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©Future Press Bloodborne Collectors Edition Guide

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Chalice Dungeons Rooms

Chalice Dungeons Rooms


Bloodborne Wiki » The Tomb Prospectors Discoveries » Chalice Dungeons Rooms

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page revision: 01, last edited: 23 Oct 2022

  • Basic Information
  • Doors
  • Regular rooms
  • 1. Standard room
  • 2. Canyon
  • 3. Elevator room
  • 4. Loran bridges
  • 5. Garden
  • 6. Swamp
  • 7. Balcony room
  • 8. Double staircase room
  • 9. Single staircase room
  • 10. Arena
  • 11. Circular room
  • 12. Bridge room
  • 13. Crossroads
  • 14. Corridor
  • 15. Spiral staircase
  • 16. Long room with trees
  • 17. Tall square room
  • 18. Ladder room
  • 19. Small square room
  • 20. Triple staircase room
  • 21. Drawbridge
  • 22. Lamp room (narrow crossroads)
  • 23. Well
  • 24. Sewers room
  • 25. Short sewers room
  • 26. Folding staircase room
  • 27. Treasure room
  • 28. Swinging axe bridge room
  • 29. Connecting passages
  • Boss Arenas
  • 1. Circular arena
  • 2. Six-pillared arena
  • Boss Arena Use
  • Other
  • Pre-lamp/Boss connecting passage
  • Original Chalice Room Names


Basic Information

General chalice dungeon structure

  • All chalice dungeons follow the same basic pattern. A dungeon consists of three or four layers, each consisting of two linking corridors, main area, boss room and possibly an elevator leading to the next layer. Additionally, side areas can connect to the main layout. Every dungeon starts with a chamber of the seal, which is a small room with a lamp in it. Chamber of the seal leads to a linking corridor, which leads to the layer lamp room. Lamp room is connected to the main labyrinth area. The room immediately after the lamp chamber always has a locked grate door with two statues to its sides, which carry violet lights. To unlock it, you need to find and turn a lever somewhere in the main area. This lever resides in one of larger rooms, guarded by various enemies, from a lone watcher or brainsucker to a horde of spiders or labyrinth watchers accompanied by a madman or loran cleric. After the lever has been turned, a message will be displayed on screen, and the grated door will change its light color to cyan. Now it can be opened, which will grant access to another linking corridor, which leads to the boss arena.
  • Occasionally, there can be additional doorways in the linking corridors, usually closed by large bronze doors. They lead into bonus areas, which have roughly the same size and structure as the main area, but instead of a lever there is a coffin containing a valuable treasure. These bonus areas can connect to the main area as well; additionally another bonus area can be located somewhere within the main area; it is also recognizable by a bronze door or a long corridor with candles. Rarely, the main area or bonus area within it can connect to the bonus area in the pre-boss corridor, letting the player bypass the lever-operated door.
  • There is a limit on how many bonus areas can be on each layer: layer 3 can generate all three bonus areas, while layer 1, 2 and 4 can only generate two. Additionally, layer 1 never has a bonus area within the main layout. Thus, the maximum number of bonus areas is 7 for three-layer dungeons and 9 for 4-layer ones.
  • Besides the large areas, there can be small connecting rooms that are located between dungeon areas. It’s a little room with a stone chest and a few enemies, which is connected to two separate areas. They’re locked from one area by the one-sided door that can be only opened from inside. To access these rooms, you need to look for the bronze door or candle passage somewhere within the next area: the connecting room in the pre-lamp can be accessed from the main area or pre-boss area etc. Often, there are two bronze doors on the way to these rooms.

The general dungeon layer structure. Grayed areas are optional.

Doors

  • There are multiple types of doors found inside dungeon labyrinths, each having its specific purpose. Usually, all doors stay open after being opened, however, glitched variants exist that need to be reopened after every reload.
  • Common solid door and common grated door are the most widespread variants, used everywhere as generic doors in labyrinths. Usually, the solid variant tends to indicate the way to lever or coffin, and grated variant indicates side paths and dead ends, so if you want to speedrun through the layout, watch for solid ones.
  • One-way door usually serves as a shortcut that needs to be unlocked. This door has numerous spikes on one side and a flat surface on the opposite side. Trying to interact with spiked side results “does not open from this side” message; only the flat side allows opening it. Besides the shortcuts, this door is used in "connecting” rooms - usually small square rooms containing a stone chest, connected by this door to one area and by a passage with a possible bonus area door to the next area.
  • Main area door is always found before the lamp room, and doesn’t appear anywhere else.
  • Lever-operated door separates the main area from the pre-boss passage. Initially it has violet lighting and is blocked by an extra grate. Turning the lever in the main arena changes its light to cyan and removes the grate, making it possible to open. However, sometimes it can be reached from behind, from where it can be opened even without unlocking the lever first.
  • Bonus area doors indicate a path to bonus areas or connecting rooms. They can often be found in pre-lamp and pre-boss connecting passages, but they also indicate bonus areas that are found within main areas, or a connection between main and pre-lamp/pre-boss bonus areas. There is also a slightly different variant which occurs only within the main area. Sometimes, a small room with a stone chest can be locked behind both variants at once.
  • Rarely, due to layout generation glitches, bonus doors can replace common doors.
  • Treasure room door is specific to one room type, a treasure room that often contains numerous treasure chests. This door does not appear anywhere else.

Gallery

Common solid door Common grated door
One-way door Main area door
Lever-operated door Lever-operated door unlocked
Bonus area doors Slightly different variant
Glitched bronze doors Treasure room door

Regular rooms

1. Standard room

  • This is one of the most common rooms in chalice dungeons as well as one of the most common starting layouts. The size of this room, as well as doorway/balcony placement can vary, since this room is made of multiple sections.
  • A two-section fragment with one pillar is used as a boss room.
  • Common enemies include labyrinth watchers, dogs and gravediggers in Pthumeru, scourge beasts and beast patients in Loran, small celestial emissaries in Isz. Undead Giants can appear in this room, either sleeping or wandering. On rare occasions, a pilgrim or Keeper of the Old Lords with 2 hellhounds can appear here as well.
  • This room can be connected to a double staircase room via a huge doorway, most common in Loran dungeons. Hole digger tunnels are also most commonly found in this room.
  • There is often a bridge connecting two balconies. Rarely, there can be two bridges.
  • Pressure plate traps commonly appear in this room, often suspended high in the air due to generation glitches.
  • Illusory walls can appear on balconies accessible by the ladders in this room.
  • Up to 3 rotted spawns can appear in this room.

Gallery

Sleeping Undead Giant Huge doorway leading into double staircase room
Cannon Illusory wall
Mole tunnel Pressure plate
Two pressure plates nearby Floating pressure plate
Two bridges

2. Canyon

  • Canyon is another very common starting layout. It’s a long room filled with large tombstone-like monuments. Similarly to the standard room, the canyon consists of multiple sections and can have varied length. Occasionally, there’s a bridge going across the canyon.
  • A two-section part of the canyon is used as a boss arena. This arena allows one trick with madaras whistle: using it to cancel the door opening animation allows you to carefully enter the arena without triggering the bossfight and skip the boss completely. This is possible because in this room the trigger area is located too deep inside, leaving a small safe area between the door and the trigger.
  • Most common enemies in the canyon are Maneater Boars, which often charge the player immediately after descending to the bottom. Undead Giants are also frequent. Smaller enemies like scorpions, rats and labyrinth watchers can appear wandering at the bottom, and labyrinth watchers throwing molotov cocktails are often standing on balconies. In Pthumeru dungeons, a couple of labyrinth warriors can often be found patrolling the canyon. Rarely, a large group of 6-7 scorpions can spawn in one of the water pools.
  • A somewhat common glitch is a disjointed archway found in the middle of a canyon. This archway has no collision and can be walked through.
  • Illusory walls in this room are exceptionally rare. They are always appearing on the bottom layer and have a “rooty” texture. No pressure plates are known to appear in this room.
  • Canyon can have up to 2 rotted spawns, always on the ends. In case Eye Collector spawns, she is always hidden behind one of the tombstones.

Gallery

Disjointed archway, quite common glitch A bridge over the canyon
Illusory wall Roaming Pthumerian Descendant

3. Elevator room

  • Elevator room is a common starting layout in Pthumeru and isz dungeons. It never appears in Loran. It's a circular three-floor room with a large altar-like elevator in the middle that goes from the middle to the upper floor. This elevator can sometimes be absent.
  • Usually, this room contains a couple of labyrinth watchers or a hook gravedigger. Bell ringer summoning red spiders is exceptionally common on the upper floor, in which case the spiders will run into the lamp room and kill players immediately upon spawning. Gargoyles frequently spawn around the lift in pthumeru Ihyll roots. Another common enemy is short ritekeeper which can be found around lift. Usually there are 1 or 2 of them, but up to 5 can appear, making crossing this room challenging. Bottom cave area often contains a group of praying and sleeping labyrinth watchers.
  • Illusory walls can be found on the upper floor of this room. Bottom part can contain multiple incense burners that can tank the fps heavily if the dungeon is poisonous.
  • Pressure plate traps can appear on the upper floor, either spawning a large number of red labyrinth watchers on the middle floor below, or a ritekeeper on the upper floor.

Gallery

Illusory wall on upper floor Stone chest
Pressure plate on upper floor

4. Loran bridges

  • This large chasm with bridges is exclusive to depth 4 and 5, and is most commonly found in Loran dungeons. It’s the only “room” that spans across all layers of the dungeon, even if the actually accessible part is located only on one layer. Additionally, the bottom always stretches down to the 4th layer even if the dungeon doesn’t have one. Thus, falling to the bottom causes “Layer 4” message to appear even if the player is in a sinister dungeon where the 4th layer doesn’t appear.
  • Enemies only appear on the stony balconies in this room. Usually it’s a lone labyrinth watcher or beast patient near the edge. In Loran, a large wandering madness often rests there. Sometimes other parts of the dungeon clip inside the ravine. While they’re invisible, bullets and other special effects from consumables used by players can still be seen by other players that are inside the ravine.
  • In case when there are multiple bridges located directly above each other, it is possible to drop onto lower layers. Normally such drop is fatal, but using a visceral attack animation iframes allows the player to survive it. While tricky to perform, it allows skipping chalice dungeon layers, potentially allowing access to locked 4th layer. Falling to the bottom of the ravine, however, is always fatal.

Gallery

A large hole in the wall Parts clipping one into another
Disjointed pillar

5. Garden

  • Garden is a huge room, packed with multiple enemies. It’s one of largest chalice dungeon rooms, comprising most of the layout of the area where it is found. Garden is a giant square area with a large platform in the middle and surrounding balcony on the upper floor. Most enemies are gathered on the stone platform, usually there are 2-3 merciless watchers/labyrinth warriors/ritekeepers, a few labyrinth watchers and a bell maiden spawning red labyrinth watchers. Another bell maiden spawning red spiders can be often found patrolling on upper balconies. Under the platform there are multiple labyrinth warriors and 2-3 maneater boars. Occasionally, a snatcher or Keeper with hounds are patrolling around a stone platform. The balcony is usually empty, with mobs found only in corners. Usually there are gravediggers or ritekeepers, but occasionally maneater Boar can be also found there. A cannon operated by a labyrinth watcher can be located on a stone platform or a balcony.
  • Cage elevators are sometimes found in the corners, operating from lower and upper floors.
  • The garden is one of two rooms where Fluorescent Flowers can be found. Usually they rest on the bottom floor, under the balcony, but rarely can be found on the balcony hanging from a ceiling. Another rare occurrence is wandering Pthumerian Descendant on the middle platform, either standing still or patrolling.
  • Illusory walls can be found on the upper balcony and rarely on the bottom.

Gallery

Rare variant with three bridges connected to central platform Loran clerics in Loran dungeon variant
Two roaming Pthumerian Descendants Fluorescent flower hanging from ceiling on upper floor
Fluorescent flowers buried in the bottom part Illusory wall on upper floor
Illusory wall on lower floor

6. Swamp

  • A swamp is another giant room, roughly the same size as the garden. It’s a large empty room with water on the bottom, large rock in the center, wooden platforms on the edges and occasional wooden bridge crossing it on the upper floor. In case the dungeon has poison, all water becomes poisonous too, sometimes poisoning enemies that wander in the swamp. Numerous corpses with loot on them are scattered across the bottom.
  • Ladders that lead to wooden platforms are often glitched and placed away from the platform, making it impossible to climb. Usually there is an alternative way around through cave passages, but sometimes you need to use a hunter’s mark to leave the swamp.
  • Walking on the bridge creates sound that alerts enemies around. Sometimes they will run towards you from the adjacent room as you’re approaching.
  • A hole digger tunnel can sometimes lead to the swamp. Usually it’s just a hole in the thin wall, but sometimes it can be a pretty long curved tunnel.
  • Swamps are very rare in Isz dungeons. Sinister dungeons never contain swamps.
  • Usually swamp contains numerous labyrinth watchers on the bottom and sometimes 2-3 undead giants standing around central rock. Other enemies like gels and crawling corpses can be found there too. Hintertomb and Loran swamps can have small and large snake balls. Sometimes snake balls will summon other snake balls when approached. Isz swamps contain roaming brainsuckers. Rarely, buried fluorescent flowers can be found in the swamp.
  • Swamp is the only place where roaming Watchdog of the Old Lords and roaming Blood-starved Beast can be found.
  • Illusory walls can be found on wooden rafters. Rarely, rooty variant can appear on the bottom floor.

Gallery

Isz swamp Poison swamp
Broken ladder, not attached to the wooden platforms Roaming Watchdog of the Old Lords
Roaming BSB Illusory wall at the bottom
Illusory wall on wooden Multiple buried Fluorescent Flowers
Mole tunnel overlooking a swamp

7. Balcony room

  • It’s a large rectangular room with multiple pillars, divided into upper and lower parts. Lower part often contains multiple chests, sometimes guarded by 1-2 strong enemies. Upper part can contain one large chest or a strong enemy standing near the edge. Occasionally there’s an ambush of three flaming weapon pthumerians dropping from an upper floor. Bell ringer summoning red spiders can also be often found on the upper floor.
  • Upper part of this room can often have a rare treasure room underneath. This is the only place where such a treasure room can be generated. It’s a medium-sized room with several thin pillars and white ceiling, filled with pottery and breakable statues. Usually, it contains a few treasure chests. Very rarely, a few regular mobs can be found inside. However, one defiled pthumeru dungeon contains a hidden door and a lever that operates it on the upper floor, meaning it was meant to be used more frequently.
  • Bottom part often contains a triple shooting statue trap, while the upper part rarely contains a pressure plate.
  • Illusory walls can appear on the upper or lower floor in this room.
  • Sinister bell maiden can spawn on the bottom floor.
  • Roaming Pthumerian Elder can appear in the bottom part of this room.

Gallery

Illusory wall on upper floor Illusory wall on lower floor
Pressure plate on upper floor Common shooting statue placement
Completely empty treasure room Mobs inside treasure room

8. Double staircase room

  • Large rectangular room with two staircases leading to the upper floor, repurposed as a boss room as well. Often used as a coffin/lever room. Commonly includes a few labyrinth watchers, hook gravediggers and spiders. When used as a coffin/lever room, often contains a bell ringer summoning red mobs. Lever room variant often has two carriages that block staircases, forcing the player to cross the passage between staircases, which in this case contains a shooting statue trap. This room can also contain multiple gargoyles on the ceiling, which can clip into walls when aggroed. rarely, gargoyles can be found standing on a statue pedestal on upper floor or sitting under the pillar on lower floor.
  • Upper floor can often spawn four shooting statues facing each other. Rarely, another six statues can spawn at the bottom, replacing regular statues.
  • Often this room contains a large amount of treasure corpses, one under each pillar.
  • Bottom part can contain a rare chest with evil labyrinth spirits. In this particular room, the chest is always glitched, causing ghosts to spawn even before the chest is opened.
  • There is a single rotted spawn on the upper floor.

Gallery

Rare gargoyle spawn variant Rare chest which always has Evil Labyrinth Spirits pre-spawned
Illusory wall on upper floor Illusory wall on upper floor, 2nd variant
Uncommon shooting statue spawn Common shooting statue, often found in lever/coffin rooms
Rare pressure plate Another rare pressure plate at the bottom
Rare shooting statue formation on bottom floor Rare shooting statue behind a chest

9. Single staircase room

  • Small rectangular room with a wide staircase, often a place for lever or coffin. usually contains a few labyrinth watchers or a snatcher. Wooden chests can appear in this room on the top or bottom floor. Top floor sometimes contains tricky hidden pressure plate. In a lever/coffin room there’s often a madman or brainsucker hidden to the left of the staircase.
  • The bottom part can be connected to a double staircase room via a rare narrow passage, sometimes L or Z-shaped.
  • A large wooden or stone chest, when spawned on the upper platform, will block the doorway behind it. This chest needs to be broken to proceed further.
  • A particularly rare variant of this room contains 4 large bells in the upper part.
  • There is a rotted spawn on the upper floor. Sinister bell maiden and beast-possessed soul can spawn on the upper floor as well.

Gallery

Rare variant with four bells Double chests
Chest that blocks the doorway Group of four shooting statues

10. Arena

  • A large and complex room, most common in Loran and Isz dungeons. Bottom part consists of three rooms: a small rectangular room, a large room in the shape of a stretched octagon and another small rectangular room containing two coffins. Upper part has a similar structure, but the middle part is just a balcony around the lower room. Sometimes the coffin room contains a ladder to the upper floor.
  • Only the large room contains enemies. Bottom floor contains several labyrinth watchers or a couple of scourge beasts. Loran dungeons often have a labyrinth madman standing there. Isz variant can often contain three eye collectors. Top floor can spawn shotgun gravediggers and a pthumerian with a cannon. Hostile NPC hunters are also common there. Loran dungeons often have 2-4 clerics spamming their fireballs from above.
  • Large bell can spawn in the middle of a large room. Since the ceiling is very high, the bell is visibly floating in the air, with its chains not attached to anything.
  • Roaming Abhorrent Beast can appear in this room in Loran. Isz and Sinister Isz variants can contain cramped caskets, both on the bottom and upper floor.
  • Illusory walls rarely can be found on the upper floor of this room.

Gallery

Coffin part Small room part
Second floor Rare ladder leading to 2nd floor
Large bell in the middle Two NPC hunters and cramped caskets
NPC hunter at the bottom Illusory wall on 2nd floor

11. Circular room

  • This room exists in multiple variants. There are two size variants, each of them has also two-and three-floor variants. Three-floor variant has a circular hole in the middle layer floor, leading to a circle pillared room. Upper floor consists of two crossing wooden rafters. Depending on the layout, the middle and top floor can be inaccessible to the player, despite containing enemies or treasure chests. All variants are repurposed as boss arenas.
  • Besides size difference, the small variant has 2 tombstone niches between each doorway pair, while large has 3. Bottom part of the small variant also has significantly more grass on the floor.
  • When used as a boss room, the three-floor variant has staircases before and after it. These staircases are not considered part of the arena and allow using any bells on it, which allows cooperators to spawn there and enter boss arena before the host, provided the boss door has not been opened before, similarly to canyon boss room.
  • Bottom floor can contain several wooden chests between the pillars and sometimes another chest in the middle. Another stone chest can appear on the 2nd floor, and rarely a small wooden chest appears on the rafters.
  • Each variant can have 1 rotted spawn, on the middle or bottom floor. Eye collector in a small room variant spawns additional carriages that hide her from plain sight. Sometimes there can be two NPC hunters instead of one.
  • Two-floor variant can have an additional stone platform in the middle. If there is a sewer room under the 2-floor variant, its ceiling will visibly clip through the floor of the circular room.
  • A rare enemy spawn variant can be found in Isz: 3-4 scourge beasts and 6-7 brainsuckers sitting under walls, often with a stone chest or coffin. This variant is called “iron man room”. Another rare enemy variant found here is cramped caskets, in which case the bottom floor contains unlit corpse bonfires similar to those found in yahar’gul. These bonfires and caskets are present even in two-floor variants, in which case they’re hidden under the floor, sometimes causing caskets to fall to the void and die or appear in the rooms below.
  • Rarely, the small three-floor variant has an undead giant standing in the middle.
  • Illusory walls can rarely appear in this room, either on the bottom or on the upper floor. One of the corpses hanging from the ceiling can have loot attached, in which case the player needs to cut the rope it is suspended on.
  • A rare pressure plate trap can be found in the 3-floor variant, in the middle of the bottom floor. This trap summons several red pthumerians that fall from upper floors.
  • Small 2-floor variant is commonly used as an arena for chalice PVP.

Gallery

Large 3-floor variant Small variant, 2 floors
Sewers room ceiling clipping through floor Illusory wall on the rafters
Illusory wall on the middle level Rare illusory wall on the bottom level
Pressure plate at the bottom of three-floor variant Item on a hanging corpse
Small chest atop the rafters Unlit Yahar'gul bonfires in a dark three-floor variant
"Iron man room" Undead Giant in a small 3-floor variant
Stone Platform

12. Bridge room

  • This is a small room with a dirty and creaky wooden bridge connecting two stone balconies. A ladder often leads to the bottom of this room. A particularly rare variant has the wooden bridge replaced with two hanging cages.
  • Not many enemies can spawn in this room due to its size. Usually there are a few rats or crawling corpses on the bottom. Another common enemy is a small snake ball which summons three other snake balls as the player approaches.
  • The doors that appear in the bottom part in this room are almost always glitched: they will close again every time the dungeon is reloaded and approaching an already opened door displays “open door” prompt again, and interacting with it plays opening animation once more.
  • In this room, a rare glitched corpse with loot can appear. It’s hanging from the middle part of the bridge and has a “search chest” prompt instead of “search corpse”. The loot on it is also similar to what is found in chests, like rare ritual materials and blood gems.

Gallery

Glitched corpse displaying "search chest" text prompt Rare variant with hanging cages replacing a bridge
Doors that can open twice

13. Crossroads

  • Another very common room, which exists in two variants: rectangular with 2 pillars and square with 4 pillars. The 4-pillar variant is also used as the boss arena, with a small circular platform added in the middle of the room.
  • Multiple enemies can appear in this room: usually numerous labyrinth watchers are sitting or sleeping near the walls, sometimes a gravedigger with a bunch of watchers is wandering around. Loran and Isz variants usually have numerous beast patients and celestials, respectively. Sometimes a chest can appear between pillars, guarded by a strong enemy like a madman or merciless watcher.
  • This room often contains multiple wooden chests: small ones near the pillars and large ones in the middle or near walls. In the middle of this room can be found a hole hidden by a crumbling floor.
  • Sometimes, usually in Isz, there is an illusory wall that hides an empty treasure room.
  • Beast-possessed soul can spawn in the corner of this room, replacing a small wooden chest. Sinister bell maiden can spawn in the middle.

Gallery

4-pillar variant Boss arena variant
Illusory wall, usually leading to empty treasure room

14. Corridor

  • Not a separate room but rather multiple 4-pillar crossroads rooms joined together. Usually linear, but can be L- or rarely C-shaped. The 12-pillar linear variant is used as a boss arena. Contains the same enemies and objects as regular crossroads, but lacks BPS spawns. Instead, rotted spawn points can be found in the middle of crossroads sections. Also, pickaxe gravediggers can appear there too.
  • Small wandering madness commonly spawns in the middle of a crossroads section, often atop of a chest.
  • Stone chest guarded by a strong enemy can appear between pillars. Sometimes 2 or 3 stone chests are placed in a row.
  • These rooms often contain large amounts of shooting statues and pressure plates.

Gallery

Triple stone chests Glitchy misplaced illusory wall
Shooting statue and pressure plates

15. Spiral staircase

  • Common room which exists in several variants, depending on which floors it connects. There are top-middle, middle-bottom and top-middle-bottom variants. This room is a common location for flaming boulder traps. Bottom layer often contains numerous sleeping labyrinth warriors, which can also be found resting in niches along the staircase. Loran variant often has a scourge beast on the staircase. Another Loran-exclusive variant includes two Loran clerics and a group of labyrinth warriors.
  • Sometimes a large bell can be found on the upper layer.
  • Illusory walls can appear on the upper or lower floor. Rarely, there is a pressure plate in this room. On the bottom floor it can be very hard to spot.

Gallery

Large bell on the upper floor Loran clerics with a group of pthumerians
Pressure plate on upper floor Pressure plate on bottom floor
Rare illusory wall in the bottom part Illusory wall on upper floor, variant 1
Illusory wall on upper floor, variant 2

16. Long room with trees

  • Very common long rectangular room with curved floor, often contains two disfigured trees. Common location for levers or coffins. Common enemies include labyrinth watchers resting along walls or spiders hanging from the ceiling. The room often contains a crumbling floor trap in the middle. Rarely there are numerous pressure plates linked to arrow statues, in this variant trees are absent. One of the ends can contain a large wooden or stone chest or a cannon.
  • Sometimes keeper of the Old Lords spawns there with hellhounds, but their patrol route is glitched, causing them to walk into the wall.
  • This room can have one rotted spawn in the middle.
  • Illusory walls can often appear in this room. Since it is often dark it can be hard to spot.

Gallery

Hanging spiders Very common shooting statue spawn
Variant with multiple shooting statues and no trees Pressure plate 1
Pressure plate 2 Merciless Watcher and pthumerian knight, also one tree is missing
Keeper and dogs staring into wall Illusory wall 1
Illusory wall 2

17. Tall square room

  • A smaller variant of the previous room, it never contains trees. Often this room links two dungeon areas, in which case it contains a one-sided door and a stone treasure chest. An ambush of two naked merciless watchers can be found in this room in Pthumeru dungeons. Beast-possessed soul and sinister bell maiden often spawn in this room. A large bell can also be found in this room.
  • Two small wandering madnesses can be often found here.
  • Due to the floor curvature, treasure corpses, pressure plates and messenger bath can appear floating in the air in this room.
  • This room can be found after a bridge above pre-lamp corridors.

Gallery

Large bell Illusory wall, variant 1
Floating messenger bath Two rolling Merciless Watchers
Pressure plate, partially clipped into floor Wrong-angled crumbling floor
Triple shooting statue, the pressure plate appears very tall due to floor curvature

18. Ladder room

  • A very common two-floor square room, with a ladder leading to the upper floor. Upper part consists of two parts connected by a wooden bridge. Sometimes this bridge is absent and the second part needs to be accessed via adjacent rooms.
  • Common mobs usually include snatchers, hook gravediggers and scourge beasts. Bell ringer spawning red spiders is also a common occurrence. There’s often a small wandering madness on the bottom. Up to 3 Evil Labyrinth Spirits can be rarely found wandering in this room.
  • A rare variant includes numerous barbecue pans and several molotov-throwing pthumerians on the upper floor. Another rare variant is completely empty, missing any enemies and statues.
  • Shooting statue traps often spawn on the bottom floor, sometimes partially glitched inside the wall. Upper floor sometimes has a single shooting statue. Pressure plates rarely appear on the bottom.
  • This room is an usual spawning spot for beast-possessed soul, indicated by a small wooden chest on the upper floor.
  • Illusory walls can replace any doorway in this room.

Gallery

"Barbecue room" variant Illusory wall in bottom part
Illusory wall in upper part Illusory wall on upper floor, replacing the "window"
Common shooting statue placement, statues are often clipping into wall Shooting statue on upper floor
Empty variant with all statues missing Pressure plate

19. Small square room

  • Little room with a low ceiling which often includes a crumbling floor trap. Also a very common spot for Beast-possessed soul. Often serves as a connection between areas, containing a stone chest. This stone chest is often placed close to the doorway, making it impossible to enter the room without breaking the chest. A labyrinth watcher with a lantern that alerts everyone around can be found inside as well. Regular variant often contains numerous wooden chests. A large bell can also spawn there, blocking access to one of the chests.
  • When Beast-possessed Soul spawns here, several otherwise invisible corpses with loot are spawned as well.
  • Stone chests can sometimes spawn close to doorways in this room, blocking the player from going through them. Small mobs like pthumerians or beast patients can still walk around this chest, though.
  • Rarely, a pressure plate spawning a lone pthumerian can be found here. Another rare spawn is a large amount of shooting statues, with many of them lacking corresponding pressure plates.
  • Illusory walls can appear in this room only in Isz dungeon. It has a texture similar to a regular wall, but lacks protruding dark roots.

Gallery

Large bell Messenger bath
Connection variant Pressure plate
Triple shooting statues behind a chest Rare variant with numerous shooting statues
Illusory wall

20. Triple staircase room

  • Large and relatively rare rectangular room consisting of three floors connected by staircases. Bottom floor often contains numerous chests, including a dupe variant which can be exploited for extra loot. A small chest near the bottom staircase always spawns facing the wrong direction and can be looted only after breaking it. Extra wooden chests can appear on the middle and upper floor as well.
  • Common enemies include regular labyrinth watchers and ritekeepers. Loran variant often contains multiple clerics, Isz spawns arcane casting celestials. Also, Isz variant can have celestial larvae falling from the ceiling in the passage under the bottom staircase. Upper floor can spawn gargoyles or spiders that sometimes glitch and get stuck inside the ceiling. Sinister chalices often have a group of six pthumerians guided by lantern watcher patrolling this room.
  • This is the only room where the giant Nightmare Apostle can be found, almost exclusively in sinister chalices.
  • Rotted dungeons can have a spawn on the bottom floor. NPC hunters almost always spawn in pairs in this room. Eye collector can often spawn on the upper floor or stuck inside pillars.
  • Bottom floor can sometimes have shooting statue traps to the side of the bottom staircase, and rarely in front of it. Even more rarely, pressure plates can spawn in the bottom rectangular pool or behind the staircase.
  • This room often contains an illusory wall on the upper floor which doesn’t lead to the balcony or treasure room. Instead it usually hides a dead-end passage, but sometimes it loops back to the same area, making it possible to access this illusory wall from both sides.

Gallery

NPC hunter on upper floor Illusory wall on upper floor
Double stone chests in sinister dungeon, cannot be duped Reversed chest under the staircase
Pressure plate near bottom staircase Rare pressure plate on the bottom floor
Large Nightmare Apostle Shooting statues besides bottom staircase
Rare shooting statue spawn Shooting statues in front of large Nightmare Apostle

21. Drawbridge

  • Large rare room consisting of two platforms connected by initially raised drawbridge. Bottom floor under the platforms often has numerous oil urns, with several spike dogs running around. A stone chest guarded by a strong enemy can be found under one of the platforms as well. One of the platforms often has two cannons that fire at the area below the drawbridge. The further platform has numerous treasure corpses scattered on it. The drawbridge is lowered by operating a lever located on a small platform accessed either by a ladder from one of the platforms or an adjacent room. Rarely, there is another similar platform on the opposite side, usually empty but sometimes containing treasure chests and mobs.
  • Very rarely, an undead giant can appear on one of the platforms. Another rare spawn is wandering bloodlickers on the floor.
  • A rare rooty illusory wall can appear on the bottom floor of this room.

Gallery

View on top Illusory wall at the bottom
Undead Giant on a platform Small chest under the platform
Additional balcony on an opposite side of the lever Pressure plate that spawns three scorpions, almost completely buried in the ground

22. Lamp room (narrow crossroads)

  • A tiny square room found at the beginning of each layer, containing a lamp. Much less common as the beginning of the layer layout, in which case it contains an illusory wall hiding a treasure room. Even less commonly it can be found as a regular room in the dungeon (usually in Isz), where it hosts Beast-possessed soul or sinister bell maiden.
  • Two corpses with loot can be often found on the floor in this room. They disappear if Beast-possessed Soul or bath messengers are spawned here.
  • Regular room variant often contains 1-2 wooden chests. In Isz it’s a common location for teleporter traps.

Gallery

Messenger bath and two chests Illusory wall

23. Well

  • Small square room with circular hole leading to the sewers. Usually contains only 1-2 pthumerians on the upper floor, but sometimes a bunch of rats can be found at the bottom. Bottom part is a common spawn for beast-possessed soul or sinister bell maidens.
  • Rarely, an illusory wall can be found on the upper floor.

Gallery

Illusory wall

24. Sewers room

  • Long rectangular room with niches at each end. Middle part is filled with water which does not turn into poison or oil. A common placement for levers and coffins. Usually contains several carriages, one of them can block a corpse with loot. When not used as a treasure/lever room and has no rotted spawn, it usually contains a large pack of rats or multiple gels/crawling corpses. Patrolling Keeper of the old lords can be rarely found here as well. Dead pig piles are often found there too, sometimes with one maneater boar nearby.
  • This room can contain a rotted spawn near one of the carriages.
  • Rare rooty illusory walls can appear in this room.

Gallery

Dead pig piles with maneater Boar nearby Keeper with hellhounds
"Iron man" variant with numerous gels, snatchers and crawling corpses, more common in depth 1-3 Illusory wall
Triple shooting statues can rarely appear in sewers

25. Short sewers room

  • A smaller variant of a regular sewers room, used as a connection between areas. Similarly to two others, it can contain a stone chest and several regular pthumerians and gravediggers. Sinister bell maiden can spawn there but beast-possessed soul cannot.

Gallery

Connection variant

26. Folding staircase room

  • A rectangular room with a folding staircase. Similarly to the spiral staircase, it has three variants depending on which floors it connects. Common location for pickaxe gravediggers to spawn. Small wandering nightmares are also very common in this room, sometimes spawning in numbers of 2 or even 3. In isz and Hintertomb there are eye collectors hiding behind the corners.
  • This room often contains traps like enemies dropping from ledges above, exploding oil urns or teleporters.
  • Illusory walls sometimes appear on the upper floor.
  • Sinister bell maiden can spawn on the lowest floor, near the entrance to sewers.

Gallery

Mobs in an ambush, ready to jump down Isz teleporter
Illusory wall on upper floor Very rare placement of a stone chest
Cramped Caskets on the staircase

27. Treasure room

  • A common treasure room, most often used as a place for a coffin. Alternatively it can contain two stone chests in place of a coffin and a rotted spawn inside, this variety is called “rotted” treasure room and is a subject of item duplication glitch. Lastly, it can appear as a regular room, usually as a part of narrow crossroads starting layout. In this case it contains very little treasures or no loot at all, and in most cases is hidden by an illusory wall.
  • In addition to the main coffin/chest location in the far end, this room has six niches, each of which can contain a chest. In practice, however, about a half of them will be empty. Regular variant often lacks any chests, instead having loot on corpses scattered across the room. Rotted variant also has loot on corpses, which vary their placement depending on the rotted byte used.
  • Coffin room usually contains only the enemy that guards a coffin, and rarely several labyrinth watchers resting in the niches with chests. Rarely, extra enemies can spawn there, including snatchers, gravediggers and even children of Rom. Regular variant usually contains a few labyrinth watchers or no enemies at all, but sometimes uncommon enemies like spiders or silverbeasts can appear.

Gallery

Generic coffin room Rotted treasure room with Mad Ones
Regular variant Additional kidnappers spawned besides coffin guardian
Empty variant with celestial mobs Variant with no chests and several corpses
Glitched arch clipping into treasure room Scourge beast inside empty treasure room

28. Swinging axe bridge room

  • A common room including a narrow bridge on the middle layer and three more narrow bridges on upper layers. Upper bridges are almost always inaccessible and do not contain any enemies. Usually there are a bunch of swinging pendulum axes preventing a player from crossing the bridge, requiring a precise timing to pass through. Enemies are often spawned on a bridge, including ranged enemies like ritekeepers or loran clerics, who together with swinging axes can make crossing the bridge very difficult. Bottom part of the room is usually inhabited by rats, scorpions and scourge beasts. Gels are often hanging from the bridge. Under the bridge there can be 1 or 2 wooden chests and a few corpses. One treasure corpse often spawns inside a pillar and cannot be looted. Small wandering madness can spawn stuck there as well.
  • This room is also assembled of multiple sections, so the bridge can be theoretically made longer. However, all variants of this room use only three middle segments, with longer variants appearing only in test dungeons. The only variable thing is the middle bridge on top, which can sometimes be broken.
  • One of the three bridges on top can be rarely accessible to the player, sometimes containing a lone pthumerian. Invaders can also sometimes spawn on these bridges, even when they’re inaccessible by other means.
  • Very rarely, a pressure plate can be placed on the bridge. This pressure plate is the only one which spawns regular pthumerians instead of red ones.
  • This room can contain one extremely rare variant of illusory wall, which is located on the bottom floor but has regular wall texture, making it extremely obvious. Usually this variant appears in Loran.

Gallery

Without axes Pressure plate on the bridge
Pthumerian mob on an accessible upper rafters Beast patient on inaccessible rafters
Doorway blocked by pile of coffins Corpse with an item stuck inside pillar
Small wandering madness spawned in the pillar Exceptionally rare illusory wall variant
Another rare illusory wall in the bottom, placed "backwards"

29. Connecting passages

  • When dungeon rooms are not placed directly next to each other, they’re connected by one of the connecting passage variants, depending on the level:
  • upper rectangular passage - on the upper level
  • middle passage - on the middle level, can have spiked barriers along the walls and animal heads on the pillars. This passage type can connect to hole digger tunnels
  • narrow passage - on the middle level, always connects staircase rooms
  • cave passage - on the lower levels
  • hole digger tunnels - a rare variant that connects rooms on middle level, the only place where labyrinth moles can be found.
  • Upper and regular middle passages can have crumbling floor traps in them. Middle passages can also contain shooting statues and guillotine traps, as well as special variants with rolling boulders. Overgrown middle and cave passages have niches where enemies can hide, but only middle square passages actually contain any enemies. Middle passage niches can rarely contain a shooting statue and a corpse in the niche on an opposite side, which cannot be reached without triggering the statue. Often these passages use a variant with a hole in the ceiling which is supposed to connect to a crumbling floor trap, but instead it just leads to the void.
  • Candles and candle stands in the passage indicate it connects two separate areas. Usually there’s also a characteristic bronze door, but sometimes it is absent.
  • All types of passages can lead to dead ends. Usually there is a corpse with loot on it, but sometimes there’s a stone chest guarded by a strong enemy. Sinister bell maiden and beast-possessed soul can also spawn in dead end passages. Sometimes chests in middle passages are facing the wrong direction: the enemy that is supposed to guard it is standing behind the chest, staring into the wall. Cave passages can have chests guarded by maneater boars. Their AI glitches in these passages, making them completely passive unless attacked by the player.
  • Passages from different layers can be connected by either a staircase (bottom to middle) or ladder (middle to top). Very rarely, the ladder segment does not contain a ladder, serving as a one-way drop.

Gallery

Upper passage Upper passage with candles
Middle passage Middle passage with roots
Middle passage with candles Narrow passage
Mole tunnel Partially chewed mole tunnel with item on a corpse. This particular placement always has "search chest" prompt rather than usual "search body"
Boulder trap Boulder trap causes part of passage to not render unless player gets close
Shooting statue in connecting passage Shooting statue in a niche
Rare missing ladder fragment Backwards chest
Guillotine trap Guillotine frame with blade missing
Crumbling floor Sewers
Sewers with candles Hole in the ceiling

Boss Arenas

1. Circular arena

  • A large circular arena, exclusive to layer 3 and 4. Several variants exist:
  • regular plain variant, which can have either clean floor, water (which can be poisonous) or oil pool
  • variant with eight breakable pillars at edges
  • variant with two semicircular bottomless pits at sides
  • variant with large circular pit in the middle
  • variant with hunter’s rune altar
  • variant with altar with spire
  • Both altar variants have the same hitbox, despite hunter’s rune altar lacking a tall central spire, it can still effectively block Ebrietas’ laser attacks.
  • This arena has a fully functional 2nd floor, normally not accessible, but connected to the main area in some developer dungeons. It’s a long circular corridor with four possible doorways, filled with statues and breakable vases. It’s not possible to drop into the arena from there, nor use ranged attacks to hit the boss, due to distance and invisible collision blocking the way.

Gallery

Basic variant, clean floor Basic variant, oil pool
Variant with 8 pillars Variant with bottomless pits at sides
Small altar variant Large altar variant
"Donut" variant with large hole in the center

2. Six-pillared arena

  • A large rectangular arena with a staircase at the start and six eroded pillars. Doesn’t have any specific variants. In the trailers it has been shown with numerous armors scattered around, but in the retail version these were removed. Walls have a barely visible coat of arms drawn on them, similar to the one displayed on one of unused door variants.

Gallery

Brainsucker boss in depth 2 Hintertomb Keeper in depth 2 (no image)
Texture on the wall which matches with one of unused doors

Boss Arena Use

Gallery

Abhorrent Beast in circle pillared arena Bloodletting Beast in single pillared arena

Other

Pre-lamp/boss connecting passage

  • A passage that connects main areas with boss arenas and chamber of the seal. The section between lift/chamber of the seal and layer lamp is called pre-lamp corridor and the section between main area and boss arena is called pre-boss corridor. Besides the main area door, can have doors that lead to bonus areas. Usually it is linear or L-shaped, can rarely be very long and U-shaped. Above the passage there can be a balcony with a chest or a bridge leading to a square room. These are usually accessible through a passage hidden by the illusory wall. Balcony in the pre-lamp corridor is accessible from either pre-lamp bonus area or main area, sometimes from bonus area within main area. The pre-boss corridor balcony can only be accessed from the pre-boss bonus area.
  • No enemies can spawn in the pre-lamp corridor, although very rarely patrolling mobs from the main area can enter it. Pre-boss corridor can have a NPC hunter in front of the boss arena, also the sinister bell maiden can sometimes appear there.

Gallery

Balcony with treasure chest Sinister bell maiden in pre-boss section
NPC hunter in front of the boss door Bridge leading to a square room

Original Chalice Room Names

TP name Original name Translation
Standard room 太い通路 Great passage
Canyon 中下段太い通路 Middle/bottom great passage
Elevator room 祭壇部屋 Altar room
Loran bridge ravine クレバス Crevasse
Garden ガーデン Garden
Swamp 沼部屋 Swamp room
Balcony 飛び降り段差部屋 Jumping Off Step Room
Double staircase 段差部屋A Step room A
Single staircase 段差部屋B Step room B
Arena 戦場跡の遺跡 Remains of a Battlefield Site
Circular room 丸い部屋 Round room
Bridge 中下段立体交差 Middle/Lower Step Level Crossing
Crossroads 普通の部屋B Ordinary room B
Spiral staircase 螺旋階段墓地 Spiral staircase cemetery
Long room with trees 上段部屋 Upper room
Ladder room 上中段部屋 Upper/middle room
Tall square room 上段部屋 Upper room
Small square room 普通の部屋A Ordinary room A
Three-floor room 上中下段部屋 Upper, middle and lower room
Drawbridge 跳ね橋部屋 Drawbridge room
Narrow crossroads 小部屋 Small room
Well 中下段部屋 Middle/lower room
Long sewers room 下段部屋 Lower room
Short sewers room 下段部屋 Lower room
Folding staircase 折り返し階段 Folding stairs
Common treasure room 宝物部屋 Treasure room
Swinging blade bridge 本橋通路 Main Bridge Passage
Pre-lamp/boss connecting passage 幹線通路 Main Road Passage
6 pillar boss arena ボス部屋 Boss room
Circular boss arena 円形ボス部屋 Circular boss room
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