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
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.
| Image | Name | Description | Category | Variants | Appears from | Spawn trigger | Availability | Landmarks | Machines | Twisteds | Special reward | Overview |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Rainbow Rooms | The seven-variant early floor family most often used to learn the run's basic routes. | Standard floor | 7 | Floor 1+ | Eligible through normal floor generation. | Core run pool | Colorful 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. | |
| Artist | A three-variant early floor whose studio landmarks make its route shape easy to recognize. | Standard floor | 3 | Floor 1+ | Eligible through normal floor generation. | Core run pool | Studio rooms, episode posters, desks, storyboards, and animation reference material. | - | - | - | 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. | Standard floor | 1 | Floor 1+ | Eligible through normal floor generation. | Core run pool | Yellow 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 Floor | A one-variant early floor with an aquatic theme and a separate layout to learn. | Standard floor | 1 | Floor 1+ | Eligible through normal floor generation. | Core run pool | Aquatic-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. | |
| Greenhouse | A two-variant early floor where plant scenery changes the shape of routes and sightlines. | Standard floor | 2 | Floor 1+ | Eligible through normal floor generation. | Core run pool | Plant-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 Floor | The single-variant library floor, kept separate from older source terminology about projector layouts. | Standard floor | 1 | Floor 1+ | Eligible through normal floor generation. | Core run pool | Bookshelves, reading spaces, and the library's connected room routes. | - | - | - | 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. | Standard floor | 3 | Floor 1+ | Eligible through normal floor generation. | Core run pool | Dining 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
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.
| Image | Name | Description | Category | Variants | Appears from | Spawn trigger | Availability | Landmarks | Machines | Twisteds | Special reward | Overview |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Warehouse | A three-variant later floor with large industrial spaces and longer exposed approaches. | Standard floor | 3 | Floor 6+ | Eligible through normal floor generation. | Core run pool | Fenced areas, storage rooms, industrial walls, and broad machine approaches. | - | - | - | 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. | Standard floor | 1 | Floor 6+ | Eligible through normal floor generation. | Core run pool | Retail aisles, display shelving, and shop-floor sightlines. | - | - | - | A late-run retail floor whose aisles and display shelving shape movement. |
Floor category
Main Character Floors
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.
| Image | Name | Description | Category | Variants | Appears from | Spawn trigger | Availability | Landmarks | Machines | Twisteds | Special reward | Overview |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Astro's Floor | Astro's one-variant main-character floor, identified by its space and planetarium-style exhibits. | Main character floor | 1 | Floor 6+ | Eligible through main-character floor generation. | Core run pool | Planetarium-style exhibits, space displays, and open floor sections. | - | - | - | 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. | Main character floor | 1 | Floor 6+ | Eligible through main-character floor generation. | Core run pool | Fossil exhibits, dinosaur displays, dig-site sandboxes, and tight passageways. | - | - | - | 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. | Main character floor | 1 | Floor 6+ | Eligible through main-character floor generation. | Core run pool | Kitchen 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 Floor | Vee's one-variant floor, recognizable by its game-show setting and arcade-style displays. | Main character floor | 1 | Floor 6+ | Eligible through main-character floor generation. | Core run pool | Game-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
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
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.
| Image | Name | Description | Category | Variants | Appears from | Spawn trigger | Availability | Landmarks | Machines | Twisteds | Special reward | Overview |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Dyle's Floor | The one-variant TIME'S UP challenge: clear 25 Machines, survive four Twisteds, and gain maximum Stamina afterward. | Optional challenge floor | 1 | Odd-numbered Floor 9+ | Choose the TIME'S UP Card on an odd-numbered floor. | Optional card route | A 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 Room | The one-variant safe milestone floor: complete its two preset Machines before continuing the run. | Milestone sub-floor | 1 | After every 25th floor | Appears after every 25th floor is cleared. | Guaranteed milestone | A 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
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.
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.
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.
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.
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.
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.
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.
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.
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.






