Where all 7 End of Abyss shuttle stations are, which sectors each one links, and why the shuttle network still cannot reach every area in the facility.
End of Abyss Shuttle Stations: All 7 Locations and What Each One Reaches
There are exactly 7 Shuttle Stations in End of Abyss, and powering on all seven is what unlocks Shuttle Network Restored — 5 XP on the Epic Games Store achievement list, unlocked by 0.6% of players as of 2026-10-03. Two of the seven come free with the main story, five you have to go find, and every ride published walkthroughs document ends at the same place: Factory East.

All 7 Shuttle Stations: Sector, Floor and How to Power Them On
Here is the complete list, with exact area-plus-floor coordinates and the route to each one. Floor notation is the game's own: B1-B4 basement, F1-F3 above.
| # | Sector | Floor | How you activate it |
|---|---|---|---|
| 1 | Habitation Sector | B1 | Automatic in the main story, right after the first boss |
| 2 | Factory East | F2 | Automatic in the main story, once you ride the Habitation Sector shuttle |
| 3 | Factory West | F2 | From the safe room in the middle of F2: left, then down, open the Energy Node door, continue east, destroy the boxes just before a short staircase, take the hidden vent, exit the second vent, ride the lift up, then take the stairs in the bottom-right corner |
| 4 | Waterworks | B2 | Go up the stairs on B3, just northeast of the circular structure |
| 5 | Containment Sector | F2 | Southeast corner of F2 — the easiest of the five optional ones |
| 6 | Reactor | B1 | Ride the large lift down from the left side of F3 in the Containment Sector, then head down the stairs to the south |
| 7 | Outer Sector | B2 | From Maintenance F2: plant an Explosive Charge on the floor just outside the safe room, drop through the hole, then head left until you reach the Outer Sector shuttle |
None of the seven are missable. All can be powered on after you finish the main story, so a missed station costs a backtrack, not a run.
Official source: End of Abyss Achievements on the Epic Games Store — "Shuttle Network Restored / Activate all Shuttle Stations", 5 XP, unlocked by 0.6% of all players.
Per-station coordinates come from 100% Guides' fast-travel shuttle list, the only published per-station breakdown so far.
The Two You Get Free With the Story
The first two stations arrive as story beats, not as exploration rewards.
In the Habitation Sector you unlock the shuttle entrance at a terminal on a desk, in the room you reach by vaulting through a window — the room that also holds the Riot Breaker. Kill the guardian boss one corridor on, continue east to the station. That fight's condition is officially Defeat Husk Cluster, and the trophy it pays is Shuttle Station Cleared. Game Rant's walkthrough calls the same enemy "Hulk Cluster"; trust the trophy text.
Riding that shuttle drops you at Factory East, and the Factory East station on F2 comes online the moment you arrive. That is the moment the facility stops being one continuous walk.

Factory East Is the Hub: The Three Documented Routes
Every ride that walkthroughs spell out ends at Factory East. That is not a coincidence — Factory East is where Habitation, Factory West, Waterworks and the Ventilation Tunnels all meet. Game Rant's walkthrough and ShowGamer's route guide both document the same three.
- Habitation Sector B1 to Factory East. Interact with the Shuttle Control, board when the shuttle arrives, ride to Factory East. The tutorial ride, and the one the story pushes you into first.
- Factory West F2 to Factory East. The station sits close to the safe room where you pick up your second Energy Cell — a short walk down the stairs, then fast travel back east.
- Containment Sector F2 to Factory East. Southeast corner of F2. Walkthroughs call it the one worth banking the moment you see it, because the radiation sector is where backtracking hurts most.
No published source lists a full destination matrix. What is documented is that you pick a destination from a list at the Shuttle Control, and these are the only three routes independent walkthroughs agree on.
What the Shuttle Network Still Cannot Reach
Having a shuttle does not mean you stop walking. IGN's review puts it bluntly: backtracking is rough "even with a transit system that can take you to most zones", and because Cel sprints slowly, aimless roaming pads the runtime.
The gap that matters most is the Lower Levels: no shuttle station serves them at all. You override three Security Control Units, then ride the Central Elevator on Factory East F1 — an elevator, not a shuttle. That is the difference between a transit network and vertical progression; the three-SCU progression order covers the gate.
Two more gaps bite in practice:
- The Outer Sector lift is dead. Coming back to the opening area late does not work as it did on your first pass; the working route runs through Maintenance F2 with an Explosive Charge.
- The Infirmary is a lift stop, not a shuttle stop. It hangs off the lower levels behind an Infirmary Key, reached by a lift beside the Habitation Sector shuttle — but it is not one of the seven.
The Central Elevator only runs after all three SCUs are overridden, and the Lower Levels contain the Mainframe on B3 where the endgame lives. Plan that descent as its own trip.
Shuttle Network Restored: Why Almost Nobody Has It
The achievement is Shuttle Network Restored — Activate all Shuttle Stations. On the Epic Games Store achievement list it is 5 XP out of a 1000 XP pool across 43 achievements, and only 0.6% of players had it at the time of writing on 2026-10-03.
That number is a difficulty signal, not an obsession signal. Stations sit off the critical path, the Outer Sector one hides behind a route that only opens once you have Explosive Charges, and nothing in the story forces you back through two of them. 100% Guides estimates 15 to 20 hours for the full set and files the shuttles in the collectible sweep after both endings. The trophy rarity guide ranks it against the rest.
Practical Habits That Make the Network Worth Using
- Bank Factory West early. It turns the Waterworks and Containment Sector grind into a hop, not a long walk back east.
- Bank Containment Sector F2 on sight. Easiest of the five optional ones, and it sits at the end of the radiation run you will be glad to skip.
- Save at the Restoration Pod before you ride. Pods save, respawn, refill health and Health Booster charges, and swap Suit Mods — the Radiation Protection mod is what makes Containment Sector survivable.
- Keep the Scanner out on the way in. Most blocked doors are Energy Node doors: the Scanner finds the nodes, your gun clears them. See the Scanner guide.
- Expect map bugs on the ride out. IGN hit invisible walls that forced a checkpoint restart costing 10 to 15 minutes each. GameSpot's day-one patch fixed most of the map complaints it raised, but budget for a reload if a door will not open — the bug guide has recovery steps.
FAQ
Are all 7 shuttle stations missable? No. All seven can be activated after the main story is finished, so a missed station costs a backtrack, not a run.
How do I unlock the first shuttle station? Use the terminal on the desk in the Habitation Sector room you reach by vaulting through the window, defeat the Husk Cluster beyond the unlocked door, and continue east to the station on B1.
Can the shuttle take me to the Lower Levels? No. No shuttle station serves the Lower Levels. You need the Central Elevator on Factory East F1, which only runs once all three Security Control Units are overridden.
Why does the shuttle menu not list every station? No published source documents a full station-to-station matrix. Independent walkthroughs only ever show rides terminating at Factory East, so treat anything larger as unverified.
Related
- End of Abyss Map and Areas: Every Sector and Floor, Listed
- End of Abyss 3 SCUs and Central Elevator: The Full Progression Order
- End of Abyss Trophies and Achievements: The Rarest Ones Ranked
- End of Abyss Invisible Wall and Map Bugs: How to Unblock
- End of Abyss Scanner Guide: Energy Nodes, Hidden Paths and Map Filling
- End of Abyss Suit Power and Suit Mods: Energy Cells, Upgrade Order
More End of Abyss Guides
Every End of Abyss area and floor in one table: Outer Sector, Habitation, Factory East and West, Waterworks, Containment Sector, Lower Levels.
End of Abyss PC is Epic Games Store only. How to install and run it, which settings actually exist, and the answer on co-op and Steam.
End of Abyss scored 8, 90 and 6 across Shacknews, GamingTrend, GameSpot and IGN. What they all agree on, where they split, and who should skip it.
The End of Abyss scanner is on the d-pad and it gates progression: it reveals Energy Nodes that open locked doors, hidden paths, and the map itself.
The exact End of Abyss progression chain: three power cores, three SCU overrides, the Central Elevator to Lower Levels, and every keycard on the way.
End of Abyss never explains itself. Who Cel is, why she was sent underground, and what the parasite, the crew and the notes actually tell you.
Missing a lever you already walked past? End of Abyss buries progression in dark multi-floor rooms. A symptom-to-fix table for the common softlocks.
How End of Abyss Suit Power works, where Energy Cells raise it, and which Suit Mod you need to survive radiation. The gate is your suit, not your damage.
