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Caves, arches and ledges
The land of every zone outside Spitehold's walls is solid rock you can go into, as it is in the Hollows. Caves open on its hillsides, and natural arches and ledges stand over its open ground.
- Caves open on the hillsides and wander back under the hills at a gentle grade, some branching, some running beneath a path or beneath another cave. Many come out again somewhere else, so you can walk in at one mouth and out of another. Away from the mouths it is dark, and you carry a light. The zone map marks every mouth with a dark arch. Once you are in the dark, the minimap turns from the hills over your head to a plan of the cave round you: its floor walled in rock, and the open ground a few steps past a mouth in green. It turns back once you are out under the sky.
- Natural arches stand over the open ground, and ledges jut out from the steeper hillsides, with room to walk under both and to stand on top of them.
New caves open while you play: a quake can split a hillside into one.
On the rock you climb a step of up to a metre without jumping. Walk off the edge of an arch or a ledge, or down into a cave's mouth, and you fall to whatever is below. Every ore vein grows in the caves, on their floors (see gathering). A roof between you and a creature blocks its sight and its shots, as a hill does, and creatures follow you into the caves.