World

Duskfade Map: All Areas and Regions in Order

A region index in the order you visit them. Jump into the walkthrough or a collectible cleanup page.

Early Game

Tick Town

The opening region, built around a massive Clock Tower with giant gears and neon lights. Home to the Temporal Anchor.

Walkthrough · Collectibles

Ezarus Forest

A dense woodland stretch that opens up your first real platforming routes.

Walkthrough

Scorched Grove

Burnt-out grove holding Broken Shard Glass among its collectibles.

Walkthrough

Starstone Mines

Vertical mine shafts that lean hard on grapple and air dash chains.

Walkthrough

Mount Cinder

A climbing region where timed traversal starts to matter.

Walkthrough

Mid Game

Meridian Village

Village hub with rooftop routes and more Broken Shard Glass.

Walkthrough

Lantern Port

Harbour district with swing-heavy collectible routes.

Walkthrough

Clockwork Academy

The Master Clockmakers’ school, split into multiple wings and one of the densest collectible regions in the game.

Sub-areas: Apprentice’s Wing · Craftsman’s Wing · Great Library & Scriptorium

Walkthrough · Collectibles

Canal Hamlet

Waterway village with tight platforming between rooftops.

Walkthrough

Celestial Kingdom

Sky-bound region that introduces the longest glide chains.

Walkthrough

Late Game

Auric Palace

Gilded palace interiors with layered vertical collectible routes.

Walkthrough

Stonetusk Canyon

Wide canyon region built for grapple-to-glide movement.

Walkthrough

Desert of the Last Memory

The final open region before the endgame.

Walkthrough

The Tower

The endgame ascent. Also where the “Fall from the top of the Tower” achievement lives.

Walkthrough