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WALKTHROUGH · AREA ORDER

Pick your next region.

The 8-region storyline path in recommended order. Boss fights, save shrine routes, collectibles, and the Spark Generator tower climbs are mapped per region — written from frame-by-frame review of two full-game source clips. No copy-paste from other guides.

START HERE

Where to start.

FIRST-RUN GUIDANCEThe prologue (Tenebrous Sea) is a hard-coded tutorial — you can't skip it. After that you land in Ossex (the central hub), and Ossex's north and south exits open the four any-order Generator regions. Pick whichever fits your playstyle: Queensbury Crypt for a tighter cellar gauntlet, Septemburg for an outdoor-arena rhythm, Nox's Bayou for mobility-heavy traversal, or Bone Beach for vertical puzzles. The two gated regions — Coltrane Peak and Astral Orrery — open after the four any-order regions clear. See the area-order page for the full rotation rules.
/prologuePROLOGUE
Prologue: Tenebrous Sea
The shipwreck opening — Mina washes ashore and meets the Nether Kraken before reaching Ossex. Teaches the basic moveset and frames the campaign's stakes.
1 boss
/ossexHUB
Ossex
The central hub that connects every Generator region. Houses Radiant Manor — the first encounter with Thorne, and the staging ground for the Hulk Trooper introduction.
11 bosses
/queensbury-cryptANY
Queensbury Crypt
Tutorial region. Players learn the core toolkit (dig, dash, weapon swap), face The Duchess at the gate, and meet the Duke whose moral-choice quest seeds the ending tree.
1 bossspark generator climb
/septemburgANY
Septemburg
Autumn farmland and the Tower interior. Carving Man and Madd House anchor the boss roster. Open from the start once Ossex hub access is unlocked.
2 bosses
/nox-bayouANY
Nox's Bayou
Poison swamp region. Nox Beast caps the run. Mobility tools matter — toxic puddles cost HP across the traversal phase.
1 bossspark generator climb
/bone-beachANY
Bone Beach
Mining town built into the ribcage of a giant skeleton. Major Miner gates the first half, Mined Mind closes the region. Vertical traversal puzzles dominate.
2 bosses
/coltrane-peakGATED
Coltrane Peak
Snow mountain and frozen rail line. The Icebound Cavern boss and Locomotress Agnes anchor the run; Mirren is the region's secret boss. Progression-gated — opens after the four any-order regions clear.
3 bosses
/astral-orreryGATED
Astral Orrery
Final region. Mirror-entry mechanic gates the late-game phase. Orrery Warden, The Congealed, and Lionel (the final boss) close out the campaign. Progression-gated — opens after Coltrane Peak.
3 bossesspark generator climb
RECOMMENDED ORDER

Our opinionated first-run path

The any-order Generators (Queensbury Crypt, Septemburg, Nox's Bayou, Bone Beach) all unlock together off the Ossex hub. None of them gates the others; you pick the rotation. Our recommended first-run order, with a one-line justification per region:

  1. Queensbury Crypt first.The crypt cellar is a tighter combat tutorial than the open-arena Generators, and the Duke quest at the end seeds the campaign's primary ending tree branch. Doing Queensbury Crypt first means you face the moral-choice setup while Mina still has full HP and a fresh dash budget.
  2. Septemburg second.The autumn farmland +Tower interior is the campaign's first sustained projectile-lane test. The Carving Man teaches column reading, which pays off in every subsequent boss with a spread attack.
  3. Nox's Bayou third. The toxic-puddle mechanic forces mobility-trinket prioritisation. Doing Bayou after Septemburg means you arrive with a refined combat read but face a new traversal mechanic.
  4. Bone Beach fourth. The vertical-descent mining town + Bonestone economy beat is the most mechanically distinct of the four. Doing it fourth pays off the dig mechanic that the other three regions taught.
  5. Coltrane Peak fifth (gated). The snow- mountain Generator opens only after all four any-order regions clear. The Icebound Cavern + Locomotress Agnes chain teaches positional discipline against arena-scale hazards.
  6. Astral Orrery sixth (gated, final). The cosmic-celestial region gates the campaign-final Lionel chain. The mirror-world mechanic opens here and the campaign ends here.

This is one valid order — not the only one. Players who prefer projectile combat may want Septemburg first. Players who want maximum boss-difficulty exposure early may want Nox's Bayou first. The any-order rotation rewards any permutation of the four; the gated rotation (Coltrane Peak → Astral Orrery) is fixed.

PROGRESSION RULES

How the gates work

The campaign's region progression follows three rules:

  • Prologue → Ossex is one-way.The Tenebrous Sea shipwreck deck does not re-open after the Nether Kraken kill. You arrive at Loner's Landing, meet Lady, and the road opens to Ossex.
  • Ossex is the hub. Every Generator region exits back to the Ossex plaza-centre shrine. There is no inter-Generator shortcut; the hub-spoke design is consistent across all 6 Generators.
  • Bosses count as the gate. A Generator counts as cleared when its main boss(es) fall and the Spark Generator beacon activates. The secret bosses are optional; the tower-climb mini-games (where they exist) are required.

The three tower-climb regions are Queensbury Crypt, Nox's Bayou, and Astral Orrery. The other three Generators (Septemburg, Bone Beach, Coltrane Peak) have their Spark activation baked into a boss arena exit instead.

SAVE SHRINE NOTES

How rests work

Save shrines serve three functions in the campaign: full HP regen, weapon / trinket loadout swap, and fast-travel anchor (once the regional beacon unlocks). Resting at a shrine respawns the region's standard enemies but does not re-trigger boss fights or major NPC dialogue beats.

Per-region shrine density notes:

  • Ossex has the highest shrine density. Plaza-centre + safehouse + Radiant Manor pre-Thorne.
  • Nox's Bayou has 5 shrines — more than any other Generator — because the puddle traversal is hostile and the region rewards frequent rests.
  • Astral Orreryhas 4 shrines but the pre-Lionel shrine is loadout-locked: once Lionel phase 1 dialogue fires, there's no return to swap loadouts.
  • Prologuehas only one shrine — Loner's Landing — inside the post-boss cinematic. No mid-prologue rest opportunity.
CROSS-CUTS

Deeper IA pages

last updated 2026-05-31 · patch 1.0.0