Dungeon Settlers opens its regions in a fixed chain. In play, clearing a region is the only thing that opens the next one. The save stores each region's lock state, and the game loads it as saved.
At a glance
The region chain
Veil of Silence is open from the start. When a region is cleared, the game opens the regions linked to it (OpenAdjacentRegion). The links are fixed in code (SetAdjacency).
The links are:
- Clearing Veil of Silence opens Festering Burrow.
- Clearing Festering Burrow opens Abandoned Mine and the Infinite Abyss.
- Clearing Abandoned Mine opens nothing.
- Clearing Forgotten Abyss opens Dead Swamp, and clearing Dead Swamp opens Forgotten Abyss.
No clear opens Tower of Apocalypse, and no clear of the first three regions opens Forgotten Abyss or Dead Swamp.
Only the first 2 regions have real content; the rest are placeholders (see the Gated Content page).
Clearing a region
Each region names a clear boss in the constant GAMESYSTEM_Dungeon_UnitForClearRegion. In the current data 2 slots are filled:
- Slot 0, The Veil of Silence's clear boss, is
Giant Stone Golem - Slot 1, Festering Burrow's clear boss, is
Chain Knight Sentinel
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.
Main quest vs region clear
Finishing the main story is a separate axis from clearing regions. The Crawling Doom main chain (Main Quest 0 to Main Quest 8) ends with killing the Red Monster Rat, 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 Quests.
IsCleared flag that drives the unlock chain.Save editing
IsLocked value as it is. A region saved with IsLocked false is open. Setting the previous region's IsCleared alone opens nothing, because the load does not re-open linked regions.Some earlier builds re-derived the unlock from IsCleared on every load. On those builds IsLocked edits did nothing. See Save Files.