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
| Area | Monsters | To start a fight | What it has |
|---|---|---|---|
| The Yard | 1–12 | anyone | the casino, the bank, the campfire, the furnace and anvil, the Tower, the Crypt stairs, the Bounty Board, Bronny's order, sardines |
| Thrill Hill | 50–50 | — | 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 Peak | 75–92 | — | 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 Gloam | 10–18 | Combat 10 | emerald and diamond ore, gloomwillow, trout and catfish |
| The Lantern Mire | 20–28 | Combat 20 | lanternfish, mudskipper, the first real gear drops |
| The Boneyard | 16–42 | Combat 30 | bonefish and ghost carp in the flooded crypt — and pets start dropping here |
| Cloudreach | 40–48 | Combat 40 | dragonstone and onyx ore, skyash, sky eel and cloud ray |
| The Frozen Reach | 100–113 | Combat 95, or Magic 60 with a wand | north 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 Sands | 43–52 | Combat 40 | sand for Alchemy, the cauldron, the Great Pyramid |
| The Thunderhead | 52–78 | Combat 50 | storm marlin, thunder squid, the way to the last two |
| The Carnival | 62–72 | Combat 62 | the games, the duck pond, goldfish and koi |
| The Boardwalk | 66–74 | Combat 66 | a 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 Coast | 66–69 | Combat 66 | the Boardwalk's second island: a cabin, palms, starfall rocks and mackerel |
| The Lighthouse | 66–74 | Combat 70 | a lighthouse on its own island: starfall and eclipse rocks, bluefin, Clawhands on the sand |
| Shipwreck Isle | 74–78 | Combat 72 | a ship broken in two on a sandbar: eclipse rocks, swordfish, and Kraken Arms in the shallows |
| Pirate's Pier | 66–78 | Combat 72 | the pirates' house and a boathouse out on the pier: nova rocks, bluefin and swordfish |
| Skull Isle | 74–80 | Combat 74 | the 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 Vault | 74–92 | — | end-game fighting, and deposit boxes of starfall, eclipse and nova ore (Mining 60, 70, 80) |
| The Depths of the Mountain | 73–84 | — | ledges over a bottomless drop: monsters that shrug off a whole fighting style, abyss crystal, eclipse and nova ore, and the Deepwarden |
| The Trailer Park | 80–98 | Combat 80 | the best gathering in the game, and the meanest neighbors |
| The Primeval Valley | 93–110 | Combat 90, or Archery 40 with a bow | north 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 |
| Cinderville | 101–112 | — | 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 Wastes | 110–119 | — | the second late map, north of Cinderville: prism salt, saltbloom tamarisk, glassperch and lantern eels, brineberry seeds and salt morel spawn |
| Thornspire Crown | 115–124 | — | the third late map: mossgill and crown koi, crownheart squash seeds and antler bracket spawn |
| Starfall Rift | 120–129 | — | the fourth and last late map: comet minnows and voidrays, starwheat seeds and nebula puffball spawn |
| The Endless Cul-de-sac | 102–118 | — | 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 Wilderness | 18–78 | — | 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 Wild | 50–93 | — | 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
- Cloudreach and the Golden Sands are a fork, not a step. At Combat 40 either one will have you. They have different ore, trees and fish, and neither is ahead of the other.
- Past 99. Combat stops at 99, so the areas whose band starts above it are opened by the other two styles instead: Cinderville (), Glasswater Wastes (), Thornspire Crown (), Starfall Rift (), The Endless Cul-de-sac (). The Primeval Valley is bow country and the Frozen Reach is wand country, and much of what lives there shrugs off a sword entirely.
- The Wilderness is off this chain, and other players can attack you there.
More in Starting out
Start here · Keybinds · The casino · Tickets and the Prize Counter · Dying · Chat commands
EastScape Wikibuilt from the game itself