Worlds and Areas

The world of FEZ is a made up of interconnected zones, each with several rooms or sub-areas that the player can explore, with some of them serving as hubs for fast travel.
From this page, you can access the "Overview Map", which shows all the major zones in the game. From here you can directly explore each zone, which has its own page. Individual rooms can also have their own pages if they contain secrets or special mechanics.
Each node is a room, and each connection is the link between them with a door. There may be icons referencing collectibles, and when a node is gold, all secrets have been found in that area.
Hubs
A Warp Gate sits on the center islands of five distinct areas, which allows easy transportation between these areas after encountering them for the first time.

- Nature Hub

The Nature Hub is the first warp room in the game. It's the first zone Gomez encounters after leaving the Memory Core. This area connects the Memory Core, the Water Tower in the Lighthouse, and the Tree Roots.
Beige bricks with orange stone, vibrant grass, green trees, and a light blue sky makes up this area. Sea water, seagulls and turtles inhabit here, with only ancient ruins left.
It serves as the base location of the Natural Region, which can be divided in three subzones:

Waterfall
With water pouring from its mouth, the Crying Waterfall connects with the underground and controls the water level of the world. Home of the Writing Cube Artifact.
Composed of the Crying Waterfall, the Water Wheel, the Fox Room, the Mines, and the CMYK Caves.
Contains the Security Question Room and the Code Loop Room.

Bell Tower
At the top of the tower, a bell connects ancient walls with a temple of love.
Composed of the Bell Tower, the Ancient Walls, the Water Pyramid with its Temple of Love, and the Glitch Room.
Contains the Fractal Room and the Block Pipes Puzzle.

Ruins
On one side, the Lighthouse to the Industrial Hub. On the other, broken architecture hides treasures.
Composed of the Lighthouse, the Water Tower, the Broken Arch...
... and the biggest mystery in Zu: the Black Monolith.


- Industrial Hub
The Industrial Hub can be entered after leaving the top of the Lighthouse interior in the Nature Hub. This area connects the Water Tower in the Lighthouse with the Sewer Entry in the Industry Well.
It's the base location of the Industrial Region, composed of the Industrial Platforming Course with the water towers and spinning platforms, the Windmill, abandoned rooms, and the Industry Well.
Its characterized by its brick walls, steel beams, water pipes, and green background. The orange trees, salamanders, and vines cover the uninhabited industrial area.


- Sewer Hub
The Sewer Hub can be entered from the Sewer Entry in the Industry Well. This area is a dead end, not connecting with another big area.
It's the base location of the Sewers, composed of several sewer rooms with cube bits, the Sewer QR Room, and the Lava Rooms.
A green lightning plagues the area, without animals and a deadly acidic water that can go up and down with valves.


- Graveyard Hub
The Graveyard Hub can be entered from the cabin in the Tree, connected between the Zu City Ruins and the Nature Hub through the roots and the sky of said tree.
Being the base location of the graveyard, it's composed by the Grave Cabin, the Mausoleum, the Tomb Skull, and several Owl Statues.
Behind its Mausoleum, the Graveyard is home of several ghosts while the Crypt is home of the Skull Artifact, making you a phrenologist.
With a dark blue sky and constant lightnings, only the creepiest of animals reside here with the deceased, like crows, owls and snails. The square bricks, small trees, tombs, and statues of skulls are everywhere in here.


- Zu City Ruins Hub
The Zu City Ruins are an abandoned version of Zu City, located at the top of the Tree. Connected with the Graveyard and the Nature Hub through this tree, it's located at the top of the map.
Outside of the Memory Core, it's the biggest settlement found in the game, with each room being worthy of mention. Entering through the Throne Room, crossing the bridge, the hub is a big island with six rooms and two connected locations.
In the rooms, drawings about the history and culture about the past civilization is found. An Old Throne can be found, with the ruins of a Broken Star Gate.
The Clock Tower counting with four hands keeps the Library safe, having pictures of several locations, bookshelfs from top to bottom in all directions, and the Tome Artifact inside the Globe.
The Observatory studies the constellations and tessellations with its Telescope; and through a visitor we can get to the Orrery, which has a planetary system display, and the Counting Cube Artifact. A Tetromino Translator can be found in here, with a machine that shows the tetrominoes opening the second layer to the game.
Purple Stone, pink trees, and a blue sky full of stars are found in the nature of this area, while red cloth, red candles and red wood make up the decorations in the ruins. Full of broken constructions and lonely buildings.

Memory Core
The Memory Core is the first room Gomez sees outside the limits of Villageville. With four cube doors, it's at the center of past civilizations, with a door at the top going to the Nature Hub. Full of pink water and purple bricks, this room has a secret link with the Lighthouse Water Tower.


- Villageville
Behind a 2 cube door, is the home of Gomez.
Is a stone column with multiple houses all around, even though the habitants can't see in three dimensions. It has a poblation of nine, the most important being Gomez and Geezer, an old man that also has a fez. These are, for most part of the game the only people Gomez can communicate to.
It has six houses in the front, these being Geezer's House, the Kitchen, the Parlor, the School, the Boiler Room, and Gomez's House. It's not clear where do the other townsfolk live. Most of these rooms change after getting the fez, including the main island.
The three rooms outside the perspective are three empty rooms, with furniture and portraits of Zu people on its walls.


- Wall Village
Behind a 4 cube door, it was occupied by the Yu, a prehistoric version of the Zu Folk.
Rotating the main island shows you that there's no doors around, and they only inhabited one plane.
With six rooms, none of them can be rotated once you are inside. These rooms have drawings made by the past civilization, a living space with beds, a kitchen, a school, and a black hole.
It shares aesthetics with the Nature Hub, both with the background and with the materials of construction.


- Industrial City
Behind an 8 cube door, Nu Zu or Industrial City is found.
Rooms can be found around the whole island, neon signs and pictures of the Star Gate are the decoration, sharing the same aesthetic as the Graveyard Hub. A message warns about the Black Holes.
In here, another Boiler Room can be found, along with a dorm, showers, a locker room, and most importantly, a classroom.
The Nu Zu Classroom has instructions to read Tetromino Codes, with the Tetromino Translator, the Globe, and a side of the Hexahedron.


- Zu City
Behind a 16 cube door, the living city of the Zu people recovers.
Around the center island there is Zu Folk walking in every direction, with markets in red, blue and yellow colors, carpets with the name of the city, and scaffolds that hold what will be a new Warp Gate. It has six rooms, one being a 32 cube door and the end of the game.
Unfinished rooms, an owl statue, a throne and a treasure can be found with drawings on the walls.
The Oldschool teaches us and the Zu Folk how to read the Zuish numbers, with a known face in the walls and a sequence of confusing numbers.
Behind the 32 cube door the Stargate can be found, the penultimate location of FEZ and the connection to the Cosmic Pyramid and the end of the game.
Overview Map
Below is the full map. With a legend that tells which rooms have bits, cubes, anticubes, gates, treasures, and more; and with the connections and requirements between rooms, this map can help you locate yourself in an easier way.
