The Abyss in Hollow Knight: Area guide, secrets, and how to reach it

the abyss hollow knight

The Abyss in Hollow Knight: what this dark zone actually is and how to reach it

A long vertical shaft filled with pale water, sharp stone, and pale creatures that only appear when you shine a light on them, the abyss in Hollow Knight is one of the deepest and most atmospheric regions in the game. It sits below the city area in the southern part of the map, connects to several late-game zones, and is required for a major story path. Reaching it is straightforward once you have the right movement ability, but surviving it is not. Enemies hit hard, the arena is unforgiving, and several useful items are tucked behind well-hidden rooms that most players walk past on a first visit.

This guide is built around the questions a returning or first-time player actually asks: where the area is, how to unlock the entrance, what is worth doing inside, which secrets are easy to miss, and what unlocks after you finish exploring. It is written as a practical area walkthrough rather than a generic plot summary, and every section is shaped around a real decision you make inside the game: whether to drop down, whether to fight, when to heal, and which exit to take.

Two things to keep in mind before you read further. The abyss has both an upper section that you can reach fairly early and a deep section that requires late-game movement to enter. The deep section contains the most important reward in the region, and the walkthrough below separates those two phases so you do not waste time trying to reach a locked platform with the wrong ability. If you only want the shortest path to the final reward, jump to the section on reaching the bottom of the abyss.

Where the abyss sits in the Hollow Knight world map

The abyss is a vertical sub-region that connects to the royal waterways at its top and runs straight down through a wide central column. Visually it is one of the most distinctive areas in the game: dark walls, pale luminous water, long drops, and almost no background music in the deepest section. The geometry is built almost entirely around falling, climbing, and precise platforming rather than combat, which is part of why the area feels so different from anything above it.

From a navigation standpoint, the abyss has three useful entry and exit points that you will want to know before you start the trip down:

  • Upper entrance from the royal waterways, the standard entry on a first visit.
  • A mid-level door that opens only after a story condition is met, leading to an alternate route.
  • A lower exit near the bottom of the shaft that connects to another deep region and acts as a one-way fast travel target later in the game.

Most players first see the abyss by dropping through a hidden shaft at the bottom of the waterways. The shaft is not on the main path, and it is easy to walk past it the first time. The section below covers how to find that entrance without having to look up a video.

How to reach the abyss entrance in the royal waterways

To enter the abyss you only need one ability: a vertical movement tool. The first time you arrive you can get away with the standard ground movement, because the very top of the region does not require any special tool. The hidden challenge, however, is finding the entry point. The abyss entrance is not in the main waterways corridor, so following the obvious path to the city’s lower levels will not take you there.

The practical path from the city of tears down to the abyss looks like this:

  1. From the city’s lowest bench, drop through the breakable floor section beneath the central platform.
  2. Land in the waterways and head left along the lower water channel until you reach the large vertical shaft with hanging platforms.
  3. Drop down the shaft while avoiding the diving enemies that rise from the water.
  4. At the bottom, look for a small dark opening on the right side wall, partially hidden by hanging debris.
  5. Enter the opening to reach the abyss upper platform, where the screen fades to black and the lighting changes.

On a first visit, the trick is not the platforming, it is knowing which side of the shaft the entrance is on. The visual cue is subtle: a darker patch in the rock face at the bottom of a long vertical drop, framed by two small stalactites. Most players miss it because the dive enemies in the water draw attention away from the wall.

If you already have the Isma’s Tear ability, you can take a slightly different route through acidic water, but it is optional. The standard drop works without any unlock.

The three sections of the abyss, and why they matter

The area is not one uniform zone. It is layered, and each layer has its own difficulty curve, enemy set, and reward. Treating it as a single place is the main reason players get lost or run out of healing on the way down. The table below breaks the area into the three layers you will actually move through.

Section Approximate depth Main challenge What you find here
Upper abyss Top quarter Long vertical drops, pale flying enemies, narrow ledges Hidden geo caches, one simple charm, a lore tablet
Mid abyss Middle half Pale creatures that only move when you use a light ability, dark walls that make platforming hard Multiple breakable walls, a bench, and a useful charm upgrade
Lower abyss Bottom quarter Story-locked doors, large enemies, and a long platforming sequence to the central chamber The final reward, the alternate ending trigger, and the exit to the deepnest-adjacent region

Knowing which section you are in matters because your preparation changes. In the upper section, a small healing reserve is enough. In the mid section, a light source is effectively mandatory for certain rooms. In the lower section, you will want a full healing reserve and at least one extra mask before you start the platforming sequence that leads to the central chamber.

Enemies, the light mechanic, and why the abyss feels different

Almost every enemy in the abyss is a variant of the pale creatures, and almost all of them have one shared behavior: they stay still and translucent in the dark, and become solid and aggressive when illuminated. This is the single biggest mechanical difference from any other region in the game, and it is the reason a first visit feels confusing. You walk past what looks like empty air and then get hit by something you could not see.

The light source that activates them is not a menu item or a charm toggle. It is the same light that the player character emits naturally in dark rooms, amplified by the environment. A few specific items change how strong that light is, but on a normal first visit, just standing still for a moment is enough to make the enemies appear, and the screen will subtly shift to indicate that light is filling the room.

For combat, the pattern is simple and worth memorizing before you start descending:

  • Wait briefly after entering a room so the pale enemies finish materializing.
  • Engage only the enemies in your immediate path. Others will stay passive if you keep your distance and avoid attacking toward them.
  • Use downward strikes against the slow vertical enemies, which are the most common threat on the long drops.
  • Heal only on flat platforms, never on the moving walls, because the camera will not give you a clean view of incoming enemies.

The light mechanic is also why a small subset of players tries the area with a specific charm that darkens the player character’s own light. The trick works, but it makes certain platforming sections harder, and it is not needed unless you are doing a low-percent run. For a normal first visit, the standard approach is faster and safer.

Upper abyss walkthrough: drops, platforms, and easy-to-miss items

The upper abyss is mostly vertical. You will spend most of your time falling rather than walking, and the platforming is built around very narrow ledges. The good news is that the enemies here are sparse, and the rooms are short, so the risk per drop is manageable. The bad news is that the geometry is designed so that a missed jump usually means restarting the room rather than taking fall damage.

On the way down, the upper section contains three useful pickups that are easy to skip if you focus only on falling:

  • A geo cache behind a breakable wall on the right side of the second main drop, identifiable by a faint glow behind cracked rock.
  • A simple charm on a platform that looks like a dead end, located one screen below the first major shaft.
  • A lore tablet hidden behind a thin wall on the left side of the third room, useful for players tracking the area’s story fragments.

The practical advice for this section is to slow down. The instinct in a vertical area is to drop fast, but the pickups are designed to be missed by a fast run. If you find yourself passing a room with no obvious reward, check the side walls for faint cracks, because the developers used that visual cue consistently for hidden walls in the region.

The upper section ends at a small landing with a stationary NPC. You do not need to interact with the NPC to continue, but the conversation provides important story context and a small permanent upgrade that helps in later sections. After the conversation, continue dropping along the left wall to reach the bench that marks the start of the mid section.

Mid abyss walkthrough: benches, walls, and the real platforming challenge

The mid section is the part of the area that most players remember, because it is where the platforming gets genuinely difficult. The walls are dark, the ledges are narrow, and the pale enemies are denser. There is also a bench in this section, and reaching it is a small achievement in itself, because it is placed behind a sequence of precise jumps that punish hesitation.

The bench is the natural breakpoint for the area. Once you unlock it, you can respawn at this depth and skip the entire upper section on a return visit, which makes farming geo or charm fragments in the area much less painful. The table below summarizes the bench and the pickups that are worth your time on a standard visit.

Pickup or feature Location Why it matters
Bench Center of the mid section, behind a long platforming sequence Respawn point for all abyss return visits
Charm fragment room Right side of the bench room, hidden behind a breakable floor Required to upgrade one of the most useful defensive charms
Geo cache cluster Left wall, one screen below the bench Largest single geo payout in the area
Story NPC Lower left corner of the bench room Provides context for the lower section and one dialogue-only reward

For the platforming itself, the main mechanic is wall jumping, which you should have unlocked before attempting this area on a first run. If you have not, the mid section becomes a hard wall that you cannot progress past. The game does not block you from entering the area without the ability, but the long vertical sequences are not designed to be solved with ground movement alone.

One more mechanical note: the pale enemies in the mid section are the variant that throws projectiles. They are slow, but their projectiles track slightly, so dodging by walking is not reliable. Use short hops rather than ground movement when you are in line of sight with one of them. It looks inefficient, but it is faster than taking a hit and losing mask time.

Reaching the bottom: the door that opens only with the right item

The lower abyss is locked behind a story condition. You cannot enter the central chamber on a first visit no matter how skilled your platforming is, because the door is sealed by a one-time condition tied to a major late-game story moment. The relevant condition is not optional: it requires that you have absorbed a specific void ability from a different region. Without it, the central chamber remains sealed.

This is the part of the area that causes the most confusion in the community, because the abyss is visible from the upper section on the map, and players assume they have missed a path. They have not. The path exists, but the door at the end of it will not open until the story condition is met. The For additional context, official review of the base game describes the area as one of the late-game highlights, and that framing only makes sense once the door is open, which is why a return visit after finishing the prerequisite is a very different experience from a first visit.

The walkthrough from the mid section bench to the lower abyss looks like this:

  1. Drop straight down from the bench room along the right wall, avoiding the two projectile enemies in the long vertical shaft.
  2. Land on the narrow platform that is visually marked by a slightly lighter rock color, and then jump left to the next shaft.
  3. Descend to the room with three breakable walls and a small NPC who provides additional context about the door below.
  4. Continue down past the NPC room to the sealed door at the base of the shaft.
  5. If the condition is met, the door will open on approach. If not, the door stays closed and the only option is to return to the bench.

When the door does open, the area changes visually. The lighting shifts, the music changes, and the camera pulls back slightly to emphasize the vertical scale of the central chamber. This is the moment the area is built around, and it is worth taking a second to look at the room before continuing.

The bottom of the abyss: reward, ending path, and what changes after

At the base of the central chamber, the game provides the area’s main reward. It is a small, quiet scene rather than a boss fight, which is a deliberate design choice. The area is not built around a difficult encounter, it is built around arriving. The reward is a permanent upgrade to one of the player’s core abilities, and the upgrade is required to access one of the alternate endings of the game.

From a practical standpoint, what you get at the bottom of the abyss depends on which story path you are on. The table below summarizes the three outcomes a typical player will encounter.

Story state on arrival What you receive What it unlocks
First arrival with void ability Major void ability upgrade Access to a new attack and a new ending path
First arrival without the void ability Nothing; the door stays closed Return later after meeting the prerequisite
Return visit after the ending trigger A different, smaller reward Closes a story loop and unlocks a post-game scene

After the scene plays, the player character is placed at a one-way exit that connects to a different deep region. On PC and console releases of the game, that exit is also a fast travel point on a return visit, which is useful because the bottom of the abyss is otherwise hard to reach quickly. If you plan to do the alternate ending path, this fast travel point is your starting line.

Players who are interested in the area’s broader context will also want to know that the abyss is one of the regions that the base game has historically received praise for in its critical coverage, and the IGN review of the title is a useful external reference for the moment the area was first discussed in mainstream coverage. For a fuller picture of the game’s design and the role the area plays in the overall story, the Hollow Knight page on Wikipedia gives a clear summary of the area’s place in the world, and the hollow knight review from IGN describes how the late-game exploration, including the abyss, lands in the wider context of the full release.

Hidden walls, missable rooms, and what most first-time players walk past

The abyss has a higher density of secret rooms than almost any other region in the game, which is part of why a first visit can feel like the area is full of dead ends. Most of the dead ends are not dead ends. They are breakable walls with rewards behind them, and the visual cue is consistent across the area: a slightly different rock texture, a faint glow behind the wall, or a small crack at the base. Hitting every suspicious wall is not efficient, but it is the most reliable way to find everything the area has to offer.

The most commonly missed pickups, in the order you usually encounter them on a standard descent, are:

  • A small geo cache behind a thin wall in the first room of the upper section, near the entrance from the waterways.
  • A charm notch behind a breakable wall one screen below the first lore tablet.
  • A simple mask fragment hidden in a side room of the mid section, off the main platforming path.
  • A second lore tablet behind a fake wall in the bench room, often mistaken for a decorative backdrop.
  • A small soul cache in the lower section, useful for players running spell-heavy builds.

The charm notch is the most important of these for most players, because charm notches are a finite resource and the abyss has one of the easier ones to miss. If you are doing a thorough first run, plan to backtrack through the upper section after unlocking the bench, because the upper section is much easier to explore once you can respawn in the mid section.

The other easy-to-miss element is the dialogue with the NPCs in the area. The abyss has two named NPCs, and both of them have multiple lines that only trigger under specific conditions. Talking to them twice, once on a first visit and once after the lower section is unlocked, is the only way to get the full set of dialogue, and the second set is what closes the area’s story loop.

Recommended charm loadout for an abyss run

The abyss rewards specific builds. A general-purpose loadout will work, but a few choices make the area noticeably easier, especially in the mid section. The right setup depends on whether you are doing a first exploration run, a return farming run, or a low-percent challenge run. The list below is the practical baseline for a first exploration run on a normal difficulty setting.

  • A movement charm that improves wall jumps or dash recovery, to make the long vertical sequences less punishing.
  • A healing charm that increases the number of masks recovered from focus, because the area has few safe healing spots.
  • A light-source charm if you are running a build that benefits from extended light radius, which makes the pale enemies easier to track.
  • A soul generation charm if you rely on spells, because the area has long stretches with no soul pickups.

For a return farming run, the priorities change. The bench in the mid section means you respawn close to the geo cache cluster, and a build that maximizes soul generation and movement speed becomes more valuable than raw defense. The list below is the loadout for a focused farming run, optimized for time rather than survival.

  • Maximum movement speed charm combination, to clear the long drops quickly.
  • Geo gain charm, to increase the per-run payout from the cluster.
  • Soul generation charm, to keep a spell-based offense available throughout the run.

One note on charm slots. The abyss is one of the regions where running out of charm slots is a real problem, because a build that works for the upper section is often not the best build for the lower section. If you are tight on slots, save before the bench and re-equip before the lower section, rather than trying to find a single build that does both halves of the area well.

Common mistakes that make the abyss harder than it needs to be

The area punishes a small set of mistakes consistently, and most of the negative first impressions come from one of those mistakes rather than from the area being unfair. The list below is the short version of the patterns that cause the most failed runs, and the section after it explains each in more depth.

  • Entering the area without the wall jump ability and trying to brute force the mid section.
  • Rushing the upper section and missing the geo caches and charm notch.
  • Fighting every pale enemy instead of only the ones in the direct path.
  • Healing on moving platforms or in mid-air rather than on flat ground.
  • Skipping the bench because it is hard to reach, which forces a full restart on death.
  • Assuming the lower door is bugged when it does not open, instead of checking the story prerequisite.

The wall jump mistake is the most common. The area’s geometry is designed for wall jumps, and trying to clear the mid section without them turns a medium-difficulty platforming challenge into a frustrating sequence of failed jumps. The game does not gate the area by ability in the way it gates some other regions, but the design is built around the assumption that you have wall jumps by the time you arrive.

The healing mistake is the second most common, and it is the one that costs the most time. Healing in the abyss is slow because the safe spots are rare, and starting a heal on a moving platform almost always means canceling the heal to dodge an enemy. Discipline around healing is more important than raw skill in this area, because a single wasted heal can be the difference between reaching the bench and restarting from the waterways.

Return visits, fast travel, and farming the abyss efficiently

Once you have unlocked the bench in the mid section, the abyss becomes one of the better farming zones in the game for a few specific reasons. The bench is far enough below the entrance that respawning at the bench is faster than running the area from the top, and the geo cluster in the mid section is large enough to be worth repeated runs. The lower section, after the door is open, also has a small but reliable soul pickup that is useful for spell builds.

For efficient farming, the practical loop is:

  1. Respawn at the mid section bench.
  2. Drop to the geo cluster, clear the small number of enemies, collect the cache.
  3. Return to the bench and reset the cluster by leaving the room and re-entering.
  4. Repeat for as long as the session allows.

For players who are farming the area for the charm fragment, the loop is the same except that the target is the breakable floor in the bench room rather than the geo cluster. The fragment has a fixed drop rate and is not affected by luck charms in a meaningful way, so the most efficient approach is consistent resets rather than build optimization.

The one-time fast travel point at the bottom of the abyss, after the door is open, is also worth mentioning because it is the only fast travel target in the lower section. It is a one-way exit on the first arrival, and a return point after that. It is not a bench, so it does not respawn you, but it does cut a long traversal out of any later trip that needs to start from the lower section.

How the abyss compares to other deep regions in the game

The abyss is one of four deep regions in the game, and the one that players tend to find either the easiest or the hardest depending on how comfortable they are with vertical platforming. The table below compares it to the other deep regions on the dimensions that matter for a first visit.

Region Main challenge Healing access Key reward First visit difficulty
The abyss Vertical platforming, light-based enemies One bench in the mid section Void ability upgrade, ending path Medium, high without wall jumps
Deepnest Darkness, dense enemies, maze layout Bench hidden behind a long sequence Charm and fast travel unlocks High, due to navigation
City of tears lower levels Long elevators, projectile enemies Multiple benches Charm notch, geo Low to medium
Royal waterways lower section Acidic water, dive enemies One bench near the abyss entrance Charm, geo, lore Low to medium

The takeaway from the comparison is that the abyss is not the hardest region, but it is the most vertical, and the difficulty scales sharply with how comfortable you are with the wall jump mechanic. Players who are confident with that mechanic often find the area easier than deepnest, while players who prefer flat combat often find it harder. Knowing your own preference is a useful guide for which order to do the deep regions in.

Quick reference: the shortest path from city of tears to the bottom of the abyss

For players who want a no-fluff reference of the optimal path, the list below is the shortest route from the city of tears bench to the bottom of the abyss, assuming you already have wall jumps and the story prerequisite for the lower door. It skips every optional pickup and every side room.

  1. Start at the city of tears lowest bench, drop through the breakable floor.
  2. Move through the lower waterways to the vertical shaft with hanging platforms.
  3. Drop to the bottom of the shaft and enter the dark opening on the right wall.
  4. Descend through the upper abyss, skipping side rooms.
  5. Talk to the stationary NPC in the upper abyss for the small permanent upgrade.
  6. Continue dropping to the mid section bench.
  7. Drop past the bench to the lower section and the sealed door.
  8. If the door opens, descend to the central chamber and collect the reward.
  9. Use the one-way exit at the base of the chamber to leave the area.

The shortest path is roughly a five to seven minute run for an experienced player, and a fifteen to twenty minute run for a first visit. The variance comes almost entirely from the mid section platforming, which is the part of the area where the wall jump mechanic matters most.

How the abyss connects to the alternate endings of the game

The abyss is one of the two regions that a player must visit to unlock an alternate ending, and the area’s final scene is one of the requirements for that path. The other region is in a different part of the map, and the two are connected by a story condition rather than a direct route. The practical implication is that finishing the abyss in a normal playthrough is not enough to unlock the ending. You also need the prerequisite from the other region, which is gated by a different set of abilities.

For players who are interested in the ending path but not in a thorough exploration, the minimum set of steps is:

  • Reach the bottom of the abyss and collect the void ability upgrade.
  • Take the one-way exit at the base of the central chamber.
  • Continue the story in the connected region until the second prerequisite is met.
  • Return to a specific location in the abyss to trigger the final scene of the ending path.

The endings are not a separate game mode. They are alternative resolutions to the main story, and the abyss is one of the two required hubs for the path that depends on the void ability. The other ending path uses a different upgrade from a different region, and the game does not force a choice between them until the very end of the story.

Performance notes for the abyss on PC and console

For a region built around long vertical drops, large open chambers, and a lot of off-screen geometry, the abyss is one of the more performance-sensitive areas in the game. The reason is not the enemy count, it is the rendering load of the long shafts and the particle effects tied to the pale water at the bottom. Players on lower-end hardware, especially handheld PCs and older consoles, can see frame drops in the central chamber and in the long drops of the mid section.

The settings that affect performance in this area most directly are:

  • Particle effect quality, which controls the pale water and the light-based enemy materialization effects.
  • Resolution scale, which has a larger impact here than in flatter regions because of the large open chambers.
  • Background detail, which affects the off-screen geometry of the long shafts.

None of these are abyss-specific settings, but lowering them in the abyss has a larger impact on frame time than lowering them in any other region, because the area is one of the few places where the game renders very long vertical sightlines. For players who care about consistent frame times more than visual quality, the abyss is a good region to test lower settings before applying them globally.

Notes for players interested in speedrunning the abyss

The abyss is a small but important section of most speedrun routes, and the specific path through the area is one of the places where small optimizations add up. The key decisions are which ability to take into the area, which entrance to use, and whether to skip the bench on a no-major-glitches run.

For a standard any-percent route, the relevant notes are:

  • The standard entrance from the lower waterways is the fastest on a normal run.
  • The mid section bench is skipped on a no-glitches run because the respawn cost outweighs the time saved on the first descent.
  • The pale enemies are not worth fighting on a speedrun, because the time cost of the fight is higher than the time cost of routing around them.
  • The story prerequisite for the lower door is a hard requirement, and routes that try to reach the central chamber before the prerequisite are not viable.

For glitch-heavy routes, the abyss is one of the regions where specific movement techniques are most useful, and the route optimization is significantly different from a normal playthrough. That level of detail is beyond the scope of an area guide, but it is worth knowing that the speedrun community treats the region as a small but meaningful optimization target.

The abyss in the wider story of Hollow Knight

The area is not just a difficult late-game region. It is also one of the story anchors of the game, and a lot of the most important plot context is concentrated in the abyss and the region it connects to. The lore tablets, the NPCs, and the final scene at the bottom of the central chamber all connect to the same narrative thread about the void, the player character’s origin, and the nature of the sealed container in the game’s capital.

For players who are interested in the story, the practical advice is to read every tablet and to talk to every NPC twice, once on a first visit and once after the lower section is unlocked. The second conversation in each case adds context that the first conversation does not, and the story does not repeat itself outside of the abyss. The same is true of the central chamber scene, which changes slightly depending on which abilities you have when you arrive.

For a broader summary of how the area fits into the game’s plot, the Hollow Knight Wikipedia article describes the area’s role in the late-game narrative, and the IGN review of the base release is a useful external reference for how the area was received on launch as part of the overall experience.

Frequently asked questions

Do I need any ability to enter the abyss in Hollow Knight?

No. The upper abyss is reachable from the lower waterways without any specific unlock, and the entrance is available relatively early in the game. The deep section that contains the main reward is locked behind a late-game story condition, but the area itself is open from the start.

Do I need the wall jump ability to explore the abyss?

Effectively yes for the mid section. The upper section can be cleared with ground movement, but the mid section platforming is built around wall jumps. Without them, you can reach the bench with extreme difficulty, but you will not be able to complete the lower section in a reasonable amount of time.

Why is the lower abyss door closed when I arrive?

The door is sealed by a story prerequisite that requires you to have absorbed a specific void ability from a different region. The abyss is visible on the map, but the central chamber is not accessible until that condition is met. Returning after meeting the prerequisite opens the door on approach.

Is there a boss at the bottom of the abyss?

No. The bottom of the abyss is built around a quiet scene rather than a difficult combat encounter. The difficulty of the area is in the platforming and the navigation, not in a final fight. This is a deliberate design choice, and it is one of the things the area is best known for.

Where is the bench in the abyss?

The single bench in the area is in the mid section, behind a long platforming sequence. It is the only respawn point in the area, and unlocking it is a small milestone in itself because the platforming to reach it is harder than the platforming to reach any of the pickups nearby.

Do the pale enemies attack in the dark?

They stay still and translucent in the dark and become solid when illuminated. The light that activates them is the same light the player character emits naturally, so they will materialize on their own as you explore. The pattern is consistent across the entire area.

Does the abyss unlock an alternate ending?

Yes. The void ability upgrade at the bottom of the central chamber is required for one of the alternate endings. The other prerequisite for that ending is in a different region, and the two are connected by a story condition rather than a direct route. Finishing only the abyss is not enough to unlock the ending.

What is the most commonly missed pickup in the abyss?

The charm notch hidden behind a breakable wall in the upper section is the most commonly missed, because it is on a side path that most first-time visitors walk past. The geo caches and lore tablets are also easy to miss, but the charm notch is the one that has the largest long-term impact if you skip it.

Is there a fast travel point in the abyss?

There is no bench fast travel at the bottom of the abyss, but the one-way exit at the base of the central chamber becomes a fast travel point on a return visit. It is the only fast travel target in the lower section, and it cuts a long traversal out of any later trip that needs to start from the bottom of the area.

When is the best time in a playthrough to visit the abyss?

For the upper section, any time after you reach the city of tears. For the lower section and the main reward, after you have the wall jump ability and after you have the story prerequisite from the connected region. The area is not the final region in the game, but it is firmly a late-game destination for the deep section.

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