Asteria-007 atlas

Eleven regions connected by crystals, roads and trouble

The campaign begins in a cheerful village and climbs through forests, caves, ruins and the Bald Moon Tower. Defeating Xelar opens two harder postgame regions beyond the original map.

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World map of Asteria-007

Main adventure and home base

The eleven regions

1. Birthday Village

The hub of the adventure, home to Elder Brightbeard, Dave, Bobo’s shop, Grandma Berrybun and the village crystal. Paths eventually connect it to every major campaign area and the Sunrise Homestead.

2. Sunrise Homestead

A claimable base south of the village. Gather materials, place more than forty build pieces, stamp blueprints, grow crops and unlock Comfort bonuses, visitors, stations and landmarks.

3. Mushroom Meadow

The first field region contains trees, stone, flowers, berries and mushroom creatures. Moldor the Mushroom Grump guards the Meadow Gem and the deed required to claim the homestead.

4. Crystal Cave

A mining region rich in Crystal Shards and Ore Chunks. Crystal spiders and cave creatures protect the deeper passages, while the Cracked Crystal Guardian controls the Cave Gem.

5. Petro Plains

Sleeping engines and scrap machines make this the best early source of Gear Parts. Repair the generator, recruit Petroman and challenge the Petro Titan.

6. Ruushwood

A fast-moving pine forest filled with timber, hidden treasure and wildlife. Ruush joins after the Elder Treeguard hunt, opening another tactical party option.

7. Moon Shrine

Moon Herbs grow around this luminous temple. Brewing Moon Tea is central to Haraku’s recruitment, and the Lunar Shade guards the region’s Gem.

8. Ancient Ruins

The remains of the Gem Guardians’ old capital contain relics, sealed mechanisms and Guardian Prime. Ancient Relics from this region support advanced recipes.

9. Bald Moon Tower

Xelar’s fortress is populated by imps, hellhounds, corrupted knights and shadow creatures. Players fight Xelar’s Echo before confronting Xelar the Bald Wizard himself.

10. Frostpeak Reaches

This frozen postgame region unlocks after Xelar falls. Elite demons guard rare materials and the Frozen Cache. The Void Succubus Queen blocks the route onward.

11. Sunsand Isle

A warm shore at the edge of the known world, populated by shell creatures, corrupted guards and crystal slimes. The Tide Spirit Sovereign is the final regional boss.

Progression route

How the world opens

The early campaign uses Birthday Village as its central crossroads. Mushroom Meadow teaches combat and harvesting; the homestead then introduces building. Crystal Cave, Petro Plains, Ruushwood and Moon Shrine expand crafting and the party. Ancient Ruins reveals the history of the Gems, and Bald Moon Tower completes the main confrontation.

Frostpeak Reaches does not open until Xelar is defeated. Beating the Void Succubus Queen unlocks Sunsand Isle. This creates a clear postgame chain instead of placing the hardest enemies into the opening world.

Resource geography

Where to gather important materials

MaterialBest regionsTypical use
Wood and StoneMushroom Meadow, Ruushwood, HomesteadRefined building pieces and stations.
Crystal Shards and OreCrystal Cave, Frostpeak ReachesWeapons, equipment and advanced crafting.
Gear PartsPetro PlainsPetroman recruitment and machinery recipes.
Moon HerbsMoon Shrine, Frostpeak ReachesMoon Tea and magical recipes.
Ancient RelicsAncient Ruins, Sunsand IsleLate-game gear and treasure progression.

Nodes respawn on timers. Revisit earlier regions between story chapters instead of treating gathering areas as one-time locations.