Maps of all levels

Maps of all levels

Map All The Things!

Hi,

I decided to make a full map of all depths to make it more easy to navigate, after all, that's what you should do in real life when exploring an unknown cave...

Please consider that there is no compass/magnetometer in this game, so knowing your exact direction is a bit tricky.

Also, there is no in-game way to make exact measures of the distance and angle, so all my work is just an approximation.

I used TopoDroid, which is a professional software for cave survey. I had to use it in manual mode though, with an EMR stylus.

I decided to make a separate map for each level since, grouping all the levels in a single map is, although possible, going to be messy regarding the design of the cave.

This is not a complete guide, so there are not too many spoilers and virtually none if you're just viewing the maps, but in order to map everything and to make some fun explanations, some little details are necessary to say.

Without any further ado, let's map it!

Depth 0


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OK, nothing too fancy here, right? An entry, a door, a turn around and an elevator. At this point I thought "Hey, maybe I even wouldn't need a map" (spoiler: I was wrong).

Note that the O sign represents the elevator or any other entry/exit. The one at the bottom with a magenta 0 is the main entry and the one on the left is the next level entry (current level exit).

I choose red for cave borders and a line for the door or any other one-way passages.

So, at this point, it's actually pretty simple (and I thought it will be as such, but...).

Since I had no compass, no stars, no sun and no environmental signs to indicate where the North could be, I just took the entry point as a reference and I will always do so for these maps.

Side-note: the MC may be a good reporter/photographer, but as a cave explorer, this guy's preparation is pretty close to a complete failure, I mean: hi was alone, no compass, no map, no safety gear (except that pathetic peace of hat), no lighter, no food/water/filters, no communication, no water/gas/thermal/hazard protection/resistance and everything that was in his little bag is a paranormal camera, a glow-stick and a head lamp... the youngsters these days...

Depth 1


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Right, so the first depth is already a bit more interesting, some passages, altitude changes (oh the game actually had that implemented), some doors and lockers to pick, pretty cool actually.

Even without a map, it's pretty hard to be lost here, but still, l told myself "Well, maybe I will make a quick sketch in the end." (spoiler: I map the whole thing).

Here, nothing in particular to explain, you take your "epic gear" on the first right intersection, some useful stuff on the left and then go deeper on the 2nd right intersection.

You may notice that on the left there is another O which actually indicates the exit from the 7th depth . I also choose to make a green circle around it since, it looks like a pit and in fact is a long down passage. I should make the same with the hole in the middle because, it was connected to another depth, but I was a bit lazy and it's a non-walkable area anyway. Just near there is secret ending zone with the eastern egg.

Depth 2


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This is the first time where we see altitude intersections, a teleportation pit, still undecomposed dead bodies , more and more interesting indeed.

So, because there is a dimensional overlap, I used a different color for the lower level, which is grey.

I actually should add another view from the side (in profile, like they do for underwater caves), so we can see where and for how deep you descend, but... I already mentioned that I'm lazy, right? (but I actually do it for underwater caves).

As you can see, the pit is in green and has an O, indicating a shortcut to Depth 3. By the way, If the MC can survive such a fall (the reason hi didn't take a medkit), perhaps I was mistaken about him earlier.

Note that there is actually an offset on the scale for the pit and the passage because, I initially map the passage underneath and when I continued the route I realized that they were connected, whereas on my "extra-precise super-map" I was a bit off, so in order not to remap all the thing, I just made some lines longer than they should, but that's all.

At his point, I was like "OK, I feel like I'm going to need the map, but I still hope that I don't". (spoiler: I was wrong)

Side-note: I thought that maybe I should explain how body decomposition works, specifically in cave environments, but it's probably would be off-topic, so let's continue the exploration for now.

Depth 3


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Okay, now, this is even more interesting and pretty realistic as a level (except teleportation, necromancy, random rockfalls and crosses) .

This is the only place (alongside Depth 0) where entry and exit are that close to each other (and if you think that it's going to be easy, then you're slightly mistaken, my friend).

This is also the only time I indicated an infrastructure (the generator) with a yellow column and a first time where we see some water (in blue).

I usually indicate ladders and such, but decided not to do it for this map (lazy, remember?).

However, I did indicate the upper level from the Depth 2 pit in grey and some boundaries from collapse after the can pick.

My thoughts were: "There is no way I'm going deeper without a map!"

Side-note: real rockfalls aren't that rare to occur in the real life, except that normally, the caves/mines are reinforced to prevent such phenomena (which is the case for the Purple Lavender mine) and even if it's not the case, it is not something that happens overnight, you can usually see the ceiling cracking at a significant angle before the collapse and after it, the ceiling becomes flat and reinforced by itself, thus preventing a second collapse. But hey, if there is sound in space it doesn't mean that Star Wars is a bad movie right? That said, the chances of a rock falling on your head are actually much less than dying from starvation or hypothermia per say. Water, on the other hand is totally normal in such environments and is actually pretty clean (so you can stay in a cave as long as you like, until you run out of food or light).

Depth 4


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This is a very interesting level as well. Not much to be said though. Walk there, walk here, collect some stuff, do that thing, try to guess stuff, try to find it and try not to be spooked.

Side-note: real TNT underground demolition is a highly risky, complex and calculated process. Besides, depending on the cave nature (limestone, chalk, etc.), you can dig a passage yourself using a pick-axe or even a shovel (which is actually a technique to bypass cemented or blocked passages). Nonetheless, unexpected and uncontrolled explosions under mines happen (like coal and gas) and in such case scenario, the only thing you can do is to pray...

Depth 5


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Well, I guess the developer, just as me, got a bit tired. The level is pretty linear, some hidden things there, some spooks here, some vertigo and down again we go. Oh yeah, there also will be some doors, and some doors, even more doors, also, did I mention doors?

Side-note: at this depth, water temperature is increased, it will be more hot than Japanese hot springs (Onsen).

Depth 6


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Yeah, basically you have a choice between 2 elevators, go deeper or go up. I was thinking that the deeper I would go, the larger would be the level, but at some point it became a contrary.

So, we all know what will happen if you descend "unprepared" or if you decide to go up, then let's try to go down.

Side-note: usually, if someone wants to block a passage to a cave, they wil just block the entrance, which is much cheaper, but less efficient that pouring a ton of concrete, but even so, the metal can be broken and a concrete needs time to harden. Regarding the air, at such depth, it will be a bit more dense and more pressurized, but still breathable quite well. However, in some caves oxygen can be an issue to an extent that you can't even light a match.

Depth 7


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It's a bit of a cliché, but it worked pretty good. At the moment when I thought "Oh, this is not the end?" turns out that it actually is, or not? And even if it was a quit consuming task to do the map (and writing this guide as well), it actually feels pretty satisfying and what's more important, it makes you want for more... to discover and to explore the unknown facing your fears all alone.

Last Page

As I already said, this was a very satisfying experience, a lot to discover. This game, made by a single person, performed well in both graphics, story and game-play overall. So aside some jokes and annoying side-notes, I actually liked this game and I'm waiting for the next part, which, I hope, will not keep us waiting long. Games aren't supposed to be realistic, they are made for joy and this one, though hidden "underground", is definitely joyful in all aspects. To be honest, I don't even mind that there is no save game, you may view it as a fair system of punishment or a motivator to explore. Besides, we don't know all the story, so the only thing that we can do while waiting, is to imagine and discover.

Anyway, thanks for staying with me until the end, hope you found this guide/review/lets-play helping, informative, interesting and maybe even a bit fun.

Happy exploration and map all the things!

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2424486886					

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