Locations
All 7 zones in Early Access 0.7.
| Goal | Best path | Why |
|---|---|---|
| First cave for beginners | Cave 1 — never past second chamber | Daylight reach, lesser beasts only, iron ore at the entrance. |
| Best loot per night spent | Cave 2 with full lantern | First reliable demon kills + iron ore — good cost-of-time ratio. |
| Where to find demon-ichor | Cave 3 boss → Cave 4 → mansion | Ichor first appears at Cave 3 depth; mansion drops it most reliably. |
| Avoid the sewer until... | Wait for tier-2 weapon + lantern oil ≥ 5 | Bandits + spirits + lesser demons stack; you need both DPS and visibility. |
| Mansion = endgame only | Tier-4 weapon, courage tonic, blessed bread | Spirits resist non-holy damage; demons greater than anywhere else. |
Cave 1 — The Shallow Shaft
danger 1/5The closest cave to the farm. Daylight reaches the first chamber. Lesser beasts den here; iron ore is plentiful at the entrance.
Cave 2 — The Damp Hollow
danger 2/5Deeper than it looks. Water drips constantly; demons begin to appear past the second chamber. The hunter's hidden path enters here.
Cave 3 — The Black Vein
danger 3/5Iron-rich and demon-rich. Cale lost his arm here. A boss demon guards the deepest chamber; ichor drops first appear at this depth.
Cave 4 — The Bone Yard
danger 4/5Demons here remember being other things. The bones of past farmhands line the walls; the boss at the bottom drops the demonbone plate's raw material.
Baron's Mansion
danger 5/5End-game zone. Spirits drift between rooms; the relic blade waits in the crypt. Never enter without a full lantern and the courage tonic.
Sewer Dungeon
danger 4/5Beneath the town. Runs every direction, none of them upward. The bandit takeover event uses it; spirits surface from the drains at night.
Town Square
danger 1/5Shops, chapel, clinic, inn, library. Safe by day. Spirits never enter through the gate; demons do, when the festival fails.