Wake/Deck 10

Room 1
Traversing the room requires an axe and breaking down the wooden door separating the two halves.

The left half is dark, with features being only visible with some form of light. There is a flare on the ground which will light the area for several seconds.

The left exit leads to the bow, on a room on ../Deck 9/.

The upper exit is only accesssible when the ship is flooded, and leads to ../Deck 4/.

Room 2
The left-most room on the first floor, contains a radio and flashlight, and a meteor piece. The upper-left corner is blocked by a metal door, requiring a key to unlock. If you don't have one, that key is found in the starting room.

Room 3
This is the starting room. There is a key and meteor fragment in the room.

The right-hand exit will require an ax, which may be found by following either the left or upper exits.

The left exit leads to the front of the ship, and is a possible route to the top.

The upper and lower exits ultimately lead two rooms to the right. If you choose the upper exit, you will require a key that can be found in that room. The lower exit will eventually require a key (also collected en-route), traversing a vent, or waiting for the water to rise.

Room 4
This room requires an ax to approach from the left.

There is a key, and a meteor fragment in the fire.

If you want to enter the vent, the highest part of the vent leads to Deck 8 room 5 by going directly up at the junction. Other routs in that vent network lead to Deck 9 room 5, and the room to the right.

Room 5
This room contains a key, a flashlight, and meteor fragment. To reach the upper part of the room, you must use a key to unlock the metal door.

The upper exit leads to a small loop towards the starting area.

A vent is hidden at the bottom-right corner of the room. You can use it to run a few rooms to the right to Room 5 if you don't want to spend a key. On hard difficulty (or if the ship is sufficiently flooded), you can use it to reach Deck 9 or Deck 8. You will still need a sideways detour at the end of those vents.

Room 6


Only one meteor fragment, in the lower right corner.

As this room floods, you can get a quicker route across, but otherwise nothing changes.

Room 7
There's a meteor fragment, a radio, and an axe.

The vent at the bottom right of this room leads to the same vent network that can be found two rooms left. You would most likely use this vent as an exit path, but you could still reach Deck 9 and 8 if desired.

The lower-right exit will not be usable until the waterline has at least reached the vent, and will still need to wait until the waterline fills half of the screen. Until then, you can still take the room's upper exit.

Room 8
There is a meteor at the bottom-right corner, as well as a switch to unlock the door. Because of the two barrels, you can only access them if the ship is sufficiently flooded.

The vent network leads to Deck 7, provided there is sufficient flooding or on hard difficulty. You can continue further along the vent track, but there's less benefit from doing do as it places you where you need to make a detour.

Room 9
If you want to continue right, you need an axe. The closest one is in the room above.

The wall of fire will block access - simply charge through it and run into the waterfall on the right of the room (or jump into the water below).

You can find a flashlight on the right, and a key and meteor piece at the bottom left.

The vent provides an alternate route if you want to move two rooms right, but heading directly up the vent leads to Deck 8.

The upper-right exit leads to a room on deck 10. That room requires a key to proceed further right, with hard mode also providing a route upward.

Room 10


The room contains a meteor bit. You need a key to continue to the right.

If playing on hard, you can head directly up by wall jumping.

Room 11
The room contains a meteor fragment at the top-left corner, and a key at the top.

The vent in this room is the same network as described on Room 9. If you want to progress further, it leads to Deck 8 Room 9.

Room 12
To progress upward, you need a key. However, a flooded ship or hard mode allow bypassing the door.

There is also a wooden door placed here. Its sole purpose is to trap those caught in the fire.