Locations

Egypt is covered in icons, and the game does a poor job of telling you which of them is a fight, which is a puzzle and which is a twenty second detour. Sorting them that way is more useful than sorting them by region, because it tells you what you need to bring. This guide splits every location type we cover into those three groups and points you at the page for each one.

Assassin's Creed Origins Locations by What They Ask of You

SiteWhat it asksWhat it paysPage
Military strongholdsA fight or a clean infiltrationTreasure chests, quest progress, captain and commander killsMilitary strongholds
Gladiator arenasSeven boss fights with borrowed weaponsLegendary gear and four of the game's outfitsGladiator arenas
TombsA torch, patience and Animus PulseSilica, treasure, and an ability point at each Ancient MechanismTombs
Stone circlesA night sky and a steady hand150 to 450 XP each, and the Isu Armour for the full setStone circles
Animal lairsSenu, a bow and some distanceCrafting materials for every gear upgrade Bayek ownsAnimal lairs
Ptolemy statuesA swing of the sword and no witnessesXP, and a Wanted level if a guard sees youPtolemy statues

The places that want a fight

Strongholds come in three sizes and the size tells you the garrison. A fort holds two captains and a commander and hides as many as four treasures. A medium camp holds one of each and usually two treasures. A small camp is one captain and one chest, and there are dozens of them. Senu marks all of it before you commit, which is the whole point of sending her up first. Our military strongholds guide lists every camp by region, says which quest drags you there, and flags the oddities, such as the West Mediterranean Trireme being the one stronghold in Egypt with nothing to loot.

The arenas are a different kind of fight because you do not bring your own gear. Bayek is handed a weapon at the door, so the build you spent forty hours on counts for nothing and your grasp of a weapon class counts for everything. Krokodilopolis opens through the Champions side quest and holds two bosses; Cyrene opens after them and holds five more. Each boss sits behind three events of three waves, five soldiers a wave. The gladiator arenas guide has the suggested levels and the tells for all seven.

The places that want you to think

Tombs are the quietest content in the game and the most rewarding per minute. Carry a torch, because the braziers inside will not light themselves and fire is what clears the cobwebs blocking half the passages. Six of the tombs end at an Ancient Mechanism rather than a burial chamber, and activating one pays an ability point on top of the usual XP. The Great Sphinx is the last of them and it will not open until Bayek's Promise is finished, so the stone circles are not optional if you want to see the end of that thread.

Which makes the circles the other half of the same job. There are twelve, they only work at night, and The False Oracle has to be behind you before any of them will respond. Each one throws a constellation into the sky that you rotate and drag until it locks onto its real stars. Amun in Siwa and Serqet in Iment Nome are the cheap ones at 150 XP; most of the rest pay 450. Our stone circles guide gives the location and the star pattern for all twelve, and the tombs guide covers the silica and treasure counts inside each one.

The places you just walk to

Animal lairs are marked hunting grounds, and the animal you want is the alpha, because killing it lifts the loot value of every corpse in the pen. Send Senu first and mark it, because crocodiles and hyenas both work by numbers and will drown you if you walk in at ground level. Sleep darts settle hippos and lions; a warrior bow and a rooftop settle everything else. Levels run from the ibex at 3 in Siwa up to the lions of Marmarica at 40, so a lair you cannot handle now is one to come back to. The animal lairs guide lists every den by region with its level.

The Ptolemy statues are the simplest icons in Egypt: nineteen propaganda pieces, each worth XP for smashing. The only catch is the audience. Break one where a guard can see you and Bayek goes Wanted, which is a nuisance rather than a disaster but not worth it for a statue. Clear the area, then swing. Locations for all nineteen are in the Ptolemy statues guide.

Where this fits

Almost everything above pays into something else. Stronghold chests and animal pelts feed the crafting that keeps your gear at your level, arena bosses hand over pieces you cannot buy, and the tombs pay the ability points that decide how fast the trees in our builds guide fill out. If you are chasing named gear specifically, the items guide tracks which weapon comes from which of these places, and the Assassin's Creed Origins guide hub ties the rest of it together.