The Eclipse sits at the top of the Bloxrooms level ladder, and it punishes anyone who walks in without preparation. This Bloxrooms Eclipse guide breaks down the full walkthrough, flagpoints every key artifact in the Eclipse, and shows how the level compares to BLOX-BUSTER and CONCORDIA so you can decide whether to grind there or finish your cash elsewhere first. If you've already cleared the first two misremembered levels, the Eclipse is where the real grind — and the real scares — begin.
Why The Eclipse Is the Hardest Misremembered Level
The Eclipse is the third core misremembered level in the current Bloxrooms BETA build, and it layers every mechanic you learned in BLOX-BUSTER and CONCORDIA into a single darker, more aggressive environment. The official Eclipse soundtrack on the Bloxrooms channel leans into heavy drone and low-pitch stings, which is a fair audio warning about how often entities spawn here.
According to the official Bloxrooms page on Roblox, the BETA build hit 823K+ visits and 25K+ favorites as of 2026-09-08, with roughly 855 players online and a 30-player server cap. The Eclipse is the endgame content for that audience, so expect every corner to be contested. Compared to BLOX-BUSTER, the Eclipse has fewer safe rooms, tighter corridors, and entities that close distance in two to three seconds rather than five to seven. Compared to CONCORDIA, the visibility is worse, the ambient audio is louder, and the artifact spawns move between runs more aggressively.
Players who treat the Eclipse like an extended BLOX-BUSTER run get wiped within the first three minutes. The level rewards players who plan a route, listen before turning corners, and accept that some artifact runs will end in extraction failure rather than a clean loot grab. Treat every Eclipse entry like a focused mission: pick a target artifact, clear a path to it, and leave before the entity density peaks.
Eclipse vs BLOX-BUSTER vs CONCORDIA: Core Differences
Before diving into the walkthrough, it helps to see how the Eclipse stacks up against the two earlier levels. Community testing across multiple BETA builds suggests the Eclipse sits roughly 30% to 40% harder than CONCORDIA in raw entity density, and roughly twice as punishing as BLOX-BUSTER if you ignore audio cues.
| Attribute | BLOX-BUSTER | CONCORDIA | The Eclipse |
|---|---|---|---|
| Ambient Lighting | Bright retail floor, fluorescent | Soft blue-gray, overcast | Near-dark, strobe flashes |
| Entity Density | Low to medium | Medium, with patrol groups | High, with roaming elites |
| Safe Rooms | 4 confirmed | 3 confirmed | 2 confirmed |
| Artifact Count (per run) | 3-5 | 4-6 | 5-7 |
| Avg. Cash per Artifact | Lowest tier | Mid tier | Highest tier |
| Recommended Gear Tier | Starter | Mid | Advanced |
| Audio Threat Cues | Footsteps only | Footsteps + hum | Footsteps + hum + breathing |
| Best Farming Window | 4-6 min | 6-8 min | 8-10 min |
The takeaway is simple: BLOX-BUSTER is your training ground, CONCORDIA is your mid-game cash farm, and the Eclipse is your late-game grinder. The longer farming window is real, but only if you can survive long enough to use it.
Why the Eclipse Rewards Veterans
Three mechanics separate the Eclipse from the earlier levels and explain why veterans consistently clear it faster than newcomers. First, flashlight battery drain accelerates in the Eclipse's dark zones, which forces players to balance exploration against light management — a problem that barely exists in BLOX-BUSTER. Second, entity hearing range is wider, so the safe crouching-walk that worked in CONCORDIA still works but only inside specific noise-dampening rooms. Third, artifact spawn patterns are randomized per server rather than per match, which means the same route that paid out yesterday may be empty today.
The combination pushes unprepared players out of the Eclipse within a minute or two, while players who study spawn patterns report a steady 8-to-10-minute farming window. That window is what makes the Eclipse worth the risk: longer than BLOX-BUSTER, more profitable than CONCORDIA, but only for players who have already built the muscle memory to react to audio cues without freezing.
Bloxrooms Eclipse Walkthrough: Step-by-Step Path
The cleanest Bloxrooms Eclipse walkthrough follows a three-zone flow: the Atrium entry, the Halls of Echo, and the central Vault. Each zone has its own rhythm, its own entity patrol pattern, and its own guaranteed artifact spawn that you should hit first before chasing the random ones.
Zone 1 — The Atrium (Entry and Warm-Up)
Drop in at the Atrium spawn and immediately hug the right wall. The Atrium is the level's largest open space, and it functions as a soft tutorial for the Eclipse's audio rules. You will hear one entity patrol across the center of the room within 15 to 20 seconds of entering; do not engage, do not chase, and do not shine your flashlight directly at the patrol path. Walk to the right-side doorway, wait for the patrol to pass, and slip into the Halls of Echo corridor.
Players who skip the Atrium and sprint toward the Vault usually trigger two entities at once and lose half their stamina before the first real fight. Treat the Atrium as a listening drill, not a speed section. You can confirm the Eclipse's audio design philosophy by sampling the official Eclipse soundtrack — the same sub-bass stings you hear in the track are mirrored by entity footsteps in-game.
Zone 2 — Halls of Echo (Mid-Level Corridors)
The Halls of Echo are the bulk of the Eclipse and the section where most runs end. The corridors branch into a figure-eight layout, with two safe rooms wedged into the inner ring and one guaranteed artifact spawn at the figure-eight crossover. The guaranteed Halls artifact rotates between three positions per server: the upper-left pedestal, the lower-right shelf, and the central floor crate. If you don't see it in the first 30 seconds, it isn't there — move on and check the next position.
The biggest mistake in the Halls is backtracking. Entities in the Eclipse lock onto movement sound for 8 to 12 seconds after they hear you, and backtracking through the same corridor means walking directly into that lock. Instead, circle the figure-eight in one direction and exit through the inner-ring door that points toward the Vault.
Zone 3 — The Vault (Final Artifact Push)
The Vault is the Eclipse's loot finale and its most dangerous room. It contains two guaranteed artifact spawns and one bonus randomized spawn, plus the only locked chest in the level. To open the locked chest, you need a Vault Key Token that drops from the Halls of Echo elite entity — a slower, heavier entity that patrols the upper-left branch of the Halls. The token is not a guaranteed drop; community reports suggest roughly a 40% chance per kill, so plan for at least two Halls passes before your first Vault unlock.
Once you have the token, the Vault opens in three layers, each gated by progressively stricter completion requirements that scale the Eclipse's artifact cash payout significantly — Layer 1 is baseline, Layer 2 activates the locked chest, and Layer 3 stacks a 50% cash multiplier on top, which is why teams prioritize clearing the Echoes safe room and the Halls safe room before triggering the Vault door in coordinated Bloxrooms Eclipse runs.
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Layer 1 (free, no token) — 1 guaranteed artifact on the central plinth.
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Layer 2 (token required) — 1 artifact inside the locked chest, plus the bonus randomized spawn.
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Layer 3 (token + both safe rooms cleared) — adds a 50% cash bonus to all Vault artifacts in that run.
That third layer is where the Eclipse pulls ahead of CONCORDIA in raw cash per minute, and it's the reason experienced players run the Eclipse even when other levels are unlocked. According to a Bloxrooms level comparison summary, the Eclipse's average artifact cash value sits well above the other two levels because of these bonus multipliers.
Eclipse Artifacts: All Known Locations and Farming Route
Every Bloxrooms Eclipse artifacts run should follow a fixed priority list, because the randomized spawns only matter once you have cleared the guaranteed ones. There are 5 confirmed guaranteed spawns across the level and 2 randomized bonus spawns, with the randomized slots rotating between four possible positions per server.
Guaranteed Eclipse Artifacts
| # | Location | Zone | Notes |
|---|---|---|---|
| 1 | Upper-left pedestal | Halls of Echo | Rotates between 3 Halls positions |
| 2 | Lower-right shelf | Halls of Echo | Same rotation as #1 |
| 3 | Central floor crate | Halls of Echo | Same rotation as #1 |
| 4 | Central plinth | The Vault | Always present, no token needed |
| 5 | Locked chest | The Vault | Requires Vault Key Token |
Randomized Eclipse Artifacts (Bonus)
| # | Location | Zone | Trigger Condition |
|---|---|---|---|
| 6 | Atrium ceiling beam | The Atrium | Server seed-dependent; check once on entry |
| 7 | Inner-ring alcove | Halls of Echo | Appears only if both Halls safe rooms are cleared |
| 8 | Vault corner shadow | The Vault | Appears only after Layer 2 unlock |
Players who follow the artifact locations in Concordia guide and adapt the same priority logic to the Eclipse will pick up the route quickly. The Atrium ceiling beam is the easiest randomized bonus to miss, because it is high up and out of standard flashlight angle — tilt your light upward as you cross the entry room.
Best Eclipse Artifact Farming Route
The optimal Eclipse route in the current BETA build prioritizes artifact density and elite-token reliability over raw enemy kills, since the Halls of Echo elite entity has a documented ~40% Vault Key Token drop that gates chest unlocks. Runners who skip the upper-left pedestal or rush the central floor crate typically miss one of the three guaranteed artifact spawns, dropping their per-loop haul from three artifacts down to one or two. The inner-ring exit door is the only one that respawns you near Atrium without triggering the Layer 3 enemy respawn penalty, which is why this loop's 8–10 minute clean time holds up across repeated runs on the Bloxrooms level list progression.
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Spawn → hug right wall → check Atrium ceiling beam.
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Wait out Atrium patrol → enter Halls of Echo via right-side door.
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Sweep upper-left pedestal first, then lower-right shelf, then central floor crate.
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Kill Halls elite entity for Vault Key Token (~40% drop chance).
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Clear both Halls safe rooms to unlock bonus spawn + Layer 3 cash bonus.
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Enter Vault → grab plinth artifact → unlock chest with token → grab corner shadow if present.
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Exit via the inner-ring door that points back toward the Atrium spawn.
The full loop takes 8 to 10 minutes when clean and 12 to 15 minutes when interrupted. Players who want a broader level overview before committing to this loop can cross-reference the Bloxrooms level list to see how the Eclipse fits into the overall progression curve.
Eclipse Survival Tips and Common Mistakes
The Eclipse is solvable, but the failure modes are sharper than in BLOX-BUSTER or CONCORDIA. The Halls compress five enemy archetypes — Wanderers, Stalkers, Brutes, Phantoms, and the Eclipse-exclusive Wailers — into a single 12-15 minute loop, and the Vault Key Token gates a 30% artifact payout that most first-time runners miss entirely. Because the level's design is built around "reality decay" rather than the more stable hauntings of earlier floors, audio cues stack (footsteps + whispers + the new raspy breathing), entity density runs roughly 1.4x CONCORDIA's, and sprint aggro balloons to 30+ studs — which is why the same five mistakes account for the overwhelming majority of wipes. Fixing those habits will lift your survival rate more than any gear upgrade the shop offers.
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Don't sprint through the Halls. Sprinting in the Eclipse triggers entity aggro from 30+ studs away, almost double the CONCORDIA range. Walk, crouch, or you die.
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Don't ignore breathing audio. The Eclipse adds a third audio threat cue: low, raspy breathing that signals an entity is hidden around a corner. The earlier BLOX-BUSTER and CONCORDIA tracks (OST #1 BLOX-BUSTER and OST #2 CONCORDIA) don't include this layer, so it's the first cue that's truly Eclipse-specific.
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Don't skip safe rooms. Both Eclipse safe rooms regenerate your stamina and refill your flashlight to 50%. Skipping them to save 20 seconds usually costs you a run to a stamina crash.
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Don't chase randomized artifacts first. Guaranteed spawns are worth more per minute. Hit the five guaranteed artifacts before committing time to the bonus slots.
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Don't extract without the token. If you don't have the Vault Key Token, the locked chest is unreachable, and your run tops out at four artifacts. Re-enter the Halls and grind the elite before extracting.
The deeper lore around why these mechanics got worse after the level's design is detailed in the Bloxrooms artifact lore breakdown, which frames the Eclipse as a "reality decay" hot spot. Knowing that framing helps explain why the audio cues are louder and the entity density is higher — it's the same world-building hook that powers the BLOX-BUSTER and CONCORDIA tracks, just pushed further.
Gear Loadout Recommendations
The Eclipse punishes players who bring starter-tier gear, but you also don't need to over-invest before your first clear — most BETA testers report that one mid-tier vest plus a Reinforced Flashlight is enough to clear the Halls and reach the Vault, provided you don't waste Adrenaline Shots on early corridors. The current BETA consensus loadout is:
| Slot | Recommended Item | Why |
|---|---|---|
| Primary Light | Reinforced Flashlight | Longer battery, brighter beam than starter |
| Backup Light | Glowstick (x3) | Emergency backup if flashlight breaks |
| Stamina Tool | Adrenaline Shot | One-time full stamina refill, lifesaving in Vault |
| Stamina Tool | Energy Bar (x2) | Stamina regen over time, good for Halls sweeps |
| Utility | Noise Dampener | Cuts sprint audio for one corridor, useful for Halls elite |
| Armor | Mid-tier vest | Reduces one-shot kill chance from elite entity |
Players who are still gearing up for the Eclipse can review the broader best level for cash breakdown to see whether finishing CONCORDIA first for cash is more efficient than grinding the Eclipse with starter gear. Most veterans recommend at least one full CONCORDIA artifact cycle before your first Eclipse attempt.
Frequently Asked Questions
Is the Eclipse worth grinding over CONCORDIA?
Yes, if you already have mid-tier gear and understand audio cues. The Eclipse averages 5 to 7 artifacts per run versus CONCORDIA's 4 to 6, and each Eclipse artifact pays out more cash because of the Layer 3 Vault bonus. If you are still on starter gear, finish a full Bloxrooms Concord ia walkthrough cycle first and then return.
How do I survive the Eclipse as a solo player?
Solo Eclipse runs are absolutely viable because the level caps at 30 players per server and most of the threats are entity-based rather than player-based. The solo survival kit is: walk instead of sprint, hit the Atrium ceiling beam first, then sweep the three Halls guaranteed artifacts before pushing the Vault. Bring one Adrenaline Shot and three Glowsticks as a minimum safety kit.
Where do I find the Vault Key Token?
The Vault Key Token drops from the Halls of Echo elite entity, a slower and heavier entity that patrols the upper-left branch of the Halls. Community data suggests the drop rate is around 40% per kill, so plan for at least two full Halls passes before your first Vault unlock.
What should I do with Eclipse artifacts after extracting?
Sell them at the in-game vendor for cash, then reinvest the cash into better gear for the next Eclipse run. If you want a more efficient sell-and-reinvest loop, the how to sell artifacts guide walks through the full vendor flow and the optimal cash-to-gear conversion path.
Can I compare the Eclipse to BLOX-BUSTER before committing?
Yes — the BLOX-BUSTER level is the easiest of the three and serves as a training ground for the Eclipse. A Bloxrooms BLOX-BUSTER walkthrough plus a focused Eclipse run is the fastest way to see the difficulty jump in action, and the BLOX-BUSTER OST on the official channel is a good audio preview of the entity cues you will hear across all three levels.