End of Abyss Map and Areas: Every Sector and Floor, Listed

Every End of Abyss area and floor in one table: Outer Sector, Habitation, Factory East and West, Waterworks, Containment Sector, Lower Levels.

Last Updated: 2026-10-03

End of Abyss Map and Areas: Every Sector and Floor, Listed

End of Abyss splits into fourteen named areas stacked over four basement layers, and reading the map area by area is the only reliable way to navigate it. Below is every sector with the floors the published walkthroughs name, the gate that opens it, and the tool that links it onward. The map will not tell you which connection you still owe — ladders, extendable bridges, anchor points and breakable walls look identical until you own the tool.

  • The opening chain is Outer Sector, then Habitation Sector, then Communication Center. Factory East only opens after the Husk Cluster and the first shuttle activation.
  • Factory East is the hub — the only area the walkthroughs route back to from Factory West, Waterworks, the Containment Sector and the Lower Levels.

Official source: End of Abyss on the Epic Games Store — the achievement Master Explorer is listed as "Complete the Map (visit every room)", 50 XP, with a public unlock rate of 0%. That is the developer's own definition of a finished map.

Every Sector and Floor in One Table

Floor labels are the ones the walkthroughs use. Where no source names a floor, the row says so rather than guessing.

Area Floors named in guides Gate / landmark What links it onward
Outer Sector Support Gun reported at B2 Energy Node Door with two nodes — the first Scanner puzzle Elevator down to Habitation Sector
Habitation Sector F1 and B1 First Save Room; window vault to the Riot Breaker; desk terminal opening the shuttle entrance Shuttle to Factory East
Communication Center Control Room, Beacon tower First Map Station; Power Conduits missing a Power Converter Corridor south into Habitation Sector
Factory East F1, B1, B2 Factory Keycard; Radiation Protection Suit Mod at B2; Central Elevator West to Factory West, east stair to Waterworks, elevator down to Lower Levels
Ventilation Tunnels Ladder down into the Reactor Enterable from either side; both reach the same ladder Vertical drop into the Reactor
Reactor (Reactor Core) Core level, B2, B3 Three Power Cells; Centipede Husk guards the third Reactor Core Controls power the facility
Factory West Multi-floor, none labelled Mechanical Crank extends its bridges; Security Sentinel Leads east back to Factory East
Maintenance No floor labelled Mechanical Crank; Large Item Box in the Sealed Hatch room Crank is used on Factory West bridges
Waterworks Main flow level; water-control leg labelled B3 Operations Key; Drowned Husk; drain switch empties the pool Drained pool ladder up into Containment Sector
Containment Sector F2 Basement Keycard; Grappling Hook; Isolation Cistern; Shuttle on F2 Shuttle east to Factory East, Central Elevator down
Lower Levels B1, B2, B3, B4, F1 Mainframe on B3; Utility Tunnels Key on B4 Elevator from Factory East F1
Neural Chamber Inside the Lower Levels Level I Access card; Incinerator; Parasitic Growth blocking a wall Fractured Being guards the north exit
Infirmary B1 Particle Disruptor pickup Optional branch off the Lower Levels
Reactor Pool Drained pool at the Waterworks end Once drained, climb the unreachable ledge and head north Marks the Centipede Husk's second entrance

Source for the area list and most floor labels: GameRant's full walkthrough, published October 2, 2026, which names B1 through B4, F1 and F2 as it moves sector by sector.

How the Areas Actually Connect

GamingTrend names the exact connection types you will meet, and that list is why the facility is hard to read:

"Most sections are densely layered, with multiple floors overlapping and tying into each other via ladders, anchor spots, elevators, destroyable walls, and extendable bridges." — GamingTrend's End of Abyss review

Cel leaping over a tentacle strike in a pale industrial corridor
Cel leaping over a tentacle strike in a pale industrial corridor

Ladders are either fixed or retractable. The Mechanical Crank from Maintenance extends a ladder in a Factory West Save Room; the Grappling Hook from the Containment Sector pulls down several, one of them elevated.

Extendable bridges are crank-operated and two-position. Flip the switch and the span you were standing on retracts, opening the route you needed — the Waterworks and Containment Sector puzzles both work this way.

Anchor points only appear once you have the Grappling Hook. A lever raises anchors across a gap, and several Containment Sector rooms make you fire the hook at a lever on the far side of a bridge.

Elevators are the only real vertical travel, and they are not interchangeable: the Reactor Core has a main lift to the controls plus a smaller lift behind it down to B2 and B3, while the Central Elevator on Factory East F1 stays locked until three SCUs are overridden — see the SCU and Central Elevator progression order.

Destroyable walls and floors need Explosive Charges; no gun substitutes. Weak floors open drop-through routes, weak walls hide side rooms.

Why Half the Map Stays Blank

The map is not static. A Map Station in the Communication Center Control Room reveals the local area when scanned, and the rest fills in as you move: doors you have opened show as unlocked, unreached routes show as closed. GamingTrend's summary of a first playthrough is blunt: you will get lost, and you will miss levers unless you scan continuously on entering a new area.

A blank cell therefore means the room exists and you have not been in it — exactly what Master Explorer counts. Shuttles fill some of that gap later: IGN's read is that transit reaches most zones, not all, and the Lower Levels need the Central Elevator rather than any shuttle. The Scanner guide and the shuttle station list cover both.

Scan on entry, not on panic

Pull out the Scanner the moment you enter an unfamiliar room. Energy Node Doors cannot be opened any other way — you scan the wall, follow the cables back to the nodes, and shoot them. Two nodes in the Outer Sector, three in most later areas.

Known Map Bugs in the Launch Build

This is where the map actively misleads you. Four launch-week reviews describe map or collision faults, reported September 30 to October 2, 2026 on the 1.0 build:

  • GameSpot found the map showing doors it had already opened as locked, calling the maps out for lying.
  • Game Informer reported getting stuck in walls, invisible walls, and falling out of bounds.
  • Bloody Disgusting documented rooms that stay black until you walk blindly to the right spot, doors that refuse to open after a cleared enemy room (a soft lock), and repeated crashes.
  • playday.one noted collision bugs that dropped them out of the map entirely.

GameSpot reported on October 2, 2026 that a patch one day after launch fixed most of their complaints, including the map-showing-open-doors-as-locked problem. No public patch notes with a version number exist, so treat the rest as unconfirmed rather than fixed.

If the map contradicts the room in front of you

Trust the room, not the icon. If a door is physically open, walk through it. If an invisible wall stops you on a ladder, back out and re-enter from the previous room — IGN estimates 10 to 15 minutes lost per such backtrack. The invisible wall and map bug page has the recovery list.

FAQ

Does End of Abyss have a complete map you can unlock? Yes, but you build it by moving. Scanning a Map Station reveals the local area, and the official Master Explorer achievement — "Complete the Map (visit every room)" — is the developer's own definition of done. It sat at a 0% public unlock rate on October 3, 2026.

What is the deepest floor in End of Abyss? B4, reached by taking the small elevator down from the Lower Levels' B3 and picking up the Utility Tunnels Key. The Mainframe, which matters for the secret ending route, sits on B3.

Is the Infirmary part of the main story route? No. It is an optional branch on B1 carrying the Particle Disruptor. A missing entry there is a backtrack, not a blocked progression — the weapon locations breakdown covers what each gun gates.

Do I need the Radiation Protection Suit Mod before entering the Containment Sector? You can walk in without it and take radiation damage the whole way. The mod sits in a Factory East B2 room behind the Basement Keycard lockdown, and you equip it at a Restoration Pod. Suit Power decides how many mods you carry at once, so check Suit Power and Energy Cells first.

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