Burglin' Gnomes Gnome World Base Guide
Use the base before every house run: store loot, invite Steam friends, craft equipment, check party setup, and ring the bell only after the squad knows the next entry route and task plan.

Gnome World: safe base before each house run
Base objects and pre-run setup live here. For full routing, tasks, and danger notes, open the dedicated area guide.
Gnome World
Pre-run island hub for storage, invites, crafting, and bell starts. Full routing notes live on the area page.

Use the island for
- Banking stolen items and materials before the next day.
- Inviting friends and confirming the party before the bell starts the run.
- Crafting route-changing gear at the well.
- Resetting the squad after failed rescue or risky enemy practice.
Human World: task area with extraction pressure
Room routes, loot overlap, and threat timing are on the Human House and outdoor area pages — not duplicated here.

Human World
Active task zone with extraction pressure. Room-by-room guides start on the Human House area page.
Leave the base with a plan
- Complete at least three tasks before extraction.
- Use a known entry route such as vine window or drain pipe.
- Return after enough task progress, not after the backpack is overloaded.
Area pages for items, weapons, and recipes
Open an area when you need to know whether a room is worth routing. Each page links to the items, weapons, and recipes connected to that location.
Crafting stationArea guideThe Well
Potion stationArea guidePotion Table
Main task areaArea guideHuman House
Indoor storageArea guideCabinets and DrawersThe Tree: spawn and respawn point

The Tree
Players begin near the tree. It also works as the practical anchor point after death or failed pressure, so use it as the team regroup call.
- Regroup here before starting another run.
- Use it as the mental reset point after a failed rescue.
Mushroom House: storage, crystal, spirit catcher, and bell
The mushroom-house cluster handles pre-run and post-run flow: storage, party setup, limited respawns, and starting or ending the route.

Mushroom House
The mushroom house is where base utility belongs: storage, friend setup, and pre-run cleanup. Empty your inventory before starting a task route.
- Store materials before practicing combat or risky routes.
- Do not bring random clutter into the next run unless it has a known use.

Storage Chest
Use the chest to bank stolen materials and task loot. A clean inventory makes it easier to carry tools, potion ingredients, weapons, and emergency items.
- Bank materials before crafting checks.
- Separate task items from valuables when possible.

Purple Crystal
On the island, the purple crystal is used for Steam friend invite flow and squad setup. Treat revival planning separately through the Spirit Catcher / Medical Terminal system.
- Invite friends before ringing the bell.
- Do not confuse lobby setup with in-run rescue calls.
Spirit Catcher
The Medical Terminal / Spirit Catcher handles limited respawns during a day. Multiplayer has three charges, while solo play has one charge.
- Spend respawns on task progress, not greedy loot mistakes.
- If everyone is dead and no auto-respawn is available, the day can collapse fast.

Bell
On the island, the bell starts the run. In the human world, the bell calls extraction back to the island after the team has enough task progress.
- Do not call extraction before the team knows where everyone is.
- Use the bell only after the required task count is safe.
The Well: craft backpack, pickaxe, metal bat, shoes, and potions

The Well
The well is the base crafting station. Spend collected parts here to make gear that changes routes, carrying, combat, and material farming.
- Craft Backpack and Pickaxe before greedy loot routes.
- Practice combat gear away from progression runs.