
End of Abyss walkthrough: the floor, the weak wall and the shuttle you cannot use yet
The station stacks vertically and the map reads badly, so a pickup's floor is worth more than its sector. Every weak wall and hidden pickup we have filmed, the reactor power cell route, the shuttle door computer, and why there is no fast travel until the first boss is dead.
17/10/2026 · 4 min read
Three facts decide how this game goes, and the game states none of them.
The station stacks vertically. Knowing a pickup is in Waterworks gets you to a sector with several levels in it. Knowing it is on B3 gets you to the pickup. Every route below is given with its floor for that reason.
A wall that looks like every other wall is the one worth a grenade. Four separate things we have filmed are behind a weak wall that nothing marks as different, and a fifth is inside breakable crates.
Fast travel does not exist until a boss is dead. If you are walking the whole station wondering what you missed, you have missed nothing.
The weak wall is the signature trick, and it hides five things
| What | Where | What it takes |
|---|---|---|
| Security Rifle | its own room | Plant an explosive on the weak wall |
| Security Guard Keycard | Containment Sector | A weak wall, and the card is on a dead body behind it |
| Complex Alloy | Maintenance | A weak wall. The HUD prints COMPLEX ALLOY ACQUIRED |
| Laser Charging Module | Maintenance | A weak wall and then the grappling hook |
| Restricted Access Keycard | Outer Sector | Breakable crates, and nothing marks which ones |
The Laser Charging Module is the one that stops people who already found the room. The module is mounted out of reach, so walking up to it and pressing use does nothing at all. Fire the grappling hook and pull it down, and it lands on the floor in front of you.
So the general rule is worth more than any one location. If something in this game is visible and refuses to be picked up, the question is which tool it wants rather than whether you are standing in the right place. And a room that looks finished usually is not.
Clear the two Maintenance pickups in one trip. The Complex Alloy and the Laser Charging Module are both in Maintenance and both behind a wall, and the alloy takes about thirty seconds once you know where to stand.
The hidden weapon module nobody sees, and why the floor is the answer
Waterworks, floor B3. The room it sits in is almost completely black, and the module is a small orange glow in a corner with no marker and no prompt at distance. On a normal run you cross that room looking for the way out.
One trip down covers two things, because the Waterworks data shard is on B3 as well.
You know it worked when the HUD prints MAP DATA UPDATED on the pickup. That is the confirmation rather than a separate reward.
The reactor wants three power cells, and the third one is a boss door
The route starts behind the reactor. The elevator down is not in front of it where you would look, and the front of the reactor reads as the whole room, which is exactly what stalls people.
- Go behind the reactor and take the elevator down.
- Follow the path, then right, for cell one.
- Further on there is a left turn that is easy to run past at speed, for cell two.
- Cell three is where the boss fight starts. Arriving there low on health or ammo means doing the whole trip again.
Get the Security Rifle before you start this. The Pulse Gun carries unlimited ammo, so the rifle is the only thing you are really managing, and the rifle guide takes under a minute.
The Shuttle Entrance Door opens from a different room
The door itself has no panel on it, which is the whole reason it stops people. It reads as something you interact with, so the instinct is to stand there looking for a prompt.
Head toward the Habitation Sector, through the door, then vault through the opening rather than looking for a way around it. The room you want is on the right, and the computer in there is what opens the shuttle entrance.
The vault is the other catch. The opening looks like scenery rather than a route, so walking past it means taking the long way or deciding the path is blocked.
There are six shuttles and the network bootstraps itself
Shuttle one is in the Habitation Sector and it unlocks after the first boss. Until the Husk Cluster is dead there is no fast travel in this game at all.
The network in the order we film it: Habitation Sector, Reactor, Waterworks, Containment Sector, Factory West, Outer Sector.
The first shuttle takes you to the second. Ride it out of Habitation and you arrive at the Factory, which is where the next one is. The game never explains that the network feeds itself, so the natural assumption is that every shuttle has to be walked to.
Unlock all six before you sweep anything. The eight vaults and the eight data shards both cross sectors repeatedly, and the full network turns both of them from a march into a list.
One naming note, since it changes what you search for
The starting weapon is the Pulse Gun, read off the weapon card with the infinity symbol beside it. Our earlier guides call it "the pistol", which is what it looks like rather than what the game calls it. Either way it is the gun that never runs dry, and it is what finishes most of the long fights on this game.
Every route above is filmed uncut from the save point or landmark it starts at, because the walk is the part a written page cannot give you honestly in a station this vertical.







