
Downtown
4 Fast Travel Doors
45 mapped points
Early routes are mostly flat, but the Chasm splits the district.
Explore locations across all seven zones. Find the area you need, see Fast Travel coverage, or open the interactive map.
No places match this search yet.
Try a zone such as Downtown or The Park, or a place such as Research Station.
Seven zones. Open a location guide here, or jump to that zone on the map.

4 Fast Travel Doors
45 mapped points
Early routes are mostly flat, but the Chasm splits the district.

4 Fast Travel Doors
51 mapped points
Central is the hub: most mid-game routes pass through it.

5 Fast Travel Doors
33 mapped points
Subway levels stack on top of each other, so a marker can sit a floor above the walkable path.

3 Fast Travel Doors
25 mapped points
Warped geometry means the visible route and the walkable route do not always match.

3 Fast Travel Doors
30 mapped points
Park routes split between the Mold plant and the interior checkpoint.

5 Fast Travel Doors
22 mapped points
The zone is strongly vertical and contains multiple elevated platforms.

Published location guides. Filter by zone to see which page to open.

The early FBC district: the Oldest House, the first story quests and the Chasm that splits the west side.

The mid-game hub. Most routes into the other districts pass through Central, and the main story branches out from here.

A stacked subway district where the Hiss streets sit on top of each other, so a marker can belong to a different floor than the walkable path.

The warped western district. Geometry shifts, so the visible route and the reachable route are not always the same.

A controlled park area split between the Mold plant and the interior checkpoint gate.

A strongly vertical late-game district built around elevated platforms and deep research levels.
Where Untapped Artifacts are turned into usable ones. Treat it as a crafting place first and a map position later.
Area content comes from the published relation model, not from internal record counts.
Curated starting points, never sorted by record count.
Start from the task, not from the location taxonomy.
Which quests and activities belong to each area.
What you need to reach an area, and where the route help lives.
Abilities that open routes.
Fast Travel Doors in each zone. Open a zone on the map to see them in place.
32 known doors
Directions, route planning and marker positions stay on the Map hub.
Can't find the place you're looking for?
Describe what you are looking for; the assistant turns it into an area, its quests and the requirement you need.