A section page should not feel like a bare list. It should explain what problem this content cluster solves, which page to start with, and where to go next.
Region pages should answer what players need while they are lost: where to buy the map, where to sit, what unlocks the next route, and which exits should be marked for later. The goal is not to sweep every room immediately, but to create a clean loop of map, bench, Stag Station, objective, and return point.
Early and midgame route
Order
Region
Main goal
Return later for
1
Forgotten Crossroads
Buy the map, open the Stag Station, learn the bench loop, defeat False Knight
High exits after Mantis Claw
2
Greenpath
Find Cornifer, reach Hornet, take Mothwing Cloak
Acid edges and hidden side rooms
3
Fog Canyon
Pass through, do not force full cleanup early
Later cleanup with acid-swim access
4
Fungal Wastes
Reach Mantis Village and take Mantis Claw
Mantis Lords after upgrades if needed
5
City of Tears
Find the Nailsmith, expand shops and midgame routes
Soul Sanctum and upper floors
6
Crystal Peak
Push vertical movement and open new connections
Dark rooms and extra pickups
7
Resting Grounds
Take Dream Nail and start Essence routing
Dream Warriors and Seer rewards
Mid and late regions
Region
Best timing
Track carefully
Royal Waterways
After basic health and nail upgrades
Benches, acid routes, Dung Defender
Ancient Basin
Midgame to late main-route prep
Key ability, Palace Grounds, tram link
Deepnest
Better with lantern and more health
Benches, exits, Grubs, Pale Ore
Kingdom’s Edge
Mid-late cleanup and progression
Hornet 2, Colosseum, Pale Ore
Queen’s Gardens
After stronger movement and combat comfort
Traitor Lord, Mask Shard, return route
Howling Cliffs
Cleanup and extra-content setup
Charms, Stag route, hidden entrances
The Hive
Late collectible area
Hiveblood, fragments, enemy routes
The Abyss
True-ending preparation
Void route, ability requirements, ending flags
White Palace
True-ending platforming gate
Charm loadout, patience, route memory
Godhome
Late challenge hub
Boss unlocks, charm builds, practice order
What each region page needs
Field
Purpose
Map / Cornifer
Answers the most common “where is the map” search
Bench
Reduces death-run frustration
Stag / Tram
Builds cross-region navigation
Key ability
Tells players whether they should continue now
Later ability gates
Marks rooms to revisit
Must-grab items
Mask Shards, Vessel Fragments, Grubs, Charms, Pale Ore
Which collectible goals matter during route cleanup
Writing rule
The current section covers route overview and cleanup. Future single-region pages should spend less space on lore and more space on decisions: what to do first, where the safe bench is, what ability blocks progress, which item matters now, and how to leave.
Reroute
If This Section Is Not What You Needed, Reroute Here
Keep the common fallback routes visible: back to the main hub, back to the game hub, start with the lead article, or switch to a neighboring section.