Key takeaways
- Canisters drain faster than the meter suggests. Sprinting above 3.5 m/s roughly doubles consumption, so the last 200 m of any route should be a glide, not a sprint.
- The Drowned Bell breaks permanently if you ring it twice in a row. One ring, an eight-second wait, then the second ring — a third strike resets the puzzle and you have to leave the room and re-enter.
- Do not sell the Rusted Sonar Horn. It is worth a little salvage at the dock, but two later puzzles are unsolvable without it and there is no second copy.
- Cut chains and coral in the wrong order and the room floods. Pale Anchor chains go bottom-first; Coral Rosary branches are the white-tipped ones only.
- Surfacing mid-route resets puzzle timers. The Lantern sconces and the Heart pressure plates both restart if you leave the band, so finish what you start.
There are 12 secret artifacts in Abyss, and a complete collection run takes three dive cycles: sweep the Shelf band (0–300 m) for the six that need no key items, clear the Trench band (300–900 m) once you have the Tier-3 pressure suit and the Siltglass Lens, then finish the two Void-band artifacts, which only spawn after eight others are banked. The table below maps every artifact to its depth, unlock condition, required gear, puzzle solution and reward, followed by the fastest route order, the oxygen math behind a clean 100% clear, and the mistakes that force a second run.
All 12 Secret Artifacts at a Glance
Artifact names can shift slightly between platform builds and localizations, but the depth band, unlock flag and puzzle logic are the same across the current patch. Anything marked “always available” can be picked up on your very first descent.

Made in Abyss Official Anthology - Layer 5: Can't Stop This Longing
Chosen because it specifies Layer 5: Can't Stop This Longing.
View on Amazon| Artifact | Depth | Unlock condition | Gear required | Puzzle solution | Reward |
|---|---|---|---|---|---|
| Barnacle Cipher | 90 m | Always available | Basic dive suit | Scrape barnacle clusters left → center → right | Reveals 40% of the Shelf map |
| Rusted Sonar Horn | 140 m | Always available | Sonar module | No puzzle — pry it from the wreck hull with the bar | +15 m sonar radius; required for two later puzzles |
| Lantern of the Third Watch | 180 m | Lantern at 100% charge | Lantern, fully charged | Light the three wall sconces within 30 seconds | Permanent +6 m lantern radius |
| Drowned Bell | 210 m | Always available | None | Ring exactly once, wait 8 seconds, ring again | Opens the Trench current shortcut |
| Tideworn Compass | 260 m | Low-tide cycle only (4-minute window every 12 minutes) | None | Follow the needle through three turns without stopping | +8% swim speed for one dive |
| Coral Rosary | 295 m | Always available | Cutting tool | Cut only the 3 of 7 branches with white tips | +1 inventory slot |
| Abyssal Ledger | 420 m | Pressure suit Tier 3 | T3 suit + seal upgrade | Enter the four-digit code hidden in the Cipher’s barnacle order | Reveals the full Trench map |
| Siltglass Lens | 560 m | Sonar Horn collected | T3 suit, Sonar Horn | Align three mirrors using the horn’s ping to bounce light | Lantern radius 30 m; required for the Void band |
| Pale Anchor | 700 m | Ledger collected | T3 suit, cutting tool | Cut four chains bottom-first, never top-first | +2 minutes of oxygen capacity |
| Hollow Crown | 880 m | Trench warden defeated | T3 suit, any harpoon | Boss drop — no puzzle; strike the glowing vent three times | +10% damage against Void fauna |
| Echo of the First Descent | 1,050 m | 8 artifacts banked + Sonar Horn | T4 rig, Siltglass Lens | Echo the horn’s five-note pattern back in the same order | Cosmetic: First Descent cloak |
| Heart of the Trench | 1,340 m | All 11 others banked | T4 rig, Pale Anchor | Hold position on three pressure plates for 20 seconds each | Endgame relic; unlocks New Game+ dives |
The Fastest Route Order
Artifacts are gated by two things: depth tolerance and banked count. Doing them in this order means you never swim a route twice.
- Barnacle Cipher first (90 m). It hands you the shelf map and the four-digit code you need 300 m later, so grabbing it first removes all guesswork from the Ledger puzzle.
- Rusted Sonar Horn second (140 m). It sits on the direct line to the Lantern room, and its +15 m ping radius is what makes the Siltglass mirror puzzle solvable in one attempt instead of five.
- Lantern of the Third Watch (180 m). Take it before the Drowned Bell — the 30-second sconce timer is impossible to beat with the default 12 m light radius.
- Drowned Bell (210 m), then Tideworn Compass (260 m). The Bell’s shortcut drops you next to the Compass chamber. Per the current patch notes, the low-tide window was shortened to four minutes, so arrive with the Bell already rung.
- Coral Rosary last in the Shelf (295 m). It is the deepest shelf item, so it becomes your exit point — swim straight down from there into the Trench without surfacing.
- Trench sweep in depth order: Ledger → Lens → Pale Anchor → Hollow Crown. The Lens needs the Horn, the Anchor needs the Ledger, and the Crown is the only boss fight — leaving it last means you enter with every Trench upgrade already active.
- Surface and bank the eight. The Echo and the Heart will not spawn until the game registers eight and eleven collected artifacts respectively. Banking is instant at the dock, so this costs no dive time.
- Void band: Echo (1,050 m) → Heart (1,340 m). Do not attempt these on the same dive as anything else; the round trip alone runs longer than a fully upgraded tank.
Gear Loadout and Oxygen Math
The single most common reason for a failed run is not the puzzles — it is arriving at the Void band with a Trench loadout. These are the numbers that matter.
| Gear item | Band | Capacity / effect | Approx. cost | Worth it? |
|---|---|---|---|---|
| Basic dive suit | Shelf | 6 min oxygen, 300 m rating | Starting gear | Yes — mandatory for the first six |
| Pressure suit, Tier 3 | Trench | 10 min oxygen, 900 m rating | ~1,400 salvage | Yes — without it, pressure damage runs about 8% of max health per second past 400 m |
| Seal upgrade | Trench | +0 oxygen, removes the 400 m damage tick | ~400 salvage | Yes — cheapest survival upgrade in the game |
| Oxygen canister (each) | All | +2 min, max 4 carried | ~120 salvage to refill | Yes for Trench and Void, optional for Shelf |
| Siltglass Lens | Trench | Lantern radius 12 m → 30 m | Artifact reward | Mandatory for the Void band |
| Tier 4 rig | Void | 12 min oxygen, 1,500 m rating | ~3,200 salvage | Yes — the Void route is not survivable without it |
Worked example: the Shelf run
The Shelf route covers roughly 1,850 m of swimming. With the basic suit you move at about 4.2 m/s once you have the Tideworn Compass speed buff, so travel alone costs about 440 seconds — a little over 7 minutes. Add six puzzle stops at roughly 40 seconds each (240 seconds) and the dive lands at about 11.3 minutes. Base capacity is 6 minutes, plus four canisters at 2 minutes each gives 14 minutes, leaving roughly 2.7 minutes of margin. Skip the canisters and you run out of air about 30 m short of the Coral Rosary — which is exactly why that artifact is the last stop on the shelf.
Worked example: cost per artifact
A full 100% clear across three dives burns about 12 canister refills (1,440 salvage), one Tier 3 suit (1,400), one seal upgrade (400) and one Tier 4 rig (3,200) — roughly 6,440 salvage for 12 artifacts, or about 537 salvage each. If you only want the six Shelf artifacts, the same run costs about 720 salvage total, or 120 per artifact, because it needs no suit upgrades at all. That gap is the whole argument for finishing the Shelf before spending anything on pressure gear.
Which Plan Fits Your Situation
| Your situation | Recommended approach |
|---|---|
| First playthrough, under 2,000 salvage | Shelf only — six artifacts, no upgrades, ~720 salvage |
| Missing one or two artifacts | Re-check the three one-time spawns first: Tideworn Compass, Echo and Heart |
| Farming salvage between runs | Repeat the Shelf loop — roughly 2,100 salvage per hour, the best rate in the game |
| Going for 100% in one session | Budget about 55 minutes of dive time plus prep, and carry four canisters on every dive |
| Playing on a harder difficulty | Move the Hollow Crown fight to after the Pale Anchor — the extra 2 minutes of oxygen matters more than the damage bonus |
What Wears Out First — and the Mistakes That Cost Runs
- Canisters drain faster than the meter suggests. Sprinting above 3.5 m/s roughly doubles consumption, so the last 200 m of any route should be a glide, not a sprint.
- The Drowned Bell breaks permanently if you ring it twice in a row. One ring, an eight-second wait, then the second ring — a third strike resets the puzzle and you have to leave the room and re-enter.
- Do not sell the Rusted Sonar Horn. It is worth a little salvage at the dock, but two later puzzles are unsolvable without it and there is no second copy.
- Cut chains and coral in the wrong order and the room floods. Pale Anchor chains go bottom-first; Coral Rosary branches are the white-tipped ones only.
- Surfacing mid-route resets puzzle timers. The Lantern sconces and the Heart pressure plates both restart if you leave the band, so finish what you start.
Staying Comfortable Through Long Collection Runs
A 100% clear is a long session, and most of the fatigue comes from setup rather than the game. Keep your chair height so your elbows sit near 90 degrees, put the monitor roughly an arm’s length away with the top of the screen at eye level, and stand up for a minute between dives — the natural break points are the three surface-and-bank steps. A controller with adjustable trigger stops is genuinely useful here, because the puzzle inputs (bell rings, pressure plates) are held rather than tapped. If you get persistent wrist, neck or eye discomfort, treat that as a signal to see a qualified professional rather than to push through it; nothing in a game is worth an injury.
Frequently Asked Questions
How many secret artifacts are in Abyss?
There are 12 in total: six in the Shelf band (0–300 m), four in the Trench band (300–900 m), and two in the Void band (900–1,400 m). The Void pair will not spawn until eight and eleven artifacts respectively are banked at the dock, so the count effectively gates itself.
Do I need the Tier 4 rig to get every artifact?
Yes, for the final two. The Echo of the First Descent sits at 1,050 m and the Heart of the Trench at 1,340 m, both beyond the 900 m rating of the Tier 3 suit. Everything else in the guide can be collected with Tier 3 gear or the basic starting suit.
What is the fastest order to collect them all?
Barnacle Cipher, Rusted Sonar Horn, Lantern of the Third Watch, Drowned Bell, Tideworn Compass, Coral Rosary, then the four Trench artifacts, then the two Void artifacts. That order front-loads the two items that unlock later puzzles and keeps you swimming downward instead of backtracking.
I missed the Tideworn Compass — is it gone forever?
No. The Compass only appears during the low-tide cycle, which runs on a 12-minute loop with a four-minute window. Return to the 260 m chamber during that window and it will be there; nothing about the puzzle is one-time.
Can the Drowned Bell puzzle be failed permanently?
Not permanently, but it can be reset. Ringing it a third time clears the puzzle state, and you have to swim out of the chamber and back in before the bell becomes interactive again. One ring, an eight-second pause, then the second ring is the only pattern that works.
Is it worth buying the Siltglass Lens instead of earning it?
You cannot buy it — it is an artifact reward tied to the 560 m mirror puzzle, not a shop item. The only purchasable part of that puzzle is the extra canister capacity you may need to reach the chamber comfortably.
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