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Hollow Halls are Enshrouded’s multi-stage crypt dungeons, with six regional Halls listed in current community game-data references. Version 1.0 opened the Albaneve Summits and Veilwater Basin Halls. For a new character, start with the Alchemist’s quest, rescue the Collector in Springlands, and use his Bone Key recipes to plan later visits.

The important budget decision comes before opening the final chests: reserve the next key’s materials first. Chest payments, crafted Ectoplasm Gems and Bone Keys are related, but they are not interchangeable items. This guide separates Keen’s confirmed 1.0 changes from reference recipes and explains what a checkpoint does, without promising a fixed clear time or a guaranteed gear drop.

TL;DR

  • The six listed Halls are Springlands, Revelwood, Nomad Highlands, Kindlewastes, Albaneve Summits and Veilwater Basin. The last two opened in 1.0.
  • Talk to the Alchemist to start; the Collector, Alden Crowley, is rescued in the Springlands Hall and handles Bone Key crafting.
  • End-room class chests use Ectoplasm items. Check the exact resource icon and amount before paying; Ectoplasm Gem is a separate crafted key ingredient.
  • Keen’s 1.0 notes rebalance chest-opening costs by 25% and add Ectoplasm drops to hounds and Hollow melee fighters. This does not establish a universal chest price or a 25% discount on key recipes.
  • Solo is possible; friends are recommended. Rejoining at a visited checkpoint is supported, but it is not a guarantee that every encounter and loot state survives a server reset.
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What Are Hollow Halls in Enshrouded?

A Hollow Hall is a longer combat-and-exploration dungeon, with enemies and challenges tied to its region. Keen introduced the original Halls in the 26 March 2024 update, and confirmed two new regional Halls in the 1.0 notes published on 14 October 2026, ahead of the 15 October release.

The reward loop has two parts: loot the Hall and its class chests, then keep enough materials for progression at the Collector. Version 1.0 also reworked Hollow Hall weapons to perform well against the Hollow while remaining useful elsewhere. The old announcement’s “each biome” wording describes the map at that time; use the named regional list below rather than assuming every newly added biome contains another Hall.

25%Chest-cost rebalance in 1.0
2New Halls in 1.0
2End-room chests per class

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Where Are the Hollow Halls in 1.0?

There are six named regional Halls in the current reference inventory: Springlands, Revelwood, Nomad Highlands, Kindlewastes, Albaneve Summits and Veilwater Basin. The first four form the earlier progression; Keen’s 1.0 changelog confirms that the last two have opened.

Use the Alchemist’s quest for your first visit, then follow the Collector’s journal markers and recipes. For an external location reference, Enshrouded.tools lists all six Halls and links to their map positions. It is an unofficial game-data reference, not our recorded in-game route. We have not verified entrance coordinates in the client.

Plan the new content after the earlier Halls if you are following normal crafting progression: the reported Veilwater key uses Icy Giant Bones, while the Albaneve Hall’s Hollow Titan is a documented source. This is a practical progression recommendation, not proof that Albaneve must be completed on every visit. For broader world progression, see the Flame Altar guide.

Hall groupAdded inWherePreparation
Original halls (four at the time)0.7.1.0, 26 Mar 2024Springlands, Revelwood, Nomad Highlands, KindlewastesStart the Alchemist quest; rescue the Collector in Springlands
New hall1.0; notes 14 Oct, release 15 Oct 2026Albaneve SummitsCheck the Albaneve Bone Key recipe at the Collector
New hall1.0; notes 14 Oct, release 15 Oct 2026Veilwater BasinCheck the Veilwater Bone Key and Icy Giant Bones supply

Solo, Party and Breaks: Hollow Halls Run Rules

Two Enshrouded adventurers resting beside a campfire in a green-lit Hollow Halls crypt
Neonsect editorial artwork: adventurers resting during a Hollow Halls expedition.

Solo is supported; a party is a recommendation

Keen explicitly says solo play is possible but can be very challenging. Its original advice is to prepare good food and bring campfires for rest; the 1.0 notes again recommend dependable friends for the new Halls. Before leaving, repair equipment, stock healing and the ammunition or spell charges your build uses, and leave backpack space for resources. These are preparation recommendations, not mandatory group-size or build requirements.

A checkpoint return is not a full pause guarantee

The Wake of the Water update, 10 November 2025 says players can rejoin at their last visited save point, allowing parties to take a break in a Hollow Hall. Reach a save point before logging out. The note does not promise that every enemy, open door, boss health bar, dropped bag or loot container is preserved through every server shutdown or reset. Rejoin the same world and check its state; do not treat checkpoint respawn as a multiplayer pause button.

Check your build after upgrading to 1.0

The official 1.0 notes warn that existing characters’ skill trees reset on first load. Reallocate points before entering; a high character level alone does not replace spent skills, suitable gear or the correct key. See the max level and skill reset guide. The linked leveling service’s $2.70 starting example is one level, 1 to 2, not a complete climb to 50 or an unlock of every Hall.

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Step-by-Step: Running a Hollow Hall

  1. 1

    Start the Springlands quest

    Talk to the Alchemist and follow the first Hollow Halls quest. The Collector, Alden Crowley, is rescued inside the Springlands Hall; the regional location and survivor detail come from the community reference.

  2. 2

    Check the next key at the Collector

    After rescuing him, inspect the target Hall's Bone Key recipe and unlock conditions. Reserve its Ectoplasm Gems, bones and metal before allocating resources to end-room chests.

  3. 3

    Prepare your character and party

    Spend refunded 1.0 skill points, repair gear and bring food, healing and the ammunition or spell charges your build needs. Solo is possible; bringing friends is recommended rather than required.

  4. 4

    Collect the correct Ectoplasm

    Loot the Hall as you progress and read the exact resource name on the chest prompt. Raw regional Ectoplasm and crafted Ectoplasm Gems are different items; do not assume a stack of one pays every cost.

  5. 5

    Choose a chest after reserving the key budget

    Compare the warrior, ranger and mage chest options and their weapon or armour category. Keep the next key's materials first, then spend only what you can spare. A class chest does not guarantee the exact item or complete set you want.

End-Room Chests and Ectoplasm: What Opening Them Costs

The Forging the Path update, 21 April 2026 added two end-room chests tailored to each of warrior, ranger and mage. Chests may be gold or silver, and weapon or armour chests. Keen says players can open chests while they have enough Ectoplasm items; this does not guarantee a chosen drop or an unlimited number of free rewards.

The 1.0 notes describe a 25% rebalance of opening costs intended to reduce resource grinding. That percentage is not a chest price. It also does not state that Bone Key crafting costs were reduced by 25%. Read the current chest’s resource icon and number in game before spending; there is no single verified price in this guide that applies to every class, chest tier and Hall.

Raw Ectoplasm is not Ectoplasm Gem

The regional reference uses names including Ectoplasm Fragment, Shard, Crystal, Cluster and Aggregate. Ectoplasm Gem is a crafted ingredient used by the Collector’s key recipes. Treat the exact item name as part of the cost: a number without its resource type is not a useful farming target.

Keen confirms that hounds and Hollow melee fighters inside the Halls can now also drop Ectoplasm. That adds sources; it does not make every kill a guaranteed drop. Loot resources along the route and check the next key recipe before converting or spending them. We have not measured a drop rate, timed farming loop or expected runs per specific gear piece.

Budget first

Set aside the next Bone Key’s materials before paying for optional chest openings. The 1.0 journal and Bone Key tooltips explicitly remind players to do this.

Hollow Hall Rewards and What They Unlock

Class chests narrow the category, not the exact item

Choose a warrior, ranger or mage option and check whether it is a weapon or armour chest. The gold/silver label and class category do not by themselves promise a named weapon, every armour slot or a complete build. The inspected changelogs do not give item-specific drop odds, so this guide does not attach an expected number of runs to a particular set.

The paid Gear Farm link is a broader build-and-level-band service, not a guarantee that one Hollow Hall chest supplies a set. On the configurator checked on 1 November 2026, $44.99 is the early-game band up to level 15; later bands cost more. Select the appropriate band and confirm the desired equipment rather than reading the starting price as a price for the two new Halls.

RewardHow you get itWhy it matters
Class weapon or armour chestsEnd room, opened with EctoplasmA class/category choice, not a guaranteed exact set
Gold or silver chest tierChest type in the end roomEither weapon or armour
Regional Ectoplasm itemsDrops from hounds, Hollow melee fightersChest costs and ingredients; check the exact resource type
Reworked Hollow Hall weaponsFound in the Hollow HallsStrong versus Hollow, usable outside

Bone Keys: Keeping Resources for the Next Hall

Carved stone passage and green-lit doorway in Enshrouded Hollow Halls
Neonsect editorial artwork: a passage in the Hollow Halls.

The Collector, Alden Crowley, is the key crafter. Keen’s 2024 announcement tells players to start with the Alchemist and confirms a survivor and crafting progression inside the Halls. The current community location reference identifies that survivor as the Collector in Springlands. Rescue him before planning later key crafting.

The table below is a practical recipe reference from the MaxDPS Collector registry, which identifies its supported 1.0 Steam build as 26082781. The two new key item pages separately show their ingredients and unlock alternatives. This is third-party game-data documentation, not a Keen recipe table or an independently tested crafting run; the recipe and availability displayed in your current Collector menu take priority.

Bone KeyReported ingredientsCrafter
Revelwood5 Ectoplasm Gems + 20 BonesCollector
Nomad Highlands10 Ectoplasm Gems + 1 Giant BonesCollector
Kindlewastes15 Ectoplasm Gems + 1 Giant BonesCollector
Albaneve Summits20 Ectoplasm Gems + 1 Giant Bones + 1 Silver BarsCollector
Veilwater Basin25 Ectoplasm Gems + 1 Icy Giant Bones + 1 Gold BarsCollector

Giant Bones and Icy Giant Bones are different ingredients. The Albaneve key reference lists the former; the Veilwater key reference lists the latter and names the Hollow Titan among its sources. These references also describe recipe-unlock alternatives: picking up Ectoplasm Crystal or the Collector’s “Frozen Souls” dialogue for Albaneve, and Ectoplasm Cluster or “Drowned Dreams” for Veilwater. If the recipe is absent, check the journal and the Collector’s available dialogue rather than merely gathering more Gems.

The table is a crafting budget, not proof that a key is consumed after every door or every farming run. It also does not establish a key requirement for the first Springlands visit. Check whether you already have the required key before crafting duplicates.

Levels, Repeat Runs and What Still Needs In-Game Checking

Do not confuse a quest level, an area’s enemy level, an item’s level and an entry requirement. The community location reference labels Albaneve’s area 35 and Veilwater’s area 39; its Albaneve quest entry is level 32. Other guides publish broader ranges or different recommendations. These are not interchangeable numbers, and Keen’s 1.0 notes do not establish a universal player-level gate for the new Halls.

Use your current quest, unlocked key recipe and survival in the first encounters to judge readiness. If you are following progression for the first time, finish the earlier Hall and crafting tasks before treating the two new dungeons as a shortcut to endgame gear.

For a repeat visit, check three things before leaving base: the key you already own, the exact Ectoplasm type needed by your target chest, and the resources reserved for unfinished progression. After a break, check the same world’s checkpoint and encounter state. Neither the 25% cost change nor a saved respawn position proves a fixed clear time, a guaranteed named drop, or unchanged dungeon state after every reset.

Our Take: Are the 1.0 Hollow Halls Worth Running?

Run Hollow Halls for their class loot and Collector progression; decide which key or chest you need before spending resources.

For a first visit, start the Alchemist quest and rescue the Collector in Springlands. For later Halls, use the current crafting menu and the recipe reference above, then reserve that budget before opening optional chests. Solo remains valid; a dependable party, suitable gear and prepared consumables make the longer runs more manageable.

The 1.0 chest-cost rebalance and added Ectoplasm sources help the resource loop, but they do not establish an hourly farming rate or guarantee a full set from one clear. If you are also planning a base, see our base building guide.

Sources and Verification

Checked on 1 November 2026. The links below separate developer-confirmed rules from third-party game-data references. A missing number in a patch note does not mean the value is unknowable; it means the patch note cannot verify that number.

SourceUsed forEvidence boundary
Keen Games: full 1.0 changelog, 14 October 2026Two new Halls; 25% chest-cost rebalance; additional Ectoplasm drops; key-budget tooltip; reworked weapons; skill resetDeveloper source; notes published before the 15 October launch
Keen Games: Forging the Path, 21 April 2026Class chest structure, chest types and Ectoplasm paymentsDeveloper source; no item-specific drop odds or single universal chest price
Keen Games: Wake of the Water, 10 November 2025Returning to a visited save point after rejoiningDeveloper source; not a blanket promise of unchanged encounters and loot across resets
Keen Games: Hollow Halls Update, 26 March 2024Alchemist quest start, solo/group advice, food and campfire preparationOriginal introduction; map-wide wording is historical
Enshrouded.tools: regional Hall inventorySix regional names, Collector rescue and linked location referencesUnofficial game-data reference; no first-hand route validation
MaxDPS: Collector recipes; Albaneve key; Veilwater keyRecipe quantities, distinct bones, crafter and unlock alternativesUnofficial extracted 1.0 data, supported Steam build 26082781; current in-game recipe takes priority

No game-client crafting test, measured clear time, drop-rate experiment or tested optimal build is claimed. The generic outdoor boss screenshot was removed from the Bone Key section; retained illustrative art is not evidence of a particular room layout.

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Frequently Asked Questions

How many Hollow Halls are there in Enshrouded 1.0?
Current community game-data references list six: Springlands, Revelwood, Nomad Highlands, Kindlewastes, Albaneve Summits and Veilwater Basin. Keen confirms that the last two opened in 1.0.
What do the end-room chests give?
Keen describes two chests tailored to each of warrior, ranger and mage. They may be gold or silver and weapon or armour chests. A class category does not guarantee a specific item or a complete set.
How much Ectoplasm does a chest cost?
Read the resource icon and amount on the current chest prompt. Keen reports a 25% opening-cost rebalance in 1.0 but does not give one price for every chest. Do not confuse raw regional Ectoplasm with crafted Ectoplasm Gems used in key recipes.
Where does Ectoplasm drop in 1.0?
Keen confirms that Ectoplasm can now also drop from hounds and Hollow melee fighters inside the Halls. It is an additional source, not a guaranteed amount from every kill; check the exact regional item type you need.
Can I do Hollow Halls solo or take a break mid-run?
Solo is possible, though Keen recommends friends. Wake of the Water added returning to the last visited save point after rejoining. Reach a checkpoint before leaving and return to the same world; the announcement does not guarantee unchanged enemies, doors or loot through every server reset.