A map of the world
New characters start in the Foal Pen. The Scarecrow's lesson runs in the Dead Forest.
Find the place you need
| Destination | Route / purpose |
|---|---|
| Foal Pen | Starting hub; crafting benches, Kilns and water |
| Training Yard | Talk to Trainer Tamsin, east end of Foal Pen; combat lessons |
| Guild district | Foal Pen's south gate; guild castles |
| Crossroads | Hub between the four shared wild lands |
| Hollow, Shore, Ashfell, Mire | Forest, coast, ruins and swamp; gathering and creatures |
| Glasswater | East of Hollow, north of Shore; fish along the coast |
| Elite Dead Forest | North beyond Hollow; burrowers and wolves |
| Knacker's Pass | North beyond Mire; open PvP mountain, frost forge and Lil Knacker |
| The Knacker's arena | Hidden hall beyond the Pass; the larger boss |
| PvP Arena | Gates from Shore and Ashfell; wagered duels and dangerous open ground |
| The Field | West of town; claim land and build a stable |
| Black Market | North of town; player shops and land sale board |
| Ocean | Swim east off Shore at level 16; hostile fish and sharks |
The Ocean's hostile fish drop fishbone. Collectible rod-caught fish live in the Glasswater, whose deep lake cannot be swum into. Tavi Moss teaches at Reed Bank, Nell Reed supplies the south entrance, and Mara Reed in town gives fishing lessons.
Glueburg's doors
Town contains:
- Bank: GLOO/SOL swaps and golden-fish redemption.
- Exchange: player order book and Broker Rook's trading-licence quests.
- Sticky Pomus: starter gear and utility goods.
- Sticky Situations: house and player cosmetic listings, Noctavia claims.
- Casino: slots and poker.
- Sticky Hoof pub: beer and the racebook.
- Race board, portrait studio, Farmer Hodge's quests, well and Magic Tree lottery.
- Mara Reed (30,12): fishing supplies and lessons.
Home or a temporary shelter
The Field has four plot sizes with level and GLOO gates. Some plots start reserved and unlock as the population grows; check the live map for availability. Its eastern frontier also has creatures, so the whole zone is not safe housing ground.
A stable adds stash and riding access, with optional interior and plot Kiln. It needs brick upkeep. A tent offers temporary shelter where placement is allowed.
Travel
| Method | Requirement / cost |
|---|---|
| Walk through exits | Walk into a door or zone edge and accept the crossing; entry gates still apply |
| Foal Pen ↔ Crossroads waystones | Level 6; free; one-minute cooldown |
| Waystone shard | One-use return to last waystone; shared cooldown; craft from 4 straw |
| Home button beside the map | Built stable; takes you home; 15-second cooldown |
| GPS to visited zone | Carry GPS, bought at level 21 for 1,500,000 GLOO; 500 GLOO per jump; two-minute cooldown |
PvP contact blocks teleport escapes for five minutes, refreshed by further hits. Death clears your lock, and killing Lil Knacker clears it for affected participants. A live boss fight also has its own short exit lock. Walking and entry restrictions still apply.
Use a map pin for a walking trail. Buildings show their names, and the minimap names your stable. Controls explains the map, minimap and touch controls.