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Maps

Blood Forest

Blood Forest: the one confirmed description, its place on the eight-region roster, the rules every region runs on, and every field still marked unpublished.

Last checked 23 Oct 2026 Thin record
Close-up of a bronze-masked figure with a child peering over their shoulder.
On this page 6

What the record actually says

One sentence. The Blood Forest is a forest region covered in red blood mist.

That is not a summary of the source — it is the source. The region page carries a name, a one-line description, and then a stack of empty fields: map type, sub-region, water travel, Phantom Edge interaction, completion totals, events, NPCs, landmarks, bell count, challenge spots, hidden content. All of them are marked as pending.

So this page does the only honest thing available to it. It tells you what a region in this game is guaranteed to contain, so that when you walk in you know what to look for, and it separates that from anything specific to this forest, of which nothing is published.

Where it sits on the roster

The game runs eight major regions on a seamless map. The confirmed names, in roster order, are a starting valley, the Blood Forest, the hub town, a lake region, a prison mountain, and an orthodox camp, plus two unnamed entries.

The Blood Forest is second on that list, which places it early — immediately after the tutorial valley. That ordering is the only positional information available, and it is worth exactly what it says: it is a roster index, not proof of a level band.

The hub town connects outward to five regions including this one, so travel back is expected to be possible. Bells are the mechanism for that in every region seen so far.

What every region is guaranteed to contain

These hold across the map system, not just here. They are the parts you can plan around before any area-specific data exists.

  • At least one bell. Bells clear fog from the surrounding map, refill combat resources, and become teleport nodes. Touching the first one is always the correct opening move.
  • Seven tracked collectible types. Bells, weapons and Phantom Edges, accessories and potions, challenge spots, Sha-Chi amber shards, blackstone shards, and Memory Flowers. The map screen reports per-region totals and a completion percentage.
  • Gated pickups. Some weapons and paths need a specific Phantom Edge. The map marks the spot and the requirement, so noting and returning later is a valid strategy rather than a retreat.
  • Missable side content. Some side quests cannot be recovered once their window closes. The valley holds the first; assume later regions hold more.

The red mist itself is described as a visual property of the region. Speculative — not confirmed: whether the mist affects visibility, enemy behaviour, or damage over time. Nothing published says it does, and this page will not guess.

How to open the region

A conditional plan, because the specifics are unpublished.

  1. Find the bell before fighting anything. Fog clearing is the single highest-value action in an unexplored region, and every later decision depends on the map it reveals.
  2. Do not spend resources on the first camp. In a region with no published difficulty band, an early wipe costs you the walk back plus the consumables.
  3. Sweep the ground level before climbing. Shards and gated pickups sit on ledges and behind drops far more often than in plain sight.
  4. Note every locked marker and keep moving. Gated content is explicitly designed to be revisited.
  5. Check the completion percentage before leaving. A high number with no icons left usually means one hidden point, not a clean region.

Field by field: what exists and what does not

FieldStatus
Region nameConfirmed
Visual identity (red blood mist)Confirmed
Position on the eight-region rosterConfirmed
Bell count and locationsNot published
Collectible totalsNot published
Water travelNot published
Phantom Edge interactionNot published
Enemy roster and boss assignmentNot published
Drop tableNot published
NPCs and settlementsNot published
Hidden contentNot published

Two of the confirmed rows are cosmetic. The only operational fact is the roster position, and it says where the region sits in sequence, not how hard it is.

Any page that presents these as settled is inventing them. This one will be rewritten the week the game ships and real data appears.

FAQ

Is the Blood Forest mandatory? Unknown. The roster lists eight regions; which are critical path and which are optional is not published.

Can I skip it and come back? Travel between bells is a confirmed system, so returning is expected to be possible. Nothing confirms it for this region specifically.

Does the red mist hurt you? Not stated. Treat it as atmosphere until something in-game says otherwise.

Where should I go first? The bell. That answer does not change by region.

Last checked 23 Oct 2026.

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