The abbey door in Hollowmere opens onto depth 1, and every depth has stairs up and down to the next. Besides the stairs:
Town warps
Crypt (the mausoleum in the graveyard) leads down to depth 5. It stays sealed until you first reach depth 5.
Cave mouth (on the rocky shelf by the smithy) leads down to depth 9. It stays sealed until you first reach depth 9.
Rift (the scorched cracks past the second bridge, across the river) leads down to depth 13. It stays sealed until you first reach depth 13.
Depths 5, 9 and 13 each have a second staircase straight up to Hollowmere, coming out at the matching warp. The warps close again when a new difficulty begins.
Hollowmere
Waypoints
A waypoint dais stands in Hollowmere's square and on depths 2, 4, 6, 8, 10, 12, 14 (every second depth down to 14). Come within 2 tiles of a dais with a clear line to its centre and it lights up; from any lit waypoint you can travel to any other. They go dark when a new difficulty begins. Odd depths, depth 16 and the quest levels have none.
Quest stairs and the red portal
Four quests lead off the main stairs into quest levels of their own: three by stairs that work while their quest is in the run, and Vossarin's sanctum by a red portal.
The halls beneath the abbey. Up to three great chambers, set with piers, a ring of columns or rows of columns, form a spine joined by an arcaded nave, sometimes with a carpet runner down its middle. Smaller rooms branch off it, each parted from the next by a wall holding a door, an open archway or an arcade of pillars.
A slaughter room behind a single door, its floor soaked in blood and hung with chains. (The Gravedigger)A breach where the floor gave way to a seeping cave, with a foul pool and the stairs down to the Tainted Wellspring. (Tainted Wellspring)
The burial vaults. Rooms are joined by halls two tiles wide; most rooms open through doors, others merge into open vaults, and up to five walled side rooms have a single door each. Here and there a wall has crumbled into a breach of rubble.
Natural caverns with no doors, worn into winding shapes, with rock formations standing in the wide places. Pools of murky water or lava lie in the caverns, at least one per level; a pool is water with a chance of 60% on depth 9, 50% on 10, 35% on 11 and 25% on 12, and lava otherwise. Up to two rivers run out of the pools, crossed by bridges, and up to three pens are fenced off.
A fortress of the Pit. One quarter of the level is laid out and mirrored into the other three, so every level is symmetrical. Its walls are two tiles thick, with archways between the halls; lava pits are sunk into the larger halls and pillars stand in others. Depth 16 holds the Black Sanctum at its centre.
The Black Sanctum, a fortress at the centre of the level: a ring corridor circles the throne chamber, and four skull levers open its gates one after another, the last one the throne door. (The Unmaker)
Ways
The bottom of the world: there are no stairs down.
An entry cavern opens onto a winding passage up to a great cavern around a polluted lake, with rotten planks out to an islet of filth. A grotto lies to the west, caves to the south, and in the north-east the spring itself, whose foul stream runs down to the lake.
Stairs at the end of a pillared vestibule on depth 3.
Looks like
The Desecrated Abbey
Layout
An entry crypt leads through a burial gallery lined with tomb alcoves to a cross-shaped crypt hall. Off it lie a lever chapel to the west, an ossuary to the east and the colonnaded throne hall to the north, where a carpet runs up to the throne. The king's treasury beside the throne hall stays sealed until the lever is pulled.
Stairs behind a wall of gates in a bone chapel on depth 6.
Looks like
The Catacombs
Layout
An antechamber leads to a ring corridor around the reliquary in the middle, with pillared bone halls to the east and west, dead-end crawls lined with bones, and a long crawl to a hidden treasure vault.
Monsters
Drawn at random like a regular level's, from the skeleton kinds of depth 6: Horror (bow), Horror Captain.
A red portal in the ritual circle on depth 15. It opens after the Staff of the Betrayer has been brought to Elder Enoch.
Looks like
The Desecrated Abbey
Layout
An entry hall opens onto a colonnaded nave with a carpet, leading to a round ritual chamber with a blood pentagram and the altar at its heart. Two side chapels lie behind doors. The stairs back up stay shut until the Archprelate is dead.