Expedition 33 Secret Locations & Easter Eggs: What Everyone's Missing

2026-06-10·Secrets & Collectibles

Sandfall Interactive hid some genuinely weird stuff in Expedition 33. Like, "someone on the art team had too much time" level of weird. I've spent probably 15 hours just exploring corners of the map looking for secrets, and I'm still finding things the community points out.

This isn't just a list of hidden chests. These are the locations and easter eggs that have actual payoff — interesting rewards, lore implications, or just the satisfaction of finding something the game didn't want you to find.

The Gallery of Lost Ages

Hidden in chapter five, behind a companion-gated path that requires both climbing and dashing abilities, there's a room that isn't on any in-game map or quest marker. The community calls it the Gallery of Lost Ages.

Inside are paintings on the walls depicting scenes from Belle Epoque France — the real historical period the game's aesthetic draws from. But if you interact with each painting in a specific order (the order they were painted historically, not the order they appear in the room), the center of the gallery opens to reveal a hidden boss.

The boss isn't especially hard by chapter five standards, but it drops a Pictos that's one of only two in the game with a unique visual effect — your character gains a subtle golden aura, which is purely cosmetic but looks incredible in cutscenes.

I found this by accident. Was backtracking for Lumina fragments, noticed the companion-gated path, and spent 20 minutes poking at paintings like an idiot until something happened. Apparently the correct painting order was posted on the Expedition 33 subreddit about a week after launch.

The Paintress's Studio

During the final chapter, there's a brief section where the environment shifts to a surreal version of the Paintress's domain. Most players push forward through the obvious path. If you instead turn around and walk backward through the level — counter to where the camera wants you to go — you'll eventually reach a locked door.

The door opens if you have all four main characters in your party (which you should by this point) and if you've watched every camp companion scene throughout the game. This is a genuine secret that almost nobody finds on a first playthrough because it requires being thorough with the camp system, which the game doesn't emphasize.

Inside is the Paintress's studio — a small room with concept-art-style sketches of the monolith, the cursed numbers, and early versions of the character designs. It's a developer easter egg more than a gameplay reward, but the lore implications are interesting. Among the sketches is a number that's lower than 33, suggesting the Paintress's cycle was originally planned to end even sooner.

The Fallen Expeditions Memorial

Throughout the game, you'll find small memorial markers with names and numbers on them. These are the previous expeditions — the ones that failed before Expedition 33. There are 32 of them scattered across the game world, which is a grim detail when you think about it.

If you find and interact with all 32 memorials, a hidden scene plays at your next camp rest. It's not a cutscene — it's an in-engine dialogue between your party members reflecting on what the previous expeditions meant. No gameplay reward, no achievement tied to it. Just world-building. But it's the kind of detail that shows how much care went into the setting.

The memorials are easy to miss because they just look like part of the environment — small stone markers that blend into the Belle Epoque architecture. They're often tucked into corners of hub areas or placed at the edge of boss arenas. The chapter four gauntlet area has three of them, one between each phase transition.

The Companion Creature Mini-Game

At camp, if you interact with your companion creatures in a specific sequence (pet, feed, pet again), a hidden timing mini-game starts. It's basically Simon Says with creature sounds. Complete all five rounds and you get a cosmetic accessory for your creatures.

This has zero gameplay impact. I'm including it because it took the community almost two weeks to find and the devs confirmed on Twitter that yes, it's intentional, and no, they weren't going to explain it.

Developer Room

There's a traditional developer room accessible in chapter five after unlocking all companion abilities. It requires a sequence of movements that's essentially a cheat code: climb a specific wall, dash across a gap, drop down, climb another wall, and interact with an unmarked section of wall.

Inside is a room with developer messages, test textures, and a NPC named "Sandfall Dev" that gives you max healing items if you talk to it. The NPC also has dialogue referencing the game's development history — a nice touch if you're interested in how the game was made.

The developer room is well-hidden enough that most players won't find it without a guide. The texture on the unmarked wall is subtly different from surrounding walls, but you'd never notice unless you knew to look.

Music Box References

Hidden throughout the game are music boxes that play brief melodies when interacted with. Each melody is a reference to another game or media property. I recognized a few — there's definitely a Nier reference in there, and what sounds like a slowed-down version of a track from Persona 5.

Collecting all music boxes (I think there are seven) doesn't do anything. It's just... there. An audio easter egg hunt. The kind of thing a sound designer adds because they can.

The Monolith Numbers

After completing the game, if you load your clear save and return to the Paintress's arena, the monolith displays a different number than what it showed during the story. The number changes each time you revisit. Community consensus is that it displays a count of something — possibly the total number of player deaths worldwide, or possibly just a random number generator. Nobody's confirmed either way.

It's a small thing, but it's exactly the kind of cryptic detail that keeps the community speculating.

Chapter Two's Hidden NPC

In chapter two, there's a building near the hub that has a locked door. The door unlocks after the chapter two boss is defeated. Inside is a NPC who wasn't there before — an older man who talks about a previous expedition and gives you a Pictos that's otherwise only available as a rare drop from a late-game enemy.

This NPC is missable because there's zero reason to return to chapter two areas after the boss is dead unless you're backtracking for collectibles. The game doesn't mark the building or hint at its existence. I only found it because I went back for a Lumina fragment.

The Pictos he gives is a defensive one — damage reduction based on how many enemies are targeting you. Niche, but useful for tank builds if you're running Lune in defensive stance.

Things the Community Is Still Arguing About

There's a sealed door in chapter five that nobody's figured out how to open yet. Dataminers have confirmed there's something behind it — the game files reference a room with dialogue and an item — but no one's found the trigger. Theories range from "requires NG+" to "devs forgot to remove test content" to "there's a hidden quest chain nobody's completed."

There's also a recurring symbol — a stylized eye — that appears in the environment across multiple zones. No NPC mentions it. No item references it. It's just... there. The subreddit has a megathread tracking sightings. Last I checked, someone had found 47 instances. Nobody knows if it means anything.

This is the stuff that makes Expedition 33 feel like more than just a game. The devs hid things they knew most players would never find. And for the players who do find them, it's a whole extra layer of the experience.