The Exterior

The Exterior is a mid-game region divided into three subregions, which make up the outside of the Five Pebbles superstructure.

Overview
The Exterior is made up entirely of three subregions, with the main entry point being the lowest of the three - The Leg. It, along with Underhang, are gloomy and degraded, with bright flashes of thunder and bright green sparks flying through the air. The upper-most subregion, The Wall, extends above the clouds and the upper sections are unaffected by rain. This region provides many difficult platforming challenges and introduces the player to. and s are also common, all of which makes progression challenging for first time visitors.

Creatures
* Karma Flowers do not appear as Hunter

The Leg
The Leg is the lowermost subregion of The Exterior, and likely first encountered on the way up from Shaded Citadel. It is a gauntlet of predators, platforming sections and death pits along a harsh vertical climb. The subregion is also considerably more linear than previous sections of the game, meaning routes forwards are more restricted than previously. To assist with the platforming, many Grappling Worms can be found throughout.

Visually, The Leg appears as a dark, vertical climb, having a rust-coloured foggy background. Various crimson luminescent engravings can be found adorned upon the structure. Some of these engravings seem to mimic the Karma symbols, while others seem more abstract in their design and intent. Various luminescent, neon green particles circulate around the region constantly. The vertical climb can occasionally lead to dim, enclosed spaces, acutely illuminated by scarlet lights.

Creatures
* Karma Flowers do not appear as Hunter

Tips

 * Be careful in the initial section - White Lizards are capable of seeing and latching on with their tongues even from off-screen. Keeping a Spear or some Rubbish on hand can help turn the tide.
 * The inner route contains relatively safe passage to the second hibernation chamber, if Grappling Worms are used effectively.
 * Daddy Long Legs are attracted to noise, making it possible to lure them out of the way forwards by throwing Rubbish or Spears.
 * Grappling Worms make enough noise that they may attract Daddy Long Legs, so it may be wise to avoid using them when confronted with one.

Underhang
Underhang presents a different kind of challenge compared to The Leg, being a platforming-intensive transitional zone consisting mainly of sparse platforms above death pits, requiring above all precision in jumping and grabbing onto poles. The usage of Grappling Worms is heavily encouraged, especially in the left side of the subregion which is largely devoid of platforms.

The region is dominated by various types of, most notably being s. These lizards can corner the at intervals, meaning wielding a  or  is advisable, as certain strikes can knock a lizard off balance and into the pit.

Tips

 * A or  is required to travel between The Wall and central Underhang.

The Wall
The Wall is a challenging subregion in which the outer walls of the Five Pebbles superstructure must be scaled. The Wall has a path connecting it to Underhang at the bottom. At the top of the subregion lies an and one of two gates leading into Five Pebbles. If the player ascends The Wall, they face a series of challenges which tests their pole and tunnel climbing abilities, requiring use of the wall jump and Spears as makeshift poles to climb higher. General movement becomes much easier when descending The Wall. If inexperienced at the descent, it is suggested to proceed at a steady pace as some upper ledges stick out further than those below and certain falls can be lethal.

Certain sections of the Wall have an abundance of s and s, meaning certain sections of the Wall may be blocked off by due to infighting or adopting an ambush predator behaviour in the White Lizards case, meaning it may be preferable to wait, or attempt to brute-force a way out via  and s. Though, actions like this may render one vulnerable to additional groups.

At and above the elevation of the large circular structure in this subregion, there is no risk of dying to the rain. Near this boundary, effects of the rain can still be felt, and still hinder player movement.

Points of Interest

 * Pearl_UW.png Ashy Green Pearl

Tips

 * The top of The Wall can be accessed through several different methods, such as using Grappling Worms or Squidcadas, bouncing off of a creature's corpse, using a single, or one thrown downwards.

Gallery
== Arena mode unlockables ==

Trivia

 * A Rainbow has a chance to appear in UW_D01 at the start of a cycle.
 * The Exterior is named UW in the files (Underhang & Wall)
 * On the upper portions of The Wall, the player may view the rain, and its clouds forming from above.
 * The electricity that kills the player in Underhang is a 1.5 feature, before that the player was killed by the rain game over screen.
 * The Leg features White Lizards with an attribute called "Mean", ranging from 0 to 1, which makes them less likely to camp around and more likely to move. This also has a side effect of making them aggressive to the player regardless of their Lizard reputation.
 * Monk has White Lizards set with a Mean value of -0.05, however, negative Mean does nothing.
 * The drawing leading other Slugcats to shelters is implied to have been drawn by, as it both matches the drawings Spearmaster does in their hibernation, but also is not present until 's campaign.
 * Two of the spherical protusions in The Underhang have broken off in 's campaign. Their remnants can be found in the RW_SH_region_art.png Memory Crypts.

Maps

 * -|Graphical=
 * -|Visual=


 * Download all full sized .png visual maps here.

Interactive Map
Made by Henpemaz

Downpour Maps

 * -|General=
 * -|Rivulet=
 * -|??? (Inv)=

Interactive Map
Interactive map ported by Dual, Original by Henpemaz.