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Guide

Dungeon Warfare 3 Locations Guide for Charms, Sigils, Vaults

Arcellana
Last updated: September 12, 2025 6:37 am
Arcellana
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This guide lists every place to obtain charms, sigils, and all Hidden Vault obelisks confirmed in version 1.0.8. It includes quick reference tables, step‑by‑step notes for the trickier vaults, and cleanup tips for achievement hunters.

Contents
  • How Charms, Sigils, and Hidden Vaults Work
  • Sigils — Full Acquisition List (v1.0.8)
  • Hidden Vaults — Exact Stage List and Reliable Strategies
    • 1. Origin Depths
    • 1‑S. Origin Core
    • 6. The Gridiron Fort
    • 6‑S. Undervault
    • 8. Shifting Gate
    • 14. Secret Vault
    • 15. Sirenhold
    • 18. Pars Crypt
    • 21. Ancient Grave
    • 24. Orthorn
    • 28. Undercity
  • Charms — Tracking and Cleanup
  • Stage‑by‑Stage Quick Reference (v1.0.8)

Version note: all information reflects v1.0.8. Future patches may move, add, or rework rewards. If something does not match, check your game version first.

How Charms, Sigils, and Hidden Vaults Work

  • Charms are item rewards that drop from stages or vaults. If you are missing a charm and cannot figure out which, it is usually tied to a vault or a stage‑specific objective you skipped on your first clear.
  • Sigils are special modifiers earned from certain stages and selected Hidden Vaults. A handful are shop‑exclusive.
  • Hidden Vaults are obelisks or hidden interactions inside stages. Activating a vault typically requires finding a hidden obelisk tile and then meeting its activation condition (kills near it, sequential triggers, or a timed action).

Practical detection tip: wall‑mounted traps cannot be placed on tiles that hide an obelisk. If a tile oddly refuses a wall‑mounted trap while adjacent tiles accept it, you may be standing on a hidden obelisk.

Sigils — Full Acquisition List (v1.0.8)

The table below shows where each stage‑earned sigil comes from, and whether it is tied to a Hidden Vault. All other sigils listed later are shop purchases.

StageSigilHidden Vault
1‑S. Origin CoreGraveYes
3. The Grove VaultRainNo
6‑S. UndervaultSpearYes
7. Lock and CrushSparkNo
8. Shifting GateSurgeYes
14‑S. AlignmentsCandleNo
15. SirenholdPlagueYes
21. Ancient GraveDebrisYes
23. WarrenEchoNo
27‑S. The BurrowDuoYes
28. UndercityShiftNo

Shop‑only sigils: Frost, Gold, Mort, Reach, Brute, Rust, Jolt, Choice, Mono, Ember, Rage, Sunder, Abyss.

Hidden Vaults — Exact Stage List and Reliable Strategies

Below are the confirmed stages with Hidden Vaults, ordered roughly by progression. For image‑based guides, you can follow the written positions and checks below without spoilers; the most sensitive trigger details are tucked under strategy notes.

1. Origin Depths

  • What makes it tricky: the obelisk requires a quota of enemy kills within its detection area, and the early enemy counts can be too low.
  • Strategy: progress your campaign until you can comfortably loop or extend waves, then return. Funnel enemies through both the corridor above the obelisk and the space below it. Kills in the upper passage partially count, but you will likely need additional bodies from the lower room to hit the threshold before the timer runs out.

1‑S. Origin Core

  • Reward type: Sigil Grave (vault‑tied).
  • Strategy: standard obelisk activation. If you cannot find the tile, sweep walls with a wall‑trap placement test.

6. The Gridiron Fort

  • Strategy: search along inner wall runs and dead‑end alcoves. Use the wall‑trap placement test on suspicious single‑tile recesses. The activation is straightforward once the obelisk is located.

6‑S. Undervault

  • Reward type: Sigil Spear (vault‑tied).
  • What makes it tricky: the obelisk tile blocks wall‑mounted traps.
  • Strategy: run a systematic sweep—attempt to place a wall‑mounted trap every two tiles along the perimeter and inner lanes. When one tile refuses with no visual reason, mark it and set the activation kill zone around it.

8. Shifting Gate

  • Reward type: Sigil Surge (vault‑tied).
  • Strategy: because lanes can shift or open in phases, wait for the path layout that exposes side pockets near the obelisk. Use a low‑damage, high‑hit setup to farm safe kills within the radius without accidentally ending the wave too early.

14. Secret Vault

  • Strategy: the obelisk is tucked deeper than usual. Use barricades to redirect flows past the suspected tile for sufficient kill density, then disarm the farm to finish the map.

15. Sirenhold

  • Reward type: Sigil Plague (vault‑tied).
  • Strategy: prioritize slow, stacking damage near the obelisk so deaths occur inside the trigger radius. Bleed, poison, or multi‑hit auras work better than burst.

18. Pars Crypt

  • What makes it tricky: it is a sequence puzzle requiring multiple obelisks in order.
  • Strategy:
    1. Activate the first obelisk near the early intersection.
    2. Rotate pathing to feed the second obelisk room; do not over‑clear.
    3. Activate the third obelisk once wave density is sufficient.
    4. Finish with the goal obelisk after verifying all three prior glows are lit.
  • If an obelisk does not trigger, your order is off. Reset the wave or reload and repeat the sequence exactly.

21. Ancient Grave

  • Reward type: Sigil Debris (vault‑tied).
  • What makes it tricky: high difficulty and tight timing.
  • Strategy: build for crowd control and sustain near the activation zone, then switch to burst once the vault triggers. Fast runners often die outside the radius; snare them first.

24. Orthorn

  • What makes it tricky: extremely well‑hidden tile and a two‑step activation.
  • Strategy: first identify the concealed obelisk with the wall‑trap test. Trigger the preliminary condition (often a low‑threshold interaction such as a nearby kill count or lever‑style check), then route a larger wave through for the main activation. Expect to adjust pathing mid‑wave.

28. Undercity

  • Reward type: stage sigil Shift is not tied to a vault, but the vault exists.
  • Strategy: multiple vertical connectors can split deaths away from the obelisk. Use barricades or force lanes to keep death blows in its radius. If spawns are desyncing, stagger your slow and snare placement to hold packs together.

Charms — Tracking and Cleanup

There are many charms, and vault‑exclusive ones are easy to overlook. If your charm tracker feels incomplete:

  1. Clear every stage listed above with the vault activated.
  2. Recheck early stages after you unlock more tools. Origin Depths in particular is much more forgiving later.
  3. Compare your sigil list with the table above. If a vault‑tied sigil is missing, that is a strong sign you also missed the associated charm track on that map.
  4. If a charm is marked as “from a Vault” in your collection, revisit the corresponding stage and redo the activation cleanly to guarantee the drop.

Stage‑by‑Stage Quick Reference (v1.0.8)

This is a concise sweep list you can use to finish your collection:

  • Origin Depths — Hidden Vault present; return later with stronger control for the kill quota.
  • 1‑S. Origin Core — Vault; Sigil Grave.
  • The Grove Vault (3) — Sigil Rain from stage; no vault required.
  • 6‑S. Undervault — Vault; Sigil Spear.
  • Lock and Crush (7) — Sigil Spark from stage.
  • Shifting Gate (8) — Vault; Sigil Surge.
  • 14‑S. Alignments — Sigil Candle from stage.
  • Secret Vault (14) — Hidden Vault present.
  • Sirenhold (15) — Vault; Sigil Plague.
  • Pars Crypt (18) — Multi‑step vault sequence.
  • Ancient Grave (21) — Vault; Sigil Debris.
  • Warren (23) — Sigil Echo from stage.
  • Orthorn (24) — Vault with two‑step activation.
  • 27‑S. The Burrow — Vault; Sigil Duo.
  • Undercity (28) — Stage Sigil Shift; vault also present.
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