Locations
Most of the time you lose in Conan Exiles goes on walking, and the Isle of Siptah adds a second map with the same problem. Our four location pages answer the questions that come up first: where the NPC camps are, where the ten obelisks stand, where the foals that become mounts are standing in the grass, and where a base on Siptah survives its first raid. This guide sets them side by side and points you to the page that goes deeper on each.
Four kinds of place, four payoffs
Each place pays you differently when you arrive, and the table sorts our pages by that payoff.
| Places | Map | What they give you | What you need first | Our page |
|---|---|---|---|---|
| Camps and NPC settlements | Exiled Lands | Thralls to capture, story NPCs who teach religions, resources on a farming run | Level 10 and the Thrall Taker skill | Camps and NPC locations |
| The ten obelisks | Exiled Lands | Fast travel across the map once you own a Map Room | The Map Room recipe from the Archivist | Obelisk locations |
| Foal spawns | Exiled Lands | A mount, which is the standing answer to everything else on this page | The Stablemaster feat at level 15, and a stable | Horse locations |
| Base sites | Isle of Siptah | Six building spots, three for PvE and three for PvP | A PvE or PvP decision | Isle of Siptah base locations |
Camps, settlements and the NPCs worth meeting
Our camps page names 85 settlements across nine factions. The Black Hand pirates own 22 of them, the Black Galleon among them, the Darfari Cannibals 21, the Heirs of the North 13, the Dogs of the Desert ten and the Relic Hunters five, inside their heavily guarded city. A colour key tells you what to expect: green for the easy starter camps along the southern edge, red for the common thrall camps, purple for the major settlements, plus separate labels for the Yog settlement, the Set city and the pirate ship.
The big settlements carry more spawn slots, so a named thrall is likelier there, and so is a hard fight. Sixteen story NPCs are marked too, and three of them teach religions: Mek-kamoses for Set, Jamila the Pirate Queen for Mitra and Nunu the Cannibal for Yog. The cave codes mark the dangerous holes, from a Giant Spider's lair to the passage down to the Undead Dragon. Turning a camp visit into a working thrall is the subject of our thrall capturing guide.
The ten obelisks and the Map Room
Obelisks are the Exiled Lands' fast travel, useless until the Archivist in the Unnamed City has taught you the Map Room recipe. After that the purple cloud around each one is the landmark, and our obelisks page walks all ten in one loop:
- In front of the Archives
- Northwest of it, south of Shattered Springs
- Back south, by the entrance to The Dregs
- Up the stream that runs northeast to the Sinkhole
- East along the main river, north of the City of Xel-ha
- Northwest at the ruins of Dagon's Eye
- Into the snow at the Ruins of Xullan
- By the volcano's eastern bridge, once your level lets you in
- West to a small canyon at the Temple of Frost
- South to the Mounds of the Dead, west of the lake
Green country, where the foals are
The obelisks shorten the long hops and a horse takes care of everything in between, which is why the fourth kind of place on this map is simply grass. Foals stand in the open near rivers and lakes, they do not fight back, and you pick one up rather than fighting it. Four areas are reliable: the river island at K6, the ground south and west of Pitfall Pass in K5 and K6, the squares either side of the Northern Aqueduct at G9, and the country west of the Circle of Swords in B10 and C10.
The catch is at home rather than in the field. A foal has to be raised in a stable, not in the animal pen that handles the rest of the game's pets, and both the stable and the saddle that follows it are feats you have to have taken. Our horse locations page covers the order to take them in.
Where to build on the Isle of Siptah
Siptah spreads its resources evenly enough that no site will starve you, so the page picks its six spots on scenery and neighbours for PvE and on concealment for PvP. The PvE picks are The Valley, an island in a lake on the west side with coal, iron, a Tanner and a Taskmaster close by; The Cliffside at the southern tip, whose rock bridge also carries you to The Crag's carpenters, Taskmasters and vendors, with Black Ice nearby; and the Redwood Forest, where a broken archway serves as a foundation and iron, coal, brimstone, a Priest and an Alchemist are within reach.
The PvP three trade utility for safety: a two-entrance crevice at The Crag, hard to spot and hard to storm; North Island, so far out in the water that few raiders bother, with an underwater cavern for your loot; and a ruined bridge high above the ground, out of reach yet close to the Crag's vendors. The map shots are on our Isle of Siptah base locations page, and once you have built and geared up, the island's sigil dungeons hold the better loot.
Frequently asked questions
How do you unlock obelisk fast travel in Conan Exiles?
Learn the Map Room recipe from the Archivist in the Unnamed City, then reach each of the ten obelisks in person. Every obelisk you have accessed becomes a destination instead of a walk.
Which camps should a new exile farm first?
The green camps on the southern edge: they are the ones you meet at the start and the easiest to clear, with the red common camps as the next step. For everything else, from breaking thralls to the Siptah dungeons, start at our Conan Exiles guide.