(quest-compatible items now in green)
Not always "adventure" as in objective-driven, also taking "wouldn't fit in your average worldhop where you're in a map for just 5-15m" ideas. Because in short, it's really an effort to finally try worlds you've needed an excuse to try.
⌛ How long did the world take, for you? Are there particular bits to beware getting stuck on?
🤼 Is there an ideal instance size vs. too many joining e.g. up to the world's hard cap?
🆘 Is bringing a guide who's done the map to explain its nuances or give hints worthwhile?
🐢 Will late joins break the world at all, or miss any critical story elements leaving them lost?
😵 Any dizzying visuals for motion sickness or flashing lights (e.g. transitions) to beware?
👻 Any jumpscares or content warning-y aspects worth calling out in advance?
🐣 Any parkour platforming that might warrant having a flight-enabled avatar on hand?
💻 Any desktop mode blockers, e.g. interactions that require a VR player present?
🐘 Map size: Reminder to self to check and warn when really big, e.g. Pandora's maps.
Any answers you can recall based on your experiences would be a huge help! -- can answer any of these with spoiler tags when deemed necessary on your end, either in reply to a world post or via DMs! 👍
⏳ 2-3h without fast travel
✅ Supports late joiners
✅ Affords playing solo
✅ Exceeding map capacity seemed fine
field expert credit: K, C, S, R, P
⏳ ~2h average time to complete
🚫 Intentionally dizzying visuals at half-in
🚫 Late joiners will be pretty lost
✅ Can play solo, but meant for groups
✅ Has a large map capacity already
field expert credit: A
"An experience that you can't get anywhere else"
⏳ Roughly 2 hours with a hint-giver
🚫 Has extremely disorienting visuals
🚫 "Finnicky" desktop support, i.e. 👇
🐥 Favorite a flying avatar for platforming
field expert credit: L, R, M, S, K, P, T, A
✅ Checkpoints support late joiners
✅ Affords playing solo (if in VR)
✅ Handles the hard cap just fine
✅ Hint-giver not vital, just faster
⏳ 2 hours to find all fast travel spots reachable on-foot | 🐘 ~250mb world size
🐢✅ Fast travel wall at spawn, VFX encircling options indicates where others are
🚫 Treat as PC-only, since the Quest experience is unsatisfyingly walled-off early on
field expert credit: T
⏳ 1.5-2 hours, max 3 if you get lost in it | 🐘 ~400mb world size
🆘✅ Guide can help do off-paths first + prematurely hitting button in finale
🐢✅ Catch late joins up via in-world codes, if early players have them to share
😵 Rising noise (lower world volume at button), flash of light, long fall at end
😵 Sluggish framerate in "pink mist" area, run through or use final warp to skip
💻✅ Desktop play, has seats on as default, disabling requires rejoin to re-enable
🤼♂️✅ Going up to the hard cap's fine, real challenge is people getting left behind!
field expert credit: B
⏳ 1.5-2 hours, max 3 if you get lost in it | 🐘 ~500mb world size
🆘✅ Guide can help clear off-paths first, avoid shortcutting past areas entirely
🐢✅ Catch late joins up via in-world codes, if early players have them to share
😵🚫 Very bright area of light at the end of the long scenic street outdoors area
💻✅ Desktop play seemed like it wouldn't have any problems
🤼♂️✅ Going up to the hard cap's fine, real challenge is people getting left behind!
field expert credit: T, M, S
⏳ Open exploration, 1 hour tops if that
✅ Solo, desktop, late join, it's all good
🔍 No storyline, just a big comfy/10 area
🐟 Avoid if not into big fish/waterworld
field expert credit: A, @, E, P, T
⏳ ~2.5h average time to complete
🚫 Each teleport = a flash of light (+finale)
🚫 Late joiners break their quest progress
✅ Can play solo, or on desktop?
✅ Hints not vital, just faster (1 big hurdle)
🤏 Quest completing is global = big group can't delegate them as easily as tiny ones
field expert credit: A, @, D, S, P, L
⏳ ~1.5h average time to complete
✅ Can play solo, can play desktop
🔍 Mostly finding items, using tools
🤏 Quest completing is global = big group can't delegate them as easily as tiny ones, until about 1hr in (starts at the code) where progression must now be executed by each individual locally
1. Heaviest avatars tip the boat most when sails are pulled in, can use scale to tell
2. Click boat's backside step to pull yourself up out of the water
3. Sails are pulled in or out by push/pulling the orbs away/toward you, not ↕ vertically
4. Click red "Confirm" light button by the back-left rudder steering wheel to stop beeping
5. Optional challenge to give at gliders: can you soar all the way back down onto the boat?
6. Upon leaving 1st waypoint (lighthouse), suggest to advance time of day each departure
7. Check they've found and brought aboard these items from "FPS Bay" area: 🐩
- Geiger counter, but especially the anti-radiation pills
- ??? key (far red container, click the GPU wall... but have those pills ready!)
8. Don't bring up fuel unless they ask about red fuel tank "Use" text, to learn naturally \o/
9. Can cut the engine while not being pushed along by the wind in sails, to save fuel
- Main guide in knowing if you are is the "kts" ("knots") by rudder's steering wheel
- Red partial-circle on that console's compass-like view = where wind's hitting the boat
10. If others miss it when visible: "does that windmill looks different to you?" to go check it
11. Secrets: Windmill 🔑 -> Village cave 🔒 -> Ice 🔑 (in ☢ sludge) -> Fishing Ship cave 🔒
12. Hints: FPS Bay's ??? 🔑 -> Fishing Ship 🔒, Lighthouse 📻 -> Windmill 🔑, Village mirror
1. Find the Orbs: beach, aquarium, and shrine (ride slope to it for speed + use call button)
2. Find the Friend: adding "you'll probably miss story details on first go, but will get the gist"
3. ⚠ Overcome the Threat: yellow steps are the goal; note tank overlay, takes 6 shots to win
- The threat's visuals are notably the most disorienting part of the map, call this out in advance
- Advised to ensure everyone understands the "face your palm up" item summons afterward!
4. Overcome the Parkour: say eyes on rooftop before entering; see slide below for desktop
5 Return to Gift Shop: point out the parkour reward is called a shield, being unbreakable!
- Fighting here: aim at the red crystal (white panels reveal it when in the cool-off cycle)
- If asked whether it's wise to run past threats here, can say "it's your decision" ominously
6. ⚠ Return to Start: use "Rest in Peace" feather callout to warn of view-covering UI alerts
7. ⚠ Meet the Friend: flash of light
8. Meet the Fans: light puzzle time, offer your flying avatar if people fall down to entrance
9. Remove VRChat
10. Restore VRChat (+Finale/Credits)
- Very tiny avatars cannot climb on desktop (my 1.07m could, but 0.52m stuck in fall state)
- Look above "Change Into Avatar" button in menus to see what yours is
- Can turn power switches by grabbing it at angles, or walking around as handle is held
- Can toggle power box by grabbing it from opposite side
- Beware door-chain sound's loud if you're opening/near it; can spam-click but tedious
- 1st one's longest, 2nd one's cut short; two mid-length ones after Overcome the Threat
- Grabbing firearm off table's a trick, but summoning items is lowkey easier than for VR
- Big parkour room: key if you start sliding is to click your handhold a second time
- Barely works for crooked doom-ladder, much less rungs above it! Had to WASD-in wildly
- But a tall enough avatar can actually jump straight up after crooked ladder to rungs
- Ziplines: hold the left-click down initially until still, then click normally along its length
- Fighting: can lowkey just wade through hits like a sponge holding the weapon and fire
- Bullets do actually get shielded on desktop, but projectiles have to connect with blade
- Can otherwise solo it, but VR's ability to dual wield = if desktop only, 2 people min. rec'd
- Wheels in the final stretch are also lowkey easier to turn on desktop, VR requires 2 grips
- Telescope can be walked over to and looked down at to see into it on desktop
field expert credit: A, @, E, P, T
Hosts who have done EDEN before advised to...
1. Stop until everyone's at The Underwater Button before entering what it opens -- people are likeliest to get separated here. Avatar pen-trails/arrows can help distinguish your route for the group!
2. Have hosts stay with the Eenio robot NPC when reached, as this is the big hurdle to figure out. (Hint: "You've seen the answer")
3. If someone loses their bee, they can easily fall behind -- this can be addressed by spawning to a bee vendor to Dispense a new one.