Reference
Maps
17 maps across Antagarich, holding 41 notable dungeons and sub-locations. The game opens up early, so treat the ordering below as a suggested progression rather than a required one.
Travel
Town Portal reaches Harmondale, Erathia, Tularean Forest, Celeste, The Pit and Mount Nighon. Everywhere else is reached on foot, by ship, or with Lloyd's Beacon — both spells are Water magic. Before those come online you are on the coach and ship timetable.
Indoor maps
The regions below are the outdoor world. Everything behind a door — every castle, barrow, cave and temple, and the two endgame realms — is a separate indoor level with its own floor plan. There are 63 of them.
The Light / Dark split
Choosing your party's alignment in Harmondale decides which of Celeste and The Pit opens to you, and which final class promotions you can take. It is a one-time decision for the whole party.
Getting between regions
Only one pair of regions in the game adjoins on foot — Harmondale and the Land of the Giants. Everything else needs a coach, a ship or a Town Portal. Plan a journey works out the options, what they cost and which days they run.
All maps
- 1Emerald IslandIslandThe tutorial island. Your party begins here as one of five teams competing for the deed to Harmondale, and leaves by ship once the contest is settled. Small, safe, and impossible to return to afterwards — finish everything before you sail.Temple of the Moon · The Dragon's Lair
- 2HarmondaleRegionTown PortalThe valley you win in the contest, and the game's home base. Castle Harmondale starts out overrun and in disrepair; restoring it is the spine of the early game. Roads lead north and east to the Tularean Forest, south to the Barrow Downs and west to Erathia.Castle Harmondale · White Cliff Cave
- 3Barrow DownsRegionRolling moorland south of Harmondale, riddled with burial mounds. The barrows are a set of small interconnected tombs numbered I to XV, each holding undead and a reward. A natural first proper adventuring ground once Harmondale is settled.The Barrows (I–XV) · Haunted Mansion · Zokarr's Tomb
- 4Stone CityCityAn underground dwarven city carved beneath the mountains, reached from the Barrow Downs. Trade, training and a tavern, plus the entrances to the dwarven workings.Hall Under the Hill
- 5ErathiaRegionTown PortalThe human kingdom and the largest settled region in the game, centred on the capital at Steadwick and Queen Catherine's Castle Gryphonheart. The best general shopping and training in the early-to-mid game.Castle Gryphonheart · Erathian Sewers · Fort Riverstride · Bandit Caves
- 6Tularean ForestRegionTown PortalDense elven woodland north-east of Harmondale, and the site of Clanker's Laboratory — one of the more memorable dungeons in the series, built around a machine puzzle rather than a straight fight.Castle Navan · Tularean Caves · Clanker's Laboratory
- 7DeyjaRegionDarkBleak moorland ruled by the necromancers. The centre of gravity for the Dark path, and the route down to The Pit through the Hall of the Pit.Hall of the Pit · Watchtower 6 · William Setag's Tower
- 8Bracada DesertRegionLightThe wizards' desert, home to the School of Sorcery and the best arcane training in the game. The counterpart to Deyja on the Light side, and the way up to Celeste.School of Sorcery · Red Dwarf Mines
- 9TataliaRegionSwamp and coastline in the south-west. Awkward terrain, unpleasant wildlife, and a scattering of dungeons that reward a party that has found its feet.Tidewater Caverns · Mercenary Guild · Wine Cellar
- 10AvleeRegionThe elven kingdom in the north. Late-game territory: the Titans' Stronghold in particular is one of the hardest fights available and should not be attempted early.Hall Under the Hill · Titans' Stronghold · Temple of Baa
- 11CelesteCityLightTown PortalThe floating city of the Light, above the clouds over Bracada. Home of the Temple of the Light and the Light magic guild, and the seat of the Light path's endgame.Castle Lambent · Walls of Mist · Temple of the Light
- 12The PitCityDarkTown PortalThe buried city of the Dark, reached down through Deyja. Home of the Temple of the Dark and the Dark magic guild, and the mirror of Celeste for a Dark-aligned party.Castle Gloaming · Breeding Zone · Temple of the Dark
- 13Mount NighonRegionTown PortalThe mountain stronghold of the dark elves, approached through the Nighon Tunnels. Consistently high-level content, including the Maze.Nighon Tunnels · Thunderfist Mountain · The Maze
- 14Land of the GiantsSpecial areaA late, optional area of oversized terrain and oversized enemies, reached by activating a shrine rather than by walking there. Good rewards, steep difficulty.Dragon Caves
- 15EeofolSpecial areaThe devil-held land beyond the Tunnels to Eeofol, and the location of Colony Zod. Endgame content tied to the main plot's resolution.Tunnels to Eeofol · Colony Zod
- 16Evenmorn IslandIslandA remote island reachable only by ship after specific quests, holding the twin Grand Temples of the Sun and the Moon. Effectively post-game content.Grand Temple of the Sun · Grand Temple of the Moon
- 17The ShoalsSpecial areaAn underwater area off Avlee, reachable only once your party has wetsuits. Small, but it holds the wreck of the Lincoln — a piece of the series' science-fiction underlayer.The Lincoln