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  • Last Updated: 07/12/2016. Added all maps and extra things here and there.


    Hello fellow dreamers, I'm Linking System Device (aka LinSysDev) and today I bring you something that may interest you.

    This is my attempt to create a database of coordinates for the game world. To better understand what I am trying to achieve and why, I urge you to see my two blogposts of my Walkflying through Dreams Episode 1 and Episode 2.

    Happy World. 07/12/2016

    (-10.148 ; 76.170 ; 0) The oddly sounding island. Beware of the link-wall around it. 

    (-20.481 ; 82.700 ; arbitrary not too low) Whale. Also it has no links.

    (-62.731 ; -12.072 ; -8.000) Good view of the word SEX on the ground, if you look down.             

    • If you follow the train around for a while, it disappears. 

    (-20.920 ; -4.392 ; 1.024) Inside of the castle, right in front of the two thrones. 

    (-116.023 ; 0.279 ; -8.000) Nice view of the Moon. 

    (-114.935 ; -49.151 ; -8.000) Nice view of the Floating Soldiers.

    (-21.504 ; -95.488 ; 0) Exit to the Natural World.

    (0 ; 0 ; 0) A random spot near the castle. 

    (60.482 ; 4.577 ; 0) Just in front of the Ferris Wheel.

    (107.700 ; -49.508 ; 0) A location in which soldiers may spawn (A). Over the edge there's the figure of a man who seems like marching (?). 

    (-62.382 ; -77.382 ; -5.807) Extremly close to a headless singing man. It has no links.

    (-22.869 ; -97.906 ; 0) Tunnel to the Natural world. 

    (76.406 ; 511 ; -9000) Nice view of the Sun.

    (77.086 ; 40.409 ; arbitrary) Arbitrary place near the railway tunnel. 

    (98.115 ; 39.574 ; 0) Right inside of the railway tunnel, at the start of it (end ?). 

    (80.158 ; 94.815 ; -5.777) Nice view of the Starchild.

    (54.243 ; 96.514 ; 1.024) The water area with the three untextured rocks.

    (18.564 ; -13.913 ; 0) Flowers area.


    Kyoto. 07/12/2016

    (70.709 ; -103.676 ; -5.000) Top of Giant Taiko Drum.

    (59.098 ; -51.430 ; 0) Entrance to Monument Park. 

    (19.846 ; -53.617 ; arbitrary) Giant Buddha Foot.

    (-55.969 ; -10.2961 ; something lower than -1.000) Inside of Giant Bell. Apparently you can link with the roof. Wow.

    (-98.720 ; -102.566 ; 0) Entrance to zen garden.

    (-29.881 ; -48.355 ; lower  than -14.000) Close to the top of the Moon Pagoda replica. 

    (86.417 ; -47.602 ; 0) Close to one of the two Giant Baby Faces (A). 

    (64.921 ; -53.256 ; 0) Close to one of the other Giant Baby Face (B). 

    (-105.480 ; -53.209 ; -6.849) On top of the Giant Umbrella. You can link with it at Z=0 !? 

    (-18.573 ; 106.427 ; -0.504) Entrance to the Dojo. 

    (27.645 ; 21.502 ; -2.304) On top of some wooden structure, near a spawnpoint of the Old Lady. If you go on top of her everything will stretch !

    (46.188 ; 44.176 ; -12.191) Top of Kyoto Tower. 

    (-104.644 ; 70.135 ; -7.086) Top of lamp. They took too much effort making the top. 

    (-56.196 ; 21.775 ; -8.077) Top of Buddha Head. 

    (-104.951 ; 22.275 ; -5.000) Top of cerimonial (?) tree. 

    (28.752 ; 36.312 ; any Z) Near the teleport to the wooden structure.

    (26.591 ; 23.150 ; -2.304) The spawnpoint of the Old Woman on the wooden structure. She has no links.  

    (-18.665 ; -112.194 ; 0) Tunnel to Natural World. 

    (-18.259 ; 43.333 ; 0) Arbitrary location between the two lakes/ponds. 

    (16.157 ; -110.481 ; arbitrary) Giant Buddha Hand. 

    (71.133 ; -103.279 ; -4.870) On top the Giant Maiko Drum.

    (27.335 ; 23.852 ; -2.304) A place where a Old woman spawn (A).

    (87.040 ; -25.600 ; 0) Spawnpoint A. 

    (-18.480 ; -109.706 ; -5.374) Right in front of the sun that appears on top of the Dojo's entrance. 

    (-55.200 ; -1.060 ; -0.256) Area of the little shrine with the white fox statues.

    (-101.376 ; 68.608 ; -256) Spawnpoint B. * At Z=-7600 you can get a good view of the giant minotaur face. * The giant minotaur disappears around the point (41.542 ; 40.935, arbitrary). 

    (-117.006 ; 17.942 ; something low) Tengus spawnpoint. 

    (70.656 ; 58.368 ; 0) Spawnpoint C.

    (-56.320 ; 39.936 ; -0.256) Spawnpoint D.

    (7.168 ; 7.168 ; 0) Spawnpoint E. (50.176 ; -105.472 ; 0) {Pos= 08040004} Spawnpoint F.

    (29.696 ; 58.368 ; 0) {Pos= 080E0403} Spawnpoint G.

    (67.870 ; 50.293 ; arbitrary) Near this position there's a room of house where the old lady may spawn. If she does there will bea teleport trigger right on her position. The target of the trigger is (42.071 ; 78.473 ; 0).

    (-17.408 ; -1.024 ; 0) {Pos=130B0202} Spawnpoint H.

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    • Glad you like MuscleTrainer :D

      There are two things that could be useful for better mapping and understanding while being relatively easy to collect.

      Spawn points: There is a hexadecimal code for an unknown variable that the game is using to decide where you start. It is shown as "Pos" in "Map". It would be interesting to know the xyz positions together with the "Pos" and "Map" values for the spawn points.

      Extreme points: The circle on the map is a bit off but could be made more accurate if we knew the most extreme locations. That would be the positions the farthest away in each direction on the map (to the northwest, north, northeast etc.).

      I even considered a feature which would continuously dump all positions and some of the data to a file for analysis. It would be rather easy to implement if there are any programmers out there.

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    • @Confuseme Thanks as always. Will look for the "pos" variable next time I'll play the game.

      So, since the first post got long already I'll continue my database here.


      Violence District. (06/26/2016)

      • You can get the P.A.C. to work when you´re near the lightspots. Z-coordinate of streetllights = (-2.050), but I´m not sure. It seems like there are some P.A.C. shenanigans around the lightstreets and the lightposts. Avoid going on them for safe walkflying. 
      • The skyscrapers are tall as much as something like Z= (-15.000).

      (31.692 ; 91.109 ; something that makes you walkfly) Saw the airplane, got a cutscene. I got it again at (30.715 ; 87.175 ; -4000) suggeting that this point is quite reliable.

      • Walkingflying on the higher roads at Z=(-4.000) is dangerous because of the P.A.C.; it can make your Z-coordinate lower, therefore causing you to fall. 

      (-17.886 ; 22.963 ; 0) Guy kicking corpse spawnpoint.

      (-2.065 ; 62.122 ; 1.024) Suicide car in water. If you want to see it from underwater go to Z=(3.000) and no, it has no links. 

      (-40.310 ; -100.545 ; 0) Really close to a can. Only appears if you hear some kind of metallic sound that resembles that of bells. 

      (37.888 ; -48.128 ; -14.336) On top of a skyscraper; also fake-position A.

      • The map seems to have limits. 

      (488 ; 2.214 ; 0) If you find yourself abruptly here, it means you've activared a teleport trigger. 

      • Z=-2.000 is the cruising altitude of the starship.

      (19.713 ; 35.651 ; 0) Entrance to storehouse A. (19.263 ; 17.056 ; 0) Random spot on the inside.

      (35.673 ; 35.344 ; 0) Entrance to storehouse B. (35.673 ; 18.448 ; 0) Random spot on the inside.

      (52.394 ; 34.808 ; 0) Entrance to storehouse C, the one with the fence. (52.235 ; 21.512 ; 0) Random spot on the inside.

      (52.504 ; 14.274 ; 0) Area beyond the fence; note that the texture of the fence cannot be seen from here.

      (68.687 ; 34.681 ; 0) Entrance to storehouse D, the one with the chalk marks. (68.711 ; 21.369 ; 0) Right on the chalk profile.

      • Sometimes, you may be linked to (41.984 ; -52.224 ; 0.512). It's a place in the block with the skyscrapers which is easily recognizable beacause it looks like you're crouched on the road.

      (-0.022 ; -2.018 ; 0) Middle of crossroad A.

      (0; 0; 0) It's just right through one of those red things of crossroad A.

      (-57.534 ; 26.894 ; 0) Near the crane in front of the hole in the street. You can't walkfly over the hole.

      (-46.100 ; 20.924 ; 0) Just in front of the eye graffiti A.

      (-46.069 ; 4.201 ; 0) Eye Graffiti B.

      (68.817 ; -111.421 ; 0) Dumpster location. May trigger a cutscene if you're too close.

      (-48.128 ; -44.032 ; 0) Spawnpoint A.

      (52.224 ; 37.888 ; 0) Spawnpoint B.

      (-99.890 ; 3.350 ; -3.500) Near a creeply floating beam at the end of the highroad.

      (-35.045 ; -70.410 ; 0) In front of the Hopscotch cirlces.

      (-2.239 ; -117.455 ; 0) Tunnel to Natural World.

      (74.974 ; -37.148 ; 0) Black Tree A.

      (71.828 ; 57.001 ; 0) Black Tree B at the docks.

      (58.831 ; 80.826 ; -6.000) Nice view of the crane. IMPORTANT: Get your Z at -4.000 or higher (e.g. -2.000) before moving !

      (42.621 ; 75.079 ; 0) A place from which you can see the ghost sailor.

      (-48.197 ; 37.788 ; 0) Eye Graffiti C.

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    • I know having multiple posts like this looks really bad self-advertising, but they're really long so for visual purposes the biggest locations will have each their own post.


      Natural World. (07/12/2016)

      (-41.156 ; 221.391 ; -6.229) Close enough to link with the Grey Space Window. The point (-40.832 ; 223.863 ; -7.311) which appears to be the place you very often link to,is another valid spot.

      (125.935 ; 39.584 ; -0.002) Near a tree at the end (or spring?) of a river surrounded by rocks/mountains.

      (152.545 ; -60.532 ; -3.970) Near the wrecked ship. Walking towards it will cause you to fall. Beware of the link-wall around the lake. Strangely enough, no footsteps sound. 

      (151.669 ; -65.816 ; -3.970) Inside the wrecked ship. Going to this coordinates and then moving is guaranteed to make you fall.

      (237.829 ; 299.092 ; -0.003) North-East Map.

      (225.656 ; 267.076 ; -0.003) Island in the middle of the void of the hot air baloons area.

      • While chasing a hot air baloon I discovered two things: 1. The hot air baloon go up to a very VERY low Z, seemingly  forever. 2. I tried teleporting in small steps by changing my Z-coordinate only. Everything was fine until I tried to teleport to Z= (-95.000). The game didn´t crash, but I instantly fell. 

      (49.518 ; -137.105 ; 0.128) Staying right above the Submerged City.

      (41.551 ; -180.677 ; 0) Island with a tree. Beware of the link-wall around the island.

      (-22.779 ; -7.321 ; 0) Entrance to Bright Moon Cottage.

      (-220.441 ; -3.468 ; 0.003) Sign in Desert.

      (-207.244 ; 33.656 ; 0.001) Entrance to Pit and Temple.

      (-99.425 ; 252.640 ; -0.002) In front of the Man Mountain.

      (-247.851 ; 235.317 ; -0.003) Sign near Giant Crystal.

      (-250.344 ; 199.394 ; -0.002) Giant Crystal.

      (-214.164 ; -60.142 ; 0) Arbitrary coordinates near the river shark.

      (-188.249 ; -176.983 ;0) Entrance of Violence District.

      (-61.301 ; -218.126 ; 0) Near the space rocket pit.

      (-60.920 ; -225.343 ; 0.001) Reasonably in the middle of the space rocket pit.

      (0; 0; 0;) A random spot beyond the wall of the Bright Moon Cottage.

      (33.363 ; 118.663 ; 0) Extremely tall tree A. The top of one of these plants is at Z=-20.000.

      (225.597 ; -95.915 ; 0) Entrance of Kyoto.

      (269.441 ; -260.483 ; -3) South-East Map.

      (103.740 ; -301.497 ;-2) Arbitrary position of the area with the water sounds... without any water.

      (-9.216 ; -193.536 ; 0) Spawnpoint A.

      (7.168 ; -101.376 ; -2.046) Spawnpoint B.

      (121.208 ; -170.515 ; -1) Floating ship. The point (123.208 ; -193.515 ; -1) is in the ship's trajectory. And it has no links.I tried following it and it disappeared at the point (124.208 ; -250.515 ; -200); notice that I did some adjustments to the coordinatesto have a better view of the ship.

      (172.799 ; -292.175 ; -1) Daugther and Father area.

      (-51.972 ; -314.490 ; -0.146) In front of the Floating Crystal

      .(-43.344 ; -324.193 ; -3) Inside the Floating Crystal.

      (-91.063 ; -298.161 ; -2) Unreachable area with a lone tree A.

      (-163.948 ; -265.517 ; -1.868) A random spot in which you can hear a very strange eco. Makes me think about dolphins or whales for some reasons.

      (-222.308 ; 305.900 ; -174) South-West Map.

      (-197.170 ; -278.234 ; -3) Unreachable area with a lone tree B.

      (27.515 ; 154.933 ; -2) Extremely tall tree B.

      (-105.472 ; 201.728 ; 0) {Pos = 12080C05} Spawnpoint C.

      (64.512 ; 205.824 ; 0) Spawnpoint D.

      (141.391 ; 155.973 ; 0) Entrance to Happy World.

      (-105.472 ; -207.872 ; 0) Spawnpoint E.

      (117.760 ; -285.696 ; 0) Spawnpoint F.

      (52.224 ; -191.488 ; 0) Spawnpoint G.

      (-152.576 ; 113.665 ; 0) Spawnpoint H.

      (-72.704 ; 273.408 ; 0) Spawnpoit I, fairly close to the Gray space window.

      (-130.048 ; -72.704 ; 0) Spawnpoint J.

      (-80.777 ; 57.822 ; -0.002) Small unreachable area with some mountains.

      (-93.700 ; -22.802 ; -0.445) A location in front of a waterfall with a tree. It connected to the area with the Bright Moon Cottage with a birdge.

      (-11.264 ; -150.528 ; 0) Spawnpoint K.

      (5.649 ; -185.759 ; -0.181) Near Giant Fish. 

      • Y = -390.093 is about the minimum y displayed on the map.
      • Y = 311.627 is about the maximum y displayed on the map.
      • X = 334.655 is about the maximum x displayed on the map.
      • X = -336.534 is about the minimum x displayed on the map.

      (185.344 ; -183.296 ; -1.024) {Pos = 06080903) Spawnpoint L.

      (-138.240 ; 257.024 ; -2.048) {Pos = 050C0E04} Spawnpoint M.

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    • This time around I decided to put the Bright Moon Cottage, Clockwork Room and Dojo together.


      Bright Moon Cottage. 06/29/2016

      (-7.117 ; -0.476 ; -6.144) In front of the room of the Giant Baby. 

      • The P.A.C. doesn´t work well here. In fact, if you enter any Z-coordinate larger than zero then you can "swim" through the ground like Chuck Norris. Be aware that nothing will work while you're swimming. Actually this tecnique can be replicated anywhere in the map, including the upper floors.

      (-5.120 ; -1.024 ; 6.144) Spawnpoint A.

      (-17.115 ; -3.477 ; -9.892) Some reference coordinates to get to see the Astronaut. Depending on when you teleport, you may or may not see him. Keep in mind that these coordinates are arbitrary.

      (-9.216 ; -3.072 ; -4.096) Spawnpoint B.

      (-11.561 ; -719 ; -4.096) Just in front of the painting that links you to the Endless Corridor.

      (-7.168 ; -13.312 ; 0) Spawnpoint C.

      (0 ; 0 ; 0) Corner near the stairs at the ground floor.*A good way to explore the first floor without worrying about walls is to put Z at -1.792. 

      (-11.692 ; -2.645 ; -6.144) A spot near the fireplace the library and the WC door. 


      Clockwork Room. 06/29/2016

      (-13.413 ; -13.314 ; 900) A random spot over the fence.

      • At Z=1.050 on the platform over the fence the P.A.C. works and will put you to Z=2.046. Any attempt to reach this coordinate directly may result in falling. In addition, don't go over 1.100 when you are above this platform as it's guaranteed to make you fall. There some crazy rules here. Apparently, there's a whole area, which from my understanding corresponds to the area with the pipes, that's completly offlimits once you're over 1.000. Nevertheless, it's still possible to walkfly above the zone with no textures and even the area with the stairs but for the latter, please refrain from going on the stairs themselves.

      (-19.847 ; -6.563 ; 0.002) Right at the begging of the stairs. You can take them and descend a bit, although when you hit something like Z=1.200 you'll fall.

      (-13.295 ; -13.526 ; 0) In front of the Orrey.

      (0 ; 0 ; 0) A random place in the middle of nowhere, outside the walkable area.


      Dojo. 06/29/2016

      (29.015 ; 4.567 ; 0) Approached this location, the dog attacked me. I was able to pause the game before he got me. A curious thing is that you can hear some kind of heavy breathing sound effect (presumebly of the dog) when you pause the game. I find it extremly creepy. If you get on top of him, like with Z=(-2.000), it´ll follow you around and disappear shortly after.

      (-7.782 ; 5.418  ; 0) Near the guy on top of the pile of chairs.

      (-79.633 ; 4.712 ; 0) One of the guys kicking the ball; behind him there´s another room.(72.404 ; 5.341 ; -2.000) The "star" on top of the throne.

      (46.080 ; 7.168 ; 0.512) Spawnpoint A. Beware of the dog, if it appears; to avoid it, decrease your Z-coordinate.

      (-84.377 ; -7.728 ; 0) Tunnel to Kyoto.

      (0 ; 0 ; 0) A completly uninteresting spot near a column.

      (17.408 ; 5.120 ; 0) Spawnpoint B.

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    • Here come the most useless and stupid maps in my opinion (...just joking, these are just my least favourite maps): Gray Space, Pit & Temple, Endless Corridor, Flesh Tunnels and Sun Faces Heave, Monument Park and Moon Pagoda.

      Moon Pagoda. 07/12/2016

      • Z=-10.240 is the height of the top floor.

      (18.024 ; -1.282 ; -10.240) Extremely close to the moon.

      (-3.072 ; -5.120 ; 0) {Pos = 07080000} Spawnpoint A.

      (0; 0; 0) A random spot inside the pagada itself.

      • It seems that the place in which you appear (either by linking or by spawning) is always the same.

      (60.599 ; 0.029 ; -9.778) I got stuck here. Make sure to not wander too far off.


      Grey Space. 07/12/2016

      • Possibly no walkflying. 

      (-21.504 ; -3.072 ; -2.048) Fake-position A. It's possible to avoid ending your dream by setting Z=0.

      (0 ; 0; 0) A place right on the edge of the floor texture. Other than that it's pretty random.

      (-20.379 ; 8.598 ; 0) Inside of the giant gray cube.


      Pit and Temple. 07/12/2016

      • You can´t walk outside of the main area. 

      (-3.000 ; 31.700 ; -3.100) These coordinates are a bit arbitrary, but correspond to an area that is right above the entrance to the flesh tunnels. Suprisingly you can walkfly there, but it´s very hard, because it´s too damn easy to hit a wall.

      (0; 0; 0) A place floating on the pit.

      (-2.096 ; -34.483 ; 0) Tunnel to Natural World. 


      Monument Park. 07/12/2016

      • Z= -9.000 is the Z-coordinate of the Zeppelin and also the top of the Empire State Building.
      • The whole area seems to be surrounded by invisible walls. Getting beyond them will make you stuck.

      (-20.603 ; -5.129 ; 0) Below the London Tower Bridge.

      (0 ; 0 ; 0) A random spot in the middle of the wall.

      (-7.020 ; -11.580 ; 0) Near the Tour Eiffel.

      • It seems the stretching phenomenon is strictly correlated to the Zeppelin and the Empire State building for some reason.
      • Z = -55.000 Approximate height of Stretched Empire State Building (O_O).
      • When everything is stretched, you have a time limit before the Zeppelin lands; if this happens you will always be linked somewhere else.

      (-12.157 ; 25.248 ; 0) Near Westmister. 


      Sun Faces Heave. 07/12/2016

      • At Z=6.000 it looks like you're right on the fog layer while at Z=10.240 you're right on top of the ground.

      (0 ; 0 ; 0) A random place right inside the railing of the bridge

      .* For some odd reason, near the point (58.236 ; -12.136 ; arbitrary) you can find an entire rectangular zone with invisible walls. 


      Flesh Tunnels. 07/12/2016

      (-1.128 ; -50.416 ; -704) Center of sumo arena.Going back to the arena will for some reasons, sometimes, activate a teleport trigger sending you to (-17.336 ; 4.482 ; 0). Causes unknown.

      (-2.120 ; -56.178 ; 0) Tunnel to Pit & Temple.

      • There are a lot of teleport triggers here. One of these is at (-0.982 ; -50.560 ; -0.704) and activating it will send you to (-17.336 ; 4.482 ; 0).

      (1.179 ; 38.830 ; 0) Fetuses area.


      Endless Corridor. 07/12/2016

      (51.578 ; 1.022 ; 0) Special room. Be careful because when you activate the room you may be thrown backwards from your point of view. As such it's possible to end up beyond the invisible walls, resulting in you being stuck; unfortunatly, the game will glitch out and it will force you to reset. You can still teleport around but nothing is rendered. The only thing which still works is the music.

      • Z = 1.089 Secondary floor beneath the one you normally stand on.

      (-61.200 ; 0.060 ; 0) Back of Endless Corridor.

      • If the special room will initiate the linking event, teleporting away won't interrupt the linking process.
      • There's a double wall around the endless corridor. 
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    • A FANDOM user
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