Scanner in End of Abyss
The Scanner is the tool End of Abyss names for hidden paths. Around it sit the Explosive Charge, three keycards, grenades, and the Fast Travel Shuttle. None of these are guns. The six weapons have their own page. This page is the kit that opens a door, a floor, or a mouth, and the trophies that prove you used it.
Second Sight is the bronze for upgrading the Scanner. Well Done is a grenade in a Lurker’s mouth. Triple-Kill is three enemies with one grenade. Shuttle Network Restored is every shuttle station switched on. Those four rows are the checklist for the kit below.
| Tool | What it does |
|---|---|
| Scanner | Reveals branching paths and hidden areas, and opens sealed routes as you grow stronger. Second Sight is the upgrade trophy. |
| Explosive Charge | Opens walls and floors. Used on the Security Rifle wall, the Maintenance drop back toward the Outer Sector, and the hole before the Support Gun. |
| Factory Keycard | Opens the small Factory East room on the way to the Security Rifle. The story hands it over in that area. |
| Infirmary Key | Taken by burning the Parasitic Spire on Lower Levels F1 with the Incinerator. Opens the Habitation Sector lift to the Infirmary. |
| Restricted Access Keycard | Found in a small room on Infirmary F1. Opens the door to Infirmary B1. |
| Grenade | Well Done is a grenade thrown into a Lurker’s mouth. Triple-Kill is three enemies with one grenade. Ammo capacity for grenades is not published. |
| Fast Travel Shuttle | The Riot Breaker room is on the way to the first shuttle shutter. Factory East, the Outer Sector, and Habitation each have a shuttle in the weapon notes. Shuttle Network Restored activates every station. |
Scanner upgrades and sealed routes
Sealed corridors are a second trip, not a failed first one. The Scanner is what the store description points at when it talks about branching paths and hidden areas that open as you grow stronger. Second Sight does not say how many upgrade steps exist. It only says to upgrade the Scanner. Buy the upgrade when the workbench or the vendor you are using offers it, then walk back to a door that showed a seal instead of a handle.
An Explosive Charge is the blunt version of the same idea. It is not the Incinerator. Fire burns the Parasitic Spire and Head Crawlers. A charge breaks architecture: the left wall after the Factory Keycard room, the Maintenance F2 floor outside the safe room, and the hole that sits in front of the Support Gun route. If you are choosing which tool to save, save a charge for a wall you have seen, and spend fire on growths. Burn Them All wants every parasitic growth destroyed, which is a fire task, not a charge task.
Keycards in the order you earn them
The Factory Keycard comes first of the three cards, because Factory East is a mid-game weapon stop rather than an ending. Once the story has handed it over, the small room near the Factory East shuttle opens. You still need a charge for the left wall. Players who open the room and leave without the charge have to return, which is why the shuttle in that wing matters.
The Infirmary Key is not lying on a desk. You manufacture it by burning the Parasitic Spire on Lower Levels F1, and you can do that only after the Incinerator is in your hands. Carry the key back to Habitation. The lift to the right of the first shuttle is the door it fits. Inside, Infirmary F1 has a small room with the Restricted Access Keycard. That third card is the one that opens B1. The Particle Disruptor is still past a boss and a burned wall, so the keycard is permission, not the gun itself.
Grenades and the shuttle network
Grenades are trophy tools as much as they are weapons. Well Done wants the grenade in a Lurker’s mouth, so the throw is aimed at a specific creature animation, not at a crowd. Triple-Kill wants three enemies on one grenade, which is the opposite problem: a packed group and a single cook. Neither row publishes a grenade count in inventory. If you are low, do the mouth shot when you see a Lurker that presents it, and save a second grenade for a hallway that already bunches.
Shuttles are the reason the optional guns are optional instead of missed forever. The first shutter is the one you pass while grabbing the Riot Breaker in Habitation. Factory East has a shuttle near the rifle detour. The Outer Sector shuttle is the one the Maintenance floor drop is aiming at. Shuttle Station Cleared, defeat Husk Cluster, is a fight at a station. Shuttle Network Restored is the broader bronze for activating all of them. Ride back for the Support Gun only after that Outer Sector station answers.
Crate Destruction, fifty crates, and Vault Entry, the first vault, are adjacent habits while you are opening side rooms with this kit. They are not scanner functions. A vault door that ignores the Scanner and the charge is a key or a story flag, not a hidden wall you failed to notice. When a slot in the wall looks like the sealed still on this page, try the Scanner upgrade first and the charge second. When a creature opens its mouth, stop upgrading and throw.
When to spend the charge
Hold the Explosive Charge until you can name the wall. Factory East F2 spends one on the left wall after the Factory Keycard room, and that spend is the Security Rifle. Maintenance F2 spends one on the floor outside the safe room, and that spend is the road back to the Outer Sector shuttle and the Support Gun. A third mention, the hole in front of the Support Gun, belongs to that same return, not to a new wing. If you cannot name the wall, you are not ready to spend the charge.
Grenades have a different budget. Well Done wants one throw into a Lurker’s mouth, which is a single creature presenting a target, and Triple-Kill wants one throw that catches three enemies. Those are listed bronzes, not hidden ones, so they show up in the trophy list before you have hunted secrets. Do them when the room offers the shot, then go back to charges and keycards. The shuttle shutter in Habitation is the landmark for the first fast-travel station, and Shuttle Network Restored is done only when every station, not just that first one, is awake.