Summary
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Clair Obscur offers rewarding secret places with unique rewards and Lore.
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Players can find potent weapons, valuable Lore and challenging managers in hidden areas.
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Exploring the map carefully can improve the player's experience beyond the battle.
The amazing world of Clair Obscur: Expedition 33 are full of strange areas and mysterious landscapes, affected by art and magic in bizarre, other worldly ways. While the intense tour -based battle and the deep, emotional story are some of the game's biggest hooks, fans may have just as much fun to hike on the map, look for secret places and deepen their relationship with the game's strange world.

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Clair obscur Has plenty of areas offered to reward diligent explorers. The map is full of secret areas, from Sinister caves to beautiful forests. Each kingdom contains surprisingly new discoveries, from new music records and challenging secret managers to secrets about the nature of the world. Here are ten places that fans can miss if they are not perceived.
This list contains minor stories to spoilers for Clair Obscur: Expedition 33.
10
Red forest
A blood red shining
- Earliest possible visit: Team 3
The mysterious Crimson Forest is located in the air near the endless tower and lurks in its shadow. When players first visit this difficult -to -catch floating kingdom, they find a calm and beautiful happy, colored with light red leaves and dotted with picturesque ruins. As fans explore, however, they will find distinct statues with swords. Activating these will seem to harm the actual reality, create increased distortion and fill the region with dangerous chevaliers, as well as deadly Clair and obscur enemies.
Activating all three statues produces a demanding chromatic gold chevalier, which will give a fairly potent sword for verso if players can take it down. The direction itself is a tangled knot of platform and battle, which makes it quite difficult to navigate but in the end very rewarding.
9
Painting rooms and the cloth
Family portrait
- Earliest possible visit: Team 3
On its own, the canvas is not an extremely difficult place to miss. While it is at a distance on the map, up in the northwest corner near the monolith, it is surrounded by swirling storms of chrome which makes it quite eye -catching. But it represents the beginning of a much deeper puzzle that players may not immediately know how to train.
Despite its tummy appearance, the only interest in Canvas is really a large painting of the Sinnder family that players can claim themselves when they visit. The game does not describe what to do with the family portrait, but players can take it into the manor and place it in an empty frame near the lobby. If you do, you will unlock the manor's painting room, a place that should be too familiar to players when they reach Act 3.
8
White sand
A new home
- Earliest possible visit: Team 3
While players can see the island that contains this enigmatic landscape as soon as they get Esquie's coral -breaking ability in team 2, they must fly to enter the place itself. This strange little zone contains no enemies – just a collector's music track and a glimpse of the outside of the mansion itself.

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This little island's gloomy atmosphere accentuates the gloomy past in the mansion very nicely, and the island's soundtrack contains a melancholy spoken poem that reflects nicely on the tragedy in the game's story. White Sands is a small small kingdom, and it will not have much interest in players who just want to find the biggest and strongest managers to fight, but those who want to experience more of the game's atmosphere and story will find a lot here.
7
Endless Night Sanctuary
Gloomy gestral past
- Earliest possible visit: Team 3
The endless night reserve is a secret vale, hidden in a hidden little valley on the eastern side of the map. As the name suggests, it is covered in eternal darkness and gives a gloomy melancholy to its forest environment. The endless night reserve is a place of special importance in gestral history, as players will probably be able to recover from the Sakatats silently patrol its roads.
A Lonely Grandis NPC calls Sanctuary Home. From this figure, players can learn a dark chapter in gestral history and an unfortunate consequence of these strange creatures' immortal love for battle and violence. Players can also take on a particularly challenging ultimate aspecting meeting and earn some potent weapons for Verso and Monoco.
6
The selected route
Go alone
- Earliest possible visit: Team 3
This strange little airborne kingdom presents itself as a mysterious, shady studio, with five painted tablecloths waiting for entry. Each painting contains a meeting with a Nevron, but the catch is that only one party member can enter each one. Expeditions cannot also repeat cloths, which means that each member of the party must be used once if players want to conquer the entire area.
Fans can receive valuable rewards from each struggle and a particularly potent pictos if they cleanse the entire Gauntlet. By studying the chosen path, players can also get tips on which creature awaits behind each canvas, which allows them to strategize which expeditions should commit to which painting. The selected route presents an engaging, on enigmatic, challenge for players.
5
Dark beaches
Back to where it all began
- Earliest possible visit: Team 2
It is technically impossible to miss Dark Shores, as each player visits it in a cutting scene at the beginning of the act 1. When players actually get control at the beginning of act 1, but the dark beaches are well behind them. Many fans may play the whole game without realizing that the dark beaches are like a place on the map and that players can visit as soon as they have access to Esquie's swimming ability.
That said, they should still hold on. The dark beaches creep with deadly Noir nevrons and impress monsters that absorb dark damage and output serious punishment. When players are strong enough to turn the tide on these deadly creatures, they can return to the stage for one of the game's most shocking stories and honor the victim for those who came earlier.
4
Sun -free cliffs
Master of Mimes
- Earliest possible visit: Team 3
The world of Clair obscur is infected by mimes. These bizarre and punitive enemies are notorious for their unforgiving damage and substantial defensive walls, but players often hunt them for the cosmetics they carry. Players who want the ultimate mime challenge should get to the sunless cliffs, where the strongest mime in the game awaits.
This massive mime dishes out incredible injuries and also locks players in solo fights. Fans will have to bring Mime five times, once with each character, to unlock their ultimate price. Picto's This Mime Guards is a special bizarre, which shows the high -risk, high reward that many fans prefer.
3
Airport
Understandings
- Earliest possible visit: Team 3
Herrgården is a recurring and extremely significant place all the time Clair obscurAnd when players get the ability to fly with esquie in act 3, they can find a particularly striking variety on the theme. The flying mansion floats over a mountain near the center of the map. Players who want to visit all the game regions can still miss it, as its cart icon blends in quite aggressively with the mountain under it.
When optional areas go, the flying manor is particularly robust. This expansive dungeon contains some extremely high high -level enemies, and in order to unlock the heart of the manor, players must take on several of the managers they have already encountered throughout the campaign, often in newer and more powerful forms. This culminates in a truly surprising confrontation with one of the most difficult and Lore-signirable managers in the game.
2
The fountain
Consequences of your actions
- Earliest possible visit: Team 3
Hid in an isolated happy, at the southwest end of the map, players can find the fountain. This little little zone has only one inhabitant: a white Nevron named Blanche. This character acts as a caretaker for the strange white Nevrons that players encounter throughout the game and give an extremely valuable Lore about the nature of these odd figures.
The meeting with Blanche can play in one of two very different ways, depending on how players have treated the white Nevrons during their Playthrough. However, a visit to the fountain can prove to be extremely rewarding, both in terms of material benefits and story content.
1
Monoco's room
A good boy
- Earliest possible visit: Act 1
The mysterious mansion has many secrets and many rewards. While players will not be able to unlock all their secrets until near the end of the game, there is a particularly striking discovery that can be done quite early if you know where to watch. Behind a specific painting in Herrgården hides a secret room full of paintings dedicated to the dog Monoco, a real dog listed as Happiness Manager at Snadfall Interactive's Development Team.
The occurrence of these paintings in the world of Clair obscur Carries remarkable consequences for the party member who share this dog's name. Strong theories about the connection between Monoco and Monoco have already been made. Players who are interested in seeing this remarkable Easter egg for themselves should chase the secret Monoco room and the valuable upgrade upgrade hidden within.

Clair Obscur: Expedition 33
- Published
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April 24 2025
- ESRB
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Mature 17+ // blood and gore, strong language, suggestive themes, violence
- Developer
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Sandfall interactive
- Publisher
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Kepler interactive
- Engine
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Unreal Engine 5