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Asteria-007 atlas

Seventeen regions connected by crystals, roads and trouble

The campaign begins in a cheerful village and climbs through forests, caves, ruins and the Bald Moon Tower. Defeating Xelar opens two harder postgame regions — and clearing those opens a cloud stair to six more, high above the sea.

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World map of Asteria-007

Main adventure and home base

The seventeen regions

1. Birthday Village

The hub of the adventure, home to Elder Brightbeard, Dave, Bobo’s shop, Grandma Berrybun and the village crystal. Paths eventually connect it to every major campaign area and the Sunrise Homestead.

2. Sunrise Homestead

A claimable base south of the village. Gather materials, place more than forty build pieces, stamp blueprints, grow crops and unlock Comfort bonuses, visitors, stations and landmarks.

3. Mushroom Meadow

The first field region contains trees, stone, flowers, berries and mushroom creatures. Moldor the Mushroom Grump guards the Meadow Gem and the deed required to claim the homestead.

4. Crystal Cave

A mining region rich in Crystal Shards and Ore Chunks. Crystal spiders and cave creatures protect the deeper passages, while the Cracked Crystal Guardian controls the Cave Gem.

5. Petro Plains

Sleeping engines and scrap machines make this the best early source of Gear Parts. Repair the generator, recruit Petroman and challenge the Petro Titan.

6. Ruushwood

A fast-moving pine forest filled with timber, hidden treasure and wildlife. Ruush joins after the Elder Treeguard hunt, opening another tactical party option.

7. Moon Shrine

Moon Herbs grow around this luminous temple. Brewing Moon Tea is central to Haraku’s recruitment, and the Lunar Shade guards the region’s Gem.

8. Ancient Ruins

The remains of the Gem Guardians’ old capital contain relics, sealed mechanisms and Guardian Prime. Ancient Relics from this region support advanced recipes.

9. Bald Moon Tower

Xelar’s fortress is populated by imps, hellhounds, corrupted knights and shadow creatures. Players fight Xelar’s Echo before confronting Xelar the Bald Wizard himself.

10. Frostpeak Reaches

This frozen postgame region unlocks after Xelar falls. Elite demons guard rare materials and the Frozen Cache. The Void Succubus Queen blocks the route onward.

11. Sunsand Isle

A warm shore at the edge of the known world, populated by shell creatures, corrupted guards and crystal slimes. The Tide Spirit Sovereign is the final regional boss of the original map.

Celestial Atoll expansion · version 1.7.0

Beyond the Seventh Sky: the six sky regions

Celestial Atoll expansion key art: Super Sean rides a Cloud Ray past floating crystal islands, with the Celestial Arbiter, Aethel and Vaelora the Storm Wyvern

After the Tide Spirit Sovereign falls on Sunsand Isle, the restored Seven Gems resonate together and a stair of cloud rises in the north-east of the isle. The Atoll’s defence intelligence, the Celestial Arbiter, reads that resonance as a returning thief and locks the realm inside a stationary superstorm. Every region below has an always-open return portal, and the expansion introduces no eighth Gem.

12. Starfall Mooring

The arrival hub: a cloud platform of crystal roadways, floating lanterns and the first Sky Anchor. Ancient Sage Orin explains the Skyheart Prism, Cloud Weaver Nima trades weightless cloth, and the Sentinel Aethel keeps her distance. Cloud Bloom and Sky Crystal nodes start here.

13. Cloudweaver Terraces

The first combat zone. Cloud Sprites have stolen Dave’s emergency biscuits in the sincere belief that the package is a royal weather offering. Defeat three cloud-kind foes to open Zephyr Gardens.

14. Zephyr Gardens

An open resource region of luminous trees, fountains and crystal veins, holding the densest gathering loop in the expansion. The Gargoyle Anchor-Warden guards the second Sky Anchor and checks whether your gear is genuinely upgraded.

15. Sky Temple Ruins

A dungeon of broken arches and ancient altars, defended by high-defence Celestial Golems and paired Gargoyles. The damaged records reveal that the Arbiter’s directive lost its final clause: “and welcome their chosen guardians.”

16. Tempest Nest

Exposed floating rock, wind vents and a lightning-lit shelf where the third Sky Anchor is trapped inside a storm that circles without moving. Defeating Vaelora the Storm Wyvern frees the anchor and awards the Cloud Ray Whistle mount.

17. Arbiter Spire

A symmetrical temple floor where seven beams converge over the dais. The Celestial Arbiter judges rather than executes: at half health it invokes the Celestial Decree, gains attack and restores part of its health. Victory grants the Skyheart Prism.

What the expansion adds

ContentDetail
Main questsBeyond the Seventh Sky · The Biscuit Bandits · The Second Anchor · Orders Written in Stone · The Storm That Stood Still · The Celestial Decree · A Lens for Seven Lights
Side questsThreads Without Weight (Nima) · The Bell That Forgot (Orin) · A Sentinel’s Promise (Aethel)
MaterialsSky Crystal, Cloud Bloom, Wind Essence, Celestial Silver — all gathered from respawning nodes
RecipesNimbus Nectar and Starry Nimbus Roll at the kitchen; Skyforged Blade, Cloudweave Vestments and Zephyr Amulet at the forge
EquipmentSkyforged Blade (+36 ATK), Cloudweave Vestments (+26 DEF, +15 MP), Zephyr Amulet (+7 ATK, +7 DEF, +35 MP)
HomesteadCelestial Bed, Star Table, Sky Crystal Wardrobe, Glowing Sky Pillar, Moon Sage Fountain, Celestial Planter
MountCloud Ray — toggled from the bag exactly like the Deer Whistle and Dragon Horn
RequirementDefeat the Tide Spirit Sovereign on Sunsand Isle. Recommended level 12–16 with upgraded gear.
SavesFully additive. Existing saves keep every item, gear piece, gem, achievement and homestead build; save codes and Cloud Sync are unchanged.
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Progression route

How the world opens

Preview strip of Asteria-007 regions, from Birthday Village to the postgame isles

The early campaign uses Birthday Village as its central crossroads. Mushroom Meadow teaches combat and harvesting; the homestead then introduces building. Crystal Cave, Petro Plains, Ruushwood and Moon Shrine expand crafting and the party. Ancient Ruins reveals the history of the Gems, and Bald Moon Tower completes the main confrontation.

Frostpeak Reaches does not open until Xelar is defeated. Beating the Void Succubus Queen unlocks Sunsand Isle. This creates a clear postgame chain instead of placing the hardest enemies into the opening world.

Resource geography

Where to gather important materials

MaterialBest regionsTypical use
Wood and StoneMushroom Meadow, Ruushwood, HomesteadRefined building pieces and stations.
Crystal Shards and OreCrystal Cave, Frostpeak ReachesWeapons, equipment and advanced crafting.
Gear PartsPetro PlainsPetroman recruitment and machinery recipes.
Moon HerbsMoon Shrine, Frostpeak ReachesMoon Tea and magical recipes.
Ancient RelicsAncient Ruins, Sunsand IsleLate-game gear and treasure progression.

Nodes respawn on timers. Revisit earlier regions between story chapters instead of treating gathering areas as one-time locations.

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