Soul's Remnant Dungeons: Passes, Levels, Rooms & Rewards
Everything about Soul's Remnant dungeons: dungeon passes, recommended levels, room types, silver chests, respawn rules and dungeon essence rewards.
Updated Aug 19, 2026
Soul's Remnant dungeons are instanced, randomly generated runs you enter through floating crystal entrances. You need a Dungeon Pass, the layout changes every run, and clearing the final boss earns you Silver Chests plus Dungeon Essence. This guide covers passes, levels, rooms, and rewards as documented on the official wiki in mid-August 2026.
How to enter a dungeon
Dungeon entrances look like floating crystals. Interact with one using Spacebar to see the dungeon's recommended levels and possible rewards, and pick a difficulty. To enter, the party leader must drag their chosen Dungeon Pass into the designated box as an offering — the dungeon reads the pass type and any Echoes on it to generate a layout. Pressing Enter erases the pass from your inventory and teleports everyone on that map into the dungeon. Each run's layout is random and mapped in the upper-right corner of your screen.
The three dungeons and their locations
- Slime Garden — found on the Behind The Garden map, drops Grassy Dungeon Essence. The easiest dungeon, but not a pushover.
- Plains Dungeon — found on the Plains 3 map, drops Stone Dungeon Essence. Its entrance sits on a safe platform in the sky above a monster map.
- Cave Trial — found on the Deep Cave 5 map, drops Dark Dungeon Essence. You can pay the Ferryman in Cave 3 5,000 Soul Crystals to move to Deep Cave 5 and the same to return (a Return Crystal is cheaper).
Recommended levels and the 15-level cap
- Slime Garden: Normal 10 · Hard 40 · Extreme 70
- Plains Dungeon: Normal 20 · Hard 50 · Extreme 80
- Cave Trial: Normal 30 · Hard 60 · Extreme 90
- Christmas Den: level 35 (special dungeon)
You cannot enter a dungeon whose recommendation is more than 15 levels above your own: a level 24 player cannot enter Slime Garden Hard, but at level 25 they can. Dungeon Passes can roll Echoes, and those Echoes can dramatically raise a dungeon's difficulty.
Respawns inside a dungeon
Each party member can respawn up to 3 times while inside, returning to the blue Dungeon Entrance Room, and rooms can be entered mid-fight. On the 4th death the player is removed from the dungeon and sent back to Spawn, unable to re-enter for that run. Some sources describe the respawn pool as shared by the party rather than per player, so verify the exact rule in-game.
Room types you will see
- Standard Rooms — normal fighting rooms that connect the dungeon.
- Key Room — shows as a light red square on the map; its final, hardest wave drops the Boss Key, which a player must pick up. A green portal back to the entrance sometimes appears after clearing.
- Loot Room — yellow squares, one to a few per run depending on the pass; clearing spawns one wooden chest per party member, up to 4.
- Boss Room — a bright red square with bright red portals, locked until the Boss Key holder enters first (the key is consumed). Only a single Slime spawns until it is killed; then waves of harder enemies come, ending with the boss. Victory opens a results window showing damage contribution and distributes bonus Soul Crystal based on it, then unlocks one Silver Chest per party member.
The bright blue paths on the map only update after you clear a room, so a half-drawn path means a fight is still going on.
Silver Chests and Dungeon Essence
Silver Chests appear after the final boss and can contain everything from Auras to Furniture. Every party member gets their own chest, which is a strong reason to run with a party. Clearing a dungeon also always rewards two kinds of essence from the Silver Chest: the dungeon-specific essence and generic Dungeon Essence. Merchants near each dungeon entrance sell wares only for that dungeon's essence, while the Mysterious Man at Spawn takes generic essence. Normal difficulty gives 1 of each, Hard gives 2, and Extreme gives 3.
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