Activate every Safety Area or Warp Terminal you pass. Large regions such as the Great Wetlands, Deadwood Forest and Primordial Sands have multiple named checkpoints, so one activation does not mean the whole area is covered.
Find and track 19 locations
Search towns, regions and dungeons, then save the places you want to reach or have already explored.
Town of Beginnings
The first major base and the largest settlement on Floor 1, built around the Black Iron Palace.
Use it as the opening hub for preparation, services and the first routes into the field.
Horunka
A farming village beyond the northwestern forest, known for grain, dairy and a quieter rural layout.
Treat Horunka as a recognizable settlement marker while working through Floor 1 routes.
Tolbana
A lakeside cultural town near the Floor 1 Labyrinth, centered on its amphitheater and fishing trade.
Use Tolbana as the last major town reference before routes leading toward the Labyrinth.
Plains of Departure
An early open-field area whose name and terminal are present in the game data.
Activate its checkpoint before leaving the main route so the regional map can reveal nearby points of interest.
Lakeside Highway
A named Floor 1 travel corridor associated with the lake country around Tolbana.
Use the terminal as a route anchor when moving between settlements and the Labyrinth side of the floor.
Northern Plains
A broad northern field region represented by a dedicated travel terminal.
Pin the next objective after activation; open terrain can make an unmarked detour look like the intended route.
Great Wetlands
A large wetland zone divided across southern, central, northern, eastern and western checkpoints.
Unlock checkpoints by section instead of assuming one activation covers the entire region.
Nacta Heights
A highland region with separate western and eastern terminal records.
Check which side is active before using Return to Checkpoint, especially after crossing the region.
Temple of Doors
A named temple area with both a main terminal and a separate Sealed Chamber terminal.
Treat the Sealed Chamber as a distinct progression point rather than the same destination as the entrance.
Citadel Ruins
An underground fortress whose shifting interior is described as a former stronghold occupied by demi-humans.
Prepare before entry and rely on activated safe points rather than memorizing one fixed-looking corridor sequence.
Labyrinth
The giant tower that connects Aincrad's floors, also called the Tower of Heaven in the game's world text.
Restock and verify the active build before using this route as the transition toward the next floor.
Urbus
The main Floor 2 city, built inside a hollowed mesa and known for its market and excavation culture.
Use Urbus as the main Floor 2 service and route-planning hub.
Marome
The floor's second-largest city, often framed as a smaller counterpart to Urbus.
Save its terminal as a secondary town anchor before pushing farther across Floor 2.
Taran
A flower-decorated town near the Floor 2 Labyrinth, associated with worship of the Bull God.
Treat Taran as the town reference closest to the later Floor 2 Labyrinth approach.
Central Wilderness
A central field region with its own terminal entry in the extracted game data.
Activate the terminal before branching into neighboring wasteland routes.
Deadwood Forest
A large forest region split into western, southern, eastern and northern travel checkpoints.
Track each compass-side checkpoint separately so Return to Checkpoint sends you to the useful edge.
Primordial Sands
A desert zone with western, northern and eastern terminal records.
Unlock all three sides before treating the area as fully mapped.
Grasslands of the Sacred Cow
A named Floor 2 grassland tied to the floor's cattle-centered culture.
Use its terminal as a clear landmark between the floor's harsher desert routes.
Mahinana Caldera
A named caldera destination connected to the Deadwood Forest terminal set.
Confirm the caldera terminal rather than assuming a nearby forest checkpoint is the same destination.
No locations match all three filters.
Floor 1 route anchors
The Town of Beginnings is the opening base and largest settlement on Floor 1. Horunka sits beyond the northwestern forest, while lakeside Tolbana provides the clearest town reference near the Floor 1 Labyrinth. These towns are more useful as route anchors than as a strict checklist: return when the active weapon, Item Pouch or partner setup needs work.
The field between them is not represented by one universal checkpoint. The extracted terminal list separates the Great Wetlands into five compass-side destinations, Nacta Heights into west and east, and the Temple of Doors into a main destination and Sealed Chamber. Read the terminal name before transferring instead of choosing the first familiar region name.
Floor 2 route anchors
Urbus is the main Floor 2 city and the best starting point for planning that floor. Marome is a smaller city with a closely related layout and culture, while Taran is the settlement associated with the approach toward the Floor 2 Labyrinth. The official location overview describes Floor 2 as another mix of a main city and smaller settlements rather than one uninterrupted wilderness.
The surrounding routes need more deliberate checkpoint management. Deadwood Forest has four directional terminal records and Primordial Sands has three. The Mahinana Caldera is also named separately from the forest terminal set. If Return to Checkpoint puts you on the wrong side of a broad region, the issue may be the selected terminal rather than a broken map.
- 01
Restock the Item Pouch from Chest supplies at the Main Terminal.
- 02
Pin the first checkpoint or objective instead of navigating from a blank map.
- 03
Keep Return to Town available when a new drop or weak build needs the Smithy.
How terminals and map discovery fit together
- Enter the field and follow the main route until a Safety Area or Warp Terminal is found.
- Activate it before exploring dead ends or mechanisms.
- Open the newly revealed map and pin the next objective.
- For large named regions, repeat the process at each directional checkpoint.
- Use Return to Checkpoint for field repositioning, or Transfer and Return to Town when the build needs supplies or upgrades.
The location explorer above is a planning aid, not an exact coordinate map. It records the names and relationships that are present in demo build 23442858, but it does not invent chest coordinates, enemy drops or quest availability that the extracted tables do not establish.
Labyrinth, dungeons and field regions are different
| Place type | How to treat it | Preparation rule |
|---|---|---|
| Town | A service and transfer anchor such as the Town of Beginnings or Urbus. | Restock, enhance and select the next quest before leaving. |
| Field region | An explorable area that may contain several directional checkpoints. | Activate each useful checkpoint and pin the next route. |
| Dungeon | A more enclosed progression space such as the Temple of Doors or Citadel Ruins. | Enter with tested skills and enough recovery rather than relying on an immediate retreat. |
| Labyrinth | The floor-connecting tower, called the Tower of Heaven within Aincrad's world text. | Finish town preparation before treating it as the route to the next floor. |
Location questions
What are the main towns?
The current index covers the Town of Beginnings, Horunka and Tolbana on Floor 1, then Urbus, Marome and Taran on Floor 2.
Does one checkpoint reveal an entire large region?
Not always. The extracted build lists multiple directional terminals for the Great Wetlands, Nacta Heights, Deadwood Forest and Primordial Sands. Track them independently.
Why are there no exact item or enemy pins?
The available structured tables establish names, descriptions and terminal relationships, but not reliable coordinates or drop tables. Exact pins will only be added when they can be tied to a versioned map or repeatable in-game evidence.