Dungeon Settlers는 지역을 고정된 체인으로 열고, 잠금 해제는 유래, 저장 안 됨. Clearing a region is the one and only thing that opens the next one.
한눈에
The region chain
Every time a campaign loads, the game resets every region to locked. It then walks the regions whose IsCleared 플래그가 설정되고 각 정리된 지역의 이웃을 다시 엽니다 (OpenAdjacentRegion).
The regions open in this order:
- 침묵의 장막
- 문드러진 땅굴
- 버려진 광산
- 잊혀진 심연
- 죽음의 늪지
- 종말의 탑
Only the first 2 regions have real content; the rest are placeholders (see the 제한 콘텐츠 페이지).
Clearing a region
각 지역은 이름을 정리 보스 상수에서 GAMESYSTEM_Dungeon_UnitForClearRegion. In the current data 2 slots are filled:
- 칸 0, 침묵의 장막의 클리어 보스는
거대 스톤 골렘 - 칸 1, 문드러진 땅굴의 클리어 보스는
체인 나이트 센티넬
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]fromGAMESYSTEM_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 Return; 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.
주요 임무 대 지역 정리
주요 스토리를 완료하는 것은 지역을 정리하는 것과 별개의 축입니다. 기어오는 파멸 main chain (메인 퀘스트 0~메인 퀘스트 8) ends with killing the 붉은 괴물쥐, 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 임무.
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 편집이 작동했습니다. 참고 저장 파일.