I’m sure many of you have already descended deep into the bowels of this cosmic prison and learned a great deal about the dangers and sweet loot contained within. Or maybe you don’t, and you’re looking for some assistance in learning the ropes (or whips, in any case).
In any case, I’m here to provide some of that much-needed assistance. In this short guide, I’ll mostly go over tips to help make your journeys faster and more profitable, but I’ll also try to compile some basic information to help you understand what you’re up against.
This is by no means a comprehensive guide, but I may update it from time to time to keep up with developments.
The illustrious Guardians of the Abyss are among the most vexing foes you’ll face. Except for the very first stage of each run and a few very rare edge cases, they will be present at all times to make your journey through the temples a living hell. Fortunately, there are ways to avoid them even as they gain power.
Also, when you get close to a trap, it will be highlighted in a specific color; this is the color of the Guardian that is hunting you, and it can be used as a quick reminder if you forget.
Red: The Devouring Rage
The Devouring Rage, arguably the most stressful Guardian currently available, doesn’t usually pose much of a threat right away. It always spawns near the beginning of the floor, regardless of how far you’ve progressed, so the sooner it spawns, the sooner you need to worry about it.
The Devouring Rage’s mode of attack is also the most basic, but also the most effective: once it spawns, it constantly chases you, moving directly toward you at a set speed, completely ignoring walls and other obstacles. As a result, the real danger it poses is its ability to suddenly block your escape route when you take a side path for extra loot.
To deal with it effectively, you must become more aware of your surroundings. How far is it away? Where are you able to grapple? What kinds of traps are in the area, and how many of them are there? Are there any detours that you believe are worthwhile? What are you doing right now? One of the most effective ways to manage it is to remain aware of its precise movement. It will ONLY move toward you, so if you position yourself away from where you want to go, you can keep it out of your way, to begin with.
It becomes stronger as you move deeper into the temple. It moves at 3 meters per second (3m/s) on Floor 2 and.25m/s faster with each subsequent floor. On many later floors, this Guardian will make it extremely risky to take ANY additional paths to open those desperately needed chests, and you will have to make some sacrifices to avoid its imposing presence.
Blue: The Eye of Chaos
The Eye of Chaos, which appears to be the least common of the Guardians, is no less dangerous than the others. It spawns nearby in the open air and attacks by charging up and firing a heat ray at you.
When it begins charging, one of the most effective ways to avoid it is to hide behind something, as its beam cannot penetrate obstacles. The beam also has loose tracking capabilities, which means it doesn’t exactly follow your movements; it can easily hit you if you’re running almost directly toward or away from it. Another good strategy is to keep moving, zig-zagging both horizontally and vertically to avoid it.
Overall, the Eye of Chaos is most effective in areas with long sightlines and/or few hiding places. Be aware that if you move out of the Eye’s sight before it can begin charging, it will teleport to a new location very quickly.
As you progress deeper into the temple, it becomes more powerful by firing more frequently. On Floor 2, it fires its heat ray every 7 seconds, and it fires the ray for each new floor. 78 seconds faster. This Guardian will be a constant threat from all angles on later floors, and you may need to take extra precautions to avoid stepping too far away from a pillar or wall that could be used to block it.
Green: The Masked Defiler
The Masked Defiler, one of the most common Guardians seen patrolling the temples, moves in the same manner as the Eye of Chaos: it spawns nearby, floating in the open air, performs its attack, then quickly blinks to another location to continue its assault.
Where it differs from the Eye is in HOW it attacks: whereas the Eye prefers to attack you directly, the Defiler lobs small barrages of pinkish-purple balls in your direction, which explode into temporary clouds of poisonous gas. Attempting to walk through these clouds will significantly slow you down, and if you stay inside the poison for more than 2-3 seconds, you will take damage.
The balls frequently bounce up to 2-3 times before detonating, though they frequently only bounce once or detonate on first impact. While the throw angle varies slightly, the clouds almost always cover the same general area, making the Masked Defiler a strong “zoning” enemy, which means it impedes your progress by making it dangerous to pass through a specific area. Though they only last about 5-7 seconds, the diameter of the clouds is about 1.35 times your character model’s height, which means they can completely block off many of the smaller corridors you’ll find yourself in.
Much like the Eye of Chaos, one of the simplest ways to deal with the Masked Defiler is to keep moving while also trying to slip behind walls. It will always try to lob a ball in your general direction, but it won’t be able to reach you if you’re too far away or out of its line of sight. At the same time, it functions similarly to the Devouring Hunger in that it blocks escape routes with gas when you try to go after some extra loot. Sometimes the only way forward is to keep your foot on the gas. If you find yourself in this situation, always keep an eye out for places where you can grapple in order to reduce your time in the danger zone.
As you progress deeper into the temple, it becomes more powerful by firing more balls of gas in each barrage. Floor 2 fires four at a time, and each subsequent floor increases the number by one. This Guardian will have entire sections of a given room cut off at a time on later floors; even larger rooms will become more dangerous due to the sheer volume of gas bombs. Avoid being under it as much as possible, and whenever possible, take the high ground, as it has a much harder time throwing the bombs upward.
You’ll be looting treasure chests much more frequently than actual artifacts, which is a good thing because, while you lose your current whip and any keys you’re carrying when you die, everything is restored to you once someone else completes that specific temple. These keys are required to unlock new whips and to open the doors to deeper sections of the Abyss. Each zone contains a different rarity of key (Uncommon, Rare, etc.) and is divided into three floors, with the final floor containing two exits: one at the bottom of the stairs leads to a lesser relic, which you will still want to retrieve so that you can begin unlocking rarer whips, and the other door located further back leads to the next zone. This door requires a key of the same rarity that you can find in your current zone to unlock, so if you don’t have any stockpiled from previous runs, or you didn’t pick one up on your way here, you’re out of luck.
However, keys aren’t the only thing you can obtain from these chests. In fact, chests come in three sizes, with keys only available in the largest. Whatever type of chest you find, you will also receive some form of currency (for the sake of simplicity, we will refer to it as gold or coins). Unlike the keys you find, gold is completely irrecoverable: if you die, you lose all of your possessions. Aside from a couple of exceptions depending on which whip you have equipped, gold is only used to purchase “blessings” from shrines located at the end of each floor and, on rare occasions, at the very beginning of a floor. These blessings, which range from longer whip range and a double jump to increased maximum health and even outright healing some damage taken, can mean the difference between a successful run and a loss.
Back on the subject of chests, they are one of the many interactive features of the Abyss. There are a few methods for retrieving their contents, but the most important thing to remember about them is that when you open one, you DO NOT HAVE TO STICK AROUND AND WAIT FOR THE GOLD TO SPEW OUT; you will automatically collect all of it. You can open a chest by walking up to it and pressing the button/key it prompts you with (default E), or you can smack it with your whip from afar (while aiming at the chest, your reticle will change to a roughly square shape when it’s within range, and it will make a distinct sound when successful). You’ll also notice phantoms of previous unsuccessful players who took the same path you are. They will set traps off by walking close to them, but they will also open any chests that the player previously opened. If you open a chest in this manner, the gold WILL NOT automatically come to you. You must still retrieve it by walking close to it.
Some rooms have chests that spawn in specific locations, but the majority of chests you’ll find are in extra side areas that don’t always appear in the same spot, if at all. Knowing the difference, as well as which paths are likely to contain large chests, is critical to making the most of your time spent.
And that concludes this Phantom Abyss guide. Do you have any suggestions to improve this guide? Please let us know by leaving a comment below. For any other concerns, please reach us using the contact details found on the contact page.