Soul's Remnant World Map & Zones
Soul's Remnant runs on one shared server — there is a single world, and channels split crowded maps into copies so players can spread out. This page covers the zones, fast travel, and where the dungeons and trials live.
Is there one map or many?
One world. Everyone plays on the same shared server; you never pick a server at login. Channels are copies of the same map used to handle crowds — switch with the channel-change option (CC) when a zone is packed.
Getting around
- Warp statues — the main fast travel points outside town; warping to town costs roughly 500 soul crystals.
- Walking is free — save your crystals for long trips and keep a small stash for emergencies.
- The Ferryman — in Cave 3, moves you to Deep Cave 5 for 5,000 soul crystals each way.
Zone progression
Zones roughly follow your level as you leave the starter area. Grind spots per level are detailed in the leveling guide; this is the route in brief.
- Spawn & Outskirts — level 1–10: the Great Campfire, Outskirts Northwest, Secret Garden and Sheep Beach.
- Beach & Plains — Cloudsheep (12) and Black Cloudsheep (16) in the Beach Hunting Grounds and Plains 1–4.
- Savannah & Sulfur Plains — Citruslime (25) and Stinky Sheep (30).
- Forests — Ferni (40) and Soultree (42) in Forest 1–3.
- Caves & Deep Cave — the cave maps climb past level 30, and Deep Cave 5 holds the Cave Trial.
- Behind The Grave — the deep map that hosts the Abyss Trial.
Dungeon entrances
Every dungeon looks like a floating crystal at its entrance. Interacting with one shows the recommended levels and possible rewards; offering a Dungeon Pass sets the difficulty. See the dungeon guide for the full rules.
- Slime Garden — the level 10 dungeon; its entrance is hidden somewhere in Outskirts Northwest.
- Cave Trial — on the Deep Cave 5 map; recommended levels 30 / 60 / 90 for Normal / Hard / Extreme.
- Abyss Trial — floats in Behind The Grave; enter with a Tear of the Abyss.
- Secret Cove — hosts the Beach Shepherd Party Quest for parties of 4–6.