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Creatures of Sonaria Wiki
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Creatures of Sonaria Wiki
This is the recode-only page for Main World (Sonaria). To read information about the legacy-only Main World (Sonaria), see Main World (Sonaria)/Legacy.


About Sonaria

Sonaria is the game's primary world, where players can purchase new creatures, unlock unique color palettes for customization, and grow from child to adult. It is also the place where weather patterns and other main game events occur.

Recode Map

You can open the minimap by pressing (M on PC or ) or clicking the magnifying glass icon in the top right corner on mobile, to the side of the radar. From the 12th October 2024 update onwards, the map also features a coordinate system and hovering over each item displays what they are.

Please note that on the following map representation, the special Shadow Isle is not shown, but it would be located south-west of this map.

Orography

While lore-wise, Sonaria's true form may vary; Sonaria in-game is akin to Thales of Miletus' Cosmological model, a flat disk or mound of land and dirt which is floating in an expanse of water; with the land and water floating stationary in space, orbited by its sun and moon; unlike Earth. The part of the Ocean which surrounds all the landmasses is not officially named, but is usually called by fellow wanderers as the Surrounding Sea, the Ekkaia or Panthalassa, depending on the source whom you ask.

Normally, when unaffected by special weathers or abilities, the Mainland is divided into 5 main continents/Islands (the only difference between them is that a continent holds more than a single mostly-terrestrial biome): Volcano Island to the North-east (official name), the Jungle-Pride Continent to the North-west, Forgotten Cove Continent to the East, Gondwana (the three are fan-names), the biggest of them all, to the South, with the Seas between them forming a (Sea) Crux that meets in-between, roughly shaped like a plus (+) symbol; and the meteor-created Shadow Isle.

Apart from this, Recode Sonaria possess time-space distortions known as portals, which allow traverse from one point of the map to another, coming in bidirectional pairs. Currently there are 5 pairs of portals: Arcane/Strange (green), Mysterious/Cryptic (red), Mysterious/Unknown (yellow), Unknown/Unknown (blue) and Cryptic/Unknown (blue) - albeit the latter seems to only open during certain lore-related events and the yellow portals have been intentionally modified so only the aquatic mobility type and skyquatic submobility types can directly use it bidirectionally, with the Unknown-to-Mysterious path being visible but closed for other types.

Recode's climate and weather can turn far more extreme than Legacy's, and water and air currents are common. The flow of seasons and the passage of time occurs at an exceptionally rapid pace, a phenomenon likely attributed to the intervention of the Wardens, who have multiple Warden Shrines scattered throughout the map, as well as very rare Shadow Shrines.

Recode's orography is vastly different from Legacy map, something which combined with the more realistic physics as well as some additional gameplay features which affect the map (as well as cosmetic ones, like different sounds depending on what region you are, if you are underwater or close to a big water source, day/night, 'HiWiHow' AKA High Wind Howling that begins muted at sea level and progressively gets louder and louder the higher a creature is only happening to creatures while they are actively flying or gliding, etc.), adds an extra level of complexity when travelling and when differentiating the orography on the new Sonaria:

DirtyWaterRef

Water of very poor quality turns noticeably brown

  • On a smaller scale, drinkable water sources now degrade in quality as more creatures drink from it. As water degrades, it will slowly begin to lose its blue color, turning brown as it reaches its lowest point. Color will not begin to change until the water quality becomes very low, making it difficult to tell the exact quality of a source of water from a distance. While water quality will slowly replenish naturally over time, rain will instantly raise all drinkable water quality by a substantial amount. Larger water sources will also take longer to degrade. Drinkable water can buff or debuff a creature depending on its quality. Low quality, dirty water will normally inflict the "sickly" ailment and is drunk slowly by the player creature. Unless told otherwise, water of an exceptionally high quality (above 90%) will inflict "clean water" for a brief duration (60 seconds), an ailment that is the inverse of sickly and buffs the player by reducing thirst and hunger depletion by 20%, and increasing stamina and health regeneration by 20%. All water sources which fall in between this range have no additional effects on a creature and will simply replenish the thirst bar.
  • SwampHillFlood

    A Polymonstrum swimming through the completely submerged swamp hill

    FloodedBloodMoon

    Sonaria under the effects of a Flood immediately after a Blood Moon

    However, the most important part are the rising and falling sea water levels, which are distinct from the stationary and drinkable "fresh water" present in small ponds across the map. While typically confined to ocean level, the game's day-night cycle brings about low and high "tides", during which the sea water will rise by a small amount during the night. While the difference in height is relatively small, it is enough to swallow low-lying areas such as land bridges, forcing some terrestrials to swim or wait until morning if they wish to cross. Additionally, flooding is an occasional "natural disaster" that occurs as the result of thunderstorms. Floods are map-wide and are characterized by an extreme, but gradual rise in sea water level, which can prove lethal to players who are unfamiliar on unprepared. While they may vary in severity, most floods will typically cover the map's entire "ground level" and force terrestrials to move to elevated locations. Floods will often swallow high-altitude areas as well, such as the swamp hill or tundra.

Flooding allows for fully aquatic creatures to easily traverse areas of the map that they would otherwise find hard to reach or directly inaccessible, provided the water is deep enough to swim in. Only seawater is affected by floods; drinkable water will never move and is even accessible under the seawater level once it is submerged. While floods cannot be trigged by a player directly, Thunderstorm Summon Tokens can be used to induce flooding.

This makes several areas where distinguishing between "land" or "sea" areas becomes a bit blurry, with in-game regions, biomes and height from nominal sea-level being the dominant classification factor, to the point that typically-water-covered biomes have a sea wave 🌊 icon next to their names.

Biomes

The map in-game biomes also define specific missions to follow in order to gain some extra Shoom Shooms. Please notice that these mission-related biomes do not cover the entire map regions, with some areas in between being no-man's land, while geographically some of the regions closest or central to a biome will be described along such biome. Another difference between these biomes and regions is that biomes hold their own local biome "chat" (for example, the The Nursery as an inter-biome region has no local chat; and neither has the entire Volcanic Island region outside the Volcano Island biome nor the desertic valley area between mountains, desert and mesa):

Algae Sandbar

Algae Sandbar is a biome located on the northeast of Sonaria, and contains both the water canal in that area, as well as some of the surrounding land on the shore. It is limited on the North by the Jungle, and the South by the Swamp Hill and Redwoods, to the North-East by Pride Rocks, to the South-East by Central Rockfaces, and if a creature travels to the East, they'll eventually reach Rocky Drop through the Western side of the Sea Crux. It also connects with the Swampy-Tundra River to the South, and the Ekkaia (Surrounding Sea) to the Northwest.

If you travel a bit to the north, nearing its edge with the Jungle, a portal which leads to the Swamp Hill can be found.

While this biome is eminently aquatic and known for its relatively shallow (but not devoid of food for all dietary needs) salty water masses dividing Gondwana from the Jungle-Pride continent, some of its mission jurisdiction areas overlap with the Swampy Hill, Redwoods, and Southwest Jungle-Pride shores, including some continental food source areas. On its northern area several stacks and archs can be found protruding from the water into the Jungle Region.

The more we move to the East, the deeper the waters become and the more secret tunnels and crevices appear, with intricate structures near the green portal which leads to the central lake of Swampy Hill.


Central Rockfaces

Central Rockfaces is a well-connected, mostly terrestrial biome exactly on the center of the map, in Northern Gondwana, which limits to the West with Redwoods, North-West with Algae Sandbar, to the North-East with Rocky Drop through its rocky and arch-filled cliffs, to the South-East with desert and to the South with Mountains. Additionally, depending on how low the tides are and what season, especially during Winter and lower tides, it can practically connect with every other continent and major island through temporary land or ice bridges:

  • At the western limit between Redwoods and Central Rockfaces, a land bridge connects with the Jungle-Pride continent to the southern regions of the Jungle).
  • Another bridge on its North connects with Pride Rocks region.
  • To the North-East, an ice bridge may be used to travel to the Volcano Island region, but probably only one-way.
  • To the East, a land bridge may sometimes connect Flower Cove Region and this one bidirectionally.

This region is quite known not only for its position, but for its green grass and sparse trees that cover most of its territory, and its giant lake, which connects to the sea and a small (but extensively decorated) hiding place underneath. Several rock formations and caves cover this area, especially around its main lake, and food and water sources are plentiful. Towards the south and specially its south-east, the orography becomes more desertic and accidental, with small canyons that make it clear that most of this region is located in a promontory (at least, when compared with most of the nearby Desert) and several rock bridges that connect to rocky formations that later become the foothills and highlands of the Mountains Region. On its South-East coast, a giant rib skeleton can be found as well.


Coral Reef

Coral Reef is a mostly water-based biome that encompasses the Eastern Arm of the central Sea Crux, up to the area where the Novus Warden's Shrine Island is located (sharing it with Rocky Drop Biome), as well as part of the fringe areas of South-West Volcano Island. As such, it limits to the North with Volcano Island, to the South with Flower Cove, to the West with Rocky Drop, and to the East with the Ekkaia.

With the exclusion of the aforementioned floating island, most of its areas are not very deep, and have a slow slope, at least until reaching the center of the Sea Crux itself, where tremendous depths await the creature; with the Region working as a transitioning point between the continental platform and the Abyss. Several small caves and crevices can be found, some of them leading to a few significant areas in other regions, such as the Volcano Island Lake, or an alternative hiding place for deep sea creatures. Food can be found in most levels, but not freshwater to drink, except on and next to the Shrine Island.


Desert

Desert Biome is a biome located in the Southeast area of the map, in the Desertic Region of Gondwana Continent, being the most oriental area of this continent. It limits with Central Rockfaces Region to the Northwest, Mountains Region to the West, Mesa Region to the West-Southwest, Grassy Shoal and Seaweed Depths to the North-east, and connected via a temporary bridge with Flower Cove to the North-east, and via another temporary bridge with Forgotten Shores to the East.

The Desertic Region is mostly a sandy dune and relatively plain area, devoid of food and water. Sand is coarse, rough and gets everywhere. Nobody would want to live there permanently, apart from creatures built specifically for this region. Even worse for terrestrials, none of this area is really wholly safe, since most of the area is close to nominal sea levels and easily isolates itself at first (since there's a surrounding mostly-dry-set of riverbeds crossing from the grassy shore area to the mesa and to the Ekkaia) and then sinks under the sea under the effect of floods with no refuge. Being such a vast dune-filled region, it works as a trap when this phenomena occur and guarantees many terrestrials drown.

However, there are some orographic regions of interest, such as an inselberg butte on the central area (albeit slightly offset to the Southeast) which holds some food (including berries) and water and may offer shelter and refuge against some of the mildest floods, and the limit areas to the Northwest and West, which offer a much richer environment orography-wise full of canyons, a bit more food, mountainous enough to protect against floods, have some caves to refuge inside and an additional water drinking spot, and hide the Hellion Warden's Shrine, shared in terms of orography with the Mesa.

Inside the oasis pond depths, a portal which leads to the Grassy Shoal can be found.


Flower Cove

Flower Cove Biome is a terrestrial Biome located on the central area of the Flower Cove Island Region, but not covering the outskirts of the Island, with some of the most southward areas being under the Grassy Shoal biome jurisdiction. The Flower Cove Area limits to the North with the Volcanic Island through a temporary land bridge and a very shallow water and archipelago area called the Nursery (to the North-East), to the North-Northwest with Coral Reef, to the Northwest with Rocky Drop, to the West with Seaweed Depths, South and South-East with Forgotten Shores and South-West with Grassy Shoal, and connected with the Desert Biome in Gondwana through a temporary land bridge.

Flower Cove is known for being an intricate grassy region full of interesting orography accidents, such as cliffs, rock archs, stacks and rauks; and herbaceous tropical and subtropical flora, full of fruits, water and carcasses. On its core north-east side, and due to the lore-wise preferences of the Verdant Warden, we can locate the Verdant Warden's Shrine.

Flower Cove Region can be divided in two areas: central Flower Cove Plateau, and Outskirts Flower Cove. The Flower Cove Plateau is elevated over the rest and is where most of the high rock archs converge, even if it's far higher than the rest of the plateau. The plateau only has one drinkable spot, while the outskirts have a few at the north-east and to the south-west, where the biggest drinking lake of this region can be found connected to the Grassy Shoal. Those higher archs can be accessed by a terrestrial through a double-arch bridge connected with the Shrine, leading to an island to the East, to later climb one of the largest archs. There's a smaller arch coming from the outskirts and towards grassy shoal, which can be used as a smaller gap between Flower Cove and Desert when the tides are high.

Flower Cove presents two hidden caves under the plateau: the first one is directly accessible through several tunnels in the South Outskirts, including next to the bigger drinking lake. On the inside, you can find a beautiful blue-glow giant Tor/stalactite-stalagmite crystal pattern akin to some kind of magical machinery (fan-named "The Crystal Cave"). The other is only really readily accessible through a magical portal in the Mountainous region or by travelling under the map (depends on if there's an event being there or not), and usually hides some event-related decor or easter eggs, such as a spell book behind a minigame-locked door; else that cave is an "Empty Room".

Additionally, there's a small trap in one of the smaller cave tunnels west of the plateau, which is a hole hidden by a patch of grass, and will make the victim to fall into the sea under the map. Be wary of this spot, even if after falling into it, seeing traces of the two caves beforehand becomes easy.



Forgotten Shores

Forgotten shores is a more recently-emerged biome (September 2024), whose terrain emerged South of the Flower Cove biome and fused with the Flower Cove Island, forming the Forgotten Cove Continent through an isthm. It limits to the North with Grassy Shoal and Flower Cove, and to the North-West with Desert Oasis. Several archs, stacks and submarine archs can be approciated on its extension, including two archipielago chain of stacks on the northeast and south. Unlike other close-to-sea-level terrestrial biomes, several of these rock archs seem to be affected by an anti-gravity effect, leaving several crumbled rocks floating.

Despite being a terrestrial biome, its island and mission area of jurisdiction also encompasses several aquatic areas, including submarine water tunnels, several hidden caves, land bridges between the other nearby biomes, and most importatly, a huge shallow salt lake in the middle of its biome area, Paratethys (again, a fan-name), with a portal which leads to the desertic oasis inside.

This shallow lake subdivides the main Forgotten shores landmass further: Northern, Southeast and Southwest shores, with the isthmus between these being in a geographic depression, albeit less intense that the temporary land bridge between Southwest shores and desert, meaning those bridges are very rarely fully submerged (and, in fact, Southwest and Southeast shores are directly connected via a great elevated arch). Excluding those bridge areas, the coasts that limit with this shallow sea are steep and partially resemble promontories. All sub-areas have at least one drinkable lake of its own.


Grassy Shoal

Grassy Shoal is an aquatic biome located in the Far South-West outskirts that separate Flower Cove from Desert and the Seaweed Depths from the Forgotten Shores and the Ekkaia, and partially includes some areas of their shores and land bridges on its mission jurisdiction.

While the region itself is quite shallow and hides little crevices and caves, it still holds food for all dietary needs and has some important geographical locations, such as the Desert-Flower land bridge, several archs, stacks and submarine archs on its border with Flower Cove and Forgotten Shores.

Due to being the shallowest of all the aquatic areas, it is also one of the most susceptible to lower tides and a possible environmental disaster opposite of floods.


Jungle

The Jungle biome is located to the Far North-West of the map, on Western Jungle-Pride continent. It limits to the North and West with the Surrounding Sea (separated from it by a set of cliffs and small rocky formations), to the East with the Pride Rocks Region, and to the South with Algae Sandbar (with its archway and stack region being over a cliff) and connected through a temporary land bridge practically on the Pride Rocks Region with Redwoods and Central Rockfaces.

This fairly humid region is known for its uneven terrain full of rock formations of any shape and size (with their subsequent crevices, caves and hiding places) being shrouded in trees and tropical foliage (albeit at a lower apparent density than Swamp Hill), offering both fruit and berries and meat to consume. When entering this region, the screen will temporarily gain a greenish tint, stronger during the flowering weather.

It is also on the Jungle Region where Angelic Warden's Shrine is located, perhaps related with how in their canon behaviour, both this Warden and Eigion Warden show contempt to avatars of each other, and thus remain fairly apart.



Mesa

The Mesa Biome is the southernmost biome in the Gondwana continent, and is located between the Desert Region in the East and the Mountains Biome in the West, and has a small part of the Southeast Mountain Region under its control.

Orographically speaking, this Mesa is similar a Piedmont Dissected Plateau, a high area where hydric and air erosion left a flat area cut by multiple riverbeds and escarpments revealing the flat-laying strata; as well as several tors and balancing rocks. While there's no real river here, the dry riverbed from the north finally fills with some saltwater from the Surrounding Sea, bisecting the area in a Western and Eastern area with a deep canyon (albeit bridges by different archs, some of them accessible from the Mountains Region), with the West area being richer in food, mud, flora and drinkable water sources (with the most notable fresh-water source being there, and connected to the estuary of the riverbed), some areas being able to support a steppe and the highest ones being a cold and with some ice, likely influenced by the more temperate climate of the Mountains, while still looking mildly desertic. Both regions additionally present buttes and geographical accidents full of hidden crevices and caves, perfect to ambush and hide.

Its specific geography also allows for a breathtaking view of the rest of the map (albeit the best area is one whose access is mostly limited to secret passages, Mountain Biome passages and the odd Desert passage), while being capable of rapidly detecting an incoming flood and going to higher ground and not leaving many isolated islands while the mildest floods develop. However with a high-enough flood even the main drinkable water spot at Mesa will be underseas.

Below the river, and if a creature moves downward, they may find RibCave Cage (fan-name), wherein lies a giant skeletal leviathan ribcage.

If you travel a bit to the north of the riverbed water depths, a portal which leads to the Seaweed Depths can be found.


Mountains

Mountains Biome is a primarily (and almost always only) dry land biome, located South-SouthWest of Sonaria, in the Gondwana continent, and covers most of the Mountains Region, specifically its highlands and mountains, including some of the more desertic areas to the North and a bit of Eastern Tundra Region. The Mountain Region limits to the North with Redwoods and Central Rockfaces, to the East with Tundra, and to the West with the Mesa Region and the Desert Region.

Here lie several glacial horns, with some of them being the highest points in Sonaria (floating islands included, albeit some of those islands may be located a bit higher, these glacial horns are definitely the tallest connected area of the map). Its average height is also far above the average, which grants most of this biome a decent protection against all-but-the-harshest floods (albeit the more you move to the North, generally the less safe from a flood you will be). Mud is abundant, but food (in the form of berries and ribs) and drinkable water are mildly scarce in the middle areas and intermontane and piedmont mesas and plateaus on this area, albeit nowhere near as desolate as tundra, and lightyears beyond most of the Desertic Region. Naturally, inside most of the mountains there are crevices, holes and caves that may offer shelter to any creature, albeit the most prominent ones are inside the glacier horns with perpetual snow.

This region is also one with the most Legacy Easter Eggs present. One of them can be found North of the two most Southern peaks and near to an arch on the limit of the highest Highland of the area, where originally the remains of a carrot and coal from a legacy snowman were placed (a snowman which existed on the Legacy map since 2021-2022 Winter Event and remained intact for nearly a year and a half before it began melting). During Winter Event 2023-2024 it got partially rebuilt, being more recognizable as a taller lump of snow.

Inside the most Eastward glacier horns, Boreal Warden's Shrine can be found, with two entrances, once leading towards the Mesa, and another aiming to higher slopes. On this same mountain, but going southward and to lower areas near the Ekkaia, the entrance to the Warden Sewer Cave (please notice the name does not come from it being a sewer underground, but because on Legacy map, originally there was sewing material dangling from the roof and walls, including needles) can be found protected by carnivore-teeth-like icicles. If we move northward from here, we will eventually reach a teleporter (currently closed) that will send the creature towards one of the Flower Cove hidden caves.

At the very border between Desert, Mesa and Central Rockfaces we can see another flat elevation, which can be bridged by a few archs from the Southwest Central Rockfaces, and Western Desert.


Pride Rocks

Pride Rocks in a mostly-terrestrial biome located on the North of the Map, on Eastern Jungle-Pride continent, which limits to the North with the Ekkaia, to the West with the Jungle Region, to the South with Algae Sandbar and connected through two temporary bridges with Central Rockfaces, and to the East with the North side of the Sea Crux and Rocky Drop, and connected through a temporary landbridge to the very north with the Volcano Island to the East.

While this region is known for being quite similar to the Central Rockfaces (with both being full of green herbaceous foliage, fruits, berries and carcasses, having a cliffside which limits with the Sea Crux, a main central freshwater pond surrounded by some prominent peaks full of caves and crevices, and with such pond connected to the sea), some peculiarities still stand out. The first one is that this region is slightly more mountainous, at least with the presence of uneven terrain, specially the more we move towards the West towards jungle, if slightly less elevated than Central Rockfaces. Another difference arises on its lake, which compared with Central Rockfaces', it actually has ice on it during the cold seasons and actually has two entrances: the first comes from the South and ends in the West arm of the Sea Crux, while the second one is extremely notable for not only leading towards the Volcano Island, but also for being the only other region apart from Volcano Island which has visible lava, as an underwater giant chamber.


Redwoods

Redwoods is a biome located on the Middle West, on the Gondwana Continent, that encompasses the Redwoods Region, as well as a very small part of western Central Rockfaces to the East. The Redwoods region is limited by the Algae Sandbar to the North, Tundra to the South, Central Rockfaces to the East, the Mountains Region to the South-West (with a great slope and escarpments complicating access) and the Swampy Tundra river and the Swamp Hill to the West. When a low-enough tide happens, a land bridge may also connect this area with the Jungle-Pride continent to the north via a temporary land bridge.

Redwoods is a muddy-like, slightly cold biome with a mostly-plain orography and close to base sea-level, with the most prominent geographical accidents being the few tors scattered through the mushroom-filled sequoia forest that usually have a small-sized freshwater source, none of them connected to the sea, and small crevices and tunnels leading in and out. Several food sources can be found here, albeit more densely than Tundra's.


Rocky Drop

Rocky Drop is a mostly aquatic biome that separates the two Islands and Continents from each other, located on the Southern area of the central junction of the Inner Seas. It limits to the North with Pride Rocks and Coral Reef, to the South-East with Flower Cove, to the South with Seaweed Depths (albeit there's a submarine mountain range that acts as a wall between the depths of both areas), and to the South-West with Central Rockfaces.

Due to the floating islands located within, it is at the same time among the highest dry land points (the floating Islands, where the Novus Warden's Shrine is located (albeit that island is mostly part of the Coral Reef Biome) and one of the most deep permanent water regions, due to the deep Mesopelagic Area Twilight-zone found underneath, where even the light that penetrates the area turns weak on the deepest areas, and where the Eigion Warden's Shrine can be found. Due to those Twilight conditions, exploration of the many deep sea areas caves, tunnels, crevices and hidden secrets are more complex, take longer and might never be uncovered, leaving a mystery or two on their wake.

It is also the only biome with two Warden Shrines, perhaps related with how in their canon behaviour, Eigion Warden likes to remain close to Novus Warden, but that makes Novus uncomfortable and tries to move away due to its timid nature, hence why it's so far on the sky.


Seaweed Depths

Seaweed Depths is a mostly-aquatic region (the exception being the desertic floating island above, and some fringe areas in the shore) located in the near South-East. The Region itself limits to the North with Rocky Drop (albeit there's a temporary very-low-tide bridge and submarine mountain range that make it impossible to travel from its depths to Rocky Drop depths directly), to the North-North-East, North-East and East with Flower Cove, to the South-East with Grassy Shoal, to the South and South-West with Desert, and with Central Rockfaces to the West and North-West.

This region has an intricate orography divided into a shallow area, connected through several tunnels to a Twilight-zone plain with hole-ridden-domes on the seabed; both filled with seaweed, algae, carcasses and ribs. On its coast, a few stacks and archs can be found on the Flower Cove side, and a huge skeletal ribcage towards the Central Rockfaces area.

On this region is from where the desertic riverbed system can be directly accessed from its West, fully accessible for aquatics during a flood, or directly jumping to the nearest water-filled area of the canyons on the Mesa Region through a teleporting portal.

The highest of the floating islands has a deep drinkable water pond. Under the floating islands shadow sometimes ice forms during Winter.


Shadow Isle

Shadow Isles' Map. Please notice that certain outer Islets are missing


Shadow Isle is a meteoric-volcanic region and biome located at the far-away South-East and outside regular Sonaria regions, located inside a small bubble of safety on the Emergency Teleport Exclusion Zone (with the biome being slightly smaller than the region itself). Thus, creatures cannot spawn here and the region is usually accessible only through strange temporary purple portals, since trying to get inside or outside of the region in a regular way will trigger the Emergency Teleport Area effect. These portals have their local side fixed, but their outside-Shadow-region exits change periodically, with the exception of the underwater portal. These portals also limit access severely, by limiting it to adult/elder/venerated creatures, and only for those that have more than 30 species owned in their inventory. Additionally they force creatures to drop carcasses they were carrying from the regular biomes and vice-versa. There are only two entry portals to this biome, but several unidirectional exit portals. These entry and exit portals are not necessarily paired (i.e. a portal from Pride Rocks to the Shadow Isle may end up next to a return portal back to the same area of Pride Rocks, but a portal from Flower Cove to the Shadow Isle may have the return portal actually drop the creature on Pride Rocks).

Despite beliefs to the contrary, the Shadow Isle is just a faraway landmass, not a secondary world, as people can still see their packmates located on the rest of biomes, as well as sometimes the rest of biomes themselves during good weather and using max graphic settings. The only side effects of being so far are that tornadoes spawn so far that a tornado will very rarely reach this area, volcanic meteors cannot target on areas beyond the Emergency Teleport Exclusion border, and because of being located beyond the Emergency Teleport Exclusion Zone, attempting to swim below the Isle as a non-aquatic will automatically teleport the wanderer to Central Rockfaces.

Created by a very recent multiple meteor collision event and influenced by an unknown entity, the Shadow Isle is a dangerous and unforgiving land. Upon entry, and in a way not disimilar to Tundra, but magnified, certain effects come into place until a bit after the wanderer leaves the biome:

  • The background switches to a reddish tint and texture akin to that happening under Volcanic Eruptions.
  • Light effect changes slightly to be darker and more violet.
  • A purple "fog" affects the minimap, making travel around the isle even more perilous without a capable creature with a good memory to remember which paths are safe and which are not.
  • Water levels visibly move to some base degree - i.e. if entering a portal during a flood, the flood levels remain for a few seconds, then rapidly switch to a low level, and upon exiting the biome during a flood, for a few moments the water levels will remain low, to then rapidly rise to regular flood levels. This means that certain areas of this biome can effectively be covered by the flood for a creature, but soon enough the visible effects of the flood would vanish.
  • Some creatures may have neon red glowing eyes while they wander around this biome at night, without a Blood Moon being present.

To make the biome even harsher and inhospitable, the terrain is "too hard" for creatures to normally use burrow abilities, and the only place where a nest cannot be placed due to "lack of resources". Unlike other biomes, this region presents a unique type of vegetable edible, Shadow Grass, which completely replaces regular grass. Something in the air also reduces range of sniffing for water and natural ribs and carcasses considerably until a creature is physically so close that sniffing would not be that useful for resource gathering, making the isle a greater challenge to those creatures that require a regular water and meat intake for long-term survival.

The region itself, being meteoric and infused in unknown energies, presents a crystalline and basaltic structure, with certain rocks not only floating, but also moving while under the effects of an anti-gravity field that does not affect creatures, in both the main Isle and several surrounding Islets. Several charred, half-buried leviathan skeletons litter the landscape. The biome is layered into 4 different, roughly-even floors, 3 above the ground and 1 aquatic layer, around a chamber with a giant warped tree inside, whose roots feed around the meteor that fell on Sonaria. Sparse static alien flora lifeforms decorate parts of the landscape. Curiously, the aquatic section of the biome presents more regular Sonarian aquatic flora that may provide some light during night. Some of the most exotic flora may be poisonous or necropoisonous to touch (in fact, the Necropoisonous Ferns inflict 10 of the "necropoison" ailment and 5 of the "poison" ailment when touched, but only against Tier 3 creatures and above). In fact some of this flora is invasive, and has been seen spreading outside its regular area of influence, reaching biomes like Jungle and Swamp Hill, albeit the Sonarian strain originally began as not poisonous, to later on become so upon reaching maturity.

As an additional effect, all the drinkable water sources on this biome are contaminated, even drinking normally-high-quality water can "sicken" you. Furthermore, the lava and magma on this region seem to be infused with the purple ooze and miasma of the meteors that collided with Sonaria, and may inflict a new "Corruption" status on touch. This status behaves similarly to Burn status, dealing some damage per tick and inflicting a 10% health regeneration reduction per stack.

This biome is the first and only known area where Mylo aid texts appear to explain to the wanderer some basic mechanics of how the biome works in a very roundabout way, and that a strange Shadow Shrine exists here (on the first dry land floor), which requires of food to earn its greater artifact, with a related lesser artifact requiring of creature sacrifice. Due to its food and artifact cost and % chances of obtaining each one, this may add an additional layer to creature-to-creature interactions:

  • Some may decide to follow an aggressive path, alone or in groups, and go on an endless hunt to obtain more food for the shrine or artifacts, even if the kill element of the equation does not guarantee obtaining one of the lesser artifacts; going for a calculated risk and a detrimental action for a creature's long-term continued survival in hopes of individually performing noticeably faster at a certain task.
  • Others may opt for a more social or safe path and rapidly organize or team-up to create a chain of supplies and defense, with creatures helping each other to gather environment resources and items easier, finding ways to provide food without sacrificing potential partners, or for defense against aggressive groups; prioritizing the survival of everyone involved and obtaining the greater guaranteed artifacts faster in detriment of the lesser artifact.
  • Finally, another group may be opportunist and dabble in one or the other depending on the situation.

Overall, all of the above make this biome best suited for creatures resistant to sickness, poison and necropoison, small creatures, and creatures with the ability to replenish resources.


Swamp Hill

Swamp Hill is a biome located on the Far West of Sonaria, in the Gondwana continent, connected to the South with the Tundra Region, separated by the Swampy Tundra (fan-name) River from Redwoods Region to the East, and limited by the Algae Sandbar Region to the North.

This humid area is known for having a dense tree foliage over the area, a generally-muddy look; a small inner island surrounded by an inner lake, which hides a green portal leading to Algae Sandbar underneath its sediments; and its Ardor Warden's Shrine located at Cape Finisterre (fan-name of the most westbound terrain area of a major landmark, excluding some icebergs), probably placed on this region since this warden has always had its shrine in swampy areas. Freshwater is quite abundant (even if it's mildly hard to find the appropriate spot to drink), albeit food sustenance is not nearly as common.


Tundra

Tundra is a biome located on the Far South-West of Sonaria, in the Gondwana continent, and encompasses most of the Tundra Region. The Tundra Region limits to the North-Northwest with Swamp Hill, directly connected to it through a bridge which hovers above the Swampy-Tundra river fjörd that separates the rest of Swamp Hill from Tundra; to the North with Redwoods, and to the East with Mountains Biome.

On here, the flora slowly changes from coniferous on the most septentrional areas, to herbaceous plants and finally bare snow with some rocks on the southernmost and more highly-elevated areas. Upon entry, the area will look slightly foggy with a faint snow effect, even on a clear skies day. Drinkable water sources are relatively scarce, with most of the water being frozen solid, and food primarily consists of berries, the scarce grass patch, and some ribs and carcasses. However, this area can be a paradise for creatures prepared for the cold, full of crevices and caves inside their mountainous and abrupt regions (and even a cave system inside the freshwater lakes), well-hidden and sheltered defensive spots for all sizes.


Volcano Island

Volcano Island is a biome located on the Far North-Northeast of Sonaria, and encompasses most of the Volcanic Island Region, except some areas on its NorthWest which connect to a temporary land bridge to Pride Rocks Region; an Area to its SouthEast that has some drinkable water and connects to the South through a temporary land bridge to Flower Cove Island Region; a fringe shore area on its SouthWest, which is considered part of the Coral Reef Biome, and a very shallow water and archipelago area called the Nursery, to the North-East.

Volcanic Island Region is known for being the only of two places where creatures can find lava (the only other two places are one under the map, on a magmatic chamber, which does not count as being "magma"; and another on a passage between pride rocks and the sea located to the West of Volcano Island) in several puddles to the North-West and South-East and inside the volcanic chamber and crater; and the tunnel-ridden volcano, with some chambers holding drinkable water, game easter eggs (such as the giant Leviathan skeleton to the East), some event-related hidden secrets, and the Garra Warden's Shrine on the main chamber, where lava can be seen overflowing in a cascade. Its terrain presents multiple archs on its northwest, where a hidden cave was located until recently.

Drinkable water can be found on its South-West (connected to the central ocean area, specifically the Coral Reef Biome), South-East and in a small chamber on the north-west slope of the volcano, while food of multiple sources can be found primarily on its South and West areas.

While it is true that lava levels on the main crater work as an indicator of how close Sonaria is to a Volcanic Eruption, the lava that indicates such level is actually a very thin layer and only crossing it may deal burn and ashy lungs, the space in between the lava at the depth of the crater and indicator will not hurt, plus due to the existence of Volcanic Eruption Summon Tokens, this indicator is unreliable.


The Nursery

The Nursery is an inter-biome area located on the fringes of the map, and occupies roughly the Westmost shallow water pass between Flower Cove and Volcanic Island, as well as some of the Western areas of Volcanic Island. This area has some small crevices to hide, and alternates between very shallow waters and very low-lying islands with edible bushes, albeit on its northern area it includes higher lands from the Volcanic Island which are not yet claimed by the Volcano Island biome (including a drinkable water pond). Currently it is one of the few inter-biome areas with notable presence of food and drinkable water.

Permanent Water Masses

Permanent Water Masses are what we call areas which no matter what, will be unaffected by water-lowering events and will always remain covered in a layer of water good enough for aquatics to swim freely. These areas tend to be mostly part of the bigger ocean.

Ocean is what we call the entire connected deep water masses in Sonaria (not dissimilar to prehistoric ocean Pathalassa, "all seas"), only home to many of Sonaria's aquatic life, filled with several tunnels that lead into ponds and lakes.

As with Legacy map, there's an "Ekkaia" (Surrounding Sea) surrounding the entire map from the sides and below, even allowing creatures with the proper mobility to traverse from one point of the map to another throughout the sea under the map; but is incredibly more vast and deep than what the Legacy version ever was even on its greatest moments, practically reaching the Emergency Teleport Area from the sides and below, where going further will make your creature to instantly return to menu, with no negative or positive effects to the teleported creature.

While the Ekkaia is practically "the big blue" beyond the area the land occupies, it still has some interesting orography on its borders with the Mainland, specially some spare icebergs on the West-to-South Area, some smaller islands on the North and South, a Stack to the South , and the entrance to some hidden caves.

All the ocean is richly decorated and has a lot of crevices, caves and hidden spots to find!


Permanent Water Biomes

  • Algae Sandbar.
  • Coral Reef.
  • Grassy Shoal.
  • Rocky Drop.
  • Seaweed Depths.
  • Shadow Isle (first layer, aquatic layer).


Intertidal Zones

Areas susceptible of regular flooding of no-drinkable water (or its opposite). Albeit the term "intertidal" has been used, on this case it is not really only related with real-life tides. Also please notice that one biome may be tagged in one or more categories, which indicate their usual max and minimum levels, and that sometimes some more specific details are mentioned explaining why it may be part of one or the other. If on the following lists an area is marked with an asterisk (*) it indicates some peculiarity may arise that may affect how much they are affected by a flood (in that case, check the respective biome for those peculiarities).


Lower Tide Masses

These areas are those which are normally covered in non-drinkable water but which can become dry land (or at least with a very shallow layer of water which does not impede common terrestrial creatures from traversing and running and does not drain their stamina; but may restrict full-aquatics movement speed) when the proper conditions make the water levels drop enough. On any flood, these areas are the first to flood if they were not covered in water already.


Lower Tide Biomes
  • Algae Sandbar.
  • Coral Reef.
  • Forgotten Shores (Desert bridge).
  • Grassy Shoal.
  • Seaweed Depths (specially the Central Rockfaces-Flower Cove land bridge).
  • Volcano Island (Nursery bridge).



High Tide Masses

These areas are those which are normally not covered in non-drinkable water but which can become part of the bigger ocean during a flood (or at least with a deep-enough layer of water which impedes common terrestrial creatures from traversing and running and drains their stamina; but does not restrict full-aquatics movement speed) when the proper conditions make the water levels rise enough. On the harshest floods, these areas are the last to flood.


Mild Higher Tide Masses

These areas in particular will always end up partially-or-totally covered in water during any flood, and are usually the first dry-land regions to flood.

  • Algae Sandbar (coast).
  • Central Rockfaces (coast).
  • Coral Reef (coast).
  • Desert (except the inselberg and the limit buttes).
  • Flower Cove (coast and Outskirts).
  • Forgotten Shores (coast and middle Paratethys sea isthms).
  • Grassy Shoal (coast).
  • Jungle (coast and Angelic Warden's Shrine).
  • Mesa (canyon).
  • Mountains (Warden Sewer).
  • Pride Rocks (coast, inner central lake).
  • Redwoods.
  • Seaweed Depths (coast).
  • Shadow Isle (first and parts of the second dry floor)*.
  • Swamp Hill (Swampy Tundra river borders).
  • Tundra (Swampy Tundra River borders and redwoods-tundra border).
  • Volcano Island (coast and base level of the island).


High Tide Biomes

These areas in particular end up covered mostly during harsh floods.

  • Central Rockfaces (remaining area, except maybe the top of its peaks).
  • Desert (inselberg and buttes).
  • Flower Cove (center, excluding the higher archs above it, which do not often flood).
  • Forgotten Shores (sometimes one of its archs and stack archipielagoes).
  • Grassy Shoal (sometimes the arch coming from the Floral Cove Island)
  • Jungle (remaining area, except sometimes the highest peak areas).
  • Mesa (except highest areas near Mountains).
  • Mountains (lower areas).
  • Pride Rocks (remaining area, except sometimes maybe the top of its peaks).
  • Shadow Isle (second dry floor)*.
  • Swamp Hill (on its entirety).
  • Tundra (on its entirety, except maybe the highest peak).
  • Volcano Island (on its entirety, except maybe the very top of the volcanic cone).


Permanent Dry Land Masses

Permanent Dry Land Masses are areas which no matter what, will always remain free of floods - this doesn't mean they may not contain some water sources to drink, just that the bigger ocean will not swallow them whole.


Permanent Dry Land Biomes

  • Coral Reef (floating islands, specifically Novus Warden's Shrine Island).
  • Flower Cove (maybe highest arch).
  • Mountains (highest peaks and highlands).
  • Rocky Drop (maybe Novus Warden Shrine Island).
  • Seaweed Depths (desertic floating Islands).
  • Shadow Isle (third dry floor/roof and roof crystals).
  • Volcano Island (maybe top of the crater).


Drinkable Water Masses

These are areas which are comprised essentially of drinkable water, no matter their size. They can be treated as semi-permanent Water Regions, since usually they rarely (if ever) become too dry; where water quality (which can be appraised by getting close enough to the water source) are determined by rain and other sources of natural water regeneration, and the stress of needing to support the nearby fauna. Too much creatures drinking the same spot too fast may end up leaving the hydric resource in critical levels!

Here will be listed only the biggest and most deep ones, those too small or too shallow like the ponds are not mentioned:

  • Central Rockfaces Lake (Connected to the sea).
  • Pride Rocks Lake (Connected to the sea).
  • Volcanic Lake (Connected to the sea).
  • Flower Cove Lake (Connected to the sea).
  • Desert Oasis (Unconnected to the sea directly, but through teleporter).
  • Mesa Lake (Connected to the sea directly, and indirectly to a teleporter near the sea).
  • Tundra Ice Cave Lake (Unconnected, directly nor indirectly).
  • Swamp Hill Lake (Unconnected to the sea directly, but through teleporter).


Outside Sonaria Map

As mentioned beforehand, the Ekkaia surround the map from the sides and below, which allows many creatures to traverse through this area. Like Legacy version, this area seems completely inhospitable to life, with no food or water available outside of the rare player traversing through this area (or a buggy rib), but in fact some fresh water and food areas from the map can be interacted with from below the map, allowing for those who can enter a peaceful way to grow creatures.

As with ocean, the lower you sink, the darker it is on many areas, making detecting potential predators and prey more difficult. However, temporary air pockets and air areas exist in the shallowest areas (due to sea-level being a flat plane), which may allow air-breathers to survive near the map, and some of the orography on this area is quite interesting, such as the existence of a magmatic chamber filled with lava under the Pride Rocks Region, or a hidden subterranean cave under volcano which also connects to the main volcano island chamber.

From the 21st June 2024 to somewhere before the 8th August 2024 update, the near Underworld area became even more peaceful by being made nigh-inaccessible due to an Undermap Barrier. This barrier is composed of a visible multi-material disk covering the map edges below sea level, sometimes forming part of the seabed and blending with their respective biomes, and a huge invisible hollow cylinder that prevents access from the sides and below (albeit, after the 8th August 2024 update, exploration of the area confirmed that the bottom of the cylinder wall was replaced by some mechanism that will teleport a creature to a valid location if crossed and if the creature meets the appropriate requirements, f.ex not being an aquatic creature nor having any terrain below). Sometime before the 13th September 2024 update, the entire physical barrier walls were removed and replaced by a more efficient teleporter.

It is still legally possible to access the area inside the barrier through secret passages. As of that update, only that area outside the map is more restricted on any way to access.

The near Underworld area, alongside the inner-spaces inside terrain, are also jokingly referred by some wanderers as "The Backrooms", alluding to the known similarities between the known creepypasta and urban legend about people clipping through reality into debug or glitched areas in another dimension; how in several Roblox games (including this one) due to one factor or another players may accidentally clip through objects (or the Map in this case), how sometimes some leftovers from past updates or tiny oversights can be found here, and because the legacy Underworld area was already nicknamed that way.

To the East, Northeast from Forgotten Shores, the Burrows area may be located, high in the Sky.



Trivia

  • The Full Map View and Radar minimap also display all players which are not hiding scent or choosing to hide their location on the map when opened as animal heads.
    • More info can be seen here.
  • Around the map there are several Easter Eggs, some are intentional, others are accidental.
  • If we were to classify the Under Sonaria area with Backrooms Survival rate, it would be "Survival Difficulty: Class 2e - Environmental". This applies to both legacy and recode.


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