Start by getting a Trial Explorer Map from a Journeyman Cartographer, then dig at the marker to around Y -40 to -20. Trial Chambers generate underground across the Overworld and are recognizable by tuff-brick and copper architecture once you reach them (official overview).


This is the most reliable way to find a Chamber in survival without external tools or guesswork. The map points to the nearest Chamber; you then dig down at the icon.

Step 1: Create or find a Cartographer and level them to Journeyman (level 3). Place a Cartography Table by an unemployed villager to assign the profession, then trade paper and maps to rank them up. Journeyman Cartographers can offer a Trial Explorer Map for emeralds and a compass.

Step 2: Buy the Trial Explorer Map and hold it in your hand to reveal the target icon. If your position dot is tiny or off-map, travel toward the map area until your position fills more of the map for easier orientation.

Step 3: Stand directly over the Chamber icon on the map. If the icon seems outside your current map, zoom out the map (crafting a larger scale) to get the marker on the sheet so you can center precisely.

Step 4: Dig down safely at the icon using a 2×1 shaft. The starting room typically generates around Y -40 to -20, and most rooms sit between Y -20 and 0. Watch for walls and floors of tuff bricks and copper pieces; that visual change confirms you’ve reached the structure.

Step 5: If you don’t break into a Chamber by Y -50, re-check that you are centered on the icon and adjust a few blocks in each direction. Trial Chambers are fully underground; there’s no surface entrance to spot.


Method 2: Use the locate command (Creative or cheats)

This instantly returns coordinates to the nearest Chamber. It’s ideal for practice worlds or if you don’t mind disabling achievements.

Step 1: Enable cheats. On Java, open your world to LAN and toggle “Allow Cheats: ON”. On Bedrock, enable “Activate Cheats” in Game settings. Note that enabling cheats disables achievements on Bedrock.

Step 2: Run the locate command to get the nearest Chamber’s coordinates.

/locate structure minecraft:trial_chambers

Step 3: Teleport to the returned coordinates, or travel on foot. Teleporting may place you beside or above the structure rather than inside it; be prepared to dig down at that X/Z.

Step 4: If you’re on Java and prefer not to mine, switch to Spectator to phase into nearby caves and the Chamber interior. Otherwise, dig a 2×1 shaft until you see tuff bricks and copper blocks.


Method 3: Generate new chunks and leverage spawn rules

Trial Chambers only generate in chunks created in 1.21+ worlds (or newly explored areas of older worlds). If you upgraded an old save, traveling to new terrain is often the real fix.

Step 1: Move far from your base into unexplored terrain so the game creates fresh chunks. This ensures the 1.21 structure can generate; previously explored areas won’t retro-generate Chambers.

Step 2: Scan systematically. Chambers are spread across the Overworld and tend to appear with even distribution; covering distance through new terrain increases your odds quickly.

Step 3: When you choose a candidate area to check, drop a 2×1 test shaft from the surface to around Y -40. As you descend, watch for man‑made-looking blocks (tuff bricks and copper). If you hit ordinary caves only, move a moderate distance and repeat.


Method 4: Organic cave exploration

If you want to find one while adventuring, search natural cave systems in the right depth band.

Step 1: Enter large cave networks and traverse between Y 0 and Y -40. This band intersects most Chamber rooms and corridors, so you can break in from the side rather than digging from the surface.

Step 2: Look for the telltale palette: tuff bricks, polished tuff, and copper blocks, grates, and doors. A 3×3 copper doorway or copper grates on walls usually indicates a Chamber room or corridor through the stone.

Step 3: Mark your path to avoid circling. Chamber layouts have intersections and multi-level corridors, and it’s easy to loop through connected caves without realizing you’ve passed a Chamber wall.


What to bring (so you can safely dig and confirm the find)

  • Water bucket, ladders, or blocks to exit a deep shaft quickly.
  • Plenty of torches to keep navigation clear in caves and corridors.
  • Food and a shield; a Chamber entrance can open straight into combat.
  • Milk buckets to clear poison (useful once inside against Bogged) and other negative effects.

Troubleshooting and common sticking points

Map marker but no structure: Verify you’re centered exactly on the map icon before digging. If the icon sits off your current map sheet, craft a larger‑scale map so the marker appears, reposition to center, and try again. Dig a 2×1 shaft at the icon down to at least Y -40.

Upgraded old world: Chambers won’t appear in pre‑1.21 chunks. Travel to fresh terrain until the world begins generating new caves and features, then try the map or test shafts there.

Teleport placed you outside: The locate/teleport combo often lands you near, not inside, the structure. Use the X/Z from locate and mine down; on Java, Spectator mode makes confirming the Chamber position quick.

Exact look to confirm: You should see constructed blocks: tuff bricks and extensive copper blocks, doors, trapdoors, and grates. Natural tuff blobs aren’t enough—Chambers use brick variants and copper in quantity.

Depth check: The starting room typically sits around Y -40 to -20, while many rooms lie between Y -20 and 0. If you dug well below -50 without seeing constructed blocks, recentre on the icon and try a nearby shaft.


  • Trial Chambers generate underground and are spread across the Overworld; you don’t need a surface entrance to find them.
  • Journeyman Cartographers sell Trial Explorer Maps that point to a Chamber; emerald pricing and offers vary by villager and discounts.
  • On worlds created before 1.21, Chambers appear only in newly explored chunks.
  • Expect the entrance rooms near Y -40 to -20, with most other rooms between Y -20 and 0.

Use a Cartographer’s map when you want a guaranteed target, or the locate command for immediate coordinates. If you’re returning to an older world, head into fresh terrain first, then dig at the right depth until the tuff-and-copper build gives the Chamber away.