Dungeons are your main level-up source. 19 of them, each gated behind a specific commander or story beat, worth up to 18 party levels.
Sengoku Rance Dungeons: All 19 and How to Unlock Them
Clearing a dungeon's last floor gives +1 level to every commander in your roster, once per playthrough — the largest free stat gain in the game. The community reference puts the ceiling at 18 dungeon level-ups per run, or 16 on the Ran, Kenshin and Monkeyslayer routes, where Kentarou Ogawa never joins and his two dungeons stay sealed. Nearly all the others are gated behind one named commander or a one-off story event, so a province you already own may have no search command yet.
Names, floor counts, gates and drops come from the community-maintained AliceSoft Wiki dungeon page, built on the 2006 Japanese original (v1.04) and the 2019 MangaGamer English release. It is player-maintained and unverified against the Steam build of October 1, 2026.
What a dungeon clear hands you
Once per dungeon, once per playthrough:
- +1 level for every commander you own at that moment. Levels feed dungeon and commander battles and nothing else — the stats guide covers why they never touch army battles.
- One random treasure, drawn from a pool fixed when the game starts, so reloading does not reroll it. If you already hold the assigned treasure the game simply deals you another one instead.
- One item per floor cleared. Oni Bone is the lowest-priority drop and the fallback.
The bonus pays whoever is in the roster at the moment of the clear, so delaying is often correct: the community figure for Rance going into Honnoji is level 77 where Kentarou joins and 79 where he does not, assuming you bank the levels for later. Two dungeons also give Rance two extra levels each: the S&M Dungeon and Satomi Empire.
How to unlock one: the green Search command
Dungeons open through the green Search group, via Search For Dungeon on the province. You must own the province, and either a named commander must be in your Commanders list or a story event must have fired. If the command is not on the list, one of those is missing. Search checks roll against a requirement that can exceed a single attempt, but invested points carry over, so a gate demanding 15 or 20 is reachable over several turns. The recruitment guide covers getting the missing person.

Every dungeon: province, floors, gate, reward
| Dungeon | Province | Floors | Unlock gate | Reward beyond +1 level |
|---|---|---|---|---|
| Miso Katsu Dungeon | Owari | 6 | Kouhime | none |
| Kachi-Kachi Cave | Kyo | 4 | Suzume | +1 SAT, then a side event worth +5 SAT and the Ryugu Blade Urashimaru |
| Heijo-kyo | Yamato | 6 | Kouhime | none |
| Pearl Dungeon | Ise | 7 | Kouhime to find, Sill for the reward | 20 Pearls first clear, Giant Pearl second |
| Tokugawa's Buried Treasure | Mikawa | 13 | Ranmaru | Golden Ball, needed to tick the dungeon in the NG+ clear menu (Senhime) |
| Umeda Underground Mall | Naniwa | 8 | Katsuie Shibata | rare one-per-run quest items drop at 1 in 2 instead of 1 in 5 |
| Tanba Mine | Tamba | 9 | Maria | none |
| Tiger Pit | Himeji | 5 | Kanami | three Kanou scrolls |
| Study Pit | Texas | 8 | Sill | Sill's Healing +5, and no normal final drop |
| S&M Dungeon | Maso | 10 | Nozomi Okita | +2 extra levels for Rance |
| Sado Gold Mine | Sado | 10 | Kenshin Uesugi and Ai Naoe | 5,000 Gold |
| Demon City | Edo | 5 | Ran Nanjou | none |
| Satomi Empire | Kazusa 2000 | 8 | none | +2 extra levels for Rance |
| Shell Heap | Kairapace | 5 | Sill | 15 SAT across floors B2 to B4 |
| Yomotsu Hirasaka | Izumo | 18 | Kouhime and Sill | Imperial Sword after floor 8, plus a curse-lifting chain |
| Redwall Dungeon | Redhelm | 6 | none | needed for one commander-clear objective |
| Bikini Outlook | Battleship Nagato | 12 | Kentarou Ogawa | none |
| Underground Mikan Plantation | Mikan | 10 | Kentarou Ogawa plus True or Isoroku route progress | Hirami Lemons drop on floor 6 |
| Petroleum Pit | Viper Oil Field | 7 | Ran Nanjou, via two purple events | three SenriQ cups |
| Orochi's Pit | Yamatai | 20 + boss | Fuuka Tamagushi and Natori, or late Kenshin route | no dungeon-item drop at all |
| Tomb of Sekimei | Saitama | 7 + boss on Normal, 12 + boss at 1 star and up | entering the Ran route | clears the Ran route, unlocks the Houjou clan bonus |
These are the official English names. A 2006-era fan-patch guide calls Tiger Pit Tora no Ana and Shell Heap Shell Tomb; the Steam version differences page maps the rest.
Which ones to clear first
- Miso Katsu Dungeon. Owari is your only starting province and Kouhime is with you from the first events, so this is the one crawl reachable without conquering anything. Six floors, no special reward — pure level value.
- Kachi-Kachi Cave. The shortest real crawl, and its side event pays +5 Satisfaction plus the Ryugu Blade Urashimaru — the fastest route to the thresholds that buy extra actions (see the actions guide).
- Redwall Dungeon and Satomi Empire. The only two entries with no character gate at all, and Satomi Empire also pays Rance two bonus levels.
- Pearl Dungeon, Heijo-kyo and Tiger Pit. All openable in the first third of a run; clear the Pearl Dungeon twice.
- Sado Gold Mine. Ten floors and a two-commander gate, but it pays 5,000 Gold and both gate characters are worth having. Everything else opens as provinces fall — the routes guide covers the conquest order.
Why Orochi's Pit and Yomotsu Hirasaka are not worth the climb
Both are the marathon crawls and neither is worth running for stats. Yomotsu Hirasaka is 18 floors with the boss inside the crawl at floor 18, so you do not get your moves restored beforehand and the boss's one attack hits the whole party; its payoff is the Imperial Sword after floor 8, gated behind a separate Natori event. Orochi's Pit is 20 floors plus a boss, gated behind Fuuka Tamagushi and Natori, and it drops no dungeon item at all; on the Kenshin route its last floor is Xavier instead. The wiki calls both "very long dungeons typically only used to see unique events". The Tomb of Sekimei is different in kind: it is the Ran route endgame, and its boss completes the route.
How floors resume, and what resets them
| What you did | Where you start next time |
|---|---|
| Cleared one or more floors, then exited on your own | One floor deeper than the floor you entered last time |
| Cleared the final floor | The final floor only — earlier floors are locked away |
| Lost a floor fight | Kicked out; progress is gone and you restart from floor 1 |
The middle row is the one that matters for planning: exiting by choice is a save point, dying is not. It also means you can clear floors 1 to n-1, leave, re-enter next turn on floor n, and walk the rest down one floor per turn.
Dungeon fight rules that catch new players
- No time limit and no Advantage bar. You win by still having actions left, and lose the moment every commander on the field has run out of moves.
- Swaps are random. The unit that comes in is picked from your roster, with Sill always first into the back row. A commander who died swaps out automatically; one who merely ran dry does not.
- Effective level difference halves the defender's level, minimum 5, and past 30 it becomes half plus 15.
- Monster health is roughly 9 × level + 50, so the floor's listed level is the difficulty dial. Onmyouji near-instant-kill Oni, which fills the closing floors of Heijo-kyo, Demon City and Yomotsu Hirasaka.
- Damage against Xavier and his apostles is capped at 20% of their maximum health per hit, whatever you equip or reach.
Pearl Dungeon: the one you clear twice
Ise's Pearl Dungeon is seven floors and needs Kouhime to find, but Sill is required for anything worth having. The first clear gives 20 Pearls, which the wiki calls useless; the second gives the Giant Pearl, one of the Six Great Treasures and a scored objective. One dungeon, two full clears.
Farming Oni Bones without throwing away the clear
The efficient loop is what the resume table enables: clear every floor except the last in one action, exit, and re-enter next turn on the next floor. Each floor won drops one item, and leaving on your own hands you one of seven more at equal odds. What Oni Bone buys is in the items guide. Deliberately losing on the bottom floor preserves nothing — you lose the clear bonus, get no exit item, and any commander who dies underground stays out of action until the next turn.
Bikini Outlook and Underground Mikan Plantation both need Kentarou Ogawa, who does not join on the Ran, Kenshin or Monkeyslayer routes — that is where 16 comes from instead of 18. Entering the Isoroku route also removes every Kouhime-gated dungeon permanently: Miso Katsu, Heijo-kyo, the Pearl Dungeon and Yomotsu Hirasaka. On the Official History route Sill can be frozen and becomes unusable in dungeons, costing you Shell Heap, Study Pit and Yomotsu Hirasaka. The 18 figure nets none of this out, so treat it as a ceiling, never a promise.
About that number 19
The wiki's prose says there are 19 dungeons, one of which is a plot dungeon with no level-up bonus — hence 18 — and two of which need Kentarou, hence 16 without him. Its own tables disagree: the dungeon list, the province-by-province Locations table and the in-game Dungeons Cleared checklist all enumerate 21 names. The Items page does not settle it either — it deals nineteen fixed treasure items into nineteen dungeons, and names Orochi's Pit, the Study Pit and the Tomb of Sekimei as the dungeons that drop no dungeon item, which would put the total at twenty-two. Read that as "the wiki's own numbers do not reconcile with 19", not as a count to plan around: it never names the bonus-free dungeon, and it never explains the nineteenth slot.
So the table above lists all 21, the 18 and 16 figures are the community's level ceiling, and the gap is content that only exists on particular routes. If you are counting cleared dungeons in-game, expect a different number than 19.
Official source: Sengoku Rance on Steam — released October 1, 2026 per the store page and appdetails API; English / Japanese / Simplified Chinese, Windows-only, no DLC, no Steam achievements. The news feed was empty on 2026-10-03, so no patch note has revised any count above.
FAQ
How many dungeons does Sengoku Rance have? The community wiki's prose says 19, source of the repeated "18 dungeon level-ups" claim. The same wiki's dungeon list, province table and in-game checklist enumerate 21.
Do dungeons level my whole party or one commander? The whole roster — every commander you own when you beat the final floor gains +1, once per playthrough.
Why is a dungeon not showing up in my province? Either you do not own the province, or its gate commander is missing from your Commanders list. A few tie to story progress instead; the Underground Mikan Plantation also needs route progress and the Hirami Lemons running out.
Can I leave a dungeon halfway and come back deeper? Yes, if you clear at least one floor and exit on your own. Dying does not count — that resets you to floor 1.
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