
All six Hollow Halls at a glance
Each region of Embervale has one Hollow Halls dungeon, and the entrances are marked on the map once the matching quest reveals them. The distances below come from a 1.0 location guide and use nearby named landmarks. Use them to find the right area, then search for the entrance on foot.
| Hall | Nearby landmark | How it opens |
|---|---|---|
| Springlands | About 500 m south of Scavenger Stash | Alchemist quest, no key |
| Revelwood | About 460 m north-west of Mark of Sameth | Revelwood Bone Key |
| Nomad Highlands | About 330 m south-east of Snapjaw Ruin | Nomad Highlands Bone Key |
| Albaneve Summits | About 250 m north of Spooky Tomb | Bone Key from the Collector (new in 1.0) |
| Kindlewastes | About 230 m south of Ocean's Heart | Kindlewastes Bone Key |
| Veilwater Basin | About 340 m south-east of Balefire Tower | Bone Key from the Collector (new in 1.0) |
The Nomad Highlands hall has its own page with the mountainside approach in detail. See the Nomad Highlands Hollow Halls guide if that is the one you are stuck on. The map guide explains how to plan routes between travel points.
Unlock order and the Bone Key catch
The Springlands hall is the starting point for the whole chain. The Alchemist offers Explore The Hollow Halls after you finish Growing Stronger Together and Carpentry Assistance. No key is needed for this first descent.
The survivor waiting at the end of the Springlands hall is the Collector, Alden Crowley. You bring him to your base with a Summoning Staff, like other craftspeople. From then on, he reveals the remaining halls through his quests and crafts the Bone Key for each one.
This is the catch many players miss: walking up to a later entrance does not let you in. You need that hall's key first, and the key is made from Ectoplasm collected inside earlier halls. Following the Collector's quests in order is the reliable way to keep enough materials on hand.
- Finish Growing Stronger Together and Carpentry Assistance for the Alchemist.
- Take Explore The Hollow Halls and clear the Springlands hall.
- Rescue the Collector and summon him to your base.
- Track his next quest to reveal the Revelwood hall.
- Craft each Bone Key at the Collector before travelling to the entrance.
The Revelwood quest, Ectoplasm Press For The Collector, asks you to defeat the Hollow Cyclops at the bottom of that hall. Its head is used to craft the Ectoplasm Press, which pushes Ectoplasm crafting further. Later halls build on that progression.
The two halls added in 1.0
Albaneve Summits and Veilwater Basin existed in the game files during Early Access, but players could not use them properly. The community wiki listed them as enterable but without teleporters or quests. The 1.0 changelog opened both halls.
Details for these two halls are still thin a week after launch. Guides agree that their keys come from the Collector, but we could not verify their key recipes, bosses or recommended levels. Treat any exact level figure you see as provisional until it is confirmed in the 1.0 build.
What you face inside
Hollow Halls are built for group play, but a well-geared character can clear them solo. Standard fights are large Hollow packs, and Hollow Reapers or Hollow Mages are the priority targets. Final rooms usually include one or more Hollow Cyclops, which hit hard in melee and should be dodged.
Barrier doors show tally marks for the number of runes they need. Some runes lie on the ground before the door, and others are carried by enemies marked with a rune symbol. Look around the room before assuming a door is blocked.
Reanimators are bone piles that keep spawning Hollow until you destroy them. Break them quickly with explosives or an axe. Toxic Slime applies a poison that slows you and drains stamina, so jump over it or mine it with a pickaxe.
The Kindlewastes hall is partly Shroud-invaded, so Fell enemies appear in its shrouded sections. Its final fight pairs two Hollow Cyclops with a Fell Sicklescythe. The quest also warns that you need a very high Shroud passage level, and a good glider helps.
Rewards worth the trip
The halls are the only source of several Collector materials. These include Ectoplasm in four grades, Toxic Slime and Giant Bones. You need them for Bone Keys and Hollow-themed recipes.
- Hollow weapons: such as the Bonescourge Mace, Silvershot Bow and Snakespine Wand, with Sacred enhancement for 10% more damage against Hollow.
- Hollow Echo: melee Hollow weapons gain extra attack reach.
- Reaper gems: for example Gem of Skulls in Springlands and Gem of Fracturing in Revelwood.
- Elite Hollow armor: a full set found only in the Kindlewastes hall.
- Artifacts: collectible crystals, urns and tomes in the later halls.
If you are planning gear around these drops, compare them with the armor guide and the 1.0 builds guide. A Hollow weapon is strongest inside the halls, so it may not be your best overworld choice. Keep a second weapon for regular enemies if you swap often.
Prepare before you descend
A hall run is a long dungeon, not a quick marker visit. Bring weapons for the current region, upgraded armor, healing and food buffs, and get Rested before you leave. Free inventory space matters because the loot adds up quickly.
- A pickaxe for slime and blocked paths.
- An axe or explosives for Reanimators.
- A working Grappling Hook and Glider for traversal.
- Extra ammunition or spell charges.
- Spare Ectoplasm saved for the next Bone Key.
Groups clear halls faster and can split roles between Reanimator duty and crowd control. The co-op guide covers player limits, and the solo guide helps if you go alone. Either way, repair your gear at base before each new hall.
Frequently asked questions
- How many Hollow Halls are in Enshrouded 1.0?
- Six: Springlands, Revelwood, Nomad Highlands, Albaneve Summits, Kindlewastes and Veilwater Basin.
- Which Hollow Halls are new in 1.0?
- Albaneve Summits and Veilwater Basin opened with the 1.0 release.
- Do I need a key for every Hollow Hall?
- No. Springlands opens through the Alchemist quest. The other halls need a Bone Key crafted at the Collector.
- Can I do Hollow Halls solo?
- Yes. They are designed for groups, but a well-geared character can clear them alone.