Seed Finder
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Great Hollow Seed Finder

The Great Hollow was added with the Forsaken Hollows DLC, and it is not a Shifting Earth variant of Limveld. It is a separate map with its own landmark vocabulary, and identifying a seed here works differently from everywhere else on this site.

The dataset holds 80 records. Each covers 20 marked locations, fewer than any Limveld map, where the count runs from 25 to 36.

This is the hardest map in the dataset to pin down. The median identification takes three landmarks against one everywhere else, and only 42.9% finish with two or fewer. The Scale-Bearing Merchant is the exception worth hunting: it appears on 24 of the 80 records and is decisive in 92.7% of the searches that mark it.

Seeds in this map
80
Landmarks to identify (median)
3
Identifications logged
43,378
Dataset game version
1.03.2

Missing landmarks, and the counts that never vary

There are no Forts, no Main Encampments, no Blacksmith Villages, no Marshes and no Townships in any of the 80 records. Blacksmith Village and Marsh are worth calling out: they were added by the same DLC as this map and they appear in every DLC-range Limveld record, but not here. This is the one DLC map where a Blacksmith Village check tells you nothing.

What every record does contain is exactly two Great Churches, two Churches, two Ruins, one Western Underground Fort and one Eastern Underground Fort. Counting them tells you nothing, because the counts never vary.

Read both Underground Forts, then the merchant

The two Underground Forts, which this site abbreviates to WUF and EUF, are the fastest identification on any map in this dataset, because their damage types vary while their presence does not. The Western one is either Magic or Fire, split 40 and 40 across the 80 records, and the Eastern one is either Holy or Rot, also split 40 and 40. The two are independent, so the four combinations divide the pool almost evenly: 21 records for Magic with Holy, 19 for Fire with Holy, 21 for Fire with Rot, 19 for Magic with Rot. Reading both forts takes you from 80 candidates to about 20 in a single pass, before you mark anything else.

A Scale-Bearing Merchant is recorded in 24 of the 80 records, which makes it the mark most likely to split what the forts leave behind. After that, the Sorcerer's Rise positions do the rest of the work.

How often each landmark appears on Great Hollow

The share of this map's 80 records that contain at least one of each landmark. A landmark near 100% cannot narrow anything by presence alone, so the rows at the top of this table are the marks worth making first.

LandmarkRecords containing itShare
Scale-Bearing Merchant24 of 8030%
Church80 of 80100%
EUF80 of 80100%
Great Church80 of 80100%
Ruins80 of 80100%
Sorcerer's Rise80 of 80100%
WUF80 of 80100%

What identification actually takes on Great Hollow

The table above is the dataset. This one is what players did with it. Across 43,378 identifications on this map, a search used 3.19 landmarks on average, selected the Nightlord 76.2% of the time and marked a landing point 66.8% of the time. 6.8% resolved without marking a single building.

The gap between the two columns is the useful part. The most marked landmark is rarely the one carrying the search, because a landmark that appears in almost every record cannot separate them by presence alone.

LandmarkTimes markedDecided the search
Scale-Bearing Merchant2,66192.7%
Sorcerer's Rise14,96363.7%
Eastern Underground Fort19,16256.3%
Great Church21,69150.8%
Ruins24,54550.1%
Western Underground Fort17,98749.4%
Church23,15346.6%

These come from the site’s own logs: every identification between 1 May 2026 and 30 July 2026, 400,702 of them across all maps. A landmark counts if it was still marked when the seed resolved, so a mark that was placed and then changed does not appear. Decisive means removing that one mark would have left more than one candidate standing, which is why several marks in the same search can each be decisive.

Worth knowing

  • Every record here leaves at least one location empty, so an unmarked spot is expected rather than informative.
  • Every record holds exactly two Churches and two Great Churches as recorded locations.

Fixed structures not in the seed data

Some of what you will see on this map never changes, so it is not part of the seed data and there is nothing to mark for it.

  • Two additional Churches, fixed in place and drawn into the map image, the same way the Crater carries one. Both are counted on the result page, which is why a Great Hollow seed reads four churches when the record itself holds two.
  • The crystals, which appear in known locations rather than as randomised locations. The Crystal Finder overlay in this tool is what tracks them.

Running the Great Hollow

The reward here is dense. Two underground forts hold several major bosses between them, and there is an arena where major bosses can be fought repeatedly. What stands between you and any of it is the map itself: the higher areas contain castles that cut your health in half the moment you enter, which is why the crystals come first.

Breaking four crystals splits the giant crystal at the centre of the map. Going to it claims the area power, and there are two parts to it. Your Ultimate fills to 100% and becomes ready the instant your health flasks run out, and you gain immunity to the upper castle debuff, which opens the parts of the map that were punishing you before.

Use the Crystal Finder overlay to locate them. It marks guaranteed crystals, possible ones, underground ones, and the ones you have already broken, which is the difference between clearing this on day one and arriving at day two underlevelled. Failing to break them early is the most common way a Great Hollow run gets away from you.

One scheduling note: in casual matches the Nightlord pool for this map is limited to two. In ranked Deep of Night the pool expands to all of them, which is why the seed data here records every Nightlord rather than just the casual pair.

One rule holds across every Shifting Earth: the bosses are static. Same bosses, same places, same rewards, every run. Plain Limveld does not work like that, so this is the part of a map you can plan before you land.

No fixed final boss, and no Evergaols either

The Great Hollow does not have a guardian at the end of it in the way the Crater has the Magma Wyrm or Noklateo has the Naturalborn of the Void. It has the same ten Nightlords as every other map, and any of them can turn up in any seed. The reward is gated by the crystals rather than by a boss, so guides carrying a question mark where the final boss should be are answering a question this map does not ask.

It is also the only map in the game without a single Evergaol, where every other configuration carries between four and seven. Opening an Evergaol is the only use a Stonesword Key has in the game, so a key brought here has nowhere to go. Gaol farming is not on the table, and the relic that starts a player holding a key does nothing for this expedition.

Reading a map with a vertical axis

Height is drawn into the image: high ground renders lighter, low ground darker. The edges sit above the centre, and a whole lower layer hides beneath the castle at the bottom right. Entry is through one of three points, one to the northeast and two to the south or southwest. Nightreign has no fall damage, which stops being reassuring here, because this map contains a bottomless chasm that kills instantly.

What that vertical space holds: a Fort to the north with a high-level boss at its centre, a castle to the southeast holding several mid-level bosses, and the two Underground Forts flanking the temple to the east and west, which work as boss rushes, three high-level bosses and a boon at the top of each, with only one of the two needing to be completed for the power. Their markers sit on the entrances rather than covering the areas, which between them take up close to a third of the map. A weapon duplication mausoleum sits in the south. The Day 2 circle always closes on the smaller northeast tower, and that one is fixed, so you can build the end of the day around it.

One thing to keep separate: the castles here are not the Limveld castle. No guard faction, no talisman chest, no basement and rooftop pair. There is nothing of that kind to list, which is why no Great Hollow seed carries a castle entry on its result page.

Nightlord distribution

  • Balancers20
  • Greg20
  • Adel5
  • Caligo5
  • Fulghor5
  • Gladius5
  • Gnoster5
  • Heolstor5
  • Libra5
  • Maris5

Dataset counts describe the records available to this tool, not universal in-game odds. Read the data methodology and limitations before treating a small sample as a probability estimate.

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