Abyssal Roblox checkpoints serve as permanent teleport waypoints that activate and light up when you step on them during your ascent through the ocean depths. Developed by nextReality Games, the exploration platformer features dozens of checkpoints spread across Floors 0 through 7, alongside a standalone waypoint in the Hall of Loyalty. Activating these platforms lets you fast-travel via the teleport interface in the top-right corner of the screen, preserving your climbing progress across massive vertical gaps.

How Checkpoints and Teleportation Work in Abyssal

Checkpoints are designated physical platforms scattered across the main route and hidden side branches of each floor. Stepping onto an inactive checkpoint registers it to your account, causes it to light up, and awards the "Travel point obtained" notification. Once unlocked, you can open your teleport menu at the top right of the user interface to return to any previously unlocked area, such as returning to the Chamber of Rebirth or jumping ahead to your latest floor gate.

Traversal FeatureInteraction MethodFunction and Mechanics
CheckpointsStep onto platformUnlocks permanent fast travel to the specific area; lights up upon contact
Abyssal TotemsPassive proximityAutomated disconnect save points; cannot be interacted with or selected for teleporting
TelescopesManual interactionPans the game camera directly toward the primary objective of the floor
Jump PadsStep onto white padLaunches your character vertically toward upper ledges or subsequent gates
Teleport MenuTop-right UI buttonAllows instant teleportation to any recorded checkpoint

Checkpoints must be distinguished from Abyssal Totems. According to the game's mechanics documentation, totems do not function as fast-travel destinations. Instead, they act as background fail-safes: if you lose connection or leave the server while standing near a totem, you respawn directly at that spot upon rejoining.

Teleporting also carries specific restrictions during special events. If you accept a secret floor challenge from a Sid Follower, opening your menu and warping to any checkpoint immediately forfeits and cancels the active challenge run.

Confirmed Checkpoint Directory by Floor

Community documentation and wiki records report varying checkpoint totals over time as updates expanded the map, ranging from 39 to 53 total checkpoints. Documented waypoints include both main path gates and off-path vendor grottos. Where exact in-game altitude numbers are verified by wiki records, meters (m) are listed.

Floor LevelConfirmed Checkpoint LocationsElevation Data (Where Recorded)
Floor 0Chamber of Rebirth, Training GroundsChamber of Rebirth (-28m), Training Grounds (-23m)
Floor 1Abyssal Sanctum Market, Beginner's Grotto, Sanctum Overlook, The First GateMarket (1m), Grotto (18m), Overlook (73m), First Gate (127m)
Floor 2Floor 2 Ascent, Challengers' Overlook, Witness Store, Runic Enclave Door, Lantern Store, The Gardens of Flora, Plinko OverlookAscent (169m), Overlook (287m), Witness Store (287m), Runic Door (368m), Lantern Store (411m), Gardens (447m)
Floor 3Floor 3 Ascent, Ladder OverlookExisting records do not confirm specific altitude figures
Floor 4Floor 4 Ascent, Refinery Overlook, Miasma Reservoir, Dunkore Village (formerly Floor 4 Ending)Floor 4 Ascent (824m), Miasma Reservoir (826m)
Floor 5Floor 5 Ascent, Rooftop Vantage, Floor 5 EndingFloor 5 Ending (2755m)
Floor 6Floor 6 Ascent, Tenebria - Abandoned Umbral City, Waterfall Outlook, Tower Reservoir, Rufus' Izakaya, Temple of Twilight, Floor 6 Ending, Connection Family Domain, Connection Tower Backway, Connection Tower Top, The Lost Caves, The Lost Caves: Mural Room, Penumbral City Outskirts, The Crumbling ChurchExisting records do not confirm specific altitude figures
Floor 7Village of the Forest, Cistern Overlook, Treetop Vantage, Autumnal Terrace, Suspended Cage, Floor 7 EndExisting records list Floor 7 End as the 41st sequential main checkpoint
Hub / OtherHall of LoyaltyLocated outside the numbered floor sequence

While most checkpoints line the direct progression path signaled by glowing golden guidance lights, several important hubs sit in branching areas.

  1. Vendor Waypoints on Floor 2: The Witness Store and Lantern Store sit off the main forward route. Missing the Witness Store on Floor 2 requires backtracking to 287 meters if you want to alter companion cosmetic appearances or buy rotating witnesses for 3,999 AE.
  2. Floor 4 Hubs: Dunkore Village serves as the 17th main-path checkpoint right at the boundary where Floor 4 ends and Floor 5 begins. It links conveyors toward dye shops, market stalls, and Witness Store 2.
  3. Floor 5 Vertical Progression: Floor 5 Ascent begins inside the Red Tower, relying heavily on Short-range Abyssal Transport Units (SATUs) to reach higher rooms before terminating at Floor 5 Ending at 2,755 meters.
  4. Floor 7 Checkpoint Traversal: Walkthrough footage shows Floor 7 checkpoints like Suspended Cage and Treetop Vantage require long chain climbs, tree parkour, and gate seal activations. Teleporting between unlocked vantage points such as Treetop Vantage is frequently used by players to reorient when searching for yellow seal paths or labyrinth entrances.

Frequently Asked Questions

Why did my Sid Follower challenge fail when I used a checkpoint?

Sid Follower challenges require players to reach the end of the floor without using rewind, double jump, or fast-travel systems. Teleporting to any checkpoint instantly cancels the challenge run, requiring you to speak to the Sid Follower at the floor entrance to restart.

Can you teleport to Abyssal Totems?

No. Abyssal Totems cannot be manually interacted with or selected from your teleport list. They only serve as automatic reconnection respawn anchors if your game crashes or you leave the server while nearby.

Where is the Hall of Loyalty checkpoint located?

The Hall of Loyalty checkpoint is located in a dedicated area outside the numbered floor progression. It can be accessed through specific portal pads found in floor hubs, including the survey area at Floor 7 End.