End of Abyss Incinerator: Story Unlock, Uses, and Burnable Walls
The Incinerator is the flamethrower found in the Lower Levels — required for the story, lethal against the Failed Experiment, and the key to burnable secrets.
The Incinerator is the last weapon the story hands you — a flamethrower that doubles as the game’s final traversal key. Parasitic Growths, goo walls, and spires you’ve been walking past for hours all burn, and most of them hide something.

Where to find the Incinerator
Lower Levels > F1, directly on the critical path — you cannot miss it. During the Neural Chamber objective in walkthrough part 6:
- Grab Level 1 Access from the corpse below the small lift east of the main hall.
- Go through the Level 1 door north of the metal catwalks, up the stairs, and up the lift.
- Exit through the upper-left room — the Incinerator is lying on the floor of the next hall.
What does it burn?
Four kinds of growth, and most of them gate optional content:
- Goo walls — the story uses one to gate the Failed Experiment arena; more hide rooms across the facility.
- Parasitic Growths — organic masses covering doors, floors, and objects. The Containment Sector F1 growth hides a ladder to the Proximity Sensor Vault.
- Parasitic Spires — the big ones. The spire in the Lower Levels F1 labs drops the Infirmary Key, opening the optional Infirmary area, its Morgue Dweller boss, and the Particle Disruptor.
- Burnable walls — two of the eight Data Shards (Lower Levels F1 and B4) sit behind walls only the Incinerator clears.
The trophy list leans on it too: “Kill It With Fire” (torch a Head Crawler) and “Burn Them All” (destroy every Parasitic Growth in the facility). The sweep-the-facility pass with fire is the backbone of logbook completion — most players do it right after the Incinerator lands, before the Neural Chamber.
How does it play in combat?
Sustained flame damage at close-to-mid range — the best boss melter in the kit when the target is flammable. The showcase is the Failed Experiment, which is critically weak to fire: hold the flame on it and the fight is the shortest of the late game. Against everything else it’s a close-range brawler’s tool — pair it with dodge discipline from the combat guide, since standing still to spray is how runs end.
Like the rest of the arsenal it upgrades at workbenches — see the weapons overview for where it sits in the full kit.
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