Deep Patchlantis

This page contains content related to the end of the game.Do not read further if you do not wish to receive spoilers.

**Deep Patchlantis** is a subterranean area of Patchlantis which acts as the final dungeon of Patch Quest. It takes the form of a gauntlet comprised of five random overworld zones arranged west to east, with the goal of the exploration being in the far east of the dungeon. It is the final resting place of the greatest treasure of Patchlantis.

Deep Patchlantis is accessible through the large door in the Secret Passage, which opens after all four Crystal Cores are obtained.

## Progressing through Deep Patchlantis

Deep Patchlantis is a collection of the game's zones, rather than a designed dungeon. As such, the map still functions within Deep Patchlantis, pets can still be summoned, and generation is procedural. Alcoves and launchers also generate in Deep Patchlantis.

Deep Patchlantis is unique in forbidding the player from traveling backwards. Once any room is entered for the first time, its western exit will be blocked off permanently, prevent re-entry of prior rooms and corridors. Launchers and fast travel cannot be used to travel west.

In addition, fast-travel cannot be done via the map while in Deep Patchlantis, allowing the player to fast travel only along adjoining corridors.

### Map generation

Deep Patchlantis changes every time you embark, randomizing the selection and ordering of zones. Five zones will spawn in a row, each one with one sub-zone. All battle room types, including monster ambushes, minibosses, weather battles, and critter swarm battles, can all spawn in Deep Patchlantis. Critter swarms may even spawn in zones which do not have them in the overworld.

Jumbo monster battles can spawn in random rooms in Deep Patchlantis as well, marked with a  skull icon on the map. Only Jumbo monsters that are bosses in overworld dungeons can spawn. Any monster that spawns in a zone and has a Jumbo battle may spawn as one, even if the monster's jumbo battle is ordinarily in a different zone. (For example, a Jumbo Triantula may be found in any zone where Triantula spawns, instead of just the Hills.

A zone will always be four rooms long horizontally, and three rooms tall vertically. Rooms in Deep Patchlantis will always be connected horizontally, but may not always be connected vertically. Alcoves will spawn above or below the main area of a zone. Each zone will contain one of its sub-zones - however, it will not be labelled on the map and only marked with an outline based off the main zone's colour.

Where zones meet, their alignment may be shifted vertically or horizontally by one row.

## Control Chamber

The Control Chamber is the deepest point of Patchlantis. It is marked on the map with the icon of the  Kingpin, and is located at the end of Deep Patchlantis. After being entered it acts as a typical dungeon, with generation being pre-defined and the map no longer showing the layout of the area. The Control Chamber is dark, with limited visibility.

### Entrance

The entrance to the Control Chamber has dark brown soil. It generates with one Cleanser, one Ammo Fruit bush, four Solanoids in a square, and a group of Stalazite.

The first room of the Control Chamber contains nothing but several Solanoids and Brickstacks.

### Patch Commander

The second room contains rows of Tape Decks, some of which contain lore:

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> Jungle Zone: Destabilised
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> Hive Zone: Destabilised
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> Volcanic Zone: Destabilised
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> Crystal Zone: Destabilised
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It also contains the Patch Commander, a large computer that PAC can hack. This is the only way to proceed when the Control Chamber is first attempted, though the cutscene can be skipped on subsequent runs by going straight up and out of the room.

Hacking the Patch Commander will require plugging PAC into it. The P.C. will display random text on its screen, then eventually explode. PAC will display an error message and the Patch Commander will awaken, and begin speaking.

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> *I am P.C.*
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> *The Patch Commander*
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> *You have ignored my many warnings*
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> *I cannot let you unmake this land*
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> *Now is your final chance to leave!*
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After the P.C. is done, PAC will reawaken. PAC will seemingly not remember the Patch Commander, and instruct the player to enter the centre of the caverns ahead.

### Centre of the Caverns

The third room is a long corridor containing Braziers and a large lorestone which contains the final note on the Calamity:

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> *All who defied us were exiled, destined to wander the world with the broken fragments of our technology.*
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The fourth room is seemingly empty in the beginning. However, when entered, a disembodied voice will speak.

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> *I warned you!*
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PAC will begin glitching, and will be controlled by the Patch Commander. The player will be lifted into the air as PAC speaks.

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> *Hello... Explorer*
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> *I didn't want to do this, but you've left me no choice*
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> *This whole time I've been teaching you to ride monsters...*
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> *But I'VE actually been riding YOU!*
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> *You'll now be imprisoned here forever. How tragic!*
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After PAC finishes speaking, one of the player's pets will arrive and attempt to knock PAC off the player's back. After PAC questions their presence, more of the player's pets will arrive, working together to rescue the player. If the player has no pets, random monsters will help instead.

The last monster will knock PAC off the player's back, freeing the player. PAC will have one last comment.

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> *Dang it! How did my calculations overlook the power of friendship? It's such a cliche!*
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> *Well... Two can play at that game!*
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At this point, PAC will leave and the final boss fight will begin against the Amalgolem and Awakened Guardian.

After the completion of the boss fight, PAC will regain consciousness, explaining that they had caught a computer virus. After PAC finishes speaking, the player can proceed into the next room.

The final room of the Control Chamber is covered in chains. It contains six large pins, and well as the  Kingpin.

Releasing the Kingpin will release the tensions and contradictions of Patchlantis, separating its disparate zones into an archipelago of islands and playing the ending cutscene.

This is the final ending of the game.