THE FIELD GUIDE / REFERENCE
Deep Dish Dungeon Map: Routes and Landmarks
Use the main hub as your reference point: its basement stairs lead to the forge, its water hatch to the sewers, and its upper passages to the prison, dining hall and ruins. These landmarks come from October 2026 player guides and reports; their exact builds and platforms are not specified.

Start at the main hub
The main hub has a sleeping bag, stairs, a water area and several exits. From the first camp, go past the skeleton room and unlock the door with a Small Key to reach it.
Use the sleeping bag and the direction you took out of the hub as landmarks. The descriptions below name documented paths and objects, not coordinates or a scaled floor plan.
Find a region from its landmarks
The same spiral stair route branches upward and downward. If you arrive at a flooded staircase instead of the spider-prison descent, retrace your steps to the upper hub passage.
| Area | How to identify and reach it | Useful landmark |
|---|---|---|
| Basement forge | Take the hub stairs down and break the bars with the Hammer; follow the opening to the smelting room. | Forge, molds, Iron Key door and the chest with the Prison Key. |
| Spider prison | Use the upper Small Key door behind the hub stairs, then descend the unflooded spiral stairs and clear the webs. | Prison Key door, Iron Rod lever, Pickaxe and three-lever room. |
| Sewers | From the hub water area, use the valve and hatch; return with a Pickaxe for the Goo Pile farther left. | Harpoon chest, ladder valves, boat and Giant Eel area. |
| Mine and crypt | Set the sewer boat fuse switches up and take the upper boat route into the mine; find the crypt near the large hub shortcut door. | Mine incline, crypt spiral stair, Axe cave and Bean Gem at the bottom. |
| Dining hall | From the upper hub route, climb the spiral stairs. | Bats, a long table and a golden door; upper food rooms hold the Corn Gem route. |
| Marble ruins and sanctuary | Grapple through the gap over the hub’s large front door and unlock it from inside; continue beyond the fountain. | Four plate-bearing statues and the offering room beyond them. |
Follow a route from the landmark
The prison needs both the entrance key and a separate repair; the sewer boat needs its own mechanism and fuse switches. The crypt Axe opens root-blocked routes, while the sanctuary statues use the four Gems.
Enter the prison · Find the Axe and break roots · Explore the BODIES-marked shaft · Reach the four-Gem sanctuary
What this map does not show
This is a text landmark guide rather than a complete, scaled map. Unlisted rooms, the exact geometry between branches, and individual chest or enemy markers are not mapped here; do not treat the table as a full inventory of the dungeon.