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Overview
The Kingdom of Roco sits at the edge of the Kaloccia Continent, a sprawling coastal basin surrounded by mountains, open sea, and ancient ruins. The world features diverse biomes ranging from sunny lakeshores and grassy plains to frozen peaks, haunted shipwrecks, and floating sky cities. A full day-night cycle governs wild spirit spawns and NPC schedules, while dynamic weather (rain, fog, sandstorms, blizzards) can alter encounter rates and temporarily change element-type effectiveness in the field.
Ancient legends and secretive old magic pervade the land. Crumbling temples, enchanted forests, and sealed dungeons hint at a history far older than the current kingdom. Map areas are progressively unlocked through main story progression; attempting to enter a locked zone displays its required chapter and recommended spirit level. Once unlocked, fast-travel landmarks (marked by glowing obelisks) allow instant teleportation between discovered points. Mounts further speed up overworld traversal, and certain flying or swimming mounts are required to reach hidden sub-areas.
Below is a region-by-region breakdown organized roughly by the order players encounter them during the main story. Level ranges listed are approximate and based on the wild spirits found in each zone. Chinese names (中文名) are included for reference, as many community resources and guides use the original Chinese terminology.
Starting and Southern Areas
The southern portion of the map is where every new player begins. These zones serve as the tutorial belt, teaching core mechanics like spirit capture, battle basics, and item usage. Wild spirits here are low-level and forgiving, making it safe to experiment with different team compositions early on. Shop Street (商店街) is the first location players experience, functioning as the main hub with NPC shops, quest hubs, and the Spirit Center for healing.
Location | Chinese Name | Level Range | Notable Features |
|---|---|---|---|
Shop Street (Merchant Street) | 商店街 | 1 - 5 | Starting zone and tutorial area. Contains NPC shops for potions, capture balls, and equipment. The Spirit Center heals your team for free. Quest hubs introduce the core story, and the entrance to the first story dungeon is located at the north end. Players receive their starter spirit here during the opening cinematic. |
Crescent Moon Lake Shore | 月牙湖岸 | 5 - 12 | Scenic waterside zone just north of Shop Street. Primarily water-type spirits spawn along the banks, making it the best early location for building a water-element team. Several fishing spots and hidden item crates dot the shoreline. The calm waters and lush scenery make this one of the most visually appealing early zones. |
Seaside Ruins | 海滨遗址 | 10 - 20 | A crumbling coastal fortress serving as the new-player safe zone. Boss spirits around level 20 guard the inner chambers. Completing the ruins unlocks the northern routes. |
Northern Water and Flying Zones
Heading northeast from Crescent Moon Lake, the terrain opens up into windswept plains and brackish tidal flats. These zones are home to water-type and flying-type spirits, with rare variants appearing during specific weather conditions. Players should have a team around level 15 to 25 before venturing here. The transition from lake to coast introduces increasingly difficult encounters and more complex environmental hazards.
Location | Chinese Name | Level Range | Notable Features |
|---|---|---|---|
Wind-Listening Tower Ground | 聆风塔地 | 15 - 22 | Open grassland northeast of the lake dominated by flying-type spirits. The difficulty here is slightly higher than the lakeside zones, requiring a solid team composition. The Wind-Listening Tower landmark serves as a fast-travel point and offers a panoramic view of the surrounding zones. |
Saltwater Bay | 咸水湾 | 18 - 25 | Eastern coastal zone where saltwater and freshwater mix. Water and flying types coexist here, and occasional rare variants appear during foggy weather. Contains underwater exploration caves accessible with a swimming mount. |
Sunken Ship Whirlpool | 沉船漩涡 | 25 - 35 | A dark, eerie environment below the bay surrounding a massive shipwreck. High-level ghost-type and poison-type spirits lurk in the wreckage. Visibility is reduced, and ambush encounters are common. The whirlpool center hides a mini-boss. |
Western Zone
The western side of the map is defined by rolling hills and exposed rock formations. Ground-type spirits are especially dense here, making it a prime farming location for earth-element teams. Ore deposits scattered across the hillside supply crafting materials. Of all the regions on the map, the Light Wind Mountain Foothills (轻风山丘陵) has the highest concentration of ground-type spirits anywhere in the game.
Location | Chinese Name | Level Range | Notable Features |
|---|---|---|---|
Light Wind Mountain Foothills | 轻风山丘陵 | 20 - 30 | The densest ground-type spirit concentration on the entire map. Exposed ore deposits can be mined for crafting resources. Several hidden caves contain treasure chests and rare spirit encounters. A scenic overlook at the peak serves as a fast-travel point. Western area with wide open terrain ideal for land mount riding. |
Northern Zones
The far north of the kingdom transitions from pastoral farmland into mystical settlements and large lakes. These areas are tied to mid-to-late chapters of the main story and feature NPCs with important lore connections. Believer's Village (信仰者村落) is a compact northern settlement with rich interactive elements, while Obestian Lake (奥贝斯坦湖) offers a unique tidal mechanic that reveals hidden paths when the tide recedes.
Location | Chinese Name | Level Range | Notable Features |
|---|---|---|---|
Believer's Village | 信仰者村落 | 28 - 38 | A compact northern settlement built around ancient standing stones. Contains magical cauldrons for spirit enhancement, dungeon entrances to underground trials, and NPCs who reveal backstory about the kingdom's founding. Rich interactive elements make this a key destination for mid-to-late story content. Tied to chapters 6 through 8 of the main story. The Platinum Unicorn can be found on the eastern side of this village. |
Obestian Lake | 奥贝斯坦湖 | 30 - 40 | A vast inland lake in the eastern region, accessible via port passages from Believer's Village. When the tide recedes, tidal flats are exposed, revealing hidden paths, buried items, and temporary spirit spawns. A small island at the lake's center houses the Royal Affairs office, where players can accept special commissions. |
Central High-Difficulty Zones
The central plateau is a cluster of challenging zones designed for experienced trainers with spirits above level 35. Environmental hazards such as wind barriers and skill restrictions add strategic layers beyond raw level. These zones reward mastery of element-type matchups and combat system mechanics. The central complex includes bug/dark hybrid zones, wind energy fields, skill-restriction sanctuaries, and flying-type exclusive dungeons.
Location | Chinese Name | Level Range | Notable Features |
|---|---|---|---|
Chirping Plateau | 叽叽喳喳地台 | 35 - 42 | A bug-type and dark-type hybrid zone with dense canopy cover. Spirits here frequently use debuff-heavy movesets. Recommended to bring a light-type or fire-type counter team. |
Wind Barrier | 挽风屏障 | 38 - 45 | An energy field generated by ancient wind crystals. Entering the barrier applies a persistent wind status effect that lowers accuracy for non-flying spirits. Strategic team building is essential. |
Wind Sleep Sanctuary | 风眠圣所 | 40 - 48 | A skill-restriction area where certain ability categories are sealed. The legendary Holy Wing King spawns here as a roaming encounter. One of the most difficult open-world captures in the game. |
Old Airship Route | 旧飞艇航道 | 42 - 50 | A flying-exclusive challenge zone set among derelict airships suspended in the sky. Only flying-type spirits or those with levitation abilities can participate. Rewards include rare evolution materials. |
Hidden and Secret Areas
Beyond the main traversable regions, Roco Kingdom: World contains several hidden areas that do not appear on the map until specific conditions are met. These locations hold some of the game's rarest encounters and most significant lore. Reaching them typically requires special mounts or completion of certain story milestones.
Location | Chinese Name | Level Range | Notable Features |
|---|---|---|---|
Dreambeast Forest | 梦兽之森 | 45 - 55 | A hidden area located above the main map, accessible only after finding specific clues scattered throughout other regions. Contains the Memory Stone, a lore-critical artifact tied to the kingdom's ancient history. The forest is shrouded in perpetual twilight, and the spirits here exhibit unusual behaviors not seen anywhere else. Dream-type and psychic-type spirits are exclusive to this zone. |
Moon Rabbit Dark Harbor | 月兔暗港 | 40 - 50 | A shipwreck-laden area hidden beneath the main coastal zones. The Shadow Tree is located here, serving as the hiding place for an elusive hidden spirit. Dark-type and ghost-type spirits dominate the encounters. Navigating the harbor requires a water mount and strong light-type coverage. |
Special and Endgame Areas
The endgame map opens up several prestigious and dangerous regions. These areas feature the highest-level wild spirits, unique boss encounters, and lore-critical story moments. Players typically reach these zones after completing the main campaign or reaching spirit level 45 and above.
Location | Chinese Name | Level Range | Notable Features |
|---|---|---|---|
Magic Academy | 魔法学院 | Varies | A floating sky city that serves as the ultimate hub zone. Connects all major regions via teleport arrays. Contains advanced shops, the spirit research lab, PVP arenas, and weekly rotating challenge dungeons. |
Spirit King City | 精灵王城 | 50 - 60 | The endgame stronghold where the most powerful spirits reside. Entry requires completing the main story. Features multi-stage boss battles and legendary spirit encounters. |
Skull Forest | 骷髅森林 | 45 - 55 | A mysterious, perpetually dark forest filled with ghost-type and dark-type spirits. Navigation is maze-like, with paths that shift depending on the time of day. Hidden treasure vaults reward thorough explorers. |
Snow Mountain / Atlantis Region | 雪山/亚特兰蒂斯 | 45 - 55 | Ice-type spirit encounters dominate this frozen highland. Blizzard weather cycles reduce visibility and boost ice-type moves. An underwater Atlantis sub-zone is accessible through a hidden cave entrance beneath the glacier. |
Desert Wasteland | 沙漠荒原 | 35 - 45 | A mid-to-late game zone with an average wild spirit level around 40. Sandstorms periodically sweep the area, dealing chip damage to non-ground and non-rock spirits. Contains buried ruins with puzzle mechanics. |
King's Prison | 国王监狱 | 48 - 55 | A story-critical area accessed during the final chapters. Features some of the toughest scripted battles in the game. Once cleared, it reopens as a repeatable challenge dungeon with scaled rewards. |
Recommended Exploration Order
Based on zone difficulty, story unlock sequence, and resource availability, the following exploration order provides the smoothest progression experience for new players. This is not the only viable path, but it minimizes backtracking and ensures your team stays appropriately leveled for each area.
Shop Street (商店街) - Your starting point. Complete the tutorial, pick your starter spirit, and stock up on supplies before heading out.
Crescent Moon Lake Shore (月牙湖岸) - Build your first water-type team member here. Fishing spots provide early crafting materials.
Wind-Listening Tower Ground (聆风塔地) - Capture flying-type spirits and activate the tower fast-travel point for convenient access to northern zones.
Saltwater Bay (咸水湾) - Expand your team with rare variants that appear during fog. Unlock underwater cave access with a water mount.
Light Wind Mountain Foothills (轻风山丘陵) - Farm ground-type spirits and mine ore deposits. Use this zone to level up before pushing into mid-game content.
Believer's Village / Obestian Lake (信仰者村落 / 奥贝斯坦湖) - Story-critical mid-game zones. Complete the village quests and explore the tidal flats during low tide for hidden items.
Central High-Difficulty Complex - Tackle the bug/dark hybrid zones, wind barriers, and flying-exclusive dungeons once your team is above level 35.
Hidden and Endgame Zones - Dreambeast Forest, Moon Rabbit Dark Harbor, Spirit King City, and the remaining endgame areas become available as you complete the main campaign.
Exploration Tips
Unlock fast-travel points early. Interact with every glowing obelisk you find. Backtracking on foot wastes significant time as the map grows.
Match your team to the zone. Check the dominant element types of a region before entering and build a counter-team accordingly.
Use mounts for hidden areas. Many sub-zones and treasure caches are only reachable with specific mount types (flying, swimming, climbing).
Watch the weather. Certain rare spirits only appear during rain, fog, or blizzard conditions. Weather is displayed on the minimap icon.
Return to earlier zones at higher levels. Some areas have gated sections that only open after reaching a certain story chapter or spirit level, even if you explored the zone before.
Check tidal cycles at Obestian Lake. The lake's water level changes periodically, revealing hidden paths and buried items on the tidal flats when the tide recedes.
Explore Dreambeast Forest at night. The hidden spirits in this zone have higher spawn rates during the nighttime cycle, and the Memory Stone emits a visible glow after dark.
Map Progression Summary
The following list outlines the rough order in which regions become available during the main story:
Shop Street / 商店街 (Chapter 1)
Crescent Moon Lake Shore / 月牙湖岸 (Chapter 1)
Seaside Ruins / 海滨遗址 (Chapter 2)
Wind-Listening Tower Ground / 聆风塔地 (Chapter 3)
Light Wind Mountain Foothills / 轻风山丘陵 (Chapter 3)
Saltwater Bay / 咸水湾 (Chapter 4)
Believer's Village / 信仰者村落 (Chapter 6)
Obestian Lake / 奥贝斯坦湖 (Chapter 7)
Sunken Ship Whirlpool / 沉船漩涡 (Chapter 8)
Desert Wasteland / 沙漠荒原 (Chapter 9)
Chirping Plateau / 叽叽喳喳地台 (Chapter 10)
Wind Barrier and Wind Sleep Sanctuary (Chapter 11)
Old Airship Route / 旧飞艇航道 (Chapter 12)
Skull Forest / 骷髅森林 (Chapter 13)
Moon Rabbit Dark Harbor / 月兔暗港 (Chapter 13, hidden)
Snow Mountain / Atlantis Region (Chapter 14)
King's Prison / 国王监狱 (Chapter 15)
Dreambeast Forest / 梦兽之森 (Post-game, hidden)
Spirit King City / 精灵王城 (Post-game)
Magic Academy / 魔法学院 (Unlocked progressively, fully accessible post-game)