Guide › The World Map
The World Map
Beyond your home valley lie 12 other worlds. Each has its own goods, camps, a boss, an outpost you build and a bonus that works in your home village all the time. You open them one after the other with the Great Hall and the campaign.
In a world you send a scout, then build an outpost with its own buildings and workshops. Goods travel home by caravan and are used in your own workshops. Camps in the world pay gold, food and goods and every 5 camps a new chapter starts. Each world has a boss and, after you clear it, harder camps (Hard and Legend), land research, a gear set, a decoration set and frames.
| World | Unlocks at | Bonus for your home village | Camps | Hard and Legend camps | Boss | Outpost | Goods | |
|---|---|---|---|---|---|---|---|---|
![]() | Tuskvale | start | – | – | – | – | – | – |
![]() | Frostpass | Great Hall 6 and campaign camp 25 | Storage capacity: Glacier ice from the pass keeps your stores fresh, so your vaults and pantries hold more. | 15 | 30 | Jarl Rimebeard (camp 15) | Rimewatch | 13 |
![]() | Emberdune | Great Hall 7 and campaign camp 30 | Gold Mine output: Caravans on the reopened road pay a toll at every well, so your village earns a little more gold each day. | 15 | 30 | Emir Scorchtail (camp 15) | Sunwell | 13 |
![]() | Mistmire | Great Hall 8 and campaign camp 35 | Crop growth speed: Rich black peat from the marsh is spread on your fields, so every harvest comes in a little bigger. | 15 | 30 | Gammer Mirewick (camp 15) | Reedhollow | 15 |
![]() | Coral Coast | Great Hall 9 and campaign camp 40 | Barn space: Salted fish and dried catch keep for months, so your barns can store a little more than before. | 15 | 30 | Captain Brinegut (camp 15) | Pearlwick | 15 |
![]() | Sporewood | Great Hall 10 and campaign camp 45 | Workshop speed: The farmers of Capstead share their fast-growing mycelium tricks, so jobs in your workshops finish a little sooner. | 15 | 30 | Baron Rotgill (camp 15) | Capstead | 15 |
![]() | Mount Cinder | Great Hall 11 and campaign camp 50 | Training speed: Troops who drill on hot stone and carry blades from the mountain forges grow tough fast, so training finishes a little sooner. | 15 | 30 | Warlord Slagrook (camp 15) | Kilnfoot | 15 |
![]() | Cloudreach Isles | Great Hall 12 and campaign camp 55 | Chest unlock speed: Feather-light cloudwool padding lets travelling chests be packed tighter, so every treasure haul arrives a little bigger. | 15 | 30 | Baron Gustlow (camp 15) | Tetherstead | 16 |
![]() | Glimmerdeep | Great Hall 13 and campaign camp 60 | Research speed: Crystals that hum with the memory of the deep help your scholars focus, so every research project finishes a little sooner. | 15 | 30 | Gaffer Gravelmaw (camp 15) | Lanternrest | 16 |
![]() | Old Tuskhold | Great Hall 14 and campaign camp 65 | Order gold: The royal archive still files every request in neat pigeonholes, so every quest you hand in pays out a little more. | 15 | 30 | Regent Gnawbone (camp 15) | Kingsgate Rise | 17 |
![]() | Jade Thicket | Great Hall 15 and campaign camp 70 | Building speed: Bamboo scaffolds and rope bridges go up in no time here, so your builders finish every job in the valley a little faster. | 15 | 30 | Chief Mossknuckle (camp 15) | Lanternwalk Landing | 17 |
![]() | Amberwold | Great Hall 15 and campaign camp 75 | Hunter's Camp output: Fresh bread and honey from the hills fill the pantry, so your Hunter's Camp brings in a little more food every day. | 15 | 30 | Chief Cobbletooth (camp 15) | Sweetmill Green | 17 |
![]() | Starwatch Mesa | Great Hall 15 and campaign camp 80 | XP gained: Nights under the stars teach your villagers new tricks, so every adventure in the valley brings in a little more experience. | 15 | 30 | Chief Gearjaw (camp 15) | Nightwatch Camp | 17 |
Tuskvale (home)
Your home valley. The Great Hall, your farm and the goblin campaign are here.
Frostpass
A snowed-in mountain pass above the valley. Free the old trade road and the ice fishers will work for you.
- Unlocks at Great Hall 6 and campaign camp 25.
- Bonus: Storage capacity – Glacier ice from the pass keeps your stores fresh, so your vaults and pantries hold more.
- Outpost Rimewatch: A small fishing village at the foot of the pass. It gathers ice, fish and pine and sends them home by caravan. Buildings: Frostpass Lodge, Rimewatch Fishery, Frostpine Camp, Glacier Quarry, Pass Workshop, Sledwright, Yak Caravan Post.
- Boss: Jarl Rimebeard with The Icebreaker at camp 15.
- Places to discover: 10. Goods: 13 (Ice Fish, Frostpine Log, Glacier Ice, Frost Kipper, Frostpine Board and more).
Emberdune
A sea of burning sand with one last well. Win back the caravan road and the nomads of Sunwell will trade with you.
- Unlocks at Great Hall 7 and campaign camp 30.
- Bonus: Gold Mine output – Caravans on the reopened road pay a toll at every well, so your village earns a little more gold each day.
- Outpost Sunwell: A palm-ringed oasis village where the caravan road ends. The nomads there harvest dates, cacti and red stone for you. Buildings: Sunwell Longhouse, Sunwell Date Grove, Prickly Garden, Redrock Quarry, Oasis Press, Dune Kiln, Moonlit Bazaar, Dune Strider Stable.
- Boss: Emir Scorchtail with The Sunscorcher at camp 15.
- Places to discover: 11. Goods: 13 (Sunwell Dates, Cactus Pads, Red Sandstone, Date Syrup, Cactus Rope and more).
Mistmire
A fog-wrapped marsh of boardwalks, glowing mushrooms and hidden traps. Win it back and the bog will feed your fields.
- Unlocks at Great Hall 8 and campaign camp 35.
- Bonus: Crop growth speed – Rich black peat from the marsh is spread on your fields, so every harvest comes in a little bigger.
- Outpost Reedhollow: A stilt village in the fog. Its people cut reed, dig peat and grow glowing mushrooms, and send it all home by caravan. Buildings: Stilt Hall, Reedcutters' Hut, Peat Cutting, Glowcap Garden, Weaving Loft, Glowcap Press, Fenwright's Yard, Mirewright's Atelier, Marsh Buffalo Post.
- Boss: Gammer Mirewick with Witchfire Cauldron at camp 15.
- Places to discover: 11. Goods: 15 (Marsh Reed, Black Peat, Glowcap, Reed Matting, Bog Rope and more).
Coral Coast
A sunny shore of white sand, pink reefs and wrecked ships. Win it back and its salt and fish will keep your barns full.
- Unlocks at Great Hall 9 and campaign camp 40.
- Bonus: Barn space – Salted fish and dried catch keep for months, so your barns can store a little more than before.
- Outpost Pearlwick: A sunny harbour village of pier huts and drying nets. Its folk comb the beach, boil salt and dive for pearls, then send the haul home. Buildings: Harbour Hall, Beachcomber's Hut, Salt Pan Works, Oyster Racks, Net Loft, Shell Kiln, Slipway Yard, Pearl Atelier, Giant Crab Post.
- Boss: Captain Brinegut with The Black Galleon at camp 15.
- Places to discover: 11. Goods: 15 (Driftwood, Sea Salt, Pearl Oyster, Driftwood Plank, Tideline Rope and more).
Sporewood
An ancient forest of house-high mushrooms and drifting spores. Free its trails and the mushroom farmers will keep your workshops busy.
- Unlocks at Great Hall 10 and campaign camp 45.
- Bonus: Workshop speed – The farmers of Capstead share their fast-growing mycelium tricks, so jobs in your workshops finish a little sooner.
- Outpost Capstead: A village of stalk houses under giant caps, where mushroom farmers dig truffles, spin thread and fell timber for you. Buildings: Capstead Stalkhall, Truffle Burrows, Threadbed Farm, Stalkfelling Camp, Spore Mill, Inkcap Vats, Hyphae Loft, Capstone Atelier, Caterpillar Depot.
- Boss: Baron Rotgill with The Rotbloom Engine at camp 15.
- Places to discover: 11. Goods: 15 (Deep Truffles, Mycelium Threads, Stipe Timber, Spore Flour, Mycelium Yarn and more).
Mount Cinder
A black mountain of ash fields, glowing vents and forgotten smithies. Win it back and its hot hearths will harden your troops.
- Unlocks at Great Hall 11 and campaign camp 50.
- Bonus: Training speed – Troops who drill on hot stone and carry blades from the mountain forges grow tough fast, so training finishes a little sooner.
- Outpost Kilnfoot: A soot-streaked village of stone huts below the smoking peak. Its folk cut glass from lava, mine brimstone and tend the coal pits. Buildings: Great Forgehall, Obsidian Quarry, Vent Brimstone Camp, Ember Coal Pit, Ashwright's Shed, Cinder Kiln, Anvil Court, Heartfire Forge, Cinder Tusker Post.
- Boss: Warlord Slagrook with The Magma Maw at camp 15.
- Places to discover: 11. Goods: 15 (Black Obsidian, Brimstone, Ember Coal, Basalt Slab, Yellow Powder and more).
Cloudreach Isles
A chain of floating islands joined by rope bridges and paper kites. Win the winds back and its light, tidy cargo will fill your chests.
- Unlocks at Great Hall 12 and campaign camp 55.
- Bonus: Chest unlock speed – Feather-light cloudwool padding lets travelling chests be packed tighter, so every treasure haul arrives a little bigger.
- Outpost Tetherstead: A floating island moored by a hundred ropes, where cloud-catchers, reed-cutters and kite-makers send their light cargo down to Tuskvale. Buildings: Windlass Hall, Cloud Netters' Hut, Skyreed Terraces, Feather Roost, Spindle Loft, Quill & Whistle Shop, Kite Workshop, Airwright Hangar, Parrot Courier Post.
- Boss: Baron Gustlow with Thunderhead Mortar at camp 15.
- Places to discover: 11. Goods: 16 (Cloudwool, Skyreed, Gale Feather, Cloudyarn, Reed Paper and more).
Glimmerdeep
A maze of tunnels and glowing crystal caverns under the mountain. Light its lamps again and the old stones will share what they know.
- Unlocks at Great Hall 13 and campaign camp 60.
- Bonus: Research speed – Crystals that hum with the memory of the deep help your scholars focus, so every research project finishes a little sooner.
- Outpost Lanternrest: A snug mining village at the mouth of the deep, where every tunnel is marked by a lantern and every miner sends gems and wares up to Tuskvale. Buildings: Lampwright Hall, Glowshard Quarry, Coppervein Pit, Mossglow Cellars, Copperworks Smelter, Gemcutters' Bench, Lanternsmith Loft, Crystal Atelier, Mine Cart Line.
- Boss: Gaffer Gravelmaw with Geode Bombard at camp 15.
- Places to discover: 11. Goods: 16 (Glowshard, Copper Ore, Lampmoss, Copper Ingot, Faceted Gem and more).
Old Tuskhold
The ivy-covered ruins of the Tusk Kings' capital, where every column you raise again brings the old glory, and the quest rewards, home.
- Unlocks at Great Hall 14 and campaign camp 65.
- Bonus: Order gold – The royal archive still files every request in neat pigeonholes, so every quest you hand in pays out a little more.
- Outpost Kingsgate Rise: A hilltop camp at the old city gate where restorers, ivy-pickers and archive clerks rebuild Tuskhold one stone at a time and send the goods home. Buildings: Restorers' Hall, Rubble Yard, Ivy Gardens, Gilt Sifters, Stonecutter Court, Restoration Workshop, Archive Scriptorium, Royal Atelier, Mammoth Wagon Yard.
- Boss: Regent Gnawbone with The Throne Hurler at camp 15.
- Places to discover: 10. Goods: 17 (Pale Marble, Ruin Ivy, Gold Scrap, Marble Block, Ivy Rope and more).
Jade Thicket
A mist-soft bamboo grove of ponds, plank walks and paper lanterns, where every stalk carries a little jade charm.
- Unlocks at Great Hall 15 and campaign camp 70.
- Bonus: Building speed – Bamboo scaffolds and rope bridges go up in no time here, so your builders finish every job in the valley a little faster.
- Outpost Lanternwalk Landing: A stilt-house village on a pond at the edge of the grove where cutters, lantern makers and jade polishers send the goods home. Buildings: Lantern Hall, Bamboo Cutters, Lotus Ponds, Jade Diggers, Splitting Shed, Lantern Loft, Joiners' Nook, Pagoda Atelier, Panda Cart Yard.
- Boss: Chief Mossknuckle with The Bamboo Barrage at camp 15.
- Places to discover: 10. Goods: 17 (Green Bamboo, Lotus Bloom, Raw Jade, Bamboo Plank, Bamboo Paper and more).
Amberwold
Sunny rolling hills of windmills, apple orchards and bee meadows, where the whole valley smells of fresh bread and warm honey.
- Unlocks at Great Hall 15 and campaign camp 75.
- Bonus: Hunter's Camp output – Fresh bread and honey from the hills fill the pantry, so your Hunter's Camp brings in a little more food every day.
- Outpost Sweetmill Green: A cosy village green around a big windmill, where farmers, bakers and beekeepers send the goods of the hills home. Buildings: Mill Hall, Wheat Fields, Apple Orchard, Bee Meadow, Threshing Barn, Bakehouse Loft, Cooper's Nook, Windmill Atelier, Ox Cart Yard.
- Boss: Chief Cobbletooth with The Runaway Mill at camp 15.
- Places to discover: 10. Goods: 17 (Golden Wheat, Red Apples, Wild Honey, Thatch Bundle, Millstone Flour and more).
Starwatch Mesa
A high, windswept plateau where stargazers watch the night sky from stone terraces and a fallen star still glows in its crater.
- Unlocks at Great Hall 15 and campaign camp 80.
- Bonus: XP gained – Nights under the stars teach your villagers new tricks, so every adventure in the valley brings in a little more experience.
- Outpost Nightwatch Camp: A tent camp on a windy terrace where miners, weavers and clockmakers send the goods of the plateau home. Buildings: Watch Hall, Meteor Diggers, Moonpetal Beds, Stardust Sifters, Meteor Forge, Clockwright Bench, Observer's Nook, Astrolabe Atelier, Giraffe Caravan Yard.
- Boss: Chief Gearjaw with The Rogue Telescope at camp 15.
- Places to discover: 10. Goods: 17 (Starfall Iron, Moonpetals, Stardust, Meteor Plate, Brass Cog and more).
Windows and screens: the help text of the ? button
Every window in the game has a ? button with these three lines. They are repeated here so you can read them in one place.
| Window | How it works | What you get | How to get more |
|---|---|---|---|
| World Map | Lands beyond your valley: goblin camps, treasures and an outpost in each. Send your scout to uncover a land, then the places inside it one after another. He needs time for every trip. | Each land has 15 camps with a boss, treasures, star rewards and an outpost that sends goods home by caravan. | New lands open with your Great Hall level and the campaign. The land before must be discovered first. |
| World extras | Extras of one land: land research, a gear set, a decoration set, awards and harder camps. Research: pay gold and outpost goods for small bonuses that only help this land. Gear: claim star rewards and beat the boss for set pieces. Decor: pay with land goods from your barn. Awards: claim gems. Difficulty: replay the camps on Hard and Legend. | Faster outposts, a gear set and a decoration set with bonuses, gems from awards, and ore, forge embers and goods from the harder camps – never gold. | Send caravans to fill your barn with land goods, and upgrade the outpost hall to open more research fields. |
| A world | One land of the World Map with its places, camps, outpost and caravan. Map: send your scout. Camps: win them in order. Outpost: build, collect and craft. Caravan: load goods and send them home. | Gold, gems, chests, forge embers, three profile frames and a lasting bonus for your village. | Upgrade the outpost hall for more storage and higher building levels; upgrade the caravan post to load more. |












