How to use this section
Region pages should answer what players need while they are lost: where to buy the map, where to sit, what unlocks the next route, and which exits should be marked for later. The goal is not to sweep every room immediately, but to create a clean loop of map, bench, Stag Station, objective, and return point.
Early and midgame route
| Order | Region | Main goal | Return later for |
|---|
| 1 | Forgotten Crossroads | Buy the map, open the Stag Station, learn the bench loop, defeat False Knight | High exits after Mantis Claw |
| 2 | Greenpath | Find Cornifer, reach Hornet, take Mothwing Cloak | Acid edges and hidden side rooms |
| 3 | Fog Canyon | Pass through, do not force full cleanup early | Later cleanup with acid-swim access |
| 4 | Fungal Wastes | Reach Mantis Village and take Mantis Claw | Mantis Lords after upgrades if needed |
| 5 | City of Tears | Find the Nailsmith, expand shops and midgame routes | Soul Sanctum and upper floors |
| 6 | Crystal Peak | Push vertical movement and open new connections | Dark rooms and extra pickups |
| 7 | Resting Grounds | Take Dream Nail and start Essence routing | Dream Warriors and Seer rewards |
Mid and late regions
| Region | Best timing | Track carefully |
|---|
| Royal Waterways | After basic health and nail upgrades | Benches, acid routes, Dung Defender |
| Ancient Basin | Midgame to late main-route prep | Key ability, Palace Grounds, tram link |
| Deepnest | Better with lantern and more health | Benches, exits, Grubs, Pale Ore |
| Kingdom’s Edge | Mid-late cleanup and progression | Hornet 2, Colosseum, Pale Ore |
| Queen’s Gardens | After stronger movement and combat comfort | Traitor Lord, Mask Shard, return route |
| Howling Cliffs | Cleanup and extra-content setup | Charms, Stag route, hidden entrances |
| The Hive | Late collectible area | Hiveblood, fragments, enemy routes |
| The Abyss | True-ending preparation | Void route, ability requirements, ending flags |
| White Palace | True-ending platforming gate | Charm loadout, patience, route memory |
| Godhome | Late challenge hub | Boss unlocks, charm builds, practice order |
What each region page needs
| Field | Purpose |
|---|
| Map / Cornifer | Answers the most common “where is the map” search |
| Bench | Reduces death-run frustration |
| Stag / Tram | Builds cross-region navigation |
| Key ability | Tells players whether they should continue now |
| Later ability gates | Marks rooms to revisit |
| Must-grab items | Mask Shards, Vessel Fragments, Grubs, Charms, Pale Ore |
Live focus guides
Writing rule
The current section covers route overview and cleanup. Future single-region pages should spend less space on lore and more space on decisions: what to do first, where the safe bench is, what ability blocks progress, which item matters now, and how to leave.