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Points of Interest
May 24, 2026 at 06:19 PM
Added confirmed POI roster, exploration ladder, and salvage profile
Points of interest are major locations on the Rooted map that anchor exploration, salvaging, and progression. The world spans more than 30 square kilometers and is divided into a forest starting area, transitional villages, and contaminated downtown zones. Each named location offers a unique mix of resources, threats, and lore.
Location | Type | Status | Notes |
|---|---|---|---|
Hub | Implemented | Multi-room building with a Manor Memorial lore section and a training range for firearms. | |
Lore landmark | Redesigned in Phase 3 | Ravaged by past conflict; tied to the world's backstory and the war's aftermath. | |
Monastery | Salvage site | Implemented | A ruined religious complex confirmed by the developer as a Point of Interest on the map. |
Gas Station | Salvage site | Implemented | Refueling-era ruin with vehicle parts and consumables to scavenge. |
Bunker | Salvage site | Implemented | Underground military or civil-defense facility with distinct visual design and salvage. |
Resort | Salvage site | Partial | Located in the open world but not yet fully built out per the Alpha 2 update. |
Zoo | Salvage site | Partial | Available in the map but only partially completed at the time of Alpha 2. |
Watchtower | Salvage site | Partial | Large structure noted in the Alpha 2 announcement as still under development. |
The map follows the three-tier contamination structure used throughout the game: forests are safe starting areas, villages serve as transitional zones with moderate spore presence, and downtown areas contain heavily contaminated city centers with the densest salvage. Players are expected to push deeper into contaminated zones over the course of a playthrough as crafting tiers and protective gear improve.
Because the playable area exceeds 30 square kilometers, vehicles and ziplines play an important role in moving between distant points of interest. The Forklift is a physics-based traversal vehicle useful for reaching elevated locations, while carts are used to haul salvaged goods between camps. Swimming has been confirmed since the Alpha Phase 2 preview, allowing players to cross water gaps directly.
Each major location is built to support the salvaging loop. Buildings contain breakable junk that yields construction materials, electronics components, and equipment fragments. Heavily contaminated locations tend to contain rarer items, including pre-war firearms and ROTOR-era electronics, but require a respirator or antidote before extended exposure.
Scout new locations with a deployable drone before committing on foot, especially in heavily contaminated zones.
Establish a secondary outpost in a village before moving on to downtown areas to shorten travel time and resupply runs.
Locations marked as partial in this list will receive additional content in future updates, so revisiting them after major patches is worthwhile.
Location | Zone | Notes |
|---|---|---|
Mansion | Village ring | Hosts training range added in Dec 2025; established POI from Alpha 2. |
Monastery | Village ring | Long-standing POI featured in the Alpha 1 gameplay video. |
Gas Station | Forest / village edge | Salvage-relevant pre-war structure. |
Bunker | Contaminated zone-adjacent | Higher-tier salvage potential; gear required. |
Communication Tower | Lore landmark | High-poly redesign in v0.0.2.319; Phase 3 narrative anchor. |
Players naturally progress through the POIs as gear allows. The Mansion and the Gas Station are reachable in early sessions with light loadouts. The Monastery and the Communication Tower demand more preparation: a working firearm, protective gear, and a fallback route. The Bunker rewards a well-equipped survivor with rarer salvage.
Each POI biases toward different salvage categories. Civilian POIs lean into household and basic electrical salvage; specialty sites carry pre-war hardware that feeds the late-game crafting tree. The salvage loop applies consistently: gather, transport, decide repair versus break-down, distribute to base storage.
The studio has indicated continued world expansion through Phase 3 and toward Early Access in 2027. Additional POIs and environmental storytelling beats will land in patches across the rest of the alpha window.