on the way in turns every future visit into an instant trip. Our obelisk locations page walks the full circuit, and explains the Map Room recipe without which none of them function at all.
The door wants a sacrifice
There is a round stone set into the floor at the entrance, and that stone is the lock. You do not need a key or a knowledge. You need to kill a person on top of it.
The practical method is to walk up to the Skulker's End camp, get the attention of one of the humans there, and let it chase you back to the entrance. Kill it over the stone and the way opens. Bring a bow if you would rather pick your target than take the whole camp, and if you are going anyway, this is a reasonable thrall run too, since the same NPCs can be knocked out and dragged home instead as our thrall capturing guide explains.
Inside: shoot the targets, raise the water
The Dregs does not open by walking. Several rooms have round stone targets set into the walls, and hitting one with an arrow or a thrown weapon raises the water level in that room. The rising water carries you up to platforms you could not otherwise reach, and that is the route forward.
This means the dungeon has an equipment requirement that has nothing to do with your armor: bring something ranged. A melee character with no bow and no throwables will reach a flooded room and simply stop. Komodos and skeletons hold the ground between the puzzles, and neither is unfair, but neither wants to be fought while you are swimming.
The Abysmal Remnant
The boss is an enormous slug that keeps half of itself under the water of a pool at the centre of its platform, which makes it awkward to hit and difficult to read. Its pattern is the whole fight. It will sink back into the pool, and then lunge out at you.
The lunge is the opening. After it lands, the Remnant stays where it is for a few seconds without attacking, and those seconds are when close range damage is safe. Everything else is patience: stay off the pool, wait for the sink, survive the lunge, then hit it. Players who lose this fight are usually the ones trying to trade hits throughout rather than only in that window.
What the Remnant is worth
Harvest the body rather than walking past it. It gives the abysmal eye, the abysmal fang and abysmal flesh, none of which you will find lying around elsewhere.
The bigger reward is knowledge, and it is hidden behind a bit of staging: the acid pool in the boss room drains once the Remnant is dead, and a book is underneath it. What that book and the room hold between them is Herpetology, the epic reptile leather recipe, and the abysmal sword, daggers and arrows. Epic reptile leather in particular is worth the trip on its own if armor is what you are working toward, as our armor guide sets out.
The Dregs is the Exiled Lands dungeon. If you have bought the Isle of Siptah, its equivalent is a set of fourteen, and our sigil dungeons walkthrough covers each of them. Both are gathered, alongside everything else, in the Conan Exiles guide.