Made in Abyss: Binary Star Falling into Darkness

Made in Abyss: Binary Star Falling into Darkness

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All Areas of the Abyss Guide!
Por justsoup
A comprehensive guide into the multitude of areas in Made In Abyss: Binary Star Falling Into Darkness and which are worth your time to explore!
   
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Synopsis
Made in Abyss: Binary Star Falling Into Darkness is a massive and often unforgiving game that can be as painful as reading back that name out loud. But for as difficult as this game can be, the core gameplay loop and variety of areas to explore makes up for it. You are given goals to achieve but never told how to achieve them, and more importantly you often aren’t told what to expect on the way to completing these goals. This could be considered unfair, but the only difference between succeeding and failure is preparation and knowledge. In my opinion, the satisfaction of overcoming these obstacles makes up for the time lost softlocking yourself in the third layer with no food and a nearly broken small machete.

There’s already a fully comprehensive guide to this game made years ago by Temere, as well as a full map connecting all the areas by TheKamelotBard and Eoun, and plenty of other guides that are ages old. I’d be beating a dead horse if I just created another plain walkthrough for the game so this guide is mostly going to focus on highlighting each area individually and what each has to offer, with a hint of nature documentary thrown in for spice. I mainly just wanted an excuse to give this game a second playthrough and figured I’d have some fun with it.

As expected, this guide will contain heavy spoilers and I absolutely recommend giving the game a shot on your own first!
First Layer - Edge of the Abyss
The First Layer is a relatively forgiving area that is meant to teach you the ropes without overwhelming you with maze-like catacombs and deadly creatures. The rolling hills and flowing waterfalls of the Edge of the Abyss are abundant with food sources and feature relics commonly, serving as the perfect playground to lull you into a false sense of security for how quickly the difficulty ramps up. Other than the occasional Silkfang, not much here is going to give you any serious trouble.

Netherworld Gate
Your very first steps into the abyss, the Netherworld Gate is a collection of
cliffs swathed in trees that feature plenty of Hegui fruit, which are plenty enough to sustain you through the early game alongside hunting the murder squirrels and the occasional Horncrier. The area is essentially fully explorable without any ropes, and is a welcome final step on the return trip from some of the more painful regions to navigate. There are a few relics to be found here, but this area is more scenic than it is profitable. That first view of the abyss however makes this a memorable spot, accompanied by how often you will be passing through.

Waterfall Gondola
This area can be reached very easily by hurling yourself off the left side of the cliffs within Netherworld Gate, just past the field of squirrels. The most notable feature of the area is the massive Gondola structure used to descend down to Stone Ark, but the adjacent hill is littered with relics in easy to reach places. This area is very solid as an early game farming area, as well as a navigation hub for reaching other areas like Grand Bridge Way and Tree/Fossil Abode. The path from here, through Tree/Fossil Abode, into Wind-Riding Windmill and finally into Multilayer Hill is the most straightforward and cost effective route down to the second layer, cutting out half of the other locations on the way down and not using a single rope. Definitely an MVP in terms of usefulness and memorability.

Tree/Fossil Abode
Within the towering boughs reside the first Horncriers you will likely encounter, which make for a very solid initial foodsource. As much as the game hypes these creatures up, they can be killed in three or four hits with the most basic gear obtainable in the game. Additionally, when they charge you the best strategy to counter them is to quite literally walk away in the other direction and they can’t do a thing about it. Bullying these animals is a rite of passage in the abyss, and future generations will grow under the Horncrier heads hung upon the mantle. This area is solid for relics, and is interestingly designed. It also features the little skinny tree from the show, which is a nice little easter egg hidden around the corner. A Silkfang also occasionally inhabits the cave in this area, but is easily avoidable.

Grand Bridge Way
In my first playthrough I would always make a mad dash through this area to avoid being hunted by the big scary Hammerbeaks and the plethora of evil plants, until I realized they all died in a single hit and were fairly easily avoidable. However the fear of things much larger than yourself absolutely plays into the lower layers so I have to give props for how this area is designed to make your fight or flight activate. The bridge above is fairly avoidable (not that you necessarily need to avoid it), and the area is a decent cut-through area to some of the more notable zones. There isn’t too much special about this area, and you should try to avoid wasting your ropes on the wider gap at the end.

Twin Falls
Twin Falls is without a question the worst area in the first layer, and I won’t be hearing out any other arguments. Not only do you need a rope to even access the area, but you need an additional four ropes to navigate down the disjointed cliffside between the waterfalls. The area is very scenic and aesthetically pleasing, but takes an immense amount of resources to make it through what is an essentially useless area. You can also access the bottom area of Twin Falls where the only redeeming factor (the fishing lake) is from another area without having to use any resources period. Thankfully aside from a select few quests you can completely avoid this area by taking the Waterfall Gondola route instead which is a lifesaver. Visit once or twice to revel in the majesty of the falls and then never set foot here again.

Stone Ark
Stone Ark is in a really weird spot, and not just regarding the huge boat stuck into the side of a mountain (which isn’t going to be the only time we see one surprisingly). There honestly isn’t much here other than the Tachikanata lair within the boat’s rotting hull, which can definitely catch you off guard if you weren’t aware it was there. My entire first playthrough I avoided these creatures like the plague until I realized they suffered from the same misleading appearance as the Horncriers and Hammerbeaks: they are really easy to slaughter. It’s a nice area to pass through and you can do some fun parkour to skip entering the ship, but Stone Ark isn’t the most lucrative of the areas in the first layer.

Jumping Rock
Personally I’m a big fan of Jumping Rock due to the wealth of resources and the large fishing area that is very easily accessible, and is the go-to spot over the Twin Falls fishing pond. This area feels like a spiritual final area to the first layer even though Multilayer Hill still rests further down, and the variety of the zone makes it a fun place to explore. Additionally don’t bother with descending the larger cliffs as they can be completely circumvented through other areas.

Wind-Riding Windmill
This area is fairly small but features another Tachikanata spawn resting at the foot of a waterfall, which is perfect if you’re hunting them. The sight of the huge Windmill is striking but the area itself is pretty forgettable when compared to the larger and more abundant zones within the Edge of the Abyss.

Multilayer Hill
The foothills beneath the higher cliffs of Multilayer Hill serve as your first taste of how many creatures will be dwelling within the lower layers, as this area is completely overrun with Horncriers and a few Hammerbeaks. This is also the first area to feature the spike traps within the ground which can be lethal if you aren’t paying attention. Thankfully these traps are very visible here and function as a tutorial for baiting them when they appear in trickier areas later on. The first layer in general does a great job of building up your expectations before completely shattering them. Concluding the first layer, Multilayer Hill includes the cave entrance to the second layer, and you will face your first mechanical monstrosity here before being able to descend further.

Second Layer - Forest of Temptation
Truly beginning your journey into the depths is the swathe of trees guarding the lower parts of the forest below. This layer is dense and unforgiving, building you up and testing your abilities and preparation for the challenges beyond. There are resources to be found here, but the costs of even reaching this place is higher than any before thus far. Your tools will break, you will fall to your death, and the monkeys will throw rocks at your head.

Forest of Temptation (Area)
The first area within the deep jungle of the second layer shares the name of the layer at large, and is honestly a fairly forgiving and flat area. The small changes in elevation can be annoying as the curse builds up fairly quickly, but that will be your only challenge here other than the safely avoidable Corpse Weepers. There are a fair amount of normal relics around here too, which can help fill the void in your wallet left by the amount of ropes you had to buy to get through this layer.

Corpse-Weeper Den
Featuring a larger field area atop a steep wall of cliffs is the Corpse-Weeper Den, completely infested with its namesake. These large, predatory animals are a solid challenge and shouldn’t be messed with unless you have the specific desire to see them dead. They aren’t too difficult to bring down, but one missed dodge will end your journey. This area has a solid amount of valuable relics along the cliffside, just be sure to not get abducted by the wildlife when collecting them.

Inverted Forest
The Inverted Forest marks the first stepping stone in the annoyingly lengthy path through the second layer, and requires a few ropes to travel through. This and the following areas feature plentiful harvestable resources, and no lack of birds to kill for food provided you have the tools to keep up. The area itself is quite a cool location, being able to jump between the branches of the upside-down foliage. Not a tough area, but using some of your resources is unavoidable to pass through.

Hell's Crossing
An absolute gauntlet of an area, this zone keeps on going every time you think you might be coming to the end. The number of birds trying to murder you multiplies rapidly, and the Vine-blasters get annoying very quickly when trying to climb. Additionally make sure to time the little bugs (Yomotsubi) perfectly because they have absolutely no problem flinging you to your death in the fog below. The area is very similar to the previous, but is far lengthier and features more climbing.

Inverted Arbor
Hell’s Crossing may be lengthy, but this area is just straight obnoxious in comparison. Trying to scale the larger tree pathways while multiple Giant Hammerbeaks attempt to gut you isn’t a fun experience, especially since only a few hits can kill. Sprinkling in a few of the normal birds and everyone’s favorite moths results in a truly enjoyable time. The pathways between the trees higher up can be a bit confusing too, but as long as you avoid the bugs placed along them they aren’t too difficult to figure out. There isn’t much of value here, so try to get in and out as fast as possible.

Seeker Camp
A small reprieve from the abuse of the previous area, the Seeker Camp is a huge structure held aloft in the trees above the treacherous pathways you take to reach it. The interior is fairly unremarkable and doesn’t have much for you to do, which I feel is a missed opportunity to have it function as a resupply post to make the journey there a little less punishing. Additionally, the forced fight in this area with the Inbyos is pretty considerably unfair due to how little the game warns you about the fight. My first playthrough I remember barely squeaking through the first group before running out of weapons on the second, and losing something around an hour of progress getting there. Stunning vista, horrendous situation.

Terminal Pond
I’m a big fan of this area, as it’s a completely different type of zone than the preceding four. The cavern features a huge divot in the stone harboring an expansive glowing purple fishing pool, which contains multiple Demonfish and the rarer Ikenosuke which drop Limber Scales. The surrounding walls also contain a fair amount of relics, making this a substitute for the missing resupply zone that the Seeker Camp could have been. The only tradeoff is that before you unlock fast travel to the third layer you have to travel the entire stretch of Inverted Forest - Inverted Arbor just to be able to reach the place. A few Azure Tachikanata also hide out in the trees here, whether you want to avoid or kill them. One of my favorite spots in the game for sure.

Edge of the Abyss (Area)
Not fully sure why the developers chose to reuse the name of the first layer deep into the second but I’m not one to question the absolutely flawless game design of this stunning masterclass. This area almost plays as its own survival minigame which is an interesting last step before the ending of the layer, and is a nice break from the tedium of the previous areas. The design of the area and the blue hue of the zone makes for a somewhat relaxing and memorable hideaway, and the resources available keep you here for a while before moving along to the third layer.

Heaven's Waterfall
A complete shift from the aesthetics of the rest of the layer, Heaven’s Waterfall is a wide open plain leading down into the maw of the third layer, beckoning you into the single worst part of the game. I’m a big fan of the oppressive design here, and this area sticks out dramatically from the whole Forest of Temptation. More dangerous enemies spawn here, but they aren’t much of a problem if you dodge properly and have decent tools. This is also where you will face the second major boss of the game who has the most ludicrously stupid attack in the entire game that as far as I’m aware you cannot dodge (Maybe I’m just bad) but overall isn’t a tremendous challenge.

Updraft Wasteland
One of the more interesting areas, I never even found Updraft Wasteland until entering it through the third layer. Deciding to ignore the entrance to the third layer from Heaven’s Waterfall, you can instead decide to directly climb down into the giant pit and down to the entrance of Updraft Wasteland. The zone itself is constantly being whipped by a film of rainfall with occasional lightning, and a Crimson Splitjaw stands guard over the deadly plain. The rarest relics in the second layer can be found here in abundance, but the climbing is confusing and dangerous. Definitely one of my favorites in the second layer, and worth a visit even if it’s pretty off the beaten path.

Third Layer - The Great Fault
Where do I even begin. This stage in the game will absolutely kick your ass like nothing else it has to offer. Without very thorough preparation and navigation, you will without a doubt lose hours of progress. However, I would still go it blind through the winding and pitch black caverns because overcoming them on your own feels so unbelievably great. This area is unfair as it gets, but that means the layers following can only get better. Give it a shot on your own, but I won’t blame you for watching a youtube guide as to how to escape this hellhole. (There’s a great tutorial by DannyRothko)

The Great Fault (Area)
Clambering between the cracks and narrow pathways behind the walls of the third layer, you prepare for one of the most miserable experiences in gaming as a whole… To be fair this layer is really cool as a concept and you can enjoy some of it here before being hopelessly lost later. I’m honestly a big fan of how the game gives you these little hidey holes to poke in and out of along the sides of the walls, but the only problem is the Madokajacks. In my humble opinion these are the single most brutal enemies in the entire game due to how they are utilized, and you meet them for the first time here. Do your best to dodge and weave past them, and get through this area as fast as humanly possible.

Trapped Pirate Ship
Here’s our second enormous sailing vessel lodged into the side of a mountain, though I think I liked the first one more. This thing is a labyrinth on the inside that’s also conveniently pitch dark in most places. The weird changes in elevation don’t help either, making this a grade A candidate for avoiding completely. I usually take the Quadruple Pit route anyway, never choosing to visit here if I can help it. Again, it's another area that’s really cool in premise but ungodly in practice. I also never knew this area had a fishing pond in the caverns before coming back to explore for this guide, which was a cool find. This game has a ton of small hidden details and cool stuff that you might never find due to how much it takes to reach them.

Hexagon Pillars
Now we’re cooking, this is the first area in the third layer that starts to make up for the downsides. The expansive tunnels with the cool hexagonal pillars made of cobalt blue stone makes for a nice change of aesthetic from the dark corridors, and the Mountain Spinners are nice to hunt for quest money. There are also plenty of relics here, and the relics in the third layer and beyond really start to yield some serious cash. You can find up to Grade-2 relics here too, which is quite a step up from the menial earnings of the second layer. You will also likely pass through here on your return trip to the surface, but there are other routes. (Little synopsis here, upon actually returning to do the harvesting quest here I realized how many relics you can get here so please spend your time in the third layer mining here) Also make sure to watch out for the giant stomach creature within the smaller tunnels of the area.

Cold Heat Layer
Cold Heat is interesting in how long it took me to even make it here. I probably took the suboptimal route but I had to climb the entirety of Glass Layer and the preceding return trip to find it, which was probably a skill issue. This in turn led me into the ice area that is otherwise inaccessible to the other parts of Cold Heat from there, so back to Glass Layer it was. Weird location notwithstanding this is probably the coolest area in the entire third layer. The rolling lava rocks and magma geysers make for a minefield to weave through, unlike anywhere else. The lower area features a massive concentration of Mountain Spinners (Fire) if you’re looking for them as well. Cold Heat Layer is pretty dangerous, but well worth a visit.

Quadruple Pit
Combine maze exploring with vertical climbing and you get Quadruple Pit. Better hope you brought plenty of food and upgraded your skills because you’ve got a lot of climbing to do both up and down. Thankfully there are plenty of resources and things to kill for food here, so you can restock your supplies somewhat here. This area kinda follows the same formula as some of the prior without much innovation besides the bouncy leaves within the walls. This is also a benchmark area on the return trip, so remembering the route through is important.

Glass Layer
Big dragon. Kill big dragon with ice. Spend fifteen seconds here. Glass Layer is another important stop on the return journey so memorizing the pathing here is imperative. There is also an absolute abundance of relics here so if you have any backpack space remaining by the time you make it here it might be worth taking some time to spelunk and fill your pockets with loot. Just make sure you’ve got enough supplies to make it back first. Glass Layer also features a cavernous spiral section guarded by some stronger enemies such as Tachikanata if you plan on doing some digging.

Rock Slide Hall
Another area I mostly didn’t see any of until my research trip here due to how out of the way it is from the main recommended path through the third layer. Its hallmark is the falling boulders that replace the Madokajaks in the center chasm area, which is honestly an improvement. The layout is annoying and the fact that you can’t look upwards to see the rocks hurtling towards you is truly peak game design. Another zone on the list of “avoid when possible.” At least there’s a room where you can push a boulder in front of the falling rocks, which helps a little with traversal.

Freezing Hot Mines
As tedious as navigating this area is, the design for Freezing Hot Mines is awesome. The crawl spaces through the subterranean lagoons before the pooling magma and narrow stone pathways across makes for a pretty memorable and interesting area, especially with the multiple quests that take place here. Ending with the fire-and-ice boss room concludes the third layer with something that makes up for the misery of reaching that point. And now all you have to do is go all the way back up. Know that this is the summit and you have reached it.

Fourth Layer - Goblet of Giants
Without a doubt my favorite layer for multiple different reasons, the Goblet of Giants is not only the most aesthetically pleasing but also probably the most rewarding layer of the five. At first this area can be somewhat unforgiving, but once you find your footing it’s truly a reward for making it through the hellscape that is the third layer. The gargantuan plants featuring small ponds atop their fronds make for a truly beautiful and memorable area.

Goblet of Giants (Area)
Your introduction to the ecological hotspot that is the fourth layer is the layer’s namesake, a fairly straightforward stretch of massive plant platforms to traverse across. This area takes a few ropes to travel through, but the slide alongside the left helps to circumvent these gaps. Occasionally an Orb-Piercer hangs out in this area too, which would be smart to avoid unless you’ve already tamed this game.

Nanachi's Hideout
Spoiler warning: You unlock this area by hurling yourself to your death somewhere in the fourth layer. It doesn’t matter where as long as you land on something and don’t fall into the void. Nanachi will come to save you and bring you to the game's first true “rest stop” where you can easily replenish your supplies if in a pinch during an ascent. This area is also extremely efficient for farming strong scales if you’re chasing that second tier of relic armor, and also serves as an easily accessible gateway to the rest of the areas in the layer.

Hidden Hot Spring
As far as I’m aware this is the only place you can find the rare variation of the murder squirrels (but don’t quote me on that), and is likely the first place you’ll stumble upon a Head-Tail outside of questlines. The dense tropical pools provide a useful extension to Nanachi’s Hideout, and veil multiple relic spots within the waters.

Giant Vine Bridge
This area is mostly a connecting point between all the other main areas of the layer, but does have some interesting points like the offshoots of the main bridge which contain relics and the ruined area near the very end of the space. Probably the most forgettable area of the fourth layer, but still a strong place in its own right. Orb-Piercers also can appear here, which makes it a more dangerous place in itself.

Floating Rocks
You’ll probably be spending the least time here out of any of the rooms within the fourth layer due to both how out of the way it is and how confusing the layout is. I’ve given the lazer puzzles inside multiple quick tries and haven’t been able to get anywhere with it, but I’m probably just braindead. There are relics to be had here and the bags of tools behind the Light-Eater can pay off (The Scream bow sells for 3200 per). It can certainly be lucrative to tackle the shifting stones of this area, but it’s pretty annoying overall.

Crystal Valley
I could genuinely make an entire different section just singing the praises of this area but I’ll cut it a bit short. This area is the most easily abused farming zone for high quality relics in the game, even compared to the more valuable relics of the fifth layer. You can delve down here in about five minutes with a black whistle and right back up in about the same time, with only about five or six dishes consumed. I usually bring a weapon but you can go completely without when plucking the massive sums of rare relics off the walls in the lower part of the area. Additionally, multiple bags of weapons and tools can spawn here which sell for heaps of money in addition to the piles of relics. The design of the room is also great, and the Light-Eater at the bottom can either be approached as a boss fight, can be completely ignored, or can be killed by redirecting the lasers in a short puzzle. Overall a masterpiece of an area that makes the later game right before the fifth layer trivial.

Eternal Fortunes
A short but sweet area, Eternal Fortunes is where you meet your first Kudaras which play a bigger role in the fifth layer below. There isn’t much to this area in terms of its size but multiple main quests take place here so you’ll end up hanging out here a bit. The swathe of flowers blanketing the hill makes for one of the more scenic areas of the game, and the lore relevance to the show is nice too.

Deep Tree Remains
I love the vibes in this area. The darker nighttime ambience and the croaking of frogs makes for a cozy final area to cap off the fourth layer, and the layout is fairly easy to navigate while offering plenty of additional offshoots for those willing to explore more. The straightaway climb before the entrance to the fifth layer can be a little intimidating, but by the point you reach here you should be more than equipped to make the climb back up. The little boss arena below is a nice conclusion to the layer.

Fifth Layer - Sea of Corpses
You’re going to notice a theme with a lot of the areas in the fifth layer and that’s the “enormous blank open areas” vibe that this layer has going on. Outside the barren wastes however lie some of the more interesting areas in the game, and balancing your resources with the challenges that await can be interesting, as it’s a lot harder to resurface from here than any other part of the game. (Also pray you have a black whistle so you don’t have to climb all the way back up through the third layer ever again)

Sea of Corpses 1
The first area within the Sea of Corpses is just a little taste of what’s to come, and that’s massive hills that take multiple waiting periods for the curse to climb over. The snowy dunes take up the entire area, surrounded by wintry cliffs and overseen by the massive ice tower in the center of the area. This area doesn’t offer much in itself, and is mostly just a liminal space leading to the more important areas of the layer.

Sea of Corpses 2
This area is mostly the same as its predecessor, featuring more oppressive snowy mountains but this time cleaved in two by a canyon you can pass through. This is probably the most empty area in the entire layer, as past the mountains it's just a giant barren field with a motley variety of monsters sprinkled in, who seem largely indifferent to your presence there. There is a river winding behind the exit to the area, but other than that this area isn’t the best of what this place has to offer.

Eternal Garden
Connected by a narrow series of tunnels are the two caverns of Eternal Garden, harboring a small sanctuary of Eternal Fortunes living within the icy caves. Dotting the walls are a handful of relics, and within the flowers are Amaranthine-Deceptors ready to annoy you at a moment's notice. There is a very small crystal puzzle in the center, but the lasers are completely avoidable and there isn’t any hidden reward. It’s a cool location at least.

Water Crystals 1
The Water Crystal areas suck. They are a super tedious set of platforming areas set on a narrow stretch of ice bridges and pathways barely accessible. While striking in their design they can be a pain to navigate, especially with the jellyfish places precisely where you need to be with no room to move around them without killing them outright. There are a few sparse treasures to be had here, but this isn’t an area you want to frequent if possible.

Water Crystals 2
When writing the entries for this guide I didn’t retrace my steps through the fifth layer chronologically and ended up visiting here last, so Water Crystals 2 will be the very last place I visit before returning to the surface for the last time in this playthrough. And it’s a damn fitting final area. Ramping up the tricky terrain and resource costs, Water Crystals 2 is a solid challenge and I’d recommend avoiding it entirely when possible. But visiting when not pressed for time it’s actually a very interesting area. The ending area actually provides you with a compromise; you can topple a bridge-size boulder to access either the next area to continue onward or a platform containing a plethora of goodies. I found this to be a fun inclusion to a dangerous area, and I overall do like the design of this hellscape even if it is more difficult.

Hail Jail
Very similar to the Sandy Ice Areas later in the region, Hail Jail is a wider area encircled by the Footing-Slicer platforms used to access the higher levels encircling the area. You can find Stingerhead nests here, and near the pond is where you encounter the final Interference Unit boss of the game. Relic yield is decent here, and there are a plethora of things that want to kill you here.

Ido Front Area
Giving you your first glimpse of the Ido Front Base off in the distance, Ido Front Area makes up the jagged cliffside of some unknown crater. Scaling the rugged angles and narrow dangerous gaps can be tricky while monitoring the curse, but this area shouldn’t give you much trouble when compared to the horrors of the Water Crystal areas. A few resources inhabit the edges of the cliffside, and an Ink Flower glides through the crisp frigid air.

Sandy Ice Area 1
Ringing the large fields of the Sandy Ice Areas are higher levels chock full of relics more abundant than anywhere else in the layer. These areas are the best for farming relics in the Sea of Corpses, and are fairly free of risk in themselves. Most of the enemies here can easily be avoided and pose little threat, but make sure not to walk under the Footing-Slicers. This is also where you face off with Detchuanga in the endgame before making your Last Dive.

Sandy Ice Area 2
Sandy Ice Area 2 mostly follows the same layout and concept as the previous, but makes up a more circular area ringed by the upper layer. This area genuinely doesn’t offer anything special compared to the others of the layer, and is mostly only lucrative for relics of which there are a solid few relic nodes to mine.

Ido Front
Beckoning you forward to the final steps within this game is the Ido Front base, nestled beneath the huge royal pillars of the ocean above. This is the last open area in the game, with the following two being strictly story related and containing no resources. After completing the main story, Bondrewd will be waiting outside to greet you and to congratulate you for obtaining your very own white whistle.

Ido Front Internal
Inside the crumbling remains of the ancient ritual site, the interior of Ido Front isn’t a pretty sight. Old equipment lay strewn around, abandoned where it lay when its predecessors left. Other than the boss arena where you face Bondrewd, there isn’t much more to this place than its oppressive atmosphere.

The Altar
At the end of your journey to the very bottom of the Abyss lies The Altar, the final boundary between you and the outside world. Beyond this point there isn’t any more to see, but making it here is an accomplishment of its own. This game can be merciless, but is one of the most memorable exploration based games I’ve ever played and is more than worth a playthrough if you’ve never had the chance to give it a try. The swirling pools of the Sea of Corpses rise to swallow you whole, and the game's story comes to a close.

End Note
About thirty hours and a whole bunch of exploring later, I can safely say I’ve bested everything this game has to offer. Loved every minute but I’m not playing this game again for a long time. I can rest easy knowing I’ve conquered the Abyss once again, and will be uninstalling this game about a minute after uploading this guide. If you’ve made it this far, thanks for reading and I hope you learned something from this. It was fun to whip up and it gave me a good excuse to revisit this abomination of a game.


3 comentários
Nanachi:3 5 de fev. às 14:50 
Nnaa
Cosmic 2 de fev. às 2:39 
I beat the game, but was curious about your guide. Great writing, and a fun time thinking about all the hardships every zone gave me before I became a white whistle. Will definitely revisit this game at a later date.
lukstraight 29 de jan. às 6:42 
Thanks! It was a fun read.