Aion2Data
Altgard world map from the AION 2 clientSafe HavenDredgion Crash SiteQuai CampsiteNameless CemeteryCalderon CanyonSilent HillSanctum OutpostMoslan ForestNornir AssemblyUruthumheimPurifying ForestDranactusBattlescar MoundBasfelt RuinsSpirit IsleMahindel CliffSteel Hammer Merchants HQMahindel RiverFafnite DepositWestern Gribade HighlandIdun's LakeEastern Gribade HighlandSouthern Gribade HighlandBlack Claw VillageLagta FortressImpetusium SquareTranein HighlandImmortal Isle
500 m
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The Altgard world map from the AION 2 client with 3 Hidden Cubes (11 possible spots), 560 Empyrean Traces, 108 pets by the monsters that drop their souls, 24 field bosses, 2,692 gathering nodes, 12,360 monster spawn points, 220 kinds of NPC, 61 Kibelisks, 15 Spacetime Rift portal spots, 148 seals, camps and battlefields and 27 entrances — and a planner that orders the ones you still need into a route.

From the game files: client 2.0.6.0 hotfix 1 (Steam build 25800038, 2026-10-09). Scale: the map is 5,563 m wide (world units ÷ 100; Unreal works in centimetres).

Hidden Cubes in Altgard (3)

11 possible spots. A Hidden Cube spawner is one cube that appears at one of its spots; open it with a Hidden Cube Key. See all maps on the Hidden Cube page.

Idun's Lake1 cube · 4 spots
Moslan Forest1 cube · 4 spots
Tranein Pond1 cube · 3 spots

Hidden Cube locations on every map →

Hidden Cubes in Altgard

The client's spawn list for Altgard places no Hidden Cubes on land (3 underwater ones are shown): they are placed by the server here, so no map built from the game files can show them.

Field bosses (24)

Portraits in red rings on the map. Spawn schedules, where the client has one, count down under This map and on the timers page.

Pets (108)

Where the monsters that drop each pet's soul stand. The number is how many spawn points those monsters have here.

Show all 108

Gathering nodes (2,692)

Pick the Gathering layer and a type on the map, or type a node's name (Ruby, Iron Ore…).

Odyle 650

  • Odyle · Odyle · gathering level 1650

Ore 530

Gem 590

  • Diamond · Gem · gathering level 1200
  • Sapphire · Gem · gathering level 1200
  • Ruby · Gem · gathering level 1190

Log 158

  • Asvata · Log · gathering level 1158

Herb 258

  • Azpha · Herb · gathering level 1150
  • Calendula · Herb · gathering level 1108

Vegetable 212

  • Ohkra · Vegetable · gathering level 1114
  • Morfa · Vegetable · gathering level 198

Shellfish 198

  • Pujery · Shellfish · gathering level 1105
  • Conide · Shellfish · gathering level 193

Fruit 96

  • Raydam · Fruit · gathering level 196

Spacetime Rift portals (1)

Where a rift portal can open and where it leads. When they open: the timers page.

Spacetime Rift and boss timers →

Dungeon and portal entrances (27)

  • Blades Hideout Entrance1
  • Blood Haven Entrance1
  • Collapsed Oracle Entrance1
  • Crypt Entrance1
  • Den of the Dead Entrance1
  • Destruction Archon Underground Fortress Entrance1
  • Destruction Archons Library Entrance1
  • Dranactus Underkeep Entrance1
  • Draupnir Entrance1
  • Etheria Rift Entrance1
  • Fire Temple Entrance1
  • Krao Cave Entrance1
  • Lagta Underground Prison Entrance1
  • Magic Portal1
  • Monolith1
  • Mysterious Grotto Entrance1
  • Mysterious Ruins Entrance1
  • Old Stone Chamber Entrance1
  • Quai Merchants Temporary Storage Entrance1
  • Relic Storage Entrance1
  • Root of the Sacred Tree Entrance1
  • Shaded Cave Entrance1
  • Spirit Temple Entrance1
  • Tarzel Depository Entrance1
  • Unknown Portal1
  • Urugugu Canyon Entrance1
  • Veil of Blood1

Kibelisks (61)

Teleport points.

  • Abandoned Campsite1
  • Abandoned Site1
  • Amunta's Hideout1
  • Basfelt Ruins Cliff1
  • Basfelt Waterfall1
  • Basfelt Waterfall Arch Zone1
  • Battlescar Mound Clifftop1
  • Beneath the Tranein Highland Bridge1
  • Briskwind Shelter1
  • Collapsed Chasm1
  • Collapsed Hall of Fame1
  • Creion Campsite1
  • Dranactus Shore1
  • Eastern Gribade Highland Cliff1
  • Eastern Gribade Highland Tail Island1
  • Elim's Rest1
  • Faded Stump1
  • Fang Hideout1
  • Fissure Cave1
  • Forest Hideout1
  • Galorik's Inspection Area1
  • Gravekeeper Camp1
  • Graverobber Campsite1
  • Gribade Highland Crossroad1
  • Guide Rest Stop1
  • Guide's Dwelling1
  • Healing Spring1
  • Hidden Cave1
  • Idun's Lake1
  • Impetusium Lower Path1
Show all 61
  • Kumrica's Cellar1
  • Mahindel Cliff1
  • Minushan Site1
  • Mire Campsite1
  • Moslan Forest Cliff1
  • Moslan Forest Dry Shade1
  • Neglected Crematorium1
  • Nornir Assembly1
  • Odar's Shade1
  • Outskirts Stall1
  • Purifying Forest Coastal Cliff1
  • Purifying Forest Sunny Hill1
  • Quai Campsite1
  • Remote Island1
  • Safe Haven1
  • Safe Haven Cliff1
  • Sanctum Outpost Sky Island1
  • Secret Rendezvous Point1
  • Shulak Street Stall1
  • Silent Hill Coastal Cliff1
  • Silent Hill Mushroom Rock1
  • Steel Hammer Merchants HQ1
  • Steel Hammer Temporary Trading Post1
  • Steel Hammer Workcamp1
  • Temporary Investigation Base1
  • Temporary Retreat1
  • Uruthumheim Cliff1
  • Victorious Daeva's Statue1
  • Watcher's Tent1
  • Wave-Swept Cliff1
  • Zemurru's Tomb1

Empyrean Traces in Altgard (560)

Field pickups that give the zone's Empyrean Trace item. Tick the ones you took on the map; they stay in this browser.

442 ground, 100 air, 17 water, 1 quest object. The client names every one of them "Empyrean Trace: Altgard" (EnvObjData) and pays 3 of the zone's Monolith token each (RewardData → RewardItem, always): Empyrean Trace: Altgard (Bound). Show them on the map →

Locations (148)

Sealed Dungeon entrances, occupation territories, battlefield and village areas, camps, map portals, flight rings and Abyss artifacts. Kibelisks and the other entrances have their own layers.

Monsters (12,360 spawn points)

Every monster spawn point of the map's spawn list, by species; each links to its page. Normal monsters are dots in the colour of the game's creature type; elite, named and boss ranks wear their portraits.

12 elite and 2 named species, 24 field bosses. 220 kinds of NPC (1,712 places) are on the NPCs layer.

Farming route

The Route tab orders the markers you still need: a layer (a gathering type, Hidden Cubes, Empyrean Traces…), one area or the whole map, and a start. Collected markers are left out. Up to 2,000 stops.

Rule: Nearest neighbour, then 2-opt: from the start, walk to the closest stop left, then keep reversing stretches of the path while that makes it shorter. Straight lines on the map — terrain, cliffs, flying and teleports are ignored — so the length says how the stops line up, not how long the walk takes.

Altgard: every monster, area and quest →

How this map is made

  • Art: the game's own world map, its sector tiles put together as the game places them.
  • Positions: the map's spawn list in the client (every candidate spot of a spawner).
  • World to map: world coordinates ÷ 100. Check: all 71 area names of the game's map fall inside their own area outlines (gap 0.05% of the map width).
  • Hidden Cubes: Every spot a Hidden Cube spawner can use (MapData spawn list). One spawner is one cube that appears at one of its spots.
  • Empyrean Traces: Field pickups that give the zone's Empyrean Trace item, which levels its Monolith (EnvObjData rows named "Empyrean Trace: <zone>" in the map's spawn list; Ground / Air / Water by the object's name).
  • Locations: Sealed Dungeon entrances, occupation territories, battlefield and village areas, camps, map portals, flight rings and Abyss artifacts (EnvObjData usages, WorldMapUIRegion icons and the occupation explorations' subzones). Kibelisks and other dungeon entrances are their own layers.
  • Pets: Where the monsters that drop a pet's soul stand (monster drops + MapData spawn list). Tick a pet you already have: it leaves the route.
  • Field bosses: Field boss spawn points (WorldMapFieldNamed + MapData).
  • Spacetime Rifts: Rift portals (EnvObjData usage Rift → RiftData: where it leads, from what level).
  • Gathering: Gathering nodes (EnvObjData usage GatherSource), filter by type.
  • Kibelisks: Kibelisk teleport points (EnvObjData usage TeleportArtifact).
  • Dungeon entrances: Dungeon and portal entrances (EnvObjData usage EnterDungeon / PartyDungeon).
  • Monoliths: Monoliths (EnvObjData usage Monolith).

Altgard map: questions

How many Hidden Cubes are in Altgard?

3 Hidden Cube spawners with 11 possible spots between them. Each spawner is one cube that appears at one of its spots, so a spot on the map is a place to check, not a guaranteed cube. Respawn times are not in the client files.

Which pets can I get in Altgard?

108 pets: their souls drop from monsters that stand in Altgard. Pick the Pets layer and type a pet's name to see where its monsters are.

Where are the field bosses in Altgard?

24 field bosses are on the map, as portraits in red rings — the This map panel lists them; a click finds one. Spawn timers, where the client has them, count down there and on the timers page.

Where are the Empyrean Traces in Altgard?

560 pickups called "Empyrean Trace: Altgard" are placed in the client's spawn list (442 ground, 100 air, 17 water, 1 quest object). Each pays 3 Empyrean Trace: Altgard (Bound) for the Monolith. Switch on the Empyrean Traces layer, tick the ones you took, and the Route tab orders the rest.

How does the farming route work?

Pick a layer (and a type or an area) in the Route tab, a start — the map's centre or a point you click — and the stops you have not ticked off are put in order. Nearest neighbour, then 2-opt: from the start, walk to the closest stop left, then keep reversing stretches of the path while that makes it shorter. Straight lines on the map — terrain, cliffs, flying and teleports are ignored — so the length says how the stops line up, not how long the walk takes. Up to 2,000 stops.

Where do the positions come from?

From the map's own spawn list in the game client (MapData), put on the game's world-map art with world ÷ 100 — checked against the 71 area names of the game's own map, which all fall inside their areas.

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