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Chamber Guide 3.0

Each image is a carousel. The first image is the full room, the second is a close up of the entrance to a room. Click the arrows that appear on the side of the images to change image. If you're just learning the layouts remember that chambers can always appear in reverse. 

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Thanaspots are marked by:

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Chambers that do not have a Thanatos indicator are ineligible to have Thanatos appear. Where available there will also be a short clip provided by CherryDad of the correct place to stand for Thanatos

 

Chamber guide originally made by Lili, updated by BigP and then some extra information added by Oshimia and Max Chewy.

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The way rooms are generated is not random. You can find an in depth guide to how rooms are generated here but min/max biome information will also be added below each chamber. Guides for speedrunning can be found here.

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Epilepsy warning!

If you click a link in the menu for a chamber that is very far away it will scroll very quickly to that chamber.

This makes all the chambers flash up the screen very quickly and could act as a flashing trigger.

Tartarus

RoomSimple01 (Also known as Athena room)

  1. Narrow Passage with an alcove to the side

Move through the room clearing out red first, and then orange. In between waves, stand in blue to prevent backspawns down at red.

If backspawns at red occur, try to clear out red and then orange again to spawn manip in blue for the following waves.

Tartarus-1v1.jpg

RequiredMaxBiomeDepth = 5 (Chamber 2-7)

A_Combat01

  1. In a pretty tight rectangular room with tall columns on the side

  2. Note the unique square/cross shaped pattern around the spike trap in front

Small and simple room. Try to clear the room starting from the left (indicated in red) and moving towards the right in order to end near the exit.

A_Combat01v1.jpg

RequiredMaxBiomeDepth = 6 (Chamber 2-8)

A_Combat02

  1. Spawn gates are in an inset corner

Spawn manips don’t work very effectively in this room. You can try to stay in one of the corners (indicated in orange) in between waves but be prepared to check the entire room anyways. Try to clear towards the exit (indicated in red).

A_Combat02v1.jpg

A_Combat03

  1. Y-shaped room over a running river

Clear the room moving to the right and stand in the far right orange box next to the trap between waves. This will prevent spawns from occurring far left across the gap.

A_Combat03v1.jpg

A_Combat04

  1. Note the spiketrap-table-spiketrap configuration (the table can be a Charon’s Well)

Spawns occur in the two indicated corners. Depending on your weapon, you may choose to stand in one corner and clear before moving on OR standing in the middle to easily clear both.

A_Combat04v1.jpg

RequiredMaxBiomeDepth = 6 (Chamber 2-8)

A_Combat05

  1. Small square room, but with plus (+) shaped floor patterns and symmetrical structures/traps

You can stand in the middle.

A_Combat05v1.jpg

A_Combat06

  1. Note the 2 mini pantheon slab things directly in front

Simple room. Generally you want to clear out blue and make your way to orange. Orange corner is best for spawn manipping between waves but be prepared to double check blue anyways.

A_Combat06v1.jpg

RequiredMaxBiomeDepth = 6 (Chamber 2-8)

A_Combat07

  1. Rectangular room with unique pit-spiketrap-pit configuration at the centre

Try to stay near the exit but sometimes you can’t stop them from spawning all the way at the bottom. You can also just stay near the center.

A_Combat07v1.jpg

A_Combat08A

  1. Small room with ruined walls

You can stand in the middle.

A_Combat08Av1.jpg

RequiredMaxBiomeDepth = 6 (Chamber 2-8)

A_Combat08B

  1. Lots of thin narrow openings with river flowing below

You can stand in the middle.

A_Combat08Bv1.jpg

RequiredMaxBiomeDepth = 6 (Chamber 2-8)

This chamber will not appear if A_Combat08A appeared in chambers 1-8

A_Combat09

  1. Room advances forward and to the side

  2. Table/slab directly in front

  3. Stained glass windows to the side

Clear towards the exit. Spawn manip in the orange corner whenever you can to avoid far backspawns.

A_Combat09v1.jpg

RequiredMaxBiomeDepth = 6 (Chamber 2-8)

A_Combat10

  1. River in front

  2. Room progresses to the side in a C shape

Clear towards the exit and spawn manip in the orange circle. This helps prevent backspawns over the lake which are difficult to get to if you spawn manip near the exits.

A_Combat10v1.jpg

A_Combat11

  1. Rectangular pool directly in front

  2. High wall on the side forces you to proceed to the opposite side

Follow the blue arrows and clear the room ending towards the exit. Try your best to spawn manip at or around orange. Conventionally spawn manips at the exit will cause back spawns near the entrance which are a pain to get to.

A_Combat11v1.jpg

RequiredMinBiomeDepth = 7 (Chamber 9-12)

A_Combat12

  1. Symmetrical plus (+) shaped room

  2. Symmetrical pillars and traps at the centre

You can try any random corner in this room or stand in the middle between waves.

A_Combat12v1.jpg

RequiredMaxBiomeDepth = 6 (Chamber 2-8)

A_Combat13 (also known as "X-trap")

  1. Yeah good luck.

This room sucks. Stand anywhere good luck.


Get used to traversing across the gaps in this room for better mobility. Highlighted blue lines are common ways to cross the gaps.

A_Combat13v1.jpg

A_Combat14

  1. Long green pit directly in front

Clear the room and clear out both orange corners. You can stay in either corner between waves. It is common that you can stand in one corner, wait for a wave to spawn in, and traverse to the other corner killing everything in between and set up the next spawn manip.

A_Combat14v1.jpg

A_Combat15

  1. You spawn in on a dock elevated over a river, with narrow walkway in front

Clear towards the exit and try to spawn manip in either orange or blue. Sometimes, if you spawn manip at blue, some random thing will spawn in at red i swear.

A_Combat15v1.jpg

A_Combat16 (Also known as "Figure 8")

  1. Lots of square patterns with spike trap in the centre

Literally none of the 99 corners in this room work as a spawn manip. Just stand in the middle and check the entire room as fast as humanly possible gl.

A_Combat16v1.jpg

A_Combat17

  1. Long thin room

  2. Pit directly in front in the shape of a square bracket (“[“)

Tricky room. Carefully clear out everything at orange box until nothing else spawns in. Then move up to blue box and spawn manip in the two red corners until the room is finished.

 

If nothing else is spawning in, you might have to just go back down and check for backspawns so be prepared.

A_Combat17v1.jpg

RequiredMinBiomeDepth = 7 (Chamber 9-12)

A_Combat18

  1. Tight, walled in room that forces you to proceed to the side

Generally you just work towards the exit and try to spawn manip in blue when you can to prevent far backspawns.

A_Combat18v1.jpg

RequiredMinBiomeDepth = 7 (Chamber 9-12)

A_Combat19

  1. Spawn into an alcove, but the room opens up

  2. 2 Standing pillars+spike trap directly in front

Clear towards the exit and spawn manip in orange.

A_Combat19v1.jpg

RequiredMinBiomeDepth = 7 (Chamber 9-12)

A_Combat20

  1. Square room with squares in the centre, and pits in the corner of the squares

Enemies could be in either orange corner. Waves can be spawn manipped in either corner as well with the blue circle being a decent backup.

A_Combat20v1.jpg

A_Combat21

  1. Room kind of zig-zags forwards

  2. Single standing pillar structure directly in front

Clear towards the exit and spawn manip specially in the blue corner. If you aren’t fast, backspawns can appear at red so check that if there’s nothing spawning in.

A_Combat21v1.jpg

RequiredMaxBiomeDepth = 6 (Chamber 2-8)

A_Combat24

  1. Room progresses off to the side

  2. Double pillars directly in front

Slightly tricky room. Depending on enemy type, sometimes enemies will keep back spawning in the blue box. There are various ways to handle it.


One way is to clear the blue box, clear the red box, and keep alternating. With this method, make sure to keep yourself centralized to track the spawns.


If nothing spawns initially in the blue box, you can immediately move to red and spawn manip in the orange circle between waves. This will prevent backspawns in blue.

A_Combat24v1.jpg

Asphodel

B_Combat01

  1. Ornate pantheon like structure right next to pier

  2. Fake evil bouldy directly in front

  3. Can see another body of lava (cropped off in screenshot)

Clear spawns at blue followed by green. They may jump around so be prepared to follow them. Between waves you can spawn manip in the nearest corners with the red circles being common places to stand.

B_Combat01.png

B_Combat02

  1. Lava lake in front, the lake’s shoreline and island shoreline is parallel

  2. Sarcophagus off to the side

Enemies commonly spawn in at blue and green. Feel free to clear in whatever order you like. Whichever circle you clear second make sure to hug the appropriate edge (top if green, bottom if blue).

B_Combat02.png

B_Combat03L1-2

  1. River and island off to the side

  2. Gravestone tablets behind your boat; no rocky cliffs**
    * * for distinguishing between this, B_05 and B_06

This combat room differs depending on whether you arrive on the left or right side. There are three images below, the last two demonstrate two different orders you can clear the room. You can choose to cycle through the islands clockwise or counterclockwise. Whichever island you end up on, find the nearest corner to spawn manip between waves.

B_Combat03L1.png

B_Combat03R

  1. See another lava lake in front

  2. Tall pile of bones directly in front

  3. Ornate pantheon structure to the side

Spawning on the right side, you can clear out yellow followed by blue. Enemies seldom spawn in at green but if nothing else is spawning in you may have to check it. Light purple circles are good places to be between waves.

B_Combat03R.png

B_Combat04L

  1. Rectangular-ish body of laval with 2 sarcophagus wrapping the corner of the lava lake

  2. Finger-like rock structures next to pier

Stairs tile you can clear yellow first. Afterwards go upstairs and clear out green. Quickly spawn manip at blue between waves. Stragglers can appear at light purple depending on how the room plays out so be prepared to check it.

B_Combat04.png

B_Combat04R

  1. Cliff along the side

  2. You can see stairs

Go directly up the stairs and clear out enemies at blue. Spawn manip at green between waves and be prepared to check for stragglers at purple.

B_Combat04R.png

B_Combat05

  1. River/island off to the side

  2. River flows into a waterfall (lavafall?) on rocky cliffs

  3. Sarcophagus directly in front

Clear and check out the orange circle before moving onto the red circle. Quickly spawn manip in blue before returning to red. Sometimes, enemies spawn back in at orange anyways. If you find yourselves at orange, its ok to spawn manip in the far bottom left between waves.

B_Combat05.png

B_Combat06

  1. Can see another island directly in front

  2. Sarcophagus to the side

  3. Tall stalagmite to the side

Clear out enemies at blue followed by yellow. Sometimes enemies spawn in further up at green but its safe to spawn manip back down at blue. If you chase enemies further up its ok to spawn manip at green.

B_Combat06.png

B_Combat07

  1. You spawn in on floor tiles

  2. Note the shape of the peninsula you spawn in on (it’s unique)

Clear out yellow before moving on to blue. If nothing has spawned down at light purple, quickly spawn manip at green to prevent backspawns at light purple.

B_Combat07.png

B_Combat08

  1. Nice floor tiles with L-shaped sarcophagus configuration

This room is fairly tricky and there is a lot to consider. Generally you can start by clearing blue and checking yellow. Running into the lava lake at around light purple can draw enemy aggro at green and cause them to jump at you. If the enemy at green is a witch, you have to go to green and play out the rest of the room from there. Spawn manips generally occur on either the far left or right island depending on how your room plays out. Yellow is a decent backup spot as well.

B_Combat08.png

RequiredMinBiomeDepth = 3 (Chamber 19-22)

B_Combat09

  1. Multiple small islands in sight

  2. Pantheon structure directly to the side

Start by clearing out blue followed by yellow. You can attempt to spawn manip as far up near green as possible to prevent backspawns at blue but the room seldom works out that way. Best bet is to just kill everything as quickly as possible.

B_Combat09.png

RequiredMinBiomeDepth = 4 (Chamber 17-20)

B_Combat10

  1. Small S shaped room. Note how the landmass is shaped

  2. Should be able to see exit piers from where you spawn in on

Simple room. Enemies spawn in at green and stay on the right between waves.

B_Combat10.png

RequiredMinBiomeDepth = 4 (Chamber 17-20)

B_Combat11 (Also known as "Triple Donut")

  1. Regardless of which pier you spawn in from, you should be able to see a lake directly above/in front

  2. There is a unique sarcophagus elevated by a ring of stairs in front

Move in the direction of the boat you came in on. For the blue path you can go straight across the lake and manip in the blue circle. For the green path try dashing high to check if there are any spawns in the red circle before moving down to manip in the green circle. This room can get very messy so you can adapt by manipping at the edges of the room if you get caught out. This room sucks, good luck.

Asphodel-11.png

RequiredMinBiomeDepth = 3 (Chamber 19-22)

B_Combat12

  1. Square pool with bubbles

Dash up from the entrance to check in and around the green circle. If there are no enemies there dash to the island with a blue circle. Between waves manip on any of the islands or the pink circle up top.

Asphodel-12.png

RequiredMinBiomeDepth = 3 (Chamber 19-22)

Elysium

C_Combat01

  1. Room entrance feels “octangular”

  2. River on one side; cliffs with ballistas on the other

  3. BIrd statue and square flowerbed in front

Enemies generally spawn in at red. The room can be spawn manipped on the far left at orange. If you end up chasing enemies to the far end, you can spawn manip on the far right at purple.

C_Combat01.png

C_Combat02

  1. Tight room with a square pool in front

  2. You can see a lot of stabby armour traps

Simple room. You can choose between staying centralized or the far right corner between waves.

C_Combat02.png

C_Combat03

  1. Long narrow room. Buildings/structures on one side, chasm on the other

Enemies generally spawn in at the two orange circles. Try your best to spawn manip in the red box near the entrance. If you end up chasing enemies to the far side, you can spawn manip at purple near the entrance instead.

C_Combat03.png

C_Combat04L

  1. Long flowerbed in front but slightly to the side

  2. Thin pool of water next to spawn point

If you enter this chamber from the left side, enemies are generally spawned in at red. Kill them and spawn manip in the orange box near the door between waves.

C_Combat04L.png

C_Combat04R

  1. Long flowerbed in front but slightly to the side

  2. Thin pool of water next to spawn point

If you enter from the right side, the enemies will spawn on the two red circles. Spawn manipping on the orange circle between waves will generally keep enemies on the right side of the gap.

C_Combat04R.png

C_Combat05

  1. Square themed structures in front, with pools in the corner, bird statue atthe centre

Enemies spawn in at red and orange circles. Check and clear out red before moving on to orange and spawn manipping in the corner at orange.

C_Combat05.png

C_Combat06 (Also known as the bridge room)

  1. Pool of water with flowerbed/bird statue configuration directly in front

Enemies generally spawn in at orange with one or two stragglers on the bridge. If you don’t make it far, continue to spawn manip at the entrance in the redbox. If you end up chasing the enemies to the other side, spawn manip in the purple box near the exit.

C_Combat06.png

C_Combat08

  1. Long flowerbed directly blocking your path

  2. Fences on on side

  3. Room opens up diagonally to the other side

Enemies generally spawn in at red. Clear them and return to orange near the exit to spawn manip. If you end up chasing an enemy to the other end of the room, you can spawn manip at purple near the exit.

C_Combat08.png

C_Combat09

  1. Two bird statues and a table (can be Charon’s Well) on a river bank directly in front

Enemies can spawn in at orange and red here. Generally you can clear orange and spawn manip at purple. If nothing is spawning in, it is likely that you may have to clear out red and spawn manip on that side instead.


Alternatively you can clear out red first and continue to orange afterwards.

C_Combat09.png

C_Combat10

  1. Two flowerbeds (1 long, 1 shorter) directly in front

  2. Bird statue with circle ground pattern

  3. Entrance of the room feels “octangular”

Simple room. Just stay centralized and kill things fast.

C_Combat10.png

C_Combat11

  1. Pool of water shaped like a square bracket (“[“)

Similar to C_Combat9. Enemies can spawn in at red and orange. Typically you can quickly check red before continuing to orange and spawn manipping in the corner. Alternatively, you can just book it to the orange circle and if nothing is spawning in, check red. A good backup spawn manip is just standing near the entrance.

C_Combat11.png

C_Combat12

  1. Unique configuration of pool/bird/flowerbed structure direction in front

  2. You arrive on a bridge and you can see the stage is elevated over a river

Enemies will typically spawn in at around the orange circles and sometimes at red. If they do appear at red, clear this out first before continuing to orange. Spawn manips can occur at either orange circle and you can alternate between the two between each wave.

C_Combat12.png

C_Combat13

  1. Room opens up in a funnel-like shape

  2. Two bird statues spaced out in front (2nd bird not visible in screenshot)

OKAY SO FOR THIS ROOM. First you want to clear up towards red. Follow the arrows. Spawn manips can occur at the red circle between red. As the enemies spawn in, you will find yourself moving back down the length of the room. If you move far enough, you can make your way towards the orange circle and spawn manip the rest of the waves from there. This seldom happens tho but it’s good to know if it occurs.

C_Combat13.png

C_Combat14

  1. You can see the tip of a river diagonally in front

  2. Most of the time, there’s an enemy spawned behind the flower bed, with a bunch to the side, almost off screen

This room is legit wild. Enemies spawn in at red initially. They kind of spawn in from everywhere after I swear. Orange circles are typically good places to attempt to spawn manip between waves. gl.

C_Combat14.png
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