Guides

Imperial Knights world map

Towns, roads, and dungeons by route — so you stop hunting a Machant NPC on a Route 1 file.

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World Map

Imperial Knights does not give you an MMO-style zoomable atlas. The overworld is a region list that fills in as Diana ranks up and as the route split locks a campaign. Japanese charts warn that the map is fiddly: corridors pinch, NPCs block tiles, and a few stairs hide behind church pews. This page is the place list. Room-by-room clicks stay on the walkthrough. Optional jobs sit on guild quests.

If a name from a Japanese blog does not match Steam, we keep Kagura English first and put the Japanese in parentheses.

How travel works

You leave a town through an edge, pick a connected region, then walk a top-down field with visible enemies. There is no random-encounter fog. Fast travel appears only after you finish certain dungeons (the plant grove after the mushroom boss is the first example). Inns flip day and night; some NPCs and shops vanish after dark. The controls page covers the clock. This page only tells you which town owns which dungeon.

Circle Poison reused several maps across routes (Spirit Cave, Maldonia Castle basement, the slave facility). The connections change. Do not assume a Route 1 shortcut exists on Route 3.

Shared hubs (every file)

Imperial Capital Maldonia (帝都マルドニア) is the opening city: Ashley manor, item shop, bar, weapon shop, Adventurers’ Guild in the southwest, and later the castle. The poor quarter and sewers open when the plot needs a key, not on hour one. The guild board, mercenary desk, and gacha cards live here for most of Route 1.

Seikuri Village (セイクリ村) is the Spirit Cave town on every path. Buy Poison Rings before Mud Poison. The pass north of town is a one-way ambush on Route 1.

Spirit Cave (精霊の洞窟) is the Ether Knight gate. Clear it, report to the emperor, then take the castle-basement ritual on how to become an Ether Knight. Route 2 revisits the cave with new chests and a High Orc pack.

Maldonia Castle basement is the shared finale map: mithril chests, a mid-boss, then Sati and Magician Reinhardt. Routes 2 and 3 enter through the sewers instead of Tear’s escort.

Route 1 spine (pay the guild fee yourself)

  1. Maldonia North Road (マルドニア北街道) — herbs in shaking grass, Defense Ring chest, Lysithea rescue, then a three-fight Alraune grove. Losing the grove can apply the crest flag.
  2. Silved (シルベドの町) — first quest town. Inn, lord’s manor (Steve), guild report, tavern night jobs, and the back-room curse-breaker if you took a crest. A north-side madman fight is a true game over if you lose.
  3. Robust Fort (ロバスト砦) — first field meeting with Tear Lamley. Later it becomes a shop + sortie map for the Svalt war.
  4. Holy Capital Protea (聖都プロテア) — cathedral, weapon shop, hospital (day only), grandmother herbal-medicine quest. The plant colony forest (植物群生林) sits off town; the mushroom boss difficulty depends on a pre-fight choice.
  5. Cathedral basement + Catacombs (カタコンベ) — Cardinal, then Demon Barnia. Lea joins after the cardinal; Lysithea and Lea leave after Barnia and register as mercenaries.
  6. Svalt Kingdom (スバルト王国) — war fields, castle, Demon Svalt. Wear sunglasses before the four-fight finale. Tear leaves after the hospital scene and does not return on this file.
  7. Slave facility + sewers — Robert, sewer key, then the castle basement.

Alexandria Great Lighthouse and the arena are Route 1 guild maps, not spine maps. See guild quests.

Route 2 spine (borrow the fee, fail the hideout)

West of Maldonia is Maldonia West Road (マルドニア西街道) — Sting’s ambush. The bandit hideout is a stealth-then-combat jail. Fail escapes or lose to Butts to stay on Route 2; a clean escape is Route 3.

From there the campaign uses imperial research facility maps (Tania control segment, Bio Worm), Sera (セラ) and its merchant road, Jupiter Mountain (ジュピタ山) plus the ancient ruins (traps, Metal Gunman pack, Butts rematch), then Seikuri. Late Route 2 adds a Seikuri orc sweep and a second Spirit Cave. The party page lists Tania and Pan.

Optional Route 2 jobs use a herb grove, a brigand den, and a hot-spring back mountain — again on the quest page, not here.

Route 3 spine (borrow the fee, escape or beat Butts)

After a successful hideout run you land in trade city Machant (貿易街マチャント). The item shop sells information; the weapon shop is the only place that honors the Puremite ore voucher, so do not finish the file with the ticket in your bag.

Then: Puremite mines / tunnel (rescue Ellis from a wall, Puremite Golem), Elf Forest and Elf village cave (Ariel, Spirit Plant), Hertzots / Herzog (ヘルツォーク) with Ellis’s northwest manor and the casino, Fortress Eraser (magic-circle shortcuts until you wreck the engine), Olim Great Volcano (オリム大火山) for a flare core, and Monster Park for a magic stone. The fortress exit dumps you in the slave facility, then the same sewers and basement as the other routes.

Casino machines and VIP card duels are documented on the tools hub. They are a Hertzots minigame, not a Map pin you need on Route 1.

  • Talk to Story Event bubbles. The engine marks plot NPCs; ignoring them is how people miss the herbal medicine and brick the cardinal.
  • Inspect sparkles in jails. Both the hideout and the revolutionary prison hide a nail or a pullable bar.
  • Unequip people before a dungeon exit that returns you to a city with an empty party. Catacombs and Svalt hospital are the famous ones.
  • When the region list looks empty, you are probably under-ranked. Report the last request at a guild; Silved junior rank is what opens Protea and the lighthouse.
  • New Game+ does not add a fourth continent. It re-opens the other two spines with your levels and a bigger mercenary board.

Use this page to answer “where am I allowed to walk.” Use the walkthrough to answer “which tile.” Use routes if you are still standing at the guild fee.

FAQ

Frequently Asked Questions

Quick answers to the questions Imperial Knights players ask first.

Is there a full world map screen?

No. You pick connected regions from town exits. This page is the name list; the walkthrough is the tile list.

Why is Machant missing on my file?

Machant is a Route 3 hub. Route 1 never sends Diana there. Check the route guide.

Where is the casino?

Hertzots on Route 3, plus a casino-ship guild job on Route 1. See guild quests and the tools hub.

Do all routes share the Spirit Cave?

Yes. Every path still becomes an Ether Knight there. Route 2 even revisits the cave with new loot.