Bloxodes

All 15 Floors in Dandy's World

Updated on (20 days ago)

Floors are the named environments that shape a Dandy's World run. Standard maps enter the normal floor pool, themed maps open behind a deeper gate, and special routes change the rules with a card or a milestone. Use the landmarks, variant count, machine notes, and spawn trigger to plan how your team will move before the Twisteds make the decision for you.

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Floor category

Early Standard Floors

7 items

These standard environments are eligible from Floor 1+. Each named stage stays one row even when it has multiple layout variants. Art Floor and Art Gallery are the same stage, so the alias stays with Art Floor instead of becoming a duplicate.

Rainbow Rooms

The seven-variant early floor family most often used to learn the run's basic routes.

Category
Standard floor
Variants
7
Appears from
Floor 1+
Spawn trigger
Eligible through normal floor generation.
Availability
Core run pool
Landmarks
Colorful room clusters and recurring routes around the floor's elevator and Machines.
Overview
A colorful early-run floor family built around the recurring Rainbow Room layouts.

Artist

A three-variant early floor whose studio landmarks make its route shape easy to recognize.

Category
Standard floor
Variants
3
Appears from
Floor 1+
Spawn trigger
Eligible through normal floor generation.
Availability
Core run pool
Landmarks
Studio rooms, episode posters, desks, storyboards, and animation reference material.
Overview
An animation-studio floor with drawing-room and production-themed spaces.

Art Floor

The single-variant museum floor; sources also call it Art Gallery, which is kept as an alias.

Category
Standard floor
Variants
1
Appears from
Floor 1+
Spawn trigger
Eligible through normal floor generation.
Availability
Core run pool
Landmarks
Yellow museum halls, art displays, paintings, and the central Dandy statue.
Overview
A museum-style floor with yellow gallery halls, paintings, displays, and a central Dandy statue.

Aquatic Floor

A one-variant early floor with an aquatic theme and a separate layout to learn.

Category
Standard floor
Variants
1
Appears from
Floor 1+
Spawn trigger
Eligible through normal floor generation.
Availability
Core run pool
Landmarks
Aquatic-themed rooms and the floor's elevator and Machine routes.
Overview
An aquatic-themed standard floor with a distinct map layout and its own route choices.

Greenhouse

A two-variant early floor where plant scenery changes the shape of routes and sightlines.

Category
Standard floor
Variants
2
Appears from
Floor 1+
Spawn trigger
Eligible through normal floor generation.
Availability
Core run pool
Landmarks
Plant-filled rooms and nature-inspired spaces, including greenhouse-style cover.
Overview
A greenhouse-like floor where plant-filled scenery shapes the available paths and sightlines.

Library Floor

The single-variant library floor, kept separate from older source terminology about projector layouts.

Category
Standard floor
Variants
1
Appears from
Floor 1+
Spawn trigger
Eligible through normal floor generation.
Availability
Core run pool
Landmarks
Bookshelves, reading spaces, and the library's connected room routes.
Overview
A library-themed floor with shelf-lined spaces and room-to-room routes.

Diner

A three-variant restaurant floor with separate dining and kitchen spaces to navigate.

Category
Standard floor
Variants
3
Appears from
Floor 1+
Spawn trigger
Eligible through normal floor generation.
Availability
Core run pool
Landmarks
Dining spaces, kitchen routes, and the floor's distinct restaurant sections.
Overview
A diner floor divided between dining areas and a kitchen, with three variants.
ImageNameDescriptionCategoryVariantsAppears fromSpawn triggerAvailabilityLandmarksMachinesTwistedsSpecial rewardOverview
Rainbow RoomsThe seven-variant early floor family most often used to learn the run's basic routes.Standard floor7Floor 1+Eligible through normal floor generation.Core run poolColorful room clusters and recurring routes around the floor's elevator and Machines.---A colorful early-run floor family built around the recurring Rainbow Room layouts.
ArtistA three-variant early floor whose studio landmarks make its route shape easy to recognize.Standard floor3Floor 1+Eligible through normal floor generation.Core run poolStudio rooms, episode posters, desks, storyboards, and animation reference material.---An animation-studio floor with drawing-room and production-themed spaces.
Art FloorThe single-variant museum floor; sources also call it Art Gallery, which is kept as an alias.Standard floor1Floor 1+Eligible through normal floor generation.Core run poolYellow museum halls, art displays, paintings, and the central Dandy statue.---A museum-style floor with yellow gallery halls, paintings, displays, and a central Dandy statue.
Aquatic FloorA one-variant early floor with an aquatic theme and a separate layout to learn.Standard floor1Floor 1+Eligible through normal floor generation.Core run poolAquatic-themed rooms and the floor's elevator and Machine routes.---An aquatic-themed standard floor with a distinct map layout and its own route choices.
GreenhouseA two-variant early floor where plant scenery changes the shape of routes and sightlines.Standard floor2Floor 1+Eligible through normal floor generation.Core run poolPlant-filled rooms and nature-inspired spaces, including greenhouse-style cover.---A greenhouse-like floor where plant-filled scenery shapes the available paths and sightlines.
Library FloorThe single-variant library floor, kept separate from older source terminology about projector layouts.Standard floor1Floor 1+Eligible through normal floor generation.Core run poolBookshelves, reading spaces, and the library's connected room routes.---A library-themed floor with shelf-lined spaces and room-to-room routes.
DinerA three-variant restaurant floor with separate dining and kitchen spaces to navigate.Standard floor3Floor 1+Eligible through normal floor generation.Core run poolDining spaces, kitchen routes, and the floor's distinct restaurant sections.---A diner floor divided between dining areas and a kitchen, with three variants.

Floor category

Late Standard Floors

2 items

Warehouse and Gift Shop enter the standard pool from Floor 6+. Their route shapes matter more than the depth number: broad approaches, storage spaces, retail aisles, and display cover give teams different places to work and escape.

Warehouse

A three-variant later floor with large industrial spaces and longer exposed approaches.

Category
Standard floor
Variants
3
Appears from
Floor 6+
Spawn trigger
Eligible through normal floor generation.
Availability
Core run pool
Landmarks
Fenced areas, storage rooms, industrial walls, and broad machine approaches.
Overview
A large warehouse floor with concrete-and-metal spaces, storage areas, and exposed routes.

Gift Shop

The single-variant late standard floor built around shop aisles and display cover.

Category
Standard floor
Variants
1
Appears from
Floor 6+
Spawn trigger
Eligible through normal floor generation.
Availability
Core run pool
Landmarks
Retail aisles, display shelving, and shop-floor sightlines.
Overview
A late-run retail floor whose aisles and display shelving shape movement.
ImageNameDescriptionCategoryVariantsAppears fromSpawn triggerAvailabilityLandmarksMachinesTwistedsSpecial rewardOverview
WarehouseA three-variant later floor with large industrial spaces and longer exposed approaches.Standard floor3Floor 6+Eligible through normal floor generation.Core run poolFenced areas, storage rooms, industrial walls, and broad machine approaches.---A large warehouse floor with concrete-and-metal spaces, storage areas, and exposed routes.
Gift ShopThe single-variant late standard floor built around shop aisles and display cover.Standard floor1Floor 6+Eligible through normal floor generation.Core run poolRetail aisles, display shelving, and shop-floor sightlines.---A late-run retail floor whose aisles and display shelving shape movement.

Floor category

Main Character Floors

4 items

Astro's, Shelly's, Sprout's, and Vee's floors are themed main-character environments available from Floor 6+ through main-character floor generation. Learn their signature landmarks for callouts, then plan around open sections, narrow passageways, kitchen or dining routes, and separated cover.

Astro's Floor

Astro's one-variant main-character floor, identified by its space and planetarium-style exhibits.

Category
Main character floor
Variants
1
Appears from
Floor 6+
Spawn trigger
Eligible through main-character floor generation.
Availability
Core run pool
Landmarks
Planetarium-style exhibits, space displays, and open floor sections.
Overview
A space-themed floor with planetarium or museum-style exhibits and broad open sections.

Shelly's Floor

Shelly's one-variant museum floor, built around dinosaur exhibits and a dig-site landmark.

Category
Main character floor
Variants
1
Appears from
Floor 6+
Spawn trigger
Eligible through main-character floor generation.
Availability
Core run pool
Landmarks
Fossil exhibits, dinosaur displays, dig-site sandboxes, and tight passageways.
Overview
A dinosaur-museum floor with fossil displays, dig-site areas, and narrow corridors.

Sprout's Floor

Sprout's one-variant floor, combining kitchen and dining routes with an outdoor-like area.

Category
Main character floor
Variants
1
Appears from
Floor 6+
Spawn trigger
Eligible through main-character floor generation.
Availability
Core run pool
Landmarks
Kitchen and dining spaces connected to a bright outdoor-like section.
Overview
A kitchen-and-dining floor that opens into a bright outdoor-like area.

Vee's Floor

Vee's one-variant floor, recognizable by its game-show setting and arcade-style displays.

Category
Main character floor
Variants
1
Appears from
Floor 6+
Spawn trigger
Eligible through main-character floor generation.
Availability
Core run pool
Landmarks
Game-show spaces, arcade displays, vintage technology, and separated cover islands.
Overview
A game-show and vintage-technology floor with arcade displays and separated cover.
ImageNameDescriptionCategoryVariantsAppears fromSpawn triggerAvailabilityLandmarksMachinesTwistedsSpecial rewardOverview
Astro's FloorAstro's one-variant main-character floor, identified by its space and planetarium-style exhibits.Main character floor1Floor 6+Eligible through main-character floor generation.Core run poolPlanetarium-style exhibits, space displays, and open floor sections.---A space-themed floor with planetarium or museum-style exhibits and broad open sections.
Shelly's FloorShelly's one-variant museum floor, built around dinosaur exhibits and a dig-site landmark.Main character floor1Floor 6+Eligible through main-character floor generation.Core run poolFossil exhibits, dinosaur displays, dig-site sandboxes, and tight passageways.---A dinosaur-museum floor with fossil displays, dig-site areas, and narrow corridors.
Sprout's FloorSprout's one-variant floor, combining kitchen and dining routes with an outdoor-like area.Main character floor1Floor 6+Eligible through main-character floor generation.Core run poolKitchen and dining spaces connected to a bright outdoor-like section.---A kitchen-and-dining floor that opens into a bright outdoor-like area.
Vee's FloorVee's one-variant floor, recognizable by its game-show setting and arcade-style displays.Main character floor1Floor 6+Eligible through main-character floor generation.Core run poolGame-show spaces, arcade displays, vintage technology, and separated cover islands.---A game-show and vintage-technology floor with arcade displays and separated cover.

Floor category

Optional Special Floors

2 items

Dyle's Floor is a voluntary TIME'S UP route on an odd-numbered Floor 9+ with 25 Machines and four Twisteds, including Twisted Dyle. Clearing it gives +50 maximum Stamina for the rest of the run. Break Room appears after every 25th floor, has two preset Machines and no Twisteds, and is text-only here because no exact floor capture is available. Event-only floors and floor modifiers stay outside these named-stage groups.

Dyle's Floor

The one-variant TIME'S UP challenge: clear 25 Machines, survive four Twisteds, and gain maximum Stamina afterward.

Category
Optional challenge floor
Variants
1
Appears from
Odd-numbered Floor 9+
Spawn trigger
Choose the TIME'S UP Card on an odd-numbered floor.
Availability
Optional card route
Landmarks
A challenge layout centered on its fixed Machine objective and Dyle encounter.
Machines
Always has 25 Machines.
Twisteds
Four Twisteds spawn, including Twisted Dyle.
Special reward
+50 maximum Stamina for the rest of the run.
Overview
An optional challenge floor built around a fixed machine clear and a dangerous Twisted encounter.
Break Room

Break Room

The one-variant safe milestone floor: complete its two preset Machines before continuing the run.

Category
Milestone sub-floor
Variants
1
Appears from
After every 25th floor
Spawn trigger
Appears after every 25th floor is cleared.
Availability
Guaranteed milestone
Landmarks
A compact rest-room layout with preset Machine locations.
Machines
Two Machines appear in preset locations.
Twisteds
No Twisteds spawn.
Overview
A safe sub-floor used as a rest stop between long-run milestones.
ImageNameDescriptionCategoryVariantsAppears fromSpawn triggerAvailabilityLandmarksMachinesTwistedsSpecial rewardOverview
Dyle's FloorThe one-variant TIME'S UP challenge: clear 25 Machines, survive four Twisteds, and gain maximum Stamina afterward.Optional challenge floor1Odd-numbered Floor 9+Choose the TIME'S UP Card on an odd-numbered floor.Optional card routeA challenge layout centered on its fixed Machine objective and Dyle encounter.Always has 25 Machines.Four Twisteds spawn, including Twisted Dyle.+50 maximum Stamina for the rest of the run.An optional challenge floor built around a fixed machine clear and a dangerous Twisted encounter.
Break Room
Break RoomThe one-variant safe milestone floor: complete its two preset Machines before continuing the run.Milestone sub-floor1After every 25th floorAppears after every 25th floor is cleared.Guaranteed milestoneA compact rest-room layout with preset Machine locations.Two Machines appear in preset locations.No Twisteds spawn.-A safe sub-floor used as a rest stop between long-run milestones.

Read the access line first

Floor requirements are gates, not promises. The early standard group is the pool you learn from the beginning, while Warehouse, Gift Shop, and the main-character floors do not enter until Floor 6+. Treat that depth change as a prep check: update your route callouts, stamina plan, and escape choices before the larger or more specialized spaces appear.

Read layout cues

Rainbow Rooms, Artist, Diner, and Warehouse each have landmarks that help identify the rolled route. Use machine approaches and fixed scenery for callouts. Art Floor and Art Gallery are the same stage, while Library Floor stays its own named environment.

Route around the floor's shape

Use landmarks to give teammates short callouts. Warehouse has broad machine approaches, Vee's Floor breaks cover into separate islands, Shelly's Floor narrows movement around museum spaces, and Astro's Floor has open sections. Those shapes change where you want to start a machine and where you want to break away when a Twisted arrives.

Diner's kitchen and dining routes, Greenhouse's plant-filled spaces, and Artist's studio rooms provide similar navigation cues. Learn the machine locations and escape lines before a chase starts.

Know when an optional route is worth it

Dyle's Floor is a deliberate risk choice. On an odd-numbered Floor 9+, choose the TIME'S UP Card to enter its fixed challenge, then clear 25 Machines while four Twisteds, including Twisted Dyle, spawn around the objective. Success gives the team +50 maximum Stamina for the rest of the run, so take the route when the extra challenge fits your team's resources.

Break Room appears after every 25th floor, has two Machines in preset locations, and has no Twisteds. Use it as a short reset point, then finish the fixed work before continuing.

Keep event rules separate

Easter Floor, Seasonal Room - Easter, Halloween Floor, Christmas Floor, and Seasonal Room - Christmas are event-exclusive environments, not part of the durable stage groups. Spring Fever and Iced Over, along with Blackout and Ichor Leak, are floor events or modifiers rather than named stage environments. Pebble's Floor is marked TBA and unreleased or unconfirmed, so it is not a route you can reliably plan around.

FAQ

Q.

Which Dandy's World floors are available from Floor 1?

Rainbow Rooms, Artist, Art Floor, Aquatic Floor, Greenhouse, Library Floor, and Diner are eligible from Floor 1+. Art Floor is also called Art Gallery.

Q.

What changes at Floor 6+?

Warehouse, Gift Shop, Astro's Floor, Shelly's Floor, Sprout's Floor, and Vee's Floor become eligible from Floor 6+. The depth gate makes them available for normal or main-character floor generation, but it does not guarantee a specific stage on a run.

Q.

Is Art Gallery a separate floor from Art Floor?

No. Art Gallery is an alias for Art Floor, so they refer to the same one-variant museum environment.

Q.

How do you enter Dyle's Floor?

On an odd-numbered Floor 9 or later, choose the TIME'S UP Card. Dyle's Floor then sets 25 Machines and four Twisteds, including Twisted Dyle. Clearing it grants +50 maximum Stamina for the rest of the run.

Q.

What happens in the Break Room?

Break Room appears after every 25th floor is cleared. It has two Machines in preset locations and no Twisteds, so complete the fixed work before the run continues. Its entry is text-only because no exact floor capture is available.

Q.

Are seasonal floors part of the standard floor set?

No. Easter Floor, Seasonal Room - Easter, Halloween Floor, Christmas Floor, and Seasonal Room - Christmas are event-exclusive environments and stay outside the durable standard set.

Q.

Are Blackout and Ichor Leak separate floors?

No. Blackout and Ichor Leak are floor events or modifiers, as are Spring Fever and Iced Over. They can change a run without being named stage environments.

Q.

Why is Pebble's Floor not listed?

Pebble's Floor is marked TBA and unreleased or unconfirmed, so it is not included as a durable stage to plan around.

Q.

What does the Variants field mean?

It shows how many layout versions belong to that named stage. The stage stays one entry, while the variant value tells you how much layout memorization to expect.

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