Village I — Jinno
Starting village. Campaign Act I begins at the burning walls.
Your first save opens here. Train, buy gear from NPC shops, stash loot in the warehouse, and take Captain of the Guard / Royal Council quests that open Coruptia Metin.
World exploration
Twelve teleporter destinations are available now — villages, valleys, deserts, mountains, forests and solo dungeons.

Travel uses the in-game teleporter (NPC) for 5,000 Yang per jump. Destinations below match the live map allow-list — regions you can open today, including level-gated dungeons.
Campaign story still speaks of Shinsoo ruins, Chunjo temples and the dimensional rift through quests and encounters inside this travel network. Availability labels mark what you can open from the teleporter right now.
Starting village. Campaign Act I begins at the burning walls.
Your first save opens here. Train, buy gear from NPC shops, stash loot in the warehouse, and take Captain of the Guard / Royal Council quests that open Coruptia Metin.
Second Jinno village for wider frontier travel.
Reachable by teleporter once you leave the starter streets. A second hub for supplies and movement across Jinno’s fields.
Open valley hunting grounds for mid-campaign progression.
A classic Metin2 valley used for grinding, Metin farming and story encounters as the journal pushes beyond Jinno.
Harsh desert routes featured in the reconquest arc.
Desert scout objectives and open-field fights. Teleport in for 5,000 Yang when the journal turns south.
Frozen mountain frontier for snow-side campaign beats.
Ice shores, yetis and frostborn enemies from Act V live in this cold range. Bring cold-weather preparation and patience.
Scorched highlands tied to rift and late-war pressure.
A volcanic travel destination on the teleporter list — used for hot-zone hunting as the dimensional war escalates.
Giant-haunted wilds for heavy PvE encounters.
Open teleporter destination for oversized foes and dense combat. Useful when you need tougher field content between story bosses.
Spectral woodland for ghost and curse encounters.
Forest hunting grounds that fit fortress-era ghost packs and curse-touched wildlife from later campaign chapters.
Crimson woods for high-intensity field farming.
Another forest destination on the live teleporter — red-tinged hunting for players pushing late midgame gear.
Vertical solo dungeon challenge.
Enter through the teleporter for a classic tower climb. Built for deliberate solo clears rather than raid queues.
Level 35–75 spider dungeon for rift-era progression.
Level-gated teleporter dungeon (35–75). Matches Act IV’s spider-breach theme and Queen Spider preparation.
Level 75–105 endgame cave for late campaign power.
High-level teleporter dungeon (75–105). Use it while pushing Hidden Fortress and Final acts toward Lord Metin.
Not on the current teleporter list.
Map data may exist in the client package, but Devil’s Catacomb is not part of the live MAP_ALLOW / teleporter destinations yet.