A Location is an abstract collection of physical spaces that the player can explore and interact within. Each Location is represented on the Map as a singular labeled dot. When hovered over on the Map, a list of the major Operations available at that location is shown - Travel, Eat, Sleep, and Work. The specifics of what those Operations entail is not shown on the Map, but is rather revealed through exploration and experimentation of the Location.
When a Location is generated, a Type is chosen for it. Each Type has its own naming template, from which a name is derived, as well as what Operations are available to it, and how many of each type. Then a random Event for each Operation outcome is assigned to the Location, taking into account its Type, the Remaining Distance, and the current Act.
When interacting within a Location, there are specific objects within the game world that are specially marked with their relevant Operation (for example, a bus schedule poster may be marked with the Travel Operation). Interacting with these marked objects will reveal a further choice among all of the predetermined Events for that Operation. These Events display their name, a brief description, any requirements they may have, and their expected outcome.
In addition to those major Operations, an object in the game world may also be marked as Return, which is a singular point that contains all of the Operations available to that location. So for example, an Event that leads the player to a diner may have that diner's door marked as Return. Interacting with that door will then reveal all of that Location's available Operations, and choosing one of those Operations will further reveal all of the possible Events for that Operation.
Every Location has a unique world space assigned to it marked as the Entry Point. Whenever the player first enters a new Location, this is where they will always spawn in. The Entry Point world space should contain marked objects for all of the major Operations, and should not contain an object marked Return. The general flow of world spaces should be that the Entry Point is only accessed upon first entering the Location, and upon failing to Hitchhike; and that all other Events assigned to the Location can be accessed through some logical path with the Entry Point as their root.
Every Location is marked as one of the following Types. Each type has a unique naming template which is not presented here - they utilize a combination of data entries, string templates, and algorithms to generate their final names, which is beyond the purview of this documentation.
Every Location Type allows for Travel, as described in the Travel Operation section. Each Location allows for Walking, and has some percent chance for Hitchhike to succeed. Bus Travel is dependent on the Location Type. All three Travel Operations are unique, meaning there is only either 0 or 1 Events associated with them. A Hitchhike percent of 0% translates to Hitchhike not being available at the location. Hitchhike chances are quantized to 5% intervals, rounded down, upon Location generation.
For the other major Operations, the number range provided in the table below is the minimum and maximum number of Events that the Location provides. A specific amount is chosen for a given Location upon its generation, chosen from the listed range.
| Type Name | Hitchhike % | Bus? | Eat | Sleep | Work |
|---|---|---|---|---|---|
| Town | 90% - 90% | Yes | 1-3 | 1-3 | 1-3 |
| City | 90% - 90% | Yes | 2-5 | 2-5 | 2-5 |
| Bus Stop | 50% - 90% | Yes | 0 | 1 | 0 |
| Gas Station | 90% - 90% | No | 0-1 | 0 | 0-3 |
| Campground | 10% - 50% | No | 0 | 1-2 | 0 |
| Trailer Park | 25% - 75% | No | 0-2 | 1-3 | 0-2 |
| Roadside Attraction | 25% - 75% | No | 0-1 | 0 | 0-1 |
| Middle of Nowhere | 10% - 75% | No | 0 | 1 | 0 |