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World map

The game's own world map with its 11 fast-travel milestones, 7 battle markers, 14 work zones, 26 characters, doors, 5 fishing spots, landmarks and 611 resource nodes.

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.
  • 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.
  • 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.
  • 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. (2)
  • 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.
  • 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. Merc Leader (leader of the mercenaries) is inside.
  • Work zones - Church - Church work zone. The build desk is inside; this pin is the door.
  • 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.
  • 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

Fast travel is milestone to milestone

There are 11 milestones on the map. Each one is activated once, at the milestone itself; every activated milestone opens the map and travels to any other activated one. Seven of them cost Faith to activate, from 1 to 8 and 23 in all; the other four are free. The Royal Foundry's milestone sits underground and is shown on the map at the foundry.

What activating each milestone costs

What activating each milestone costs
MilestoneActivation cost
Port Area3 Faith
Crossroads1 Faith
Graveyard1 Faith
Village2 Faith
Inquisition BaseFree
Quarry6 Faith
Vineyard2 Faith
Swamp8 Faith
Stilt HousesFree
Sluice AreaFree
Royal FoundryFree

The 6 regions

Locations

Map questions

How many resource nodes are on the map?

611: 209 trees, 136 bushes, 78 ore and stone nodes, 7 clay and sand nodes, 91 mushroom, flower and honey spots, 58 berry bushes and 32 broken barrels and trash piles. Their categories start switched off in the side panel.

Why is a character's pin on a door?

Interiors - the Village Tavern, the Dockside Club, Jack's Workshop, the Astrologer's Tower and the rest - are separate spaces the game keeps off the map. A character or work zone inside one is pinned on the door that leads to it.

What do the battle markers mean?

They are the battle icons from the in-game map. An icon appears when the quest step that opens its battle starts and goes when the battle is won. The two Sewer Brawls, the two Closing the Eastern Floodgate battles and the two Operation POTATO battles each share one icon, which goes when the second is won, and the Sewer Brawl icon returns for the Sewerena (The Sewer Arena). Several battles share one spot, and the pin lists them all.