World exploration

Travel beyond Jinno

Twelve teleporter destinations are open now — Jinno villages, valleys, desert, snow, fire, forests and level-gated dungeons.

A Ninja and a Shaman at a lotus lake with a horse grazing by a cabin
Twelve destinations, one teleporter — and a world clock that turns day into night.

Your journey starts in Pyungmoo, the first village of the Jinno Kingdom. The teleporter NPC takes you to any open destination for 5,000 Yang per jump, with a short travel cinematic you can skip by holding Esc.

The minimap shows the world clock and opens a full area map. Days start at 08:00 and night falls at 19:00, and weather such as rain rolls across the maps. The list below matches the teleporter in the current client.

AvailableRegion

Village I — Jinno

Pyungmoo, the starting village. Act I begins at its burning walls.

Every new character starts here with a +6 starter set. Buy from the NPC shops, store loot in the warehouse, visit the blacksmith and take the Captain of the Guard’s first quest, “Ash at the Gate”.

AvailableRegion

Village II — Jinno

Second Jinno village for wider frontier travel.

A second hub for supplies and quick access to the outer fields once you leave the starter streets.

AvailableRegion

Valley of Seungryong

Open valley hunting grounds for mid-campaign progression.

Orc packs, Metin Stones and story encounters as the journal pushes beyond Jinno.

AvailableRegion

Yongbi Desert

Harsh desert routes featured in the reconquest arc.

Scorpions, desert scouting objectives and open-field fights when the journal turns south.

AvailableRegion

Mount Sohan

Frozen mountain frontier for Act V.

Ice shores, yetis and frostborn enemies from the reconquest arc and the Yeti Pass side contract.

AvailableRegion

Fire Land

Scorched highlands for late-war hunting.

A volcanic destination for hot-zone hunting as the dimensional war escalates.

AvailableRegion

Land of Giants

Giant-haunted wilds for heavy encounters.

Oversized foes and dense combat — tougher field content between story bosses.

AvailableRegion

Ghost Forest

Spectral woodland for ghost and curse encounters.

Forest hunting grounds for ghost packs and curse-touched wildlife from the later chapters.

AvailableRegion

Red Forest

Crimson woods for high-intensity farming.

Red-tinged hunting grounds for players pushing late-game gear.

AvailableDungeon

Demon Tower

Vertical solo dungeon challenge.

A classic tower climb built for deliberate solo clears. Reaching it also unlocks a map achievement.

AvailableDungeon

Spider Dungeon 2

Level 35–75 spider dungeon.

The teleporter only lets you in between levels 35 and 75. It matches the rift arc and the hunt for the Queen Spider.

AvailableDungeon

Exile Cave

Level 75–105 cave for late campaign power.

The teleporter only lets you in between levels 75 and 105. Use it while you push the hidden fortress and the final act toward Lord Metin.

PlannedDungeon

Devil's Catacomb

Not on the current teleporter list.

The map exists in the client data, but Devil’s Catacomb is not a teleporter destination yet. It will open once its gameplay and drops are ready.