The Locations page provides an overview of the various places within the Dook and Flops universe, offering a central hub for exploring where events unfold and characters interact.

The primary setting of the series, a quirky and chaotic town where strange things are the norm and logic is optional.

  • Dook and Flops' House - A cluttered, slightly surreal home where Dook and Flops live. It’s filled with odd inventions, expired snacks, and the faint smell of ozone.
  • The Kiosk - A small convenience stand run by The Stoat. Known for its overpriced snacks and the stoat’s half-hearted small talk.
  • The Bank - A dull, grey building where dreams go to die. Staffed by the unenthusiastic Frog, who seems to relish loan denial.
  • Vivian's Car Dealership - A flashy but dubious used car lot located next to the Abandoned Gas Station. Vivian Wease works her sales magic here, pushing lemon-scented vehicles with charm.
  • Odie's Office - A barely-legal legal practice where loopholes are king. The office is crammed with legal books, anti-cactus memorabilia, faint scheming, and usually Odie Yotie.
  • The Abandoned Gas Station - A rusting, half-collapsed relic from another time. May or may not still have fuel. Definitely has raccoons. Dook and Flops used to go here in the past.
  • Sala City Radio Station - Where chaotic broadcasts happen daily. Often features strange on-air guests and accidental dead air. It has been hosted by Birdie Brian since when it was built.
  • City Square - Sala City's City Square isn't a square at all, its a circle Bunnyrack made when he became mayor.
  • Sala City Dojo - A tranquil wooden hall tucked within the city, where tradition and discipline meet under the watchful guidance of the Aikido Sensei.

An unstable, shifting realm where reality bends to whim. Accessible through strange means, often tied to Dook's perception.

  • Unbeast Lair - A paradoxical space where Unbeasts dwell—entities that inhabit negative space and conceptual gaps. They are most active when unnoticed, feeding on misplacement and unspoken tension. Their presence distorts thought, weakens memory, and subtly deteriorates the environment.
  • Hall of Echoes - A vast, shifting chamber where half-remembered ideas and abandoned stories linger, whispering in fractured metaphors that ripple through its endless corridors.