Exploration and Traversal
A guide to getting around Siagarta in Farever: the traversal toolkit of climbing, gliding, grappling, mounts and more, the points of interest scattered across the world, and the Codex that tracks your discoveries.
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Created by NeonDrift
2 revisionsGetting around Siagarta is an activity in its own right. Mobility is a key element of Farever, and the world is built to be explored on every layer, above and below. Movement is fast and responsive with no heavy physical constraints, and platforming is meant to be an exploration tool that highlights the verticality of the world rather than a punishing obstacle course.

You have a broad set of ways to cross the world, from basic movement to environmental launchers. The table below lists the confirmed traversal options.
Method | What It Does |
|---|---|
Jumping and dashing | Core movement for crossing gaps and repositioning quickly |
Gliding | Leap into the wind to glide above ravines and cover long horizontal distances |
Climbing | Scale sheer cliffs using placed climbing markers to reach higher ground |
Grappling hook | Swing from the end of a grappling hook to cross or reach interactive points |
Cannons | Get propelled across the world; also used inside certain dungeons |
Airstreams and geysers | Environmental propulsion that launches you upward or across |
Diving | Dive into deep lakes and explore underwater areas and hidden caverns |
Riding boars | Boars serve as mounts for covering ground faster |
Talking to an NPC will not knock you off your mount, and the world map also has bumpers that help you reach certain parts of the world. A formal fast travel system has not been confirmed, so plan your routes around the traversal tools above. More mounts and gliders are part of the planned future content; see Early Access and Roadmap.
Dungeons, enemy camps, and curiosities lie scattered across the realm, and looking closely is rewarded with treasures and equipment. The activities you take on can be tackled solo or in co-op, and they scale to keep the challenge consistent whether you play alone or with a full team. Confirmed points of interest and activity types include the following.
Locked or ominous chests that will not open easily and may require you to overcome a challenge through combat or other means.
Enemy camps that can be attacked for valuable rewards, ranging from roaming foes to a guarded camp.
Elite enemies, stronger than their regular counterparts, that can take on multiple players at once.
Helping NPCs, where members of different factions ask for your help with specific tasks.
Curiosities and other open-world discoverables tucked across the landscape.
Some overworld activities are named in their own right. Confirmed examples include the Farmer's Syndicate and the Empowered Coleslaw activities, each with their own mob groups to deal with.
Exploration is tracked. Secret orbs are overworld collectibles scattered across the world map, and several achievements are tied to gathering them. Discoveries and secrets feed a Codex, also called the Collection, which can be completed to one hundred percent once you have found everything it tracks.
Each sub-region also carries its own full set of activities, with a completion goal attached to clearing them all. Working through a sub-region's activities, filling out the Codex, and chasing down secret orbs together form the backbone of long-term exploration across both Skover Island and the Valley of Eternal Autumn.