LootMap

Elden Ring Dungeon Map: Caves, Tunnels and Catacombs

The Dungeons layer plots 111 Lands Between entrances and 24 Realm of Shadow entrances at the approach players can actually reach.

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Layers this guide uses

The Dungeons layer contains 111 entrances in the Lands Between and 24 in the Realm of Shadow. The combined 135 records cover caves, catacombs, tunnels, hero’s graves, and other mapped entrances.

The pin is placed at the entrance you approach in the overworld. An interior can extend far away from that door, so the boss room or reward may not share the entrance’s world-map position.

Find an entrance before planning the interior

Search the dungeon name if an NPC, item description, or guide gives it. When you only know the region, open Dungeons and zoom in around roads, cliffs, ruins, and rock faces. Catacomb doors and cave openings are often below the elevation suggested by a top-down map.

Open Dungeons with Sites of Grace to choose a reachable starting point. Follow roads and terrain rather than drawing a direct line from the nearest grace. A door on the other side of a ravine can require a long loop.

Caves, catacombs, tunnels, and hero’s graves

These names usually signal different expectations:

  • Caves tend to use natural passages and may have more than one branch.
  • Catacombs often contain an imp-sealed door, a lever route, traps, and a boss room.
  • Tunnels are useful when looking for upgrade materials, but their lifts and ledges can make the interior vertical.
  • Hero’s graves are larger challenge dungeons with hazards that matter more than the entrance distance.

The category keeps them together because the immediate map question is the same: where is the reachable door? Use search to narrow one name after selecting the region.

Add the Bosses layer only when needed

Not every entrance needs a boss pin on the overworld view, and the boss can be positioned inside the interior. Dungeons plus Bosses is useful when deciding which areas still have an encounter, but it is busy at full-world zoom.

Choose a dungeon marker first, then inspect nearby boss results. If two markers appear separated on the world map, remember that the interior layout is not represented as a walkable outdoor route.

Mark the dungeon entrance found when you have confirmed the location. Mark the boss separately after finishing the encounter. Separate IDs let a discovered cave remain complete even if its boss is still alive.

Underground and access-dependent dungeons

Pan below the surface map for entrances or areas tied to Siofra, Ainsel, Nokron, Nokstella, Deeproot Depths, the Lake of Rot, and Mohgwyn Palace. A nearby surface coordinate does not explain how to enter an underground route.

Some doors, lifts, or regions depend on story or quest progress. The map records a placement, not the state of your save. If the entrance exists but will not open, check your current key items and progression before treating the point as missing.

Realm of Shadow dungeon sweep

The DLC map has 24 dungeon placements. Use Dungeons, Bosses, and Sites of Grace to clear one plateau at a time. The Realm of Shadow’s vertical terrain makes the reachable approach especially important.

For a final checklist, keep only Dungeons active and use the faded found pins to distinguish finished entrances. Audit the upper surface section, then the underground section below it, then the Realm of Shadow. These passes keep 135 entrances from turning into one indistinct list.

Maps in this guide