Skip to content

Silver Palace locations: every district in Silvernia

Silvernia, the city of Silver Palace, is split into three streets and twelve quarters: Morgue Street, Four Crowns Street and Dayfair Way, all inside High Peers.

Each street is a group of named quarters, and the in-game City Exploration screen tracks your progress through every one. The interactive map pins the chests, materials and Cognito Pins; this page is about the places themselves: what each quarter is, who turns up there and which landmarks sit inside it.

Quick answer

High Peers is the prosperous city district the game is set in, its skyline dominated by the cone-tipped Spinotrode reactors that power it. Inside it the city splits into three streets. Morgue Street runs across the north and holds Riverside, Bridgehead, Meadow and Felix, with the S.T.A.T.S. agency, the Memoir Bar and the Voicepipe Café. Four Crowns Street is the commercial south and west, with six quarters: Boutique, Sentinel, Finance Quarter, First Crown, UMI Branch Quarter and Central Toroid. Dayfair Way is the old city in the east, with the North and South Church Quarters and the Cathedral of Illumination. Above it all flies the Floating Palace.

The world map

The Silver Palace world map, with the Morgue Street, Dayfair Way and Four Crowns Street regions inside a lit playable boundary and quarters including Bridgehead, Central Toroid and the North and South Church Quarters labelled

Three names are set in large capitals, which makes them the top-level regions: MORGUE STREET across the north, DAYFAIR WAY on the eastern side, and FOUR CROWNS STREET across the south and west. Everything else on the map is a smaller label sitting inside that frame.

The glowing yellow outline is the boundary of what you can walk in the latest test build. Inside it the city is rendered in full colour, street by street. Outside it the ground turns to flat grey hatching: a large block west of Bridgehead with its road layout still faintly visible, and a wedge along the eastern and southern riverbank. Those areas are drawn but not open yet. Two pale causeways run off the top of the map and stop at the boundary, which is the map telling you the city continues north.

Twelve quarters carry names:

Area Where it sits What is known
Bridgehead Western edge, hard against the locked grey block The dockside slum the story's cases keep returning to
Meadow Left of centre, beside the map's green parkland Ten Mini Enigmas, the most puzzles of any quarter
Riverside North east, at the top river bend Shares its name with the first beta's Riverside Quarter
Felix East of centre, in the terracotta-roofed cluster Two Circuitways and Jon's Pizza
North Church Quarter Far east, beside the large cruciform building The only church-scale structure drawn on the map
South Church Quarter East, below Boutique The southern of the map's two church quarters
Boutique Centre east A shopping district with numbered premises and East and West sub-areas, per the City Property screen
UMI Branch Quarter West of centre Carries the United Mining Industry name
First Crown South west Shares its name with the Four Crowns Street region around it
Central Toroid Centre south, on the circular plaza Shares its name with the Toroid Spine reactor
Sentinel South east Shares its name with the Hall of the Sentinel Knights
Finance Quarter Southern tip, along the water The Royal Bank and a race course

Three of those names line up with places the story visits. Central Toroid is the plaza around the Toroid Spine, which an in-game notice confirms. The cruciform building beside North Church Quarter is the Cathedral of Illumination, which a race course through the quarter confirms. Sentinel and the Hall of the Sentinel Knights only share a name so far.

City Exploration progress

The Silver Palace City Exploration screen with Morgue Street, Four Crowns Street and Dayfair Way listed on the left and Four Crowns Street selected, showing six quarter cards for Boutique, Sentinel, Finance Quarter, First Crown, UMI Branch Quarter and Central Toroid, each with its own completion percentage

The map draws the city. The City Exploration screen tells you how it is actually divided. The three streets sit on the left, and picking one opens a card for each of its quarters, with a completion percentage on every card. The game tracks progress per quarter, not per street, so a street is only finished when every one of its quarters is.

The full list, grouped the way the game groups it:

  • Morgue Street: Riverside, Bridgehead, Meadow, Felix
  • Four Crowns Street: Boutique, Sentinel, Finance Quarter, First Crown, UMI Branch Quarter, Central Toroid
  • Dayfair Way: North Church Quarter, South Church Quarter

That makes twelve quarters, and Four Crowns Street holds half of them. Dayfair Way has only two, which fits how much of its side of the map is still hatched grey.

A quarter's progress starts tracking the first time you walk into it. The in-game tutorial points you to the icon in the top left corner of the map to open the details. The percentages in the screenshot come from one player's save, so read them as an example and not a target.

Each quarter also has its own set of City Errands, with one achievement for clearing them all. The Commissions guide lists all twelve with their payouts. For the chests and collectibles, see the interactive map.

The twelve quarters, street by street

Nothing in the game describes a quarter in one place. What it has is scattered: an errand here, a voice line there, an in-game notice, a property screen, a race course card. Put together, they give a picture of every quarter but one. Where a landmark is placed below by its pin on the interactive map, the pin sits on that quarter's marker on the world map above. Pins that sit between two quarters are left out.

Riverside (Morgue Street)

The north-east corner, at the top bend of the river, sharing its name with the first beta's Riverside Quarter. The S.T.A.T.S. agency's pin sits here, which makes Riverside the Detective's home turf; the Morgue Street section above and the Morgue Street guide cover the agency, the Memoir Bar and the Voicepipe Café. Riverside has its own Circuitway, and unlocking its Cognito Pin paid 300 Reactor Crystals in the latest test. Its one named Curious Case is the strangest job on the board: The Resurrection Enigma, a cemetery at night, a wound that vanishes, a theory of resurrection and a doctor gone missing from their own clinic. The City Errand is "A Thousand Whys".

Bridgehead (Morgue Street)

The western edge, pressed against a grey block that is still locked, and the poorest quarter the game describes. Item text calls it the "Bridgehead Commercial District" and dates it by its "rise and fall": an aged tavern "yellowed over the years", with "dusty bottles of fine wine, a hazy air, and illusions of what once was". Its primary school badge describes "winding, dilapidated streets" where the school "stands as a remnant", a symbol of hope for the people around it. The story fills in the rest: a gang-run alley, a disused clock tower used as a lookout over the slum, and the company docks with their gantries, where Ashley says goodbye to the Detective and where the Red Rose made her first kill on a rainy night. Bridgehead Street and Bushes Street are both pinned here. At Bushes Street, Bentham has heard that "the local criminals are suspected of stealing technical assets from UMI", and the Red Rose smells "oblivious despair". The City Errand is "A Return to Better Times", which reads like a comment on the place.

Meadow (Morgue Street)

Left of centre, beside the parkland, and the quarter with the most puzzles in it. The map counts ten Mini Enigmas in Meadow alone, including the Challenger's Lockbox, whose passcode is 2026. The Private Request "Bewildered Bunny and Mr Horse" starts here. Its Epiphany is "The Barber of Meadow", Rossini's Seville moved to Silvernia: "The busiest barber in all of Meadow, the jolliest helper the town could know!"

The Silver Palace Challenger's Lockbox map card in the Meadow, Morgue Street, asking you to collect nearby clues to uncover the safe's passcode

Felix (Morgue Street)

The terracotta-roofed cluster east of centre, and the only quarter with two Circuitways, Felix West and Felix East. The City Property screen splits it again into Felix (North) and Felix (South), with numbered premises and Jon's Pizza as the first purchase it asks you to make. Item text says even "the most vicious gangs would exempt Jon's Pizza from their racketeering operations". A bakery on Felix Lane breaks one of the story's cases, and the Botilin case files trace werewolf blood to a supplier on North Felix Lane. That fits the map's boss card: the Wolf King's Hunt is set at "Felix, Morgue Street, High Peers", where "the law of the jungle rules over all". The City Errand is "Spinotrode-Obsessed Man", named for a man fixated on the city's street-side reactors.

The Silver Palace City Property Planning Stage over Felix, with numbered premises, Felix North and Felix South tabs, and a milestone to purchase Jon's Pizza

Boutique (Four Crowns Street)

Four Crowns Street is the commercial street, with six quarters and no named Circuitway, and it is where the "Extraterrestrial Tales" case starts, with more citizens every day claiming they have seen an Entity over it. Boutique is its shopping row: numbered premises from No. 7 to No. 10, a Boutique East and a Boutique West, and a Land Ownership share on the City Property screen. Its Landmark is the Midsummer Night's Ballroom, ruled by the Red Rose. Her line there: "I'm quite fond of these aristocrats. Their veins course with conspiracies, desires, and hysteria." Gratia is less charmed: "My senior knights warned me about the suspicious folk around here."

The Silver Palace City Property screen showing the Boutique district from above, with numbered premises, a Milestone panel and a Land Ownership readout

Sentinel (Four Crowns Street)

The south-east of the street, near the river. The Private Request "A Terrible Role Model" is set here, and the errand achievement is called "Moral Compass". The name matches the Hall of the Sentinel Knights, where Gratia's fellow knight Galant appears in the story and where Rex admits that "the Knights possess superior equipment and more comprehensive training protocols than the Constabulary". Nothing yet places the Hall inside this quarter, so treat it as a strong name match only.

Finance Quarter (Four Crowns Street)

The southern tip, along the water. In Act III the Detective catches a rich man in the act by the bank here, and the Royal Bank is pinned on the quarter. The Royal Equestrian Tournament runs a course through it, tagged "City road / Fast-paced / Multiple hairpin turns", and its card is the only description of the quarter the game has published so far: "The sound of hooves striking cobblestone, the flow of Ounces... every turn is an investment." The errand achievement is "Money Never Sleeps".

The Royal Equestrian Tournament course screen for the Four Crowns Street, Finance Quarter course, with the route traced along the waterfront

First Crown (Four Crowns Street)

The south-west corner, and the quarter the game says least about. Nothing describes it beyond its card on the City Exploration screen and its errand achievement, "Trendsetter". The nearest named landmark on the interactive map is the Quadric Emporium, on its northern edge. That is all there is so far.

UMI Branch Quarter (Four Crowns Street)

West of centre, under the United Mining Industry Tower, with Sparrow Post pinned beside it. This is the UMI quarter, and Bentham, the company's secretary, has one voice line set here: "There will always be a place for you in my office. Won't you reconsider?" The third Royal Equestrian course runs through it. The errand achievement is "White-Collar Work".

Central Toroid (Four Crowns Street)

The circular plaza with the spire at its centre, which is the Toroid Spine. An in-game UMI notice names both: the Central Toroid is to undergo seven days of pressure testing, power in "the Toroid Spine area" goes off from 23:00 to 03:00, and the notice calls the Toroid Spine "a cornerstone of Silvernian architecture". A second UMI document, written for internal eyes, says what actually happened: the relief valves ruptured and Silverillia spilled out. That is the answer to the aliens case. The plaza also hosts the Toroid Spine trade fair and the Silverium parade, and Ashley says of it: "This place is full of wonderful memories for me. Just like Cinderella's magical night at the ball." The errand achievement is "Towering Toroid".

North Church Quarter (Dayfair Way)

Dayfair Way is the old city. Item text says it "was left by the wayside when Silvernia entered its era of rapid development", a place of "a tumbledown outer wall with moss peeking through every crevice and stone-hewn steps worn smooth". Both of its errand achievements, "The Break of Day" and "Dawning Concerto", are about dawn, and both of its quarters are named for churches.

North Church Quarter holds the Cathedral of Illumination, the large cruciform building on the map. The Royal Equestrian course through it "starts under the obelisk, skirts the Cathedral of Illumination and finishes inside the cemetery". Item text dates the cathedral to before Silvernia was founded and says it is "perpetually under repair, and even thieves prefer to try their luck elsewhere". An in-game testament calls it the Saint Society's "last sanctuary along Dayfair Way". Rex has no patience for it: "Some seek forgiveness in churches after committing a crime. If they truly feel guilty, they should turn themselves in." Gucia's line at the Church Cemetery is the opposite complaint: "A cemetery with no apparitions can be such a dull place." Gelato & Chill and Freemen Square are pinned here too.

South Church Quarter (Dayfair Way)

East, below Boutique, with a Circuitway of its own. Firtho's Corner Clinic is pinned on its edge, which fits its one named errand, "Obey the prescription", tied to outpatient records written by Dr Firtho of the Corner Clinic. It is also the only quarter with a dessert named after it: 897 Roastery's Cocoa Cobbles, "inspired by the South Church Quarter cobblestones, left slippery and well-trodden after rainfall". Read the pre-Argent Light religion post for what the two church quarters say about Silvernia's faith.

High Peers

A vast glass and wrought iron canopy over a Silvernia thoroughfare, sunlight breaking through the lattice above a figure on the walkway below

High Peers is the city at its most self-satisfied. Official material calls it "the gleaming, tranquil, and prosperous crowning jewel of Silvernia," and the thing that defines its skyline is infrastructure rather than monuments: the Spinotrodes, cone-tipped Reactors that convert Silverium into electricity and form the backbone of the city's power grid.

That detail does quiet work. Silvernia's wealth is generated rather than inherited, and generated by a substance the rest of the setting treats as dangerous. Our Silverium lore guide covers the split between an Upper City with abundant power and clean air and a Lower City on limited allocation and refinement pollution. High Peers is the top of that arrangement seen from the inside.

Maintaining it is somebody else's job. The Spinotrodes are serviced by the Kaboom Team, a crew of homeless children working under a United Mining Industry badge, which our UMI faction breakdown covers in full. The crowning jewel is kept lit by the people who live furthest from it.

Morgue Street

Morgue Street is the single best-documented location in the game, and the only district Elementa has given a dedicated feature. Official material calls it "one of the most iconic enclaves within High Peers," a "vital thoroughfare connecting multiple districts" where "those of all social spheres and distant lands converge."

What makes it work as a hub is that nobody owns it. It is described as a hornet's nest of rival factions in which no single power has ever taken full dominance, leaving a fragile equilibrium and "each standoff poised on a knife-edge of lethal peril, and boundless opportunity." That is a design brief as much as a description: a neutral ground where anyone can plausibly turn up.

Three landmarks anchor it:

  • S.T.A.T.S., the Detective's agency, "part cluttered headquarters, part modest flat." It sits at 3 Morgue Street, and per the story, Cynthia owns the entire street through a trustee, since she is not yet of age.
  • The Memoir Bar, "the beating heart of High Peers once dusk falls," tended by Argos, where clues sit waiting inside drunken gossip and half-remembered tales.
  • The Voicepipe Café, where intellectuals, clerks and merchants argue between shifts. Official material calls it "a conduit for the city's endless chatter," which is a polite way of saying it is where you go to overhear things.

Our Morgue Street breakdown covers the landmarks and the hostile factions in detail.

The Floating Palace

The Floating Palace airship in Silver Palace seen from below against mountains and cloud, an ornate silver-white hull with stained glass rose windows and filigree arches along its underside

The story opens in the air. Elementa's announcement for the second beta puts it plainly: "The Floating Palace soars into the sky, signalling the start of the Royal Banquet. This is your moment of glory, Detective, but beware: where there is light, shadow follows."

The vessel in the official showcase is enormous and deliberately unlike a warship. It is architecture that happens to fly: rose windows, vaulted arches, filigree across a hull the size of a cathedral. Holding a royal banquet aboard it is a statement about who Silvernia's power belongs to, and putting the Detective on the guest list hands you a room full of suspects at altitude.

There is an echo the game has not spelled out. Our story recap covers an earlier floating palace built by the United Mining Industry that went down three years before the story starts, taking the Detective's sibling with it. Nothing published connects the two vessels.

Beyond the playable city

A Silvernia street at night, an ornate illuminated venue flanked by winged statues with string lights overhead and a figure in a red and black gown approaching the entrance

The story names places the map does not draw. Williams Manor sits northwest of Dayfair Way. The grey blocks west of Bridgehead and along the southern riverbank are drawn but shut, and the causeways at the top of the map lead to more city to the north. Story areas can also gate behind progression, so a label inside the boundary is not a promise of free roam.

Getting around

The Silverium Pegasus is still the backbone, with ground running, flight inside marked zones, and drifting through tight streets. The second beta added vintage automobiles and large airborne vessels to the mix.

The rest of the kit still matters, and the movement and exploration guide covers it: grappling for verticality, automated rails between major districts, wall running for gaps grappling cannot start from. The city signposts which is which. Metallic rings mark grapple points, blue lines mark rail routes, purple haze marks flight zones, and upper Silvernia carries more flight zones than the streets below.

The city as content

A festival square in a Silvernia district, with bunting and balloons strung between buildings, striped tents on a waterfront boardwalk and a costumed figure walking a stone path across the grass

The districts are not just streets to cross. Chess duels, card tables, urban horse racing and Scarlet Gambit give the city's social spaces a reason to exist, and the minigames guide covers each one.

A detective game lives or dies on whether the city feels inhabited, and you can build that with writing or by letting players gamble in the same rooms the suspects do.

Who holds what

A neoclassical civic building with a colonnaded facade across a paved Silvernia plaza, a uniformed figure walking the path toward it with the wider city rising behind

Territory in Silvernia is contested rather than divided, and the factions overlap on purpose.

The Stonefall Syndicate haunts every corner of High Peers, a loose coalition of street gangs whose strength is numbers rather than structure. Street Punksters work the alleyways below them. Werewolves, the Metal-Blooded, pass for ordinary citizens across the metropolis until high-purity Silverium exposes them.

Institutionally, the River Constabulary works from an office the Navy vacated, funded by UMI at the Crown's behest, with a jurisdiction that rubs directly against S.T.A.T.S. MISS runs an information network out of the nightlife scene. Our factions roster maps who answers to whom.

How the map has grown across the betas

The first Silver Palace beta's map screen, a dark schematic of the Riverside Quarter labelled Morgue Street, Dayfair Way and Four Crowns Street, with a 68 percent exploration readout and Resource Recycle, Street Sweep and Silvercrafts collectible counters

The first test, the Monotype beta, drew the city as a dark schematic with the same three street names and one region title over them: the Riverside Quarter. Its boundary stopped at the river, and the whole eastern bank was flat grey. The review of that build covers how it played.

The Dichotomy beta pushed the boundary over the river and out to the west. The eastern bank gained Riverside, Felix and the two church quarters, Bridgehead came inside the line, and the three streets became the top-level names, with Riverside demoted to one quarter in the north east. It also filled the streets with Incidents, puzzles and minigames. The Monotype vs Dichotomy comparison and the Dichotomy beta guide cover the rest of that test.

The naming has shifted with each build, and it is worth recording rather than smoothing over. Official material places Morgue Street inside High Peers, the first beta's map placed it inside the Riverside Quarter, and the latest map has the three streets on top. This page uses the latest build's structure, and it will follow the game when the launch map is out.

Frequently Asked Questions

What are the districts in Silver Palace called?

High Peers is the prosperous district the game is set in, and it splits into three streets and twelve quarters. Morgue Street has Riverside, Bridgehead, Meadow and Felix. Four Crowns Street has Boutique, Sentinel, Finance Quarter, First Crown, UMI Branch Quarter and Central Toroid. Dayfair Way has North Church Quarter and South Church Quarter.

What is the city in Silver Palace called?

Silvernia. The game is set in its prosperous High Peers district, which splits into Morgue Street, Four Crowns Street and Dayfair Way.

How big is the Silver Palace map?

The city map is about 2.4 km across and 1.6 km from top to bottom, going by the scale it was drawn at, and that includes the river and docks around the edges. The interactive map shows the whole of it with every location pinned.

How do you check exploration progress in Silver Palace?

Open the map and use the icon in its top left corner. That opens City Exploration, which lists the three streets and shows a completion percentage for each of their twelve quarters. A quarter starts tracking the first time you enter it.

Where is the Cathedral of Illumination in Silver Palace?

In the North Church Quarter of Dayfair Way, in the east of the city. The Royal Equestrian course through that quarter skirts the cathedral and finishes inside its cemetery, and the cathedral is the large cruciform building on the world map.

What is High Peers in Silver Palace?

Official material calls High Peers the gleaming, tranquil and prosperous crowning jewel of Silvernia. Its skyline is dominated by Spinotrodes, cone-tipped Reactors that convert Silverium into electricity.

What is the Floating Palace?

The Floating Palace is the airship that hosts the Royal Banquet at the opening of the story. Elementa's announcement describes it soaring into the sky to signal the start of the banquet.

Is Bridgehead explorable?

Yes, in the latest test build. Bridgehead is labelled inside the lit playable boundary at the western edge of the map, against a grey block that is still locked. The first beta's map did not show it at all.

Is Morgue Street in High Peers or the Riverside Quarter?

Both names come from primary sources. Official material calls Morgue Street an enclave within High Peers, while the first beta's in-game map placed it inside the Riverside Quarter. The latest map drops the Riverside Quarter as a region and keeps Riverside as one of Morgue Street's four quarters.

Share