Enshrouded Hollow Halls — Four Early Access Halls and Two New 1.0 Halls
The four Early Access Hollow Halls, plus the new Albaneve Summits and Veilwater Basin Halls added in 1.0.
Last updated: 2026-10-16
The Hollow Halls are long, combat-heavy dungeons built around large Hollow packs, rune barriers, traversal puzzles, reanimators, toxic slime, and Hollow Cyclops encounters. The 1.0 changelog opens Albaneve Summits and Veilwater Basin. The four-dungeon walkthrough below is retained as an Early Access reference; routes, keys and rewards for the new Halls still require verification.
Early Access Hollow Halls order
| Order | Dungeon | Entry requirement | Main progression result |
|---|---|---|---|
| 1 | Springlands | Alchemist quest chain | Rescue the Collector and begin Ectoplasm progression |
| 2 | Revelwood | Revelwood Bone Key | Ectoplasm Press progression and Hollow Cyclops materials |
| 3 | Nomad Highlands | Level 17 quest and Nomad Highlands Bone Key | Higher-tier Ectoplasm and regional rewards |
| 4 | Kindlewastes | Kindlewastes Bone Key | Late Early Access Hall; release rewards require review |
Follow the Collector's quests rather than skipping directly to a later entrance. Key recipes and materials form a progression chain.
Universal preparation checklist
- Current-region weapons and upgraded armor.
- Rested, three appropriate food buffs, healing, and emergency consumables.
- A pickaxe for rubble, hidden routes, and Toxic Slime.
- A felling axe or explosives for Reanimators.
- Grappling Hook and Glider in working condition.
- Ammunition or spell charges for a longer run than an ordinary point of interest.
- Free inventory space for Ectoplasm materials, gear, artifacts, and building recipes.
Reanimators continuously create enemies until destroyed. In a crowded room, removing the Reanimator is usually more important than clearing every spawned Hollow first.
Rune barriers
Barrier doors display how many runes are required. Search the entire accessible room before assuming the route is broken: runes can sit on traversal paths or be carried by marked enemies. Split groups should confirm every branch before regrouping at the door.
Hollow-specific rewards
The dungeons provide Ectoplasm materials, Hollow-themed recipes and decor, Hollow weapons, regional Reaper gems, and collectibles. Hollow weapons can carry Sacred Enhancement for additional damage to Hollow; melee Hollow weapons may also gain extended reach through Hollow Echo. The Elite Hollow armor set is exclusive to the Kindlewastes Hall.
New in 1.0: Albaneve Summits and Veilwater Basin Halls
Both Halls were added in 1.0. Keys, order, bosses, layouts and rewards: Not yet verified for 1.0. The four older walkthroughs above remain Early Access references.
Sources and version
Early Access (v0.9.1.2) data — not yet verified against 1.0.
Release source: Keen Games 1.0.0.0 changelog.