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LopandGAME STUDIO

In development · Arc I

The full map, tile by tile

This is Almar seen from above, with the same tiles you walk on in the game: every tree, every house and every neighbour in their place. Walk the world, step into the houses and go down into the mines. For each place we tell you who lives there, which enemies wait, what you can gather, where its doors lead and which quests pass through.

28places
7,488tiles
27doors
62quests

No spoilers. We show the places, not what happens in them. Two corners near the end look empty on purpose: what waits there is better found by playing.

The world

The outdoor zones, joined by their roads

North is up. Each zone sits where its door leaves it: walk out of Brezo to the south and you reach the forest edge; walk out to the east and you reach the wheat field. Tap a zone to see what’s in it.

How to read it

Six keys to the map

  • One tile, one metre

    The world of Almar is made of tiles. Each one is a metre wide, and on your phone you see fourteen across at a time. Brezo is 32 × 22: a little over two screens from side to side.

  • North is up

    Each zone goes where its door puts it. If you leave to the south in the game, the next zone is below on the map. That way the map never lies to you while you walk.

  • Parchment is road

    Between zones there’s parchment: nothing is played there, it’s the way from one door to the next. The dotted red line joins one zone’s exit to the next one’s entrance.

  • Outside, inside and below

    The world is everything outdoors. The houses and the dungeons (the salt tunnels, the catacombs, the Rifts and the Tower) are further down, with their region.

  • Everyone in their place

    Neighbours appear where you find them by day; enemies, where they wait; herbs and minerals, where you gather them. At night, people move around.

  • What alchemy opens

    A bramble, deep water, a salt boulder or a gap close off a few corners. Each one opens with its own potion, and there’s almost always a chest behind it.

Place by place

The 28 places of Arc I

They go in the order the story walks them, from Brezo to the Tower, just like the quests page. Tap a map to see it full size, a door to jump to that place or a quest to read what it’s about.

Brezo 8 places

Your village: your master’s laboratory, the bakery, the temple and the wheat field. Everything starts here, with the people who will ask for your help.

See the 18 quests in Brezo

Brezo, tile by tile, seen from above.

Brezo

Outdoors 32 × 22 m

Your village. Two crossing roads, the pond and its reeds, the well, the vegetable patch and seven doors. The Guild board is here, and so are the first people who ask for your help.

Who lives here
  • Gervasio
  • Baldo
  • Madre Sauce
  • Tomé
  • Canelo
  • Dámaso
Ingredients
  • Dewflower ×2
  • Wild mint ×4
  • Sweetroot ×4
Also
  • 4 corners to search
  • the Hunters’ Guild board
The wheat field, tile by tile, seen from above.

The wheat field

Outdoors 20 × 14 m

East of Brezo: golden wheat between fences and Baldo’s mill. Wolves come down to prowl.

Who lives here

Nobody in sight.

Enemies
  • Mossy wolf ×3
Ingredients
  • Golden wheat ×5
  • Dewflower ×2
  • Sweetroot ×3
  • Wild mint
Also
  • a corner to search
Quests that pass through here 1
The mayor’s house, tile by tile, seen from above.

The mayor’s house

Indoors 10 × 8 m

South of the crossroads, by the vegetable patch. It has a corner worth searching.

Who lives here

Nobody in sight.

Also
  • a corner to search
Doors

Brezo

Baldo’s mill, tile by tile, seen from above.

Baldo’s mill

Indoors 10 × 8 m

Inside the mill, among sacks and barrels.

Who lives here

Nobody in sight.

Also
  • 2 corners to search

The Amber Forest 5 places

Living resin, spirits and Brisa’s home. Woodcutters, hunters and a statue that moves at night.

See the 14 quests in the Amber Forest

The Amber Forest, tile by tile, seen from above.

The Amber Forest

Outdoors 28 × 20 m

West of the forest edge. Boars, amber spirits and wolves among the trees; Ilse works here. To the north, the road climbs to the hollow.

Who lives here
  • Ilse
Enemies
  • Grey-backed boar ×3
  • Amber spirit ×2
  • Mossy wolf ×2
  • Purple guard
Ingredients
  • Flint
  • Sweetroot ×4
  • Wild mint
  • Dewflower
Also
  • Bramble: burns away with a fire flask
  • a chest
The forest edge, tile by tile, seen from above.

The forest edge

Outdoors 26 × 18 m

South of Brezo, where the road enters the forest. Wolves, plenty of flint and sweetroot, a hidden pond and a bramble guarding a chest.

Who lives here

Nobody in sight.

Enemies
  • Mossy wolf ×4
  • Amber spirit
Ingredients
  • Flint ×4
  • Sweetroot ×5
  • Wild mint ×2
Also
  • Bramble: burns away with a fire flask
  • a chest
Quests that pass through here 2
The clearing, tile by tile, seen from above.

The clearing

Outdoors 22 × 16 m

East of the forest edge, ringed by rocks: the guardian waits here. And the first Rift opens here.

Who lives here

Nobody in sight.

Enemies
  • Moss guardian
  • Mossy wolf
Ingredients
  • Sweetroot ×2
  • Wild mint ×2
  • Dewflower
Also
  • Gap: is crossed with a vine
  • a chest
  • the way into a Rift
The Rift, tile by tile, seen from above.

The Rift

Dungeon 16 × 12 m

Off the road, from the clearing: an arena with waves of enemies and a chest at the end.

Who lives here

Nobody in sight.

The Salt Mines 4 places

Dark galleries where the salt gets up and walks, and miners who no longer want to go down.

See the 13 quests in the Salt Mines

The pit, tile by tile, seen from above.

The pit

Dungeon 18 × 14 m In the dark

The deepest part of the mine, also in the dark. Golems, bats, a gap to cross and the way into the Salt Rift.

Who lives here

Nobody in sight.

Enemies
  • Salt golem ×2
  • Salt bat ×2
Ingredients
  • Rock salt ×2
  • Flint
Also
  • Gap: is crossed with a vine
  • a chest
  • the way into a Rift
Quests that pass through here 2
The Salt Rift, tile by tile, seen from above.

The Salt Rift

Dungeon 16 × 12 m

The second Rift: waves of enemies beneath the mine.

Who lives here

Nobody in sight.

Enemies
  • Salt golem
Doors

The pit

Quests that pass through here 1

The capital of Almar 6 places

The walled city: the orphanage, the royal archive, the black market and the Chancellor’s purple guards.

See the 14 quests in the capital

The capital, tile by tile, seen from above.

The capital

Outdoors 30 × 22 m

The walled city, east of the mines: the square and its fountain, purple guards in the streets and rats half turned to stone. Seven doors, one of them to the Tower.

Who lives here
  • Tello
Enemies
  • Purple guard ×4
  • Petrified rat ×4
  • Captain of the guard
Ingredients
  • Fountain water ×4
Also
  • a corner to search
The cellar, tile by tile, seen from above.

The cellar

Dungeon 16 × 12 m

Beneath the black market, among barrels: petrified rats and a guard who shouldn’t be there.

Who lives here

Nobody in sight.

Enemies
  • Petrified rat ×4
  • Purple guard
Also
  • a corner to search
Quests that pass through here 2

The catacombs 2 places

Beneath the old cathedral, where someone is hiding.

See the quest in the catacombs

The catacombs, tile by tile, seen from above.

The catacombs

Dungeon 28 × 18 m In the dark

Beneath the old cathedral, north of the capital, in the dark. Living statues and wraiths among the niches.

Who lives here

Nobody in sight.

Enemies
  • Living statue ×4
  • Wraith ×2
  • Salt bat
Ingredients
  • Rock salt ×2
Also
  • Salt boulder: dissolves with acid
  • a chest
Quests that pass through here 1
The crypt, tile by tile, seen from above.

The crypt

Dungeon 16 × 12 m

At the far end of the catacombs. What happens here stays in the game.

Who lives here

Nobody in sight.

The Tower 3 places

Where they took your twin.

See the 2 quests in the Tower

The Tower · floor 1, tile by tile, seen from above.

The Tower · floor 1

Dungeon 20 × 16 m

East of the capital. The stairs go up on the right.

Who lives here

Nobody in sight.

Enemies
  • Purple guard ×2
  • Living statue
  • Wraith
Ingredients
  • Moon dew ×2
Quests that pass through here 1
The Tower · the top, tile by tile, seen from above.

The Tower · the top

Dungeon 22 × 18 m

An alembic, the red carpet and what you came for. The rest, in the game.

Who lives here

Nobody in sight.

Enemies
  • Purple guard
  • Wraith
Ingredients
  • Eternal spark ×2
Also
  • the alembic: potions are brewed here
How it’s going

This map grows with the game

El Aprendiz de Almar is in development. This map comes from the same maps the game uses: when we add a place or move a tree, you’ll see it here too. Arc II will bring new lands.