DragonSword Awakening Dungeon and Rift Locations Map
Orbis has 26 Dungeon markers, 23 Dimensional Rifts and one Tower of Trials marker, for 50 activity records across three layers.
Layers this guide uses
Orbis has 26 Dungeon markers, 23 Dimensional Rifts and one Tower of Trials. The three layers contain 50 records. Use Dungeon for named caves and instances, Dimensional Rift for the crack network, and Tower of Trials for its single entrance.
The 26 named Dungeon records
| Dungeon | Dungeon |
|---|---|
| Mantius of Amplitude | Corrupted Bedchamber |
| The Graveyard Where Tragedy Sleeps | Forest of Entangled Roots |
| Where the Giant Sleeps | Trace of the Giant |
| Dark Swamp | Nest of the Great Worm |
| Residual Worm Cleanup Zone | Tomb of Greed |
| Eroded Underground Cemetery | Ashen Ruins |
| Rusted Tusk Bandits’ Treasure Vault | Rock Tribe Base |
| Warg Enclosure | Goblin Bandits’ Cave |
| Silver Tusk Bandits’ Supply Depot | Altar of the Dragon |
| Endless Summoning Grounds | Underground Goblin Village |
| Fang Bandits’ Arena | Coastal Cliff Cave Outpost |
| Warg Cave | Dragon Worshipper Hideout |
| Dragon Worshipper Ruins | Collapsed Sanctuary |
Two named records can share one entrance position. Where the Giant Sleeps and Trace of the Giant share coordinates. Nest of the Great Worm and Residual Worm Cleanup Zone do too, as do several other paired activities. The layer counts named records, not necessarily 26 unique doorways.
Dimensional Rifts
All 23 crack markers share the same Dimensional Rift label. Search cannot distinguish them by a unique title, so use nearby Location names and Warp Points.
Open Rifts with region labels and travel. The 89-marker result is readable across Orbis and gives each otherwise identical rift a route anchor.
Tower of Trials
The Tower of Trials layer has exactly one marker. Open it alone for the direct location, or keep Dungeon and Warp Point on to compare its approach with nearby instance entrances.
Use the marker for the entrance route, then check the active quest for unlock conditions and the current stage before entering.
Plan an instance route
- Search the Dungeon name or turn on Dimensional Rift.
- Add Warp Point and Location.
- Inspect the terrain around the selected marker.
- Add Treasure Chest only after choosing the entrance.
- Mark the location after learning the approach.
Some entrances sit underwater or below cliffs. A pin on the correct horizontal coordinate may still need a dive, cave mouth or approach from another level. The 47 Location labels help, but the terrain decides the final path.
Duplicate-looking markers
If two Dungeon markers occupy the same point, read both names before marking either. They may represent separate activities reached through one physical entrance. A map-wide count can therefore be larger than the number of distinct door models you see.
Dimensional Rifts have the opposite issue: many distinct positions share one label. Use marks and nearby region names to keep them apart.
Keep the map usable
Do not leave Monsters, Mining and Gathering on while finding a dungeon. Those layers add 12,762 points. Dungeon, Rift, Tower, Warp Point and Location total only 116, which is enough context without covering the entrance icons.
Maps in this guide
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