Checkpoints (Entry Points)
A checkpoint is an entry point onto a specific location map that your character has personally unlocked. Thanks to them, you don’t have to come in through the main entrance every time and trudge across the whole location on foot: unlock the entry point you need once, and from then on you can enter right there from the global map.
What a checkpoint is
Every static location’s maps have entrances. One of them is the basic main entrance, which is always there. The rest of the entry points are unlocked as you explore the map. The list of unlocked points is stored right on your character and persists between sessions — it’s your personal collection of entrances, and every player has their own.
Important: checkpoints are entrances for the player, not spawn points for mobs, traders, or quest NPCs. Service spawn points never become checkpoints, no matter how close you get to them.
How entry points get unlocked
Unlocking happens on its own while you play:
- When you enter a map, the main entrance is recorded right away, along with the entrance closest to where you appear — that is, the point you actually came in through.
- While you move around the map, the list updates automatically: any other entry point that ends up within a radius of about 30 hexes — that’s about “one screen” around your character — gets unlocked. Get close enough to another exit, and it’s unlocked.
When a new point is unlocked (not the main entrance), the game lets you know: a message with the map’s name comes into the chat, and if the game window is minimized, it flashes so you notice. Unlocking an already-known point again doesn’t duplicate anything.
Entering through a checkpoint
When you click on a known location on the global map, one of two things happens:
- There are unlocked entrances and a ready map preview — the entry selection screen opens. It shows an image of the map and icons for the available points; only the entrances you’ve already unlocked are visible. Click the icon you want, and your group goes exactly there.
- There are no unlocked points yet (a first visit or an old character) — the usual entry confirmation window appears, and the group comes in through the main entrance.
The server lets you in through a checkpoint only if the selected point is actually unlocked, the character is alive, the point itself exists on that map, and its entry conditions are met. After the check, the group is moved into the location with a normal transition. You can close the entry selection screen with the Escape key or by clicking the dimmed area — you’ll stay on the global map.
The landing point and the entrances inside a settlement
Every settlement map has one landing point — at the edge, beside the exit to the world map. First visits, strangers and enemies of the faction arrive there: nobody comes from the world map straight into the middle of someone else’s town.
The other entrances lead inside — to the traders, the houses, the headquarters — and they carry conditions. Some are open to anyone the faction is not at odds with; others only to its members. The faction counts as an enemy anyone whose standing is below the acquaintance threshold, who is wanted for an unpaid offence, or who has been declared an outlaw. You can unlock such a point by walking past it, but you can use it only while the condition holds: the entry selection screen shows only the points you would be let through right now, and the right is re-checked at the moment of transfer. Make peace with the faction and the entrances are yours again; fall out with it and the landing point is what remains.
The conditions are checked for the group leader who picks the entrance; the group follows.
Entrances are labelled for people: instead of internal names like «NE» or «Inner» the preview shows «Northeast», «Inside», «Main entrance» in your own language. The detention entrance of New Gambell, Savoonga and the Weather Station appears in the preview too: the maps gained it after their pictures had been drawn, so no button was built for it before.
Why this is convenient
Checkpoints turn repeat visits to a large location from “come in and walk for a long time” into “come in right where you need to be.” The more of the map you’ve explored, the more entrances you have at your disposal — which means the faster you reach the zone you need next time. This is part of the same logic as the personal world map: the road gradually turns into a convenient route you know well.