Enshrouded Hollow Halls: All 6 Dungeons with Quest and Bone Key
- ๐ What the Hollow Halls are
- ๐ All six Enshrouded Hollow Halls with quest and key
- ๐บ๏ธ Which hall fits which Flame level
- ๐ค The Collector: keys, Ectoplasm Press and shelter
- ๐งช Ectoplasm: the resource of the halls
- ๐ฆ What version 1.0 changed in the Hollow Halls
- โ๏ธ Prep: food, group and retreat
- โ Enshrouded Hollow Halls FAQ
Enshrouded Hollow Halls are the game's undead dungeons, and since version 1.0 there are six of them: one each in the Springlands, Revelwood, the Nomad Highlands, the Kindlewastes, the Albaneve Summits and the Veilwater Basin. The Alchemist sends you to the first one. Every hall after that needs a Bone Key from the Collector.
The last two halls opened with the full release on October 15, 2026. This guide lists all six with quest, key and quest giver, explains Ectoplasm and the Collector, and sums up what the 1.0 changelog did to the dungeons.
๐ What the Hollow Halls are
Keen Games added the dungeons on March 26, 2024 with the first big Early Access update, version 0.7.1.0. The announcement describes them as a new playable area in every biome, with enemies and challenges matched to the level of that biome. The same update brought a new survivor, a new crafting station, weapons, building blocks and decorations.
Keen was blunt about difficulty back then. Solo runs are possible but can be very challenging, so the studio recommended your best food, campfires to rest along the way, and a few friends. The 1.0 changelog repeats it in one line: the Hollow Halls are best visited with dependable friends.
The enemies are undead, simply called the Hollow. The 1.0 patch notes mention hounds and Hollow melee fighters, which now drop Ectoplasm. The quest text only names a boss for Revelwood, more on that below.
๐ All six Enshrouded Hollow Halls with quest and key
Each hall is named after its biome in the English client, for example Revelwood Hollow Halls or Kindlewastes Hollow Halls. The table follows the quest data on enshrouded.th.gl. Recommended levels are a guideline from the quest, not a hard lock, so you can go in early and meet much tougher enemies.
| Hall | Quest (giver) | Rec. level | Key | Added |
|---|---|---|---|---|
| Springlands Hollow Halls | Explore The Hollow Halls (Alchemist) | early game | none | Early Access |
| Revelwood Hollow Halls | Ectoplasm Press For The Collector (Collector) | 17 | Revelwood Bone Key | Early Access |
| Nomad Highlands Hollow Halls | The Nomad Highlands Hollow Halls (Collector) | 22 | Nomad Highlands Bone Key | Early Access |
| Kindlewastes Hollow Halls | The Kindlewastes Hollow Halls (Collector) | 27 | Kindlewastes Bone Key | Early Access |
| Albaneve Summits Hollow Halls | The Albaneve Summits Hollow Halls (Collector) | 32 | Albaneve Summits Bone Key | 1.0 |
| Veilwater Hollow Halls | The Veilwater Basin Hollow Halls (Collector) | after Albaneve | Veilwater Basin Bone Key | 1.0 |
From Revelwood to the Albaneve Summits the recommendation climbs by exactly five levels per hall. That makes the order easy to plan.
Key names are a little inconsistent in the game data. Quest objectives say "Craft a Revelwood Hollow Halls Key", while the item itself is the Revelwood Bone Key. Same object, two labels. The changelog calls them Bone Keys.
๐บ๏ธ Which hall fits which Flame level
Here is a pairing you won't find spelled out anywhere: every hall sits in the biome of a specific Flame level. The th.gl database assigns each Flame upgrade to a biome, and that gives a clean order.
| Hall | Flame level of the biome | Rec. level of the hall |
|---|---|---|
| Springlands | 2 | early game |
| Revelwood | 3 | 17 |
| Nomad Highlands | 4 | 22 |
| Kindlewastes | 5 | 27 |
| Albaneve Summits | 6 and 7 | 32 |
| Veilwater Basin | 8 and 9 | after Albaneve |
Rule of thumb: tackle a hall once you've upgraded the Flame in that biome. Your gear and the enemy level usually line up at that point. Materials for every Flame level are in our Flame Altar guide. According to the changelog, the recipes for levels 6 to 9 got cheaper in 1.0.
๐ค The Collector: keys, Ectoplasm Press and shelter
The Springlands hall is the starting point. Its quest comes from the Alchemist, and the reward waiting inside is a new survivor: Alden Crowley, known in game as the Collector. You bring him to your base with the Summoning Staff like any other craftsperson. His first quest, Collector Needs Shelter, asks for a sheltered bed before he crafts more.
After that he runs everything for the remaining halls. Per the quest text, he tells you where each one is and crafts the key you need. How to find the other survivors is covered in Enshrouded craftspeople.
Revelwood is the odd one out. Its quest asks you to defeat the "one-eyed beast" at the bottom of the hall. With the head of that Hollow Cyclops you then craft the Ectoplasm Press, a new station for the Collector that opens up better crafting options.
๐งช Ectoplasm: the resource of the halls
Most of what you farm in the Enshrouded Hollow Halls comes down to Ectoplasm. The base material comes in three grades: Ectoplasm, Greater Ectoplasm and Excellent Ectoplasm. You'll also see variants like Ectoplasm Fragment, Ectoplasm Crystal and Ectoplasm Shard, plus the Ectoplasm Block as a building material.
Version 1.0 made the resource easier to come by in several places:
- More sources: hounds and Hollow melee fighters now drop Ectoplasm too.
- Lower costs: spell charges, arrows and Hollow Halls furniture need less of it.
- Earlier building: the Ectoplasm Block is now a tier 2 building material.
๐ฆ What version 1.0 changed in the Hollow Halls
Besides the two new halls, the official changelog lists four changes that hit the dungeons directly:
- End room chests: opening the chests in the end rooms costs 25 percent less, so you grind fewer resources per run.
- Key reminder: Hollow Halls journal entries and the Bone Key item details now remind you to keep materials for the next hall's key.
- Weapons reworked: weapons found only in the Hollow Halls now work especially well against the Hollow and stay useful outside.
- Veilwater Basin: Keen's only advice for the new hall is "bring your snorkel". Pack for longer dives.
Quick math on the chest discount: at 25 percent off, four chests now cost what three used to. If you farm end rooms for gear, every fourth opening is effectively free. The changelog doesn't say what a single chest costs.
Take the key reminder seriously in the Enshrouded Hollow Halls. Spend everything in the end room and you'll show up at the next hall with no key materials and have to go back. All other 1.0 changes are in our 1.0 patch notes.
Patch #1 (1.0.1.0) from November 2, 2026 lists two small fixes for the halls: the Kindlewastes Hollow Halls have fewer flying critters in one spot, and a Hollow enemy spawn point in the Albaneve Summits Hollow Halls was moved. According to the changelog, the patch doesn't change the flow, the keys or the recommended levels.
โ๏ธ Prep: food, group and retreat
Three 1.0 changes help inside the halls even though they apply everywhere. Enemies now only regenerate health over time when you leave the combat area. A quick second attempt at a boss no longer starts from full health.
Heavy melee attacks now hit several nearby enemies instead of just the first one. In tight corridors full of skeletons, you'll feel that. Players can also summon skeletons to fight alongside them now. Matching playstyles are in our Enshrouded builds.
Coming back with an Early Access save? Open the skill tree before your first hall. The changelog says it resets on the first load in 1.0, so you have to spend your points again. Dagger skills moved from the Warrior section to the Assassin tree. Where to put them is covered in Enshrouded skill points.
Eat before you head down into the Enshrouded Hollow Halls, since Keen names good food as the first thing to prepare. Which meals are worth it is in our food buffs guide. For groups (up to 16 players on PC, 8 on PS5), the co-op and dedicated server guide walks you through setup.
โ Enshrouded Hollow Halls FAQ
What are the Hollow Halls called in German?
In the German client they're the "Hallen der Erloschenen". The Hollow themselves are "die Erloschenen".
How many Hollow Halls are there in 1.0?
Six: Springlands, Revelwood, Nomad Highlands, Kindlewastes, Albaneve Summits and Veilwater Basin. The last two arrived with 1.0.
Where do I get the Bone Keys?
From the Collector, Alden Crowley. He crafts a separate key for every hall from Revelwood on. The Springlands hall doesn't need one.
What level should I be?
The quests recommend level 17, 22, 27 and 32 for Revelwood, the Nomad Highlands, the Kindlewastes and the Albaneve Summits. Springlands is the early entry point, Veilwater comes last.
Can I do the Hollow Halls solo?
Yes. Keen says solo is possible but can be very challenging, and recommends good food, campfires to rest and some friends.
Checked against Enshrouded version 1.0.0.0 (October 15, 2026) and Patch #1 (1.0.1.0, November 2, 2026) as of November 2026. Sources: Keen Games' official 1.0 changelog (enshrouded.com, October 14, 2026), the Patch #1 changelog (enshrouded.com, November 2, 2026) and the Hollow Halls update announcement from March 26, 2024 (version 0.7.1.0). English quest, item and area names from the game database enshrouded.th.gl and enshrouded.wiki.gg. We found no reliable source for key recipe amounts or chest costs, so they're left out.