Core Keeper map
Complete underground map of Core Keeper: the Core, clay caves, the Sunken Sea, Azeos’ wilderness, and the desert on the outer rings.
Index
Every named pin on this map. Filter, open a photo, or jump to it.
32 listed
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Azeos' Wilderness. Azeos' Wilderness is a biome located in the outer layer of the world, beyond the Great Wall.
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The Forlorn Metropolis sub-biome. The Forlorn Metropolis is a sub-biome that generates in the Sunken Sea.
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The Larva Hive sub-biome. The Larva Hive is a sub-biome that generates within the Clay Caves.
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Meadow. The Meadow is a sub-biome that generates in the Undergrounds and Azeos' Wilderness.
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The Mold Dungeon sub-biome. The Mold Dungeon is a sub-biome that generates within Azeos' Wilderness.
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The Clay Caves. The Clay Caves are one of the two biomes surrounding the Undergrounds.
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The Desert of Beginnings. The Desert of Beginnings is a biome located in the outer layer of the world, beyond the Great Wall.
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The Forgotten Ruins. The Forgotten Ruins is the other orbiting biome around the Undergrounds.
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The Passage. The Passage is a biome located in the outer rim of the world, beyond the Great Wall and the Shimmering Frontier.
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The Shimmering Frontier. The Shimmering Frontier is a crystalline biome that generates at a distance of 900–1170 tiles from The Core.
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The Sunken Sea. The Sunken Sea is a biome located in the outer layer of the world, beyond the Great Wall.
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The dwelling of Azeos the Sky Titan. Always generates approximately 550 tiles from The Core.
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Spawning location for the Core Commander; always generates approximately 700 tiles away from the core.
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The initial spawn point of Ghorm the Devourer. Always generates approximately 230 tiles from The Core.
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The dwelling of Glurch the Abominous Mass. Always generates approximately 65 tiles from The Core.
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The dwelling of Igneous the Molten Mass, surrounded by an extra large Molten Quarry. Always generates approximately 650 tiles from The Core.
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The dwelling of Ivy the Poisonous Mass. Always generates approximately 600 tiles from The Core.
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The Caveling Throne Room, containing Malugaz the Corrupted's summoning rune. Always generates approximately 300 tiles from The Core.
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The dwelling of Morpha the Aquatic Mass. Always generates approximately 700 tiles from The Core.
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The dwelling of Omoroth the Sea Titan. Always generates approximately 650 tiles from The Core.
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The dwelling of Ra-Akar the Sand Titan. Always generates approximately 600 tiles from The Core.
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The dwelling of the Hive Mother, surrounded by an extra large Larva Hive. Always generates approximately 330 tiles from The Core.
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Challenge arena
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Location of the Ancient Forge, surrounded by a larger Molten Quarry. Always generates approximately 650 tiles from The Core.
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Always generates approximately 700 tiles away from the core in the Desert of Beginnings.
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Always generates approximately 500 blocks away from the core in the Desert of Beginnings.
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Always generates 600 blocks away from the core in the Desert of Beginnings.
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Great Wall. The Great Wall is an indestructible wall that acts as a barrier between the starting biomes and the outer biomes.
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An extra large Mold Dungeon. Always generates approximately 700 tiles from The Core.
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The center of the world and where all players spawn by default.
About
What this world is doing on the plate, and the numbers behind it.
- Updated August 31, 2026
- Kevin Henrique
- Editorial policy
Core in the middle, clay and ruins around it, sea east, jungle south, desert west
The underground sits on one circular chart: the Core in the centre, the clay caves on the inner north ring, the forgotten ruins on the inner south ring, the Sunken Sea and Forlorn Metropolis on the east water, Azeos’ wilderness on the south green, the Desert of Beginnings on the west sand, the Passage and the Great Wall on the outer ring.
Biomes, the Core, and landmarks stay on. Bosses start hidden so the rings stay readable. Open them when you are hunting Glurch, Ghorm, or a titan.
Games
Prove you know Core Keeper. 32 named pins sit on this plate. Name a still, drop a pin on a place, or read a blurb. Repeated marks — stars, chests, the same name twice — stay out of the round.