Areas & Locations

The Vessel is an enormous technological ark overgrown with vegetation and inhabited by rogue machines. Its interconnected Metroidvania design means areas loop back into each other, with multiple paths and sequence-breaking opportunities. This page gives you a high-level overview of each major area and how they connect.

For a visual view of the full map (1,402 markers across 83 categories), see our Maps & Exploration page, which links to third-party interactive maps.

For a step-by-step route through the story, see the Complete Walkthrough.

Early Game Areas

Dwellings

Abandoned residential zone and tutorial area. Dwellings introduces basic exploration and gating: locked doors teach you that new abilities open new paths. Guides and walkthroughs describe it as the true starting area before you branch out into Feral Undergrowth or Foundations.

Key features: first Network Gate (save point), basic platforming, breakable walls, early modifiers.

Bosses: Egis (first mandatory boss), ACAT (optional challenge boss).

Abilities / items: Hairpin Grapple (Strange Tube), early Candles and modifiers like Protective Overlay, Kinetic Thrust, Analyser (from RAD NPC).

Connections: branches towards Feral Undergrowth and Foundations, and links into the Severed Spine hub.

Feral Undergrowth

Overgrown pastel biome with mechanical flora and fauna. Often described as one of the most striking areas visually, with layered vertical design and dense collectibles.

Key features: multiple vertical layers, many modifiers, tree canopies and leaf platforms that you can drop through (Down + jump).

Bosses: Crow (upper area), FLORA (mandatory for Aviaries access), Lombre (lower area). External guides agree that defeating FLORA grants the Aviaries Passepartout key item.

Abilities / items: Striders / Wall Climb (Strange Tube), optional Flowing Steps in a hidden tube, and many modifiers such as Glitch Trail, Energy Leecher, The Hand's Greed, Sharpened Hairpin.

Connections: reached from Dwellings; leads into Haven after FLORA, and upper exits eventually connect to Metropolis.

Foundations

Industrial infrastructure forming The Vessel's support systems. Guides describe it as a dark, hot zone with lava, steam vents and heavy machinery, acting as a major transit hub between areas.

Key features: environmental hazards (lava, steam), multiple routes, important connections to The Vaults, Promenade and Crucible.

Bosses: Calderon (drop into fake container), Atmos (windy shaft by elevator), Poltergates (optional).

Notable collectibles: Candle #6 (after Atmos), Defense Mechanism, Imperfect Focus, Counter Measures, Firefly and more.

Connections: from Dwellings into Foundations; from there to Haven, The Vaults, Promenade and deeper into Crucible.

Haven

Sanctuary-style area with friendly NPCs and lush gardens. Many guides refer to it as one of the safest spaces in the game, but still hiding important upgrades.

Key features: friendly NPCs and lore, hidden optional ability, story-critical Pearl fragment location.

Bosses: Nabuu, a major story boss associated with The Breath.

Abilities / items: Flowing Steps (hidden Strange Tube that enables climbing gloom waterfalls), Candle #4, Alexander's Fate modifier, The Breath Pearl fragment from Nabuu.

Connections: reached from Feral Undergrowth and Foundations; upper paths can lead towards Metropolis and Bell Tower.

Severed Spine

Central hub and backbone of The Vessel, described in walkthroughs as a network nexus you return to repeatedly. Contains Network Gates, vendors and the map unlock.

Key features: fast travel hub once Overseers are activated, Shii NPC who unlocks the map in exchange for Nacre, elevator levels such as L1 and Apartments.

Notable collectibles: Matrix slot expansions, Candle #3, portable map and map unlock donations.

Connections: connects to most major areas; player guides recommend using it as a base for backtracking and exploration.

Nexus

Starting location where MIO awakens and returns later as part of the endgame. In your own Maps & Exploration guide, Nexus is described as a central hub with Mel's shop and apartments.

Key features: early vendor access through Mel, apartments area with the Terror of the Ledge enemy, connection back to Severed Spine and other routes.

Connections: linked to Severed Spine, Metropolis, Celestial Bay access (via Asma's Voice room above Nexus).

Mid & Late Game Areas

Metropolis

Tall urban cityscape with extreme vertical design. Community guides highlight it as a wall-climbing showcase with many vertical shafts and rooftops.

Key features: The Hand Pearl fragment location, strong focus on Wall Climb and traversal, hidden walls behind NPCs.

Bosses / encounters: The Friends :) boss (if not fought elsewhere), Dr Halyn's Experiment #223 (via a hidden hole on the stairs), plus other optional encounters.

Notable collectibles: multiple Coating Components, Candle #5, Wild Cat modifier, Makeshift Recovery (via hidden wall), The Hand Pearl fragment once you have the full toolkit.

Connections: lower entrances from Feral Undergrowth and Haven; progression path towards the Lab.

The Vaults

Secure storage facilities full of drawers, pumps and locked chambers. Guides describe it as puzzle-heavy and rich in Old Cores and modifiers.

Key features: complex puzzle rooms, Slingshot Punch ability unlock, The Eye Pearl fragment, multiple saw-based gauntlets.

Bosses: SAWLONG (first chase), Ancile & Targa, Sol & Vin (if not fought later), Dr Halyn's Collector (optional boss that also saves Mel).

Notable collectibles: Enhanced Dodge, High Risk Voucher, Splintering Dodge, Split Process, plus many Old Cores and puzzle rewards like The Eye Pearl fragment.

Connections: accessible from Foundations; connects onward to the Lab and to The Pit via SAWLONG's chase route.

Lab / Redacted Lab

Scientific research complex where much of the late-game story unfolds. Player guides separate it into the visible Lab and the glitchy Redacted zone that distorts reality.

Key features (Lab): lore-heavy terminals, two-phase Anra & Dr Halyn boss fight, The Wheel mechanism that rotates parts of The Vessel and opens routes to Vault Shuttle and The Crucible.

Key features (Redacted): unstable geometry, collectibles hidden in plain sight, Vlad boss in a circular arena.

Notable collectibles: Candle #11 (post-Anra secret room), Nacre Overload modifier (multi-step route using fans, Striders, waterfalls and flowers), Sunsail and Afterimage modifiers in Redacted, Old Cores and Coating Components.

Connections: from Metropolis into the Lab; from the Lab to The Vaults and, via The Wheel, to Vault Shuttle and The Crucible. Redacted has hidden access points from multiple areas.

The Crucible

Trial-like endgame area focused on demanding platforming and combat. Community resources consistently describe it as a major difficulty spike and a requirement for the True Ending.

Key features: disappearing floors, dangerous enemy layouts, high-tier modifiers and Coating Components, and The Blood Pearl fragment.

Bosses: Debby and other guardians tied to The Blood.

Notable collectibles: Candle #12 (deepest part of the area), high-end modifiers, The Blood Pearl fragment.

Connections: reached via The Wheel from the Lab (wheel position 240) and deeper paths from Foundations and Promenade.

Promenade

Grand walkway that forms part of the pre-endgame approach. Guides describe timed platforming sections and late-game combat encounters here.

Key features: timed platforming challenges, optional Sol & Vin fight if you skipped them earlier, final Coating Components and modifiers.

Connections: upper exits from Foundations, deeper paths to The Crucible, and final progression into Nexus.

Manufactory

Optional industrial area unlocked after gathering all 6 Fragmented Serial Numbers. External trophy guides list it as the route to the Twisted Baron boss and The Pit access.

Key features: assembly lines, enemy gauntlets, door to The Pit that only opens if you equip the Defective Core modifier (earned by offering all 12 Candles to Asma).

Bosses: Twisted Baron at the far end of the area.

The Pit

Very bottom of The Vessel. In trophy and secrets guides, The Pit is reached via Manufactory once you have all Fragmented Serial Numbers and Defective Core equipped.

Key features: tough encounters and secrets; also associated with the Severed Fingertip location beneath The Vaults, which links back to The Wheel and the True Ending path.

Ability-Focused & Optional Areas

Aviaries

Bird-themed sanctuary high above parts of The Vessel. Access requires the Aviaries Passepartout gained from FLORA in Feral Undergrowth.

Key features: open-air platforms, aerial traversal, and the essential Dodge ability from a Strange Tube, which many guides mark as "must-have" for later content.

Connections: accessible after FLORA from several routes; it is recommended to visit early once unlocked to secure Dodge.

Bell Tower

Landmark vertical tower visible from multiple regions. Many guides highlight it as a grappling and climbing exam that ends with a major movement upgrade.

Key features: long vertical climb, use of Hairpin Grapple and wall techniques, and the Sail / Glide ability Strange Tube at the top.

Connections: accessible from Dwellings and/or Haven depending on progression; the ability gained here is central to later exploration and secrets.

Celestial Bay

Optional area at the very top of the map. Both your Maps & Exploration page and trophy guides agree that reaching it unlocks the "Déjà Vu" trophy.

Accessed from the room where you obtained Asma's Voice (above Nexus): climb above the left-side door, then glide right to platforms and follow the path upward. Guides also note an Overseer fast travel point in a ruined elevator shaft and the Orphaned Shoe Curio in the bottom-right of the area.

See the Maps & Exploration and Collectibles pages for a detailed route and Curio information.

Silo

Industrial side-area accessible via the Silo Access Badge sold in Mel's shop. External guides place the Sentient Pearltrap boss here along with additional collectibles.

Key features: vertical shafts, optional boss fight (Sentient Pearltrap) and associated trophy, plus extra modifiers and Coating Components.

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