EastScape Wikibuilt from the game itself

The road out

The world is a chain of areas, each about ten levels past the last. Walk off the edge of one map and you're in the next.

On this page: Getting started · Every area · How it works

Getting started

  • You can walk anywhere at level 1. But an area won't let you start a fight until you reach the bottom of its level band, and its water needs the same Fishing level. The sign at the entrance says what it asks.
  • Go one area past comfortable, not three. Monsters hit harder than their level suggests once you're out of your depth, and dying costs a bigger share of your tickets the deeper you are. See Dying.
  • Spend first. A death takes a percentage of the tickets you're carrying, and the bank won't hold tickets, so a trip out with empty pockets is nearly free.

Every area

AreaMonstersTo start a fightWhat it has
The Yard1–12anyonethe casino, the bank, the campfire, the furnace and anvil, the Tower, the Crypt stairs, the Bounty Board, Bronny's order, sardines
Thrill Hill50–50—Agility's own map, through the gate by the Yard's north wall: the Rookie Run (any level) and the Pro Run (40), stunts in crash-barrier pens run in order for a lap bonus and runner's marks, Fast Eddie (he takes the marks), the Junk Mound (Agility 50: Grease Gremlins, featherwood that drops feathers), and the human cannonball (70)
Daredevil Peak75–92—where the cannon lands: the Champion Run (Agility 70), Hellbikers and the nitro pool (Fishing 75, a walk-speed fish) in the Burnout Pit, and the Peak (Agility 90): chrome (Mining 85, for chrome-toe boots), a lockbox, and Big Daddy Crusher
The Gloam10–18Combat 10emerald and diamond ore, gloomwillow, trout and catfish
The Lantern Mire20–28Combat 20lanternfish, mudskipper, the first real gear drops
The Boneyard16–42Combat 30bonefish and ghost carp in the flooded crypt — and pets start dropping here
Cloudreach40–48Combat 40dragonstone and onyx ore, skyash, sky eel and cloud ray
The Frozen Reach100–113Combat 95, or Magic 60 with a wandnorth of Cloudreach, and a mage's country, with a cold that hurts without a frost ward: yetis and snow owls on shelves and ice floes only a spell or an arrow reaches, frost wolves and wraiths on the snow, glacite (Mining 94), frostpine (Woodcutting 94), icefin through the ice (Fishing 94), and the Ice Wyrm, which comes up through the lake once a day
The Golden Sands43–52Combat 40sand for Alchemy, the cauldron, the Great Pyramid
The Thunderhead52–78Combat 50storm marlin, thunder squid, the way to the last two
The Carnival62–72Combat 62the games, the duck pond, goldfish and koi
The Boardwalk66–74Combat 66a drowned seaside market west of the Carnival: mackerel, bluefin and swordfish off the piers, the Chip Shop, gulls and Kraken Arms that only a bow or a wand reaches, and Captain Claw at the bottom of the strand
Cabin Coast66–69Combat 66the Boardwalk's second island: a cabin, palms, starfall rocks and mackerel
The Lighthouse66–74Combat 70a lighthouse on its own island: starfall and eclipse rocks, bluefin, Clawhands on the sand
Shipwreck Isle74–78Combat 72a ship broken in two on a sandbar: eclipse rocks, swordfish, and Kraken Arms in the shallows
Pirate's Pier66–78Combat 72the pirates' house and a boathouse out on the pier: nova rocks, bluefin and swordfish
Skull Isle74–80Combat 74the last island: the skull in the rock, nova rocks, Captain Claw, and the chest he sits on, which opens for everyone who put him down
The Vault74–92—end-game fighting, and deposit boxes of starfall, eclipse and nova ore (Mining 60, 70, 80)
The Depths of the Mountain73–84—ledges over a bottomless drop: monsters that shrug off a whole fighting style, abyss crystal, eclipse and nova ore, and the Deepwarden
The Trailer Park80–98Combat 80the best gathering in the game, and the meanest neighbors
The Primeval Valley93–110Combat 90, or Archery 40 with a bownorth of the Trailer Park, and a bow's country: cavemen and pterodactyls on ledges only an arrow reaches, sabretooths on the road, woolly mammoths on the plateaus, coelacanth in the lake (Fishing 92), cycads (Woodcutting 92), and the Mammoth Matriarch, an open-world boss up on the great plateau
Cinderville101–112—north of the Primeval Valley, the first of the four late maps: ashfin and furnace eels in the cooling basins, Voidforged gear's materials, cinderroot seeds and ashbell spawn
Glasswater Wastes110–119—the second late map, north of Cinderville: prism salt, saltbloom tamarisk, glassperch and lantern eels, brineberry seeds and salt morel spawn
Thornspire Crown115–124—the third late map: mossgill and crown koi, crownheart squash seeds and antler bracket spawn
Starfall Rift120–129—the fourth and last late map: comet minnows and voidrays, starwheat seeds and nebula puffball spawn
The Endless Cul-de-sac102–118—Willow Crest, through the soul portal: gnome gold (Mining), prize hedges (Woodcutting), the Water Feature's koi (Fishing), and the HOA President in the clubhouse plaza
The Wilderness18–78—down the hole in the rock in the Thunderhead's Wild Descents, in the south-west: other players can attack you, nodes far apart, most things attack first, and the first of three monsters found nowhere else
The Deep Wild50–93—the far end of the Wilderness: the Black Pool (Fishing 92 and 97), the Gallows oak (Woodcutting 90), the Grim Liches, the Nexus

How it works

More in Starting out

Start here · Keybinds · The casino · Tickets and the Prize Counter · Dying · Chat commands