Chamber Guide 4.0
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Chamber guide originally made by Lili, updated by BigP, entrance notation by Max Chewy and website by Oshimia.


RequiredMaxBiomeDepth = 5 (Chamber 2-7)
RoomSimple01 (Also known as Athena room)
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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.
RequiredMaxBiomeDepth = 6 (Chamber 2-8)
A_Combat01
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In a pretty tight rectangular room with tall columns on the side
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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_Combat02
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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_Combat03
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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.
RequiredMaxBiomeDepth = 6 (Chamber 2-8)
A_Combat04
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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_Combat05
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Small square room, but with plus (+) shaped floor patterns and symmetrical structures/traps
You can stand in the middle.
RequiredMaxBiomeDepth = 6 (Chamber 2-8)
A_Combat06
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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_Combat07
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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.
RequiredMaxBiomeDepth = 6 (Chamber 2-8)
A_Combat08A
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Small room with ruined walls
You can stand in the middle.
RequiredMaxBiomeDepth = 6 (Chamber 2-8)
This chamber will not appear if A_Combat08A appeared in chambers 1-8
A_Combat08B
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Lots of thin narrow openings with river flowing below
You can stand in the middle.
RequiredMaxBiomeDepth = 6 (Chamber 2-8)
A_Combat09
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Room advances forward and to the side
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Table/slab directly in front
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Stained glass windows to the side
Clear towards the exit. Spawn manip in the orange corner whenever you can to avoid far backspawns.
A_Combat10
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River in front
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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.
RequiredMinBiomeDepth = 7 (Chamber 9-12)
A_Combat11
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Rectangular pool directly in front
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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.
RequiredMaxBiomeDepth = 6 (Chamber 2-8)
A_Combat12
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Symmetrical plus (+) shaped room
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Symmetrical pillars and traps at the centre
You can try any random corner in this room or stand in the middle between waves.
A_Combat13 (also known as "X-trap")
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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_Combat14
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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_Combat15
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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_Combat16 (Also known as "Figure 8")
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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.
RequiredMinBiomeDepth = 7 (Chamber 9-12)
A_Combat17
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Long thin room
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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.
RequiredMinBiomeDepth = 7 (Chamber 9-12)
A_Combat18
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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.
RequiredMinBiomeDepth = 7 (Chamber 9-12)
A_Combat19
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Spawn into an alcove, but the room opens up
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2 Standing pillars+spike trap directly in front
Clear towards the exit and spawn manip in orange.
A_Combat20
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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.
RequiredMaxBiomeDepth = 6 (Chamber 2-8)
A_Combat21
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Room kind of zig-zags forwards
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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_Combat24
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Room progresses off to the side
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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.
B_Combat01
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Ornate pantheon like structure right next to pier
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Fake evil bouldy directly in front
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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_Combat02
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Lava lake in front, the lake’s shoreline and island shoreline is parallel
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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_Combat03L1-2
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River and island off to the side
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Gravestone tablets behind your boat; no rocky cliffs**
* * for distinguishing between this, B_05 and B_06
There are three images to view, the first and last demonstrate two different orders you can clear the room. This combat room differs depending on whether you arrive on the left or right side. You can choose to cycle through the islands clockwise or counterclockwise. If you're entering from the left it's generally considered best to move in a clockwise manner, but listen out for possible spawn sounds from the right. Whichever island you end up on, find the nearest corner to spawn manip between waves.
B_Combat03R
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See another lava lake in front
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Tall pile of bones directly in front
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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_Combat04L
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Rectangular-ish body of laval with 2 sarcophagus wrapping the corner of the lava lake
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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_Combat04R
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Cliff along the side
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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_Combat05
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River/island off to the side
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River flows into a waterfall (lavafall?) on rocky cliffs
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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_Combat06
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Can see another island directly in front
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Sarcophagus to the side
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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_Combat07
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You spawn in on floor tiles
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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.
RequiredMinBiomeDepth = 3 (Chamber 19-22)
B_Combat08
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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.
RequiredMinBiomeDepth = 4 (Chamber 17-20)
B_Combat09
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Multiple small islands in sight
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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.
RequiredMinBiomeDepth = 4 (Chamber 17-20)
B_Combat10
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Small S shaped room. Note how the landmass is shaped
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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.
RequiredMinBiomeDepth = 3 (Chamber 19-22)
B_Combat11 (Also known as "Triple Donut")
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Regardless of which pier you spawn in from, you should be able to see a lake directly above/in front
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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.
RequiredMinBiomeDepth = 3 (Chamber 19-22)
B_Combat12
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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.
C_Combat01
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Room entrance feels “octangular”
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River on one side; cliffs with ballistas on the other
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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_Combat02
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Tight room with a square pool in front
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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_Combat03
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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_Combat04L
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Long flowerbed in front but slightly to the side
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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_Combat04R
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Long flowerbed in front but slightly to the side
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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_Combat05
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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_Combat06 (Also known as the bridge room)
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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_Combat08
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Long flowerbed directly blocking your path
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Fences on on side
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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_Combat09
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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_Combat10
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Two flowerbeds (1 long, 1 shorter) directly in front
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Bird statue with circle ground pattern
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Entrance of the room feels “octangular”
Simple room. Just stay centralized and kill things fast.
C_Combat11
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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_Combat12
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Unique configuration of pool/bird/flowerbed structure direction in front
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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_Combat13
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Room opens up in a funnel-like shape
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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_Combat14
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You can see the tip of a river diagonally in front
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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.
© 2024 Chamber Guide 4.0. All rights negotiable once every thousand years under a bloodred moon when supervised by Zagreus.