Fixed escapes
2Guaranteed exit locations once their match condition is met.
A complete launch-version plan for Brandrgarde: vertical routes, Normal and Cataclysm requirements, shrinking safe zones and how to locate a random Returner Woodling by aura and sound.
The short answer
Brandrgarde is the harder map: a multi-phase safe zone shrinks around you and the routes run vertically. Extraction is a random Returner Woodling, and you find it by its pulsing blue aura and bell.
Hallowgrove hands you the start of the chain. Brandrgarde does not. Every stage below is the same objective solved two different ways.
Hallowgrove
Brandrgarde — this page
The clock you are racing
A timer bar, then a hard cutoff
A timer bar sits in the top right. Until it fills you can explore and fight without worrying about the mist. When it elapses the Gyldenmist collapses almost instantly — not a circle creeping inward.
A shrinking safe zone, in phases
The Gyldenmist collapses to a safe zone over multiple phases, smaller each time, until it consumes the map. Standing outside it deals enormous damage — far more than a typical battle royale.
§01 Where the chain starts
Chimes are already standing
Returner chimes are already standing at several spots when the expedition begins, which gives Hallowgrove a much wider extraction window.
There are no chimes
Nothing is placed for you. This is the single most important difference between the two maps, and the mistake that gets new players killed waiting for a prompt that never comes.
§02 Finding the Returner Woodling
Follow the butterflies
Interacting with a chime sends a burst of butterflies toward a nearby spot. A short timer runs, then a Returner Woodling spawns there and attacks you.
Hunt the blue aura
Woodlings spawn at random locations instead. Find them by the pulsing blue aura that stays visible through terrain, and by their bell sound.
§03 Getting the bell
Kill it, then channel
Kill the Woodling, interact with its corpse and channel the return spell.
Kill it — one bell guaranteed
One bell is guaranteed per match with a chance of more. A rare bell can also be found on the ground.
§04 Leaving
The channel completes
A bell rings on completion. Clear the area before you start.
The bell is audible to anyone nearby — this is when you are most likely to be jumped
Leave whenever you choose
The bell occupies a dedicated slot, so once you are holding one you can leave at any time — including alone, which changes squad dynamics instantly.
The clock you are racing
Hallowgrove
A timer bar, then a hard cutoff
A timer bar sits in the top right. Until it fills you can explore and fight without worrying about the mist. When it elapses the Gyldenmist collapses almost instantly — not a circle creeping inward.
Brandrgarde — this page
A shrinking safe zone, in phases
The Gyldenmist collapses to a safe zone over multiple phases, smaller each time, until it consumes the map. Standing outside it deals enormous damage — far more than a typical battle royale.
§01 Where the chain starts
Hallowgrove
Chimes are already standing
Returner chimes are already standing at several spots when the expedition begins, which gives Hallowgrove a much wider extraction window.
Brandrgarde — this page
There are no chimes
Nothing is placed for you. This is the single most important difference between the two maps, and the mistake that gets new players killed waiting for a prompt that never comes.
§02 Finding the Returner Woodling
Hallowgrove
Follow the butterflies
Interacting with a chime sends a burst of butterflies toward a nearby spot. A short timer runs, then a Returner Woodling spawns there and attacks you.
Brandrgarde — this page
Hunt the blue aura
Woodlings spawn at random locations instead. Find them by the pulsing blue aura that stays visible through terrain, and by their bell sound.
§03 Getting the bell
Hallowgrove
Kill it, then channel
Kill the Woodling, interact with its corpse and channel the return spell.
Brandrgarde — this page
Kill it — one bell guaranteed
One bell is guaranteed per match with a chance of more. A rare bell can also be found on the ground.
§04 Leaving
Hallowgrove
The channel completes
A bell rings on completion. Clear the area before you start.
The bell is audible to anyone nearby — this is when you are most likely to be jumped
Brandrgarde — this page
Leave whenever you choose
The bell occupies a dedicated slot, so once you are holding one you can leave at any time — including alone, which changes squad dynamics instantly.
Summarises “Extraction on Hallowgrove” and “Extraction on Brandrgarde” below. No positions, timings or drop rates are added — none are published.
September 4 creator demonstrations now give Harald, Flesheater and Sálmar practical move timings. Check the map and queue separately before committing a kit.
Locked to Brandrgarde. Fixed exits and area labels are stable; rift pins, containers and elite spawns are candidates a match chooses from at runtime. Layers tagged SRC are imported rather than surveyed here — where each layer comes from.
The same dataset the atlas draws, written out so it can be read, searched and linked without loading the map. Map-grid values are the atlas’s own 0–10,000 system; world values are the corresponding game-world coordinates.
Brandrgarde plots 2 fixed escapes, 38 warp rift candidates, 13 merchants, 74 resurrection spots, 112 spawn-in points, 59 task objectives, 13 traversal points, 119 elites and lords, 120 loose loot and airdrops, 597 containers across 8 named areas.
Times are read off the countdown in the game’s top right, so a larger number happens earlier in the match.
Normal · trio
Cataclysm · trio
Guaranteed exit locations once their match condition is met.
A rift can open at a subset of these candidates each match.
Possible in-raid merchant positions.
Soul Cocoon positions used to recover a downed teammate.
Candidate player insertion positions at the beginning of a match.
Where mission and exploration tasks send you. Named tasks carry their own wording.
Ladders, updrafts and climbs that change which floor you are on. Not the same thing as a warp rift.
Elite and named enemy positions, including Mist Lords. Ordinary trash spawns are deliberately not plotted.
Ground pickups and airdrop positions.
Chests, sacks, pots and racks, by container type. Most are candidates rather than guarantees.
Brandrgarde is condensed and aggressively vertical. Routes change level constantly, corridors are tighter, and a destination that appears close on the map can still require a long rotation to reach the correct floor.
Brandrgarde Cataclysm is the hardest queue on the same map. The launch requirements below are easy to misread because Normal has both a minimum combined value and a cap on starting gear.
| Difficulty | Gear requirement | Combat bags allowed |
|---|---|---|
| Normal | Combined gear value at or above 300 Gyldenblod; starting gear at or below Epic (purple) | Novice, Advanced, Pro, Elite |
| Cataclysm | Equipment value at or above 2500 Gyldenblod | Elite only |
Normal
Cataclysm
There are no Hallowgrove-style returner chimes. Returner Woodlings appear at random locations, so extraction is a search problem performed while the safe zone keeps contracting.
The Gyldenmist closes over multiple phases and standing outside it deals extreme damage. The correct time to move is before the current safe area becomes unplayable, especially when the direct path crosses several floors.
Cataclysm only accepts Elite combat bags and demands a high equipment-value floor. That makes every opponent expensive and every third party dangerous. Enter with an exit plan rather than treating the queue as a richer version of Normal.
Continue planning the run