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Locations

29 regions, work zones, buildings, town districts and underground areas, with their map pins, characters, battles and quests.

The world29

Markers currently shown on the map (88)

  • Battles - 2 battles - Marked here on the in-game map: Eastern Districts: Active Scouting, Eastern Districts Purge.
  • Battles - 2 battles - Marked here on the in-game map: Central Districts Purge: Part I, Central Districts Purge: Part II.
  • Battles - 2 battles - Marked here on the in-game map: Sewer Brawl I, Break Through to the Bathhouse Basement.
  • Battles - 4 battles - Marked here on the in-game map: Closing the Western Floodgate, Operation POTATO: Part I, Battle at the Lake, Final Battle.
  • Battles - Break Through to the Port - Marked here on the in-game map.
  • Battles - Closing the Eastern Floodgate: Part I - Marked here on the in-game map.
  • Battles - Market Square Purge - Marked here on the in-game map.
  • Characters - Agatha the Nun (Crossroads) - Nun of the Crossroads. She stands here in front of her house after your sermons (Holy Moly!, The Nun Also Reads). Once The House at the Crossroads is done she lives inside the house, whose door is right here.
  • Characters - Albert (Dockside Club) - Later in the story (Love Story: "Visit Linda and Albert at the Dockside Club") Albert stays at the Dockside Club with Linda; this pin is its door.
  • Characters - Albert (lab, via the Alchemy Lab hatch) - Plague Doctor. His lab lies under the Inquisition Base and is reached through the hatch in the Alchemy Lab (Sweet Dreams); this pin is the Alchemy Lab door.
  • Characters - Bishop (Royal Foundry) - Head of the monks. Inside the Royal Foundry (Magic Mirror, Man of Steel).
  • Characters - Captain (Dockside Club) - Retired sea captain. Inside the Dockside Club from A Cure for Wellness on; this pin is its door (Tales for Ales).
  • Characters - Comrade Donkey - Corpse delivery. He walks corpses from the Crossroads to the Graveyard and usually stands here, in front of the Morgue (The Ingenious Gentleman Don Keyote).
  • Characters - Davy the Dagger (Dockside Club) - Leader of the looters. Inside the Dockside Club; this pin is its door. He is there from your first won battle (First... Sludge?) on (Wharf Rats: ask him about a romance novel) and takes looting orders on Lust days. During Finding Old God he is away at the Sewers entrance (see the other Davy pin) and comes back here after that scene.
  • Characters - Davy the Dagger (Sewers entrance, Finding Old God) - Finding Old God, step 2. Linda tells you he is "near the sewer entrance, by the west gate". Two looters and Albert are already standing at the Sewers entrance; walking up to them starts the scene and Davy joins them here. Afterwards he is back at the Dockside Club.
  • Characters - Dig (Home, Friend or Foe) - Only during Friend or Foe: after you sleep at home, Dig is waiting inside the Keeper's home (this pin is its door), then leaves.
  • Characters - Fisherman - Rival angler in the Port Area (Fish for the Fisher). He turns up after your first won battle.
  • Characters - Goddess of Nature - Goddess.
  • Characters - Gunter (Astrologer's Tower) - Astrologer. Inside the Astrologer's Tower; this pin is its door.
  • Characters - Gunter (by the Main Pier, I Love You, Man) - I Love You, Man: "Visit Jack and Gunter in the Port Area near the Main Pier". Otherwise he is in his tower.
  • Characters - Hans - Forest bandit.
  • Characters - Harold - Master woodcarver in the Stilt Houses. He appears with Organic Music.
  • Characters - Heffry - Twin brother, in Twins' Land south of the Village over the bridge. He appears there with Two Peas in a Pod.
  • Characters - Herbert (Barracks) - Head of the Guards. Inside the Barracks; this pin is its door. He moves in after your first battle (First... Sludge?).
  • Characters - Herbert (Crossroads, in front of the Barracks) - Head of the Guards. Early in the story he stands here at the Crossroads, in front of the Barracks: Fighting Spirit Required and the talk before the battle of First... Sludge?
  • Characters - Herbert (The House at the Crossroads) - From Well-Deserved Rest ("Visit Agatha and Herbert at the Crossroads") Herbert is inside Agatha's house; this pin is its door. After the organ sermon of A Good Example is the Best Sermon he goes back to the Barracks.
  • Characters - Herm - Village merchant.
  • Characters - Homobonus - Water seller, by his house near the Town Warehouse (Homobonus I).
  • Characters - Jack (by the Main Pier, I Love You, Man) - I Love You, Man: "Visit Jack and Gunter in the Port Area near the Main Pier".
  • Characters - Jack (Jack's Workshop) - Workshop foreman. Inside Jack's Workshop; this pin is its door. Closed after the prologue until the Plaza Battle is won.
  • Characters - Jack (Port Area, Docked and Found) - Docked and Found: "Find Jack - he must be in the Port Area". He waits here when that step starts.
  • Characters - Jack (Town Warehouse) - During Jack's Back in Business Jack stays inside the Town Warehouse; this pin is its door. Afterwards he is at his workshop.
  • Characters - Januarius (Village Tavern) - Village tavern keeper. Inside the Village Tavern; this pin is its door.
  • Characters - Jeffry - Twin brother, in Twins' Land south of the Village over the bridge. He appears there with Two Peas in a Pod.
  • Characters - Jully (Village Tavern) - Head of the Village. Inside the Village Tavern; this pin is its door.
  • Characters - Larry (Home) - Talking skull. Inside the Keeper's home; this pin is its door. He goes back here after each story scene he takes part in.
  • Characters - Linda (Dockside Club) - Owner of the Dockside Club. Inside the Dockside Club; this pin is its door.
  • Characters - Merc Leader (Barracks) - Leader of the mercenaries. Inside the Barracks; this pin is its door.
  • Characters - Monk (Royal Foundry) - A monk of the Royal Foundry: The Lord's Vintage.
  • Characters - Old God (Home, attic) - Later in the story the Old God leaves the Sewers and lives in the attic of the Keeper's home; this pin is the home's door.
  • Characters - Old God (Sewers) - Ancient god. Inside the Sewers; this pin is its door. The sewer door opens once you have won Sewer Brawl I (Battles in the Sewers) and, in Finding Old God, found Davy the Dagger by the sewer entrance.
  • Characters - Refugees (Sluice Area) - The refugees in the Sluice Area: Green Men From Far Lands.
  • Characters - Sven - Forest bandit, next to Hans at the bandit camp by the bridge.
  • Characters - Trademaster (Town Warehouse) - Trade manager of the port. He appears in front of the Town Warehouse and then works inside it; its door is right here.
  • Characters - Village guards (by the fire) - The guards who gather by the fire at night, near the Hangman's House: Yummies.
  • Characters - Village guards (Forest Outpost) - The guards at the Forest Outpost: Into the Forest (Eventually) and Forest Pass.
  • Doors and entrances - Abandoned House - Entrance to the Abandoned House.
  • Doors and entrances - Basement - Entrance to the basement under the base: the Factory, the Resurrection Lab and the other underground rooms. It stays shut until the rubble behind it is broken with a pickaxe from inside the basement.
  • Doors and entrances - Basement - A second way into the basement under the base; it comes out by the underground well.
  • Doors and entrances - Inquisition Dungeon - Entrance to the Inquisition Dungeon.
  • Doors and entrances - Sewer entrance - Leads down into the sewers under the Town.
  • Doors and entrances - Sewer entrance - Leads down into the sewers under the Town. Used in the prologue only; it stays closed for the rest of the game.
  • Doors and entrances - The House at the Crossroads - Entrance to the House at the Crossroads. Closed at the start of the game; the story opens it.
  • Doors and entrances - Town Warehouse - Entrance to the Town Warehouse. It stays locked until, after Docked and Found, you follow Jack to the warehouse and talk to him there; the side door opens after your first visit.
  • Fast travel - Crossroads - Fast-travel milestone at Crossroads. Activating it costs 1 Faith.
  • Fast travel - Graveyard - Fast-travel milestone at Graveyard. Activating it costs 1 Faith.
  • Fast travel - Inquisition Base - Fast-travel milestone at Inquisition Base.
  • Fast travel - Port Area - Fast-travel milestone at Port Area. Activating it costs 3 Faith.
  • Fast travel - Quarry - Fast-travel milestone at Quarry. Activating it costs 6 Faith.
  • Fast travel - Royal Foundry - Fast-travel milestone at Royal Foundry.
  • Fast travel - Sluice Area - Fast-travel milestone at Sluice Area.
  • Fast travel - Stilt Houses - Fast-travel milestone at Stilt Houses.
  • Fast travel - Swamp - Fast-travel milestone at Swamp. Activating it costs 8 Faith.
  • Fast travel - Village - Fast-travel milestone at Village. Activating it costs 2 Faith.
  • Fast travel - Vineyard - Fast-travel milestone at Vineyard. Activating it costs 2 Faith.
  • Fishing spots - Fishing spot (Forest) - Fish here: Carp, Pike, Goldfish, Salmon, Trout, Celestial Salmon.
  • Fishing spots - Fishing spot (Inquisition Base) - Fish here: Roach, Gudgeon, Crucian, Pike.
  • Fishing spots - Fishing spot (Port Area) - Fish here: Anchovy, Mackerel, Goldfish, Tuna, Salmon, Kraken Jr.
  • Fishing spots - Fishing spot (Swamp) - Fish here: Frog, Catfish, Silverfin, Swamp Ghost, Eel, Elder Catfish.
  • Fishing spots - Fishing spot (Village) - Fish here: Roach, Gudgeon, Crucian, Herring, Bream, Mythic Carp.
  • Landmarks - Corpse Dumping Point
  • Landmarks - Royal Services
  • Landmarks - Vineyard Bridge
  • Landmarks - Water well
  • Work zones - Alchemy Lab - Alchemy Lab work zone. The build desk is inside; this pin is the door.
  • Work zones - Barracks - Barracks work zone. The build desk is inside; this pin is the door. Its door opens right after you give Herbert the Faith in Fighting Spirit Required. Merc Leader (leader of the mercenaries) is inside.
  • Work zones - Church - Church work zone. The build desk is inside; this pin is the door. After the prologue it stays shut until you meet the Nun in Holy Moly!.
  • Work zones - Garden - Garden work zone.
  • Work zones - Graveyard - Graveyard work zone.
  • Work zones - Home - Home work zone. The build desk is inside; this pin is the door.
  • Work zones - Morgue - Morgue work zone. The build desk is inside; this pin is the door.
  • Work zones - Old Mine - Old Mine work zone. The build desk is inside; this pin is the door. The Old Mine entrance is blocked by rubble. After you talk to Hans in the Forest during Forest Pass, the rubble can be blasted with 1 Dynamite (Building mastery 8).
  • Work zones - Quarry - Quarry work zone.
  • Work zones - Riverside - Riverside work zone.
  • Work zones - Sawmill - Sawmill work zone.
  • Work zones - Vineyard - Vineyard work zone.
  • Work zones - Vineyard Basement - Vineyard Basement work zone. The build desk is inside; this pin is the door.
  • Work zones - Yard - Yard work zone.

How it works

The Keeper's base is a set of work zones

The Graveyard, Yard, Garden, Vineyard, Quarry, Riverside, Sawmill and the basement rooms under the base are separate work zones, each with its own build desk except the Resurrection Lab.

29 entries
Inquisition Base

The Keeper's base: the Yard and Garden work zones, the Keeper's Home, the Abandoned Tower with the Alchemy Lab and the way down to the basement workshops.

Crossroads

The junction east of the graveyard where the roads to the Village and the Town meet, with a fast-travel milestone and the Nun's house.

Village

The village south of the Crossroads: the Village Tavern, Herm's Store, the Royal Services mailbox and a fishing spot.

Forest

The woods south of the base, guarded on the road to the Village. It has a fishing spot on the river, and the bandit Hans is found here.

Swamp

The marsh at the southern end of the map, home of the Goddess of Nature statue and a fishing spot of its own.

Town

The walled Town north and east of the Crossroads. Most of the game's battles are fought in its streets, and its houses, market stalls and workshops are restored plot by plot.

Graveyard

The Keeper's graveyard, beside the Church and the Morgue entrance. Its quality meter is shown with the white skull.

Vineyard

A work zone on the western edge of the base, with its own fast-travel milestone and a door down to the Vineyard Basement.

Quarry

The stone and marble work zone south of the base. The Old Mine entrance is blocked by rubble. After you talk to Hans in the Forest during Forest Pass, the rubble can be blasted with 1 Dynamite (Building mastery 8).

Riverside

The sand and clay work zone by the river west of the base. Its build desk is where zombie diggers are set up.

Sawmill

The timber work zone in the south-west, starting as an abandoned sawmill.

Home

The Keeper's house: the bed, the kitchen and the Home build desk. A second floor is reached by a ladder.

Alchemy Lab

The laboratory inside the Abandoned Tower at the back of the base, with the alchemy Laboratory, the Study Table and the flask shelf.

Church

The church next to the graveyard, where sermons are held from the tribune. It has its own quality meter, shown as a cross. After the prologue it stays shut until you meet the Nun in Holy Moly!.

Morgue

The underground morgue reached from the graveyard. Bodies are autopsied here, and its meter shows stored bodies against capacity.

Village Tavern

The tavern in the Village, where Januarius is found.

Dockside Club

The port tavern in the Port Area, run by Linda.

Jack's Workshop

Jack's workshop, just inside the Town gate. Closed after the prologue until the Plaza Battle is won.

Barracks

The town guard's barracks by the Town gate, with its own build desk and quality meter. Its door opens right after you give Herbert the Faith in Fighting Spirit Required.

Town Warehouse

The warehouse by the Port Area, with a ladder down to the Warehouse Cellar. It stays locked until, after Docked and Found, you follow Jack to the warehouse and talk to him there; the side door opens after your first visit.

Astrologer's Tower

Gunter the astrologer's tower on the Port Area shore.

Square

The market square just inside the Town walls, with three Housing plots. Its streets are won back in the Market Square Purge.

Port Area

The harbour district on the eastern shore: the Dockside Club, the Astrologer's Tower, the Main Pier and a fast-travel milestone.

Stilt Houses

The houses on stilts on the western lake in the north-west of the Town, with their own fast-travel milestone.

Sluice Area

The canal locks in the north of the Town, with a fast-travel milestone by the water.

Palace

The palace in the north-east corner of the Town, next to the Castle Area.

Sewers

The sewers under the Town, entered by the west gate. Sewer brawls and the Sewrena arena battles are fought down here. The sewer door opens once you have won Sewer Brawl I (Battles in the Sewers) and, in Finding Old God, found Davy the Dagger by the sewer entrance.

Royal Foundry

The old royal foundry, reached through the water tunnel and now run by monks. It has a fast-travel milestone of its own.

Inquisition Dungeon

The dungeon where the game begins. Its entrance is in the far north of the map, by the Castle Area.

29 of 29 entries shown
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