Dungeon Settlers öffnet seine Regionen in einer festen Kette, und die Freischaltung ist abgeleitet, nicht gespeichert. Clearing a region is the one and only thing that opens the next one.
Auf einen Blick
The region chain
Every time a campaign loads, the game resets every region to locked. It then walks the regions whose IsCleared Flag gesetzt ist, und öffnet den Nachbarn jeder abgeschlossenen Region erneut (OpenAdjacentRegion).
The regions open in this order:
- Veil of Silence
- Eiternder Bau
- Verlassene Mine
- Forgotten Abyss
- Toter Sumpf
- Turm der Apokalypse
Only the first 2 regions have real content; the rest are placeholders (see the Gesperrte Inhalte Seite).
Clearing a region
Jede Region nennt einen Boss besiegen in der Konstante GAMESYSTEM_Dungeon_UnitForClearRegion. In the current data 2 slots are filled:
- Platz 0, der Clear-Boss von Schleier des Schweigens, ist
Riesiger Steingolem - Platz 1, der Clear-Boss von Eiternder Bau, ist
Kettenritter Wächter
2 of the 8 slots are filled; every later slot is NULL.
The chain, traced in the DS_B.0.4.11 binary (2026-09-04):
- Every campaign region has 5 floors (
GAMESYSTEM_Dungeon_MaxFloor). Floor n runs dungeon phasePhaseUnit[n]vonGAMESYSTEM_Dungeon_PhaseUnit = [0, 1, 2, 3, 4, 5](index 0 is the safe floor), so floor 5 runs phase 5. - Phase 5 is the boss phase: its room pool is Entry -> Boss -> Portal, and the boss room (
DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem,AvailablePhases = [5]) generates there. Festering Burrow's floor 5 generatesDUNGEONROOM_FesteringBurrow_Boss_ChainKnightSentinelthe same way. - Killing the clear boss on that floor flags the region's boss as defeated (
TryMarkCurrentRegionBossDefeated). The expedition result screen then offers Zurück; pressing it commits the transition and marks the region cleared (SetClearRegion -> SetDungeonClear -> SetRegionClear) and opens the neighbour (OpenAdjacentRegion). - On the boss floor the exit portal is already the next region's portal (
BUILDING_DungeonFloorPortal2on Veil of Silence,BUILDING_DungeonFloorPortal3on Festering Burrow).
Corrections to earlier readings
"The Golem cannot spawn." Earlier versions said Veil of Silence's own phase table, GAMESYSTEM_Dungeon_Floor_Phase_Division_Veil_Silence, caps the region below the boss phase, so the boss room could never generate.
That table exists in the data, and no build since B.0.3.40 reads it. A search of the game binary's string literals finds zero references in B.0.3.40, B.0.3.44 and DS_B.0.4.11. The floor's phase comes from GAMESYSTEM_Dungeon_PhaseUnit, as above. The boss floor was reachable all along.
"A second lock keeps Festering Burrow closed." Earlier versions also described hardcoded Festering Burrow exceptions in the binary. Those instructions existed in B.0.3.14 and are gone from B.0.3.40 onward:
IsRegionBlockedreturns false for every regionSanitizeRequestedRegionreturns its input unchanged- Neither
OpenAdjacentRegionnorGetAvailableRegiontests the region number
Demo-build auto-clear
In the demo and playtest builds (B.0.3.x) the game also auto-completed Veil of Silence. A demo-only resolver marked the region cleared from floor 5's result screen, boss kill or not.
DS_B.0.4.11 removed that behaviour. The resolver is compiled to a constant false, and the result screen reads the real boss-defeated flag.
Hauptaufgabe vs. Region abschließen
Die Hauptgeschichte abzuschließen ist eine andere Achse als das Abschließen von Regionen. Die Kriechendes Unheil main chain (Hauptaufgabe 0 bis Hauptaufgabe 8) ends with killing the Rote Monsterratte, an elite monster, not the region's clear boss.
Completing it finishes the scenario's story but does not clear Veil of Silence and does not unlock Festering Burrow. See Aufgaben.
IsCleared flag that drives the unlock chain.Save editing
IsLocked field does nothing on current builds, because the unlock is re-derived on every load. The only save-side lever is the previous region's IsCleared.Older ~B.0.2.x builds stored the unlock instead, where IsLocked Änderungen funktioniert haben. Siehe Spielstände.