Laughless Saint Map and Locations

How the island is laid out

Everything orients around two things: Magdal Rest, the town you start in, and the Tower at the centre of the island, which is visible from most of the map and is the reason everyone is here.

The map is not a fast travel network. Directions come from conversation, and Update 7 noted that quests “now correctly mark areas on your map in a TES3-style way” — which means marked regions rather than precise pins. See fast travel for how you actually get around.

Confirmed locations

LocationWhereWhy you go
Magdal RestStarting town, on the shoreHub. Most early questgivers (town guide)
The TowerIsland centreThe main objective; also the route south (Mentoring Magic)
The holeTower approachEntry point for the Tower route
The theatreInside the TowerThe Amphitheater
Tsaffon ruinsEast, along the coastThe real Ramba (Right Where I Found It)
Blind GrottoBeach past the TowerEn route to the Fisherman’s Friend
Charcoal burnerSouth of town, behind the mountainGuaranteed charcoal (Moon in the Man)
ShipwreckOffshore, near town — swim to itDripping barrel with serpent oil (Rust in Peace)
Southern islandFar south, next to an island with magical towersHermit Detta’s journal, and a very good bow
Southern shoreSouth coastThe race-change mirror, added Update 7 (races)
Southern swampSouthAlchemy supplies (alchemy)
The starting boatBeach, where the game opensLandmark for The Lost Tome

Getting west: the Spongestone route

The most-used western route, because two quests send you along it. From the north end of town, set your compass due west:

  1. A huge rock — go around it, keep facing west
  2. Another rock, then three rocks together (one guide calls them small dragon teeth)
  3. Around those, a canyon — descend
  4. A large old tree and a big sewer or pipe entrance
  5. Spongestone is left of the pipe

A separate western route, sticking to the right side out of town, passes two rocks and a tree, then descends into a canyon with a river — that is where the snail Voice of Reason is, under a bridge-like structure.

Getting east: swim it

The Tsaffon ruins are east and the overland trip is dangerous at low level. Swim along the shoreline instead. The landing spot is identifiable by two landmarks close together. There are powerful skeletons there that drop very good gear.

From the shore, find the road and follow it north.

Rumours are the quest markers. If somebody mentions a ruin, a strange person, or something beyond a landmark, that is content. Waiting for the game to formalise information it already gave you is how you walk past things.

Retreat is not lost progress. The island and Tower feed into each other. If a section feels far nastier than everything around it, back out and follow another lead — exploring outside the Tower reveals equipment, quests and shortcuts for later.

Points of interest were added during early access. Update 6 and Update 7 both added new POIs specifically to help with quest location finding, and Update 6 clarified many quest directions. If you are following a launch-week guide that says a location is impossible to find, the game may have since told you where it is.

What we have not mapped

There is no complete map on this page and we are not going to fake one. NerveLabs has published no map, the island is large, and we document locations we can route to from a verified source. Notable known-but-unmapped:

  • The area beyond the bridge near the Blind Grotto, gated behind acrobatics
  • Most of the Tower interior past the theatre route
  • Jinn outpost — a location players search for that we could not verify from any source

Sources

  • Quest walkthrough videos published 19–23 Aug 2026 for all routes and landmarks.
  • NerveLabs Update 6 and Update 7 announcements, 20–21 Aug 2026, for POIs, map marking and the mirror.
  • “10 Things the Game DOESN’T Tell You” for the navigation and retreat guidance.
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