Final Fantasy XI/Locations

Republic of Bastok
Bastok Markets

The main thoroughfare of The Republic of Bastok, the markets is home to a wide number of shops, including the Goldsmithing Guild and the west Auction House (accessible just off of firewater circle). This is the center of town, and provides access to all of the other sections of Bastok.

Bastok Mines

While no active mining is actually done in Bastok Mines anymore, it does still provide access to Zeruhn Mines which still has active mining areas. While the Mines district is home to a variety of stores, some of which cater to the miners, the district is also home to the Alchemists' Guild and the southern Auction House. Adventurers should also note that the Mines district is home to the Bastok Chocobo stables.

Metalworks

Home to the Republic of Bastok's presidential offices, including the official Allegiance Changer Mythily and Ballista Pursuivant Invincible Shield, not to mention the embassies of the other nations. The Metalworks is also home to, not surprisingly, the Blacksmith Guild and its proprietor, Cid.

Port Bastok

The Bastok Port provides a mix of living quarters, shops and restaurants, plus access to Jeuno via the airship. Warehouses hold the various products arriving and departing via the airsips to and from distant lands. Adventurers are advised to use caution in some of the darker areas of the Port, as the Tenshodo are active here and always looking for an easy mark.

The Kingdom of San d'Oria
Chateau d'Oraguille

The home to the Royal d'Oraguille family, the Chateau is complete with living quarters, an audience chamber, a garden and separate quarters for the Temple Knights and Royal Knights, who are commissioned to protect the royal family at all costs. Entry to the Chateau is strictly limited. Beneath the Chateau is the currently unused Bostaunieux Oubliette prison.

Northern San d'Oria

With access to the Royal palace, otherwise known as the Chateau d'Oraguille, and the Cathedral, much of the Northern section of the Kingdom of San d'Oria has an open, spread out feel. The Parade Grounds in the center provides a spectacular area for the Kingdom's many festivals and a beautiful backdrop for the consulates which line its paths. The western part of the district, however, is distinctly different. Laborman's way, which houses the Blacksmiths' and carpenters' Guilds, remains in a perpetual state of construction. Unaware adventures should be careful, as certain nondescript doors lead directly to dangerous mob infested areas.

Port San d'Oria

The port of the Kingdom of San d'Oria is a relatively sparse district of town, compared the other districts. The airships provide passenger access to Jeuno and also allow for steady stream of goods to come in and out of the Kingdom, as evidenced by the large cargo rooms. A single shop and single tavern also also found here, along with the North Auction House.

Southern San d'Oria

The bustling merchant district of the Kingdom of San d'Oria is home to a wide variety of shops and regional merchants. Also at home in this district is the South Auction House and the Tanners' Guild. In addition to the merchants that sell their wares here, there are a number of small alleyways with housing for the Kingdom's many residents.

The Federation of Windurst
Heavens Tower

This tower in the center of the Federation of Windurst is home to the leader of the federation, the mystic Star Sibyl who resides on the top floor. Additional governmental functions are carried out in the lower levels of the tower, including the acquisition of World Passes, allegiance changes, and ballista registration. Access to the Star Sibyl is severly limited and strictly enforced.

Port Windurst

The port of the Federation of Windurst is home to the Fisherman's Guild and Air Travel Agency, which provides access to Jeuno. Also present in port are a number of shops providing especially good services to the new adventurer. The Orastery, located in Fishmonger Landing, is the department of Magic and home to Minister Ajido-Marujido. A nosy adventurer can stumble upon the terrifying Star Onion Brigade if they are not careful!

Windurst Walls

This quiet, residential area of Federation of Windurst provides a home away from home for some of the more respected residents of the Federation. Accessible from all other areas of Windurst, the Walls district also provides access to the North Auction House. To the extreme north of the Walls district is the abandoned House of the Hero, underneath which is a hidden and guarded passageway into the Toraimarai Canal.

Windurst Waters

This massive district to the west of the Blacktea River, lies along the western edge the Federation of Windurst. Along with a variety of Shops, the Cooking Guild is located in the nothern half of the zone, next to the Tavern and Hostelry. Also contained within this district are a variety of official government departments, including the Aurastery (Magic School), the Optistery (The Library of Magic), and the Rhinostery (living organism research).

 Windurst Woods

This expansive district is the heart of the Federation of Windurst and provides a large number of services to adventurers. The South Auction House can be found at the south-east edge of the district, next to the chocobo stables. To the south lies the Weavers' and Boneworkers' Guilds. The Manustery, which deals with the development of the Cardians, lies in the center of the district. And to the north is the Dhalmel Farm run by Illu Bohjaa, and Mithra Groves, home to Nanaa Mihgo.

The Grand Duchy of Jeuno
Port Jeuno

The transportation capital of Vana'diel, the port of Jeuno provides round-the-clock access to the nations of San d'Oria, Windurst and Bastok, along with providing airship service to Kazham. With access by foot to both the Qufim region (via Qufim Island) and the Mindartia Continent (via Sauromugue Champaign, not to mention chocobo stables and access to the Jeuno Auction House, the Jeuno Port provides adventures with unprecedented access to both zones and items.

Lower Jeuno

The lower level of Jeuno, otherwise known as Market Bridge, is filled with a wide variety of shops selling everything an aspiring adventurer could need. While somewhat hidden in the depths of the district, even the Goblins and Tenshodo have set up shops here. If the shops don't sell what you are looking for, the Lower Auction House will often have your desired item listed. Reflecting the fact that the lower level of Jeuno is considered by many to be the center of Vana'diel commerce, the Chamber of Commerce and Industry is located here. Chocobos can also be rented here for access to Rolanberry Fields.

Upper Jeuno

The upper level of Jeuno, also known as the Artisan Bridge, is home to a few shops and merchants. The dichotomy of the district is readily apparant as the Temple of the Goddess and infirmary lie a few steps from weapon and shield shops, and a block away from the Marble Bridge Tavern. The Auction House is accessible from this district as well, and chocobos can be rented to access to Batallia Downs.

Ru'Lude Gardens

The grounds of Kam'lanaut's grand estates, the Ru'Lude Gardens were named by the archduke himself and opened to the population as a place of respite in times of peace. Unfortunately, during the Crystal War, the gardens, the estate, and the bridge on which they were built were all destroyed by boulders thrown by gigas. After the war was over, the Ru'Lude Gardens were reconstructed on the roof of the residential tower on an even grander scale for all the people of Vana'diel to enjoy.

Minor Cities
Selbina

Selbina was once a prosperous town that acted as a strategic port for the navy of Mindartia and a waypoint for travelers. But with the resurgence in the popularity of air travel, the town is slowly returning its focus to the local industry of fishing and stock farming.

Mhaura

See Mhaura

Tavnazian Safehold

This settlement is an extension of the underground complex that served as a haven for the survivors of the war-ravaged Tavnazian Marquisate. As the ruins of the city above are still occupied by the remnants of the beastmen armies, the people of the Safehold below are concerned primarily with survival. The Tavnazian Safehold has sufficient resources to function as a town, though there is little of the unmatched wealth and beauty of the once proud capital.

Outland Cities
Kazham

See Kazham

Norg

See Norg

Rabao

See Rabao

Aragoneu
Altar Room

Home to the most senior Yagudo. Used in the Magicite mission and the A Moral Manifest? quest.

Attohwa Chasm

Attohwa, meaning arid in ancient Mithra, is the name given to the chasm that traverses the eastern part of Aragoneu. As the name suggests, very little rain falls here, resulting in a parched, broken land where poisonous gases erupt from cracks in the earth.

However, many unique forms of life have adapted to this harsh environment, ranging from the ant lions that forage for prey hiding under the ground, to the beautiful yet deadly gasponia flowers that feed on the noxious fumes.

Until recently, several forbidding cliffs had to be scaled in order to reach Attohwa Chasm, but due to the discovery of an underground route by a mountaineer, it is now possible for adventurers to travel to this inhospitable area with relative ease.

According to Mithran folklore, the mountaineer who discovered this route went in search of Parradamo Tor, a hill said to be found somewhere in the chasm, and was never heard from again...

Boneyard Gully

This area is the entrance to multiple ENM battles, as well being used in some quests and missions. You must use the Dark Miasma to do battle.

Castle Oztroja

The birdlike Beastmen known as the Yagudo spent decades carving this stronghold out of the mountains in the Meriphataud Range. In addition to being strictly guarded, the interior of the castle is extremely complex and littered with traps and curses that only members of the Yagudo Theomilitary have been informed of.

Garlaige Citadel

During the Great War, the armies of Altana, led by the first order of the Royal Knights of San d'Oria, reconstructed this underground fortress in hopes of taking the beastmen armies in Sauromugue by surprise. Outfitted with hundreds of troops from all three nations, the forces of Altana were successful in their attacks on the beastmen--until an enemy unit discovered a secret entrance to the citadel. This miscalculation resulted in the slaughter of all within the fortress, dealing a severe blow to the allied forces.

Meriphataud Mountains

Unrelenting dust storms and a severe climate make for a harsh environment that is inhabited by few. Castle Oztroja, the Yagudo stronghold, can be found here, and its guards relentlessly patrol the surrounding hills. Also present is the colossal structure known as Drogaroga's Spine, an enormous bone-shaped structure that spans the area from west to east, severing it in the middle. Drogaroga's Spine is believed by many denizens of Vana'diel to be the spine of the great dragon Drogaroga, a mythological being that exsisted at the begining of the world.

Sauromugue Champaign

These windswept, desolate plains are situated on an arid peninsula that juts out into the Bastore Sea. Located near the Strait of Jeuno, this area is considered a gateway between the Mindartia and Quon continents. Due to this prime location, numerous kingdoms and various beastman forces have struggled for control of the terrain. The struggle continues to this day--even with the advent of the airship and its revolutionary impact on travel.

Derfland
Beadeaux

Located deep within the Pashhow Marshlands, far from the reach of Bastokan and San d'Orian forces, the Quadav began building their main stronghold after their defeat in the Great War. To continue the construction of their city, they have relentlessly stolen large quantities of the non-rusting mythril from Bastok, as well as the techniques used by the republican craftsmen.

Crawlers' Nest

This web-filled cave plays home to the pests that plague the Rolanberry Fields: the crawlers. While the extermination of these insects by adventurers is approved and rewarded, not once has the Jeunoan military led a full-force attack on the nest. Theories suggest that the lack of support from Jeuno is due to the economic benefits the duchy receives from the sale of silk, a valuable commodity that often accompanies the yellow and black pests.

Pashhow Marshlands

In direct contrast to the highlands that surround it, the Pashhow Marshlands are located near sea level, resulting in a wet, swampy landscape. The countless bogs and floating islands of vegetation make the area extremely difficult to traverse. However, the presence of the Quadav is what causes many travelers to shun this dangerous territory.

Qulun Dome

This dark chamber beneath the Beastmen stronghold of Beadeaux is the domain of the Quadav leader Za'Dha the Adamantking.

Rolanberry Fields

For centuries, this area has been used to cultivate fields of the sweet fruit known as the rolanberry. Considered a delicacy by Humes and the Elvaan, the farmers in this region have perfected their methods of agriculture and are now able to harvest the sweet berries year round. Three great bridges at the Rolanberry Fields' northeastern tip connect the region with its neighboring areas: the Lord Bolicevre Bridge leads to the Batallia Downs, the Market Bridge leads to the Grand Duchy of Jeuno, and the Great Jeuno Bridge grants access to the Sauromugue Champaign.

Elshimo Lowlands
Kazham

After crossing the Pamtam Straits, Kazham is the final spot to rest before entering the Yuhtunga Jungle. The village, a mixture of huts, simple bridges and caves, is home to a number of Mithra and tamed Opo-opo. There are a few shops which cater to the adventures about to seek fame and fortune in the jungles, but otherwise the village has a residential atmosphere. Due to its close ties with Windurst, there are a few Windurstian auction house representatives here who are able to provide access to that nation's auction house.

Norg

To access Norg, one must make their way through the treacherous Sea Serpent Grotto, located deep beneath the jungles of Elshimo Island. Once there, adventurers can at once see the unglamourous life of the Tenshodo, who call this home. While there are a few merchants selling their wares, there are no formal shops. Note that the Quay, which provides easy access for certain Tenshodo members, is not open to adventurers. Due to its close ties with Bastok, there are a few Bastokan auction house representatives here who are able to provide access to that nation's auction house. Also, due to a hidden underground exit-only passageway, chocobos rented here are able to access Yuhtunga Jungle without having to travel back through the Grotto.

Sea Serpent Grotto

This giant sea cave was dug out of the western Elshimo cliffs by the amphibious beastmen known as the Sahagin. The cave is supposedly named after the central figure of the Sahagin religion-a sea serpent that once lived within the grotto. The stench of rotting fish and the whale oil used to light the torches often keep adventurers with weak stomachs at bay.

Yuhtunga Jungle

The tropical rainforest known as the Yuhtunga Jungle comprises the majority of the Elshimo Lowlands. Due to the hot and humid conditions found throughout the area, a variety of plant life, from giant vines to carnivorous flowers, has evolved over the centuries. In the southernmost part of the jungle, a number of small waterfalls can be found in a place known as the Hidden Valley. According to local legend, faeries gather around the falls, and the Mithra of Kazham often travel here as part of their purification rituals.

Elshimo Uplands
Cloister of Flames

Home of the fire protocrystal which houses the celestial avatar Ifrit, God of Flames.

Cloister of Tides

Home of the water protocrystal which houses the celestial avatar Leviathan, God of Tides.

Den of Rancor

Dug by the Tonberries, this stretch of tunnel extends deep beneath the Temple of Uggalepih. It is said that the Tonberries chanted curses while digging, and that these curses still remain, embedded within the walls of the caves. Every night, the Tonberries gather here to pledge their hatred towards the five races of Vana'diel. They inflict cuts upon themselves and pour their blood onto altars, hence strengthening their rancor.

Ifrit's Cauldron

Ifrit's Cauldron is another name for the lava-filled crater located atop Mount Yuhtunga. It is within this crater that the monsters known as "bombs" are thought to be born. In exchange for protection against eruptions, for centuries the Mithra in Kazham have offered sacrifices to appease the cauldron's dwellers. Due to the large amount of volcanic gas that fills the area, extended trips to Ifrit's Cauldron are not recommended.

Sacrificial Chamber

The deepest chamber of the Den of Rancor beneath the Temple of Uggalepih. Here the Tonberrys make bloody sacrifices to their goddess Uggalepih in revenge for Altana's crimes against her. You must use the Mahogany Door to do battle.

Temple of Uggalepih

Hidden deep within the dense jungle of Eastern Elshimo lies a dark, ancient temple. While it is not known by whom, or for what reason this temple was built, it is currently occupied by the Tonberries, who use it as a place to worship the evil deity Uggalepih. The local Mithra fear this "temple of misery," and advise that all keep their distance. The technology used to construct its walls and pillars suggest that a high level of civilization was once centered in the surrounding jungles. However, nature has taken its course over the centuries, and now giant trees and plants slowly eat away at this once mighty structure.

Yhoator Jungle

The tropical Yhoator Jungle covers most of the Elshimo Highlands. While similar to the Yuhtunga Jungle, the overall altitude increase results in slight wildlife differences. Also, this jungle is teeming with the ruthless Tonberries. If a Mithra's prey escapes into this deadly jungle during a hunt, she will not follow, recognizing that the animal has chosen death over capture.

Fauregandi
Beaucedine Glacier

A severe ground where snow storms always rage. Deep crevasses abound in this region; falling here is likely fatal to a traveler. Around the glacier, ruins of the same type as the Horutoto ruins of Sarutabaruta were discovered. Controversy over the specific creators of these structures continue among archaeologists of Windurst and the priests of San d'Oria.

Cloister of Frost

Home of the ice protocrystal which houses the celestial avatar Shiva, God of Frost.

Fei'Yin

The city of legend where it is assumed the Ancients lived. Very few people that set foot in the city come back alive.

Pso'Xja

These extensive underground ruins have been controlled by the Tenshodo for many years, its secrets known only to a select group of researchers. Archaeologists believe the grand hallways and countless chambers are the remains of a city populated by the ancients. However, the existence of numerous traps within the ruins lead others to dispute this theory. Reliefs that exhibit geometric patterns and avatars in recurring themes can also be found carved into the walls in several areas. The origins of these carvings still remains a mystery. What lies behind the Tenshodo's sudden decision to open the ruins to adventurers...?

Qu'Bia Arena

The mysterious inner sanctum of the Ruins of Fei'Yin where the seal closing off the frozen northlands was placed after the Great War. It is the entrance to a number of different BCNM battles as well as some battles for missions and quests. You must use the Burning Circle to do battle.

Ranguemont Pass

An underground pass that connects the relatively tranquil outskirts of San d'Oria with the cold and hazardous mountainous Fauregandi region. To protect its citizens from the dangers inside and beyond, access to the depths of the pass is guarded by a small cadre of elite San d'Orian guards.

'The Shrouded Maw

This area is the entrance to one ENM battle. It is a single room area with no mobs. You must use the Memento Circle to do battle.

Gustaberg
Dangruf Wadi'

The Dangruf Wadi is a small gorge located near Mount Dangruf, an active volcano. Due to the extreme heat caused by the magma under the surface, numerous natural geysers can be found in this area. Long ago, the Galka often would come to bathe in the hot springs here to relieve the aches and pains caused by the long hours they worked in the mines.

Korroloka Tunnel

A long tunnel that connects the continent of Quon with the Kuzotz region, a region made up of a number of tiny islands, the largest being a desert-covered landmass known as Zepwell. This gloomy tunnel can wreak havoc on even the most experienced of adventurers.

North Gustaberg

Situated to the north of Bastok, this valley is surrounded by steep mountains. Separated into east and west areas by towering cliffs, this rocky region remains desolate due to various mineral run-offs which contaminate the river water. However, the spectacular Drachenfall, located to the north, is considered to be one of the wonders of Vana'diel.

Palborough Mines

These caves were once a Quadav settlement until mythril, a rare ore, was discovered in its walls. It was not long before the Republic of Bastok sent its soldiers to drive the beastmen out of these caves. After the Quadav had been vanquished, the Humes used their newly invented explosives to transform the caves into a system of mines that would become the largest producer of mythril ore in the whole of Vana'diel. However, the Quadav recently retaliated by sending their own forces to reclaim their former home. They remain in control of the mines to this day.

South Gustaberg

Spreading out to the south of Bastok is the rocky terrain of South Gustaberg. Plentiful with ore, hundreds of tunnels and mine shafts have been dug beneath the earth by Humes and Quadav alike. To the east, the Morhen Lighthouse can be found on the cliffs lining the Bastore Sea, its light guiding the way for the ferries and airships that traverse the area.

Waughroon Shrine

The sacred shrine of the Quadav located within their ancestral homelands that have become the Palborough Mines. You must use the Burning Circle to do battle.

Zeruhn Mines

These mines were recently dug out of the large rock formation that lies in the Mines District of Bastok when a vein of Darksteel Ore was discovered within. Zeruhn has since become a reliable source of iron and a small supplier of zinc, silver, and darksteel, and because of its location within the walls of Bastok, Zeruhn Mines is safer for miners than the nearby Palborough Mines.

Kolshushu
Bibiki Bay

This inlet in the southeast of Mindartia looks out on the Gugru Blue. Sheltered by a multitude of tiny islands, its tranquil waters were once used by Tarutaru fisher folk to farm vast quantities of shellfish and seaweed.

After the Great War, the cultivation of Bibiki Bay was abandoned as the Mithra brought their expertise in fishing to the mainland. However, many of the bounties of aquaculture, including the magically enlarged shellfish known as uragnite, remained untouched.

The Fishermen's Guild, seeing the bay's potential, recently paid for the right to begin fishing in the area. The guild intends to make their small fishing vessels, or manaclippers, as they are called, available for use by adventurers in the near future.

Also, in order to bring in ordinary sightseers, the Fishermen's Guild is attempting to gain permission to land on the beautiful beaches of Purgonorgo Isle.

They are currently conducting negotiations with the isle's mysterious and wealthy owner.

Bibiki Bay - Purgonorgo Isle

This island in the middle of the Bibiki Bay is accessible only via the Manaclipper. Due to its separation from the mainland, the island has developed its own ecosystem and unique species, including the Uragnites and Clots.

Buburimu Peninsula

This relatively small peninsula is located on the east side of the Pamtam Straits. In comparison to the dry weather that plagues much of the Kolshushu Region, Buburimu is often visited by occasional squalls that provide enough water for certain grasses to grow. Also, on the eastern tip of the peninsula, a strangely shaped rock formation can be found. At night, the ore deposits within the formation give off a fluorescent light that acts as a marker for passing ships. The Tarutaru call this place the Kibubu Lighthouse.

Labyrinth of Onzozo

This dark, maze-like labyrinth, ruled by the Lord of Onzozo, is littered with the bones of both fallen adventurers and prey alike. The labyrinth is filled with a huge variety of different types of animals, including large numbers of Sea Monks, Coeurls, Cockatrice and Scorpions.

Manaclipper

This large fishing barge takes a variety of routes through Bikibi Bay. In addition to taking passengers back and forth between Bibiki Bay and Purgonorgo Isle, there are two sightseeing tours, one to Dhalmel Rock and one to the Maliyakaleya Reef, both of which depart/arrive from Bibiki Bay.

The full route of the Manaclipper is: Bibiki Bay > Purgonorgo Isle > Bibiki Bay > Maliyakaleya Reef Tour > Bibiki Bay > Purgonorgo Isle > Bibiki Bay > Dhalmel Rock Tour.

Maze of Shakhrami

This natural labyrinth was formed long ago, when water from the rivers above seeped through the crust and ate away at the rocks below. The fossils of great ancient beasts can often be found deep within this natural wonder.

Mhaura

Carved out of the cliff that faces the Strait of Pamtam, Mhaura is a peaceful port town that is part of the Federation of Windurst. Mhaura was originally a Tarutaru town, but thanks to the tolerant stance of the governor, many craftspeople of all races and nationalities have gathered here.

Tahrongi Canyon

The twisting canyons of the Tahrongi were carved out of the surrounding mountains thousands of years ago when powerful rivers ran through the region. While this spectacle of nature awes all who pass through, the danger that lurks within its walls should not be underestimated.

Kuzotz
Cloister of Tremors

Home of the earth protocrystal which houses the celestial avatar Titan, God of Tremors.

Eastern Altepa Desert

The eastern half of Zepwell Island is made up of this arid desert wasteland. While remnants of the ancient Galkan civilization that once thrived here dot the landscape, today the area is dominated by sand, wind, and the occasional antican that roams the dunes.

Chamber of Oracles

This mysterious chamber lies deep beneath the sands of Zepwell Island. The white, bone-like walls and pillars closely resemble those found scattered about Vana'diel.

Quicksand Caves

Once a thriving metropolis for the proud Galka, these caves still house numerous monolithic pillars and statues that, in many places, remain untouched by the sands of time. However, long ago, the Antica drove the Galka from their homes, and the tunnels were transformed into a giant nest. As a result of the constant digging of entrances and exits by the insect-like beings, the caves are relentlessly bombarded with a flow of sand from the desert above. It will not be long before the caves are completely filled and a piece of Galkan history is lost forever. However, this is of no concern to the Antica...

Rabao

This desert oasis, supported by the Rabao Spring, lies towards the north end of Zepwell Island and is surrounded by the vast Altepa Desert. Notwithstanding its location, enterprising merchants have erected tent-shops in an effort to capitalize on stranded adventurers in need of aid. Due to its close ties with San d'Oria, there are a few San d'Orian auction house representatives here who are able to provide access to that nation's auction house.

Western Altepa Desert

This enormous expanse of desert covers the entire western half of Zepwell Island. Out of its center rises Revelation Rock, which was once used by the Galka as a location for spiritual training. To the northeast, one can find the largest oasis of the desert-Rabao.

Li'Telor
The Boyahda Tree

The "Boyahda Tree", the largest tree of Zi'Tah, is said to have lasted tens of thousands of years. The cave made by its decaying roots is now called the same name. The fantastic space is wrapped in light by the shining moss growing on the cave walls. Also a subspecies of the atrocious walking plant Mandragora comes to this region for nesting and food.

Cloister of Storms

Home of the lightning protocrystal which houses the celestial avatar Ramuh, God of Storms.

Dragon's Aery

Nestled high above the the peaceful tree-lined areas of The Boyahda Tree and The Sanctuary of Zi'Tah lies this trecherous plot of land home to some of the strongest creatures to roam Vana'diel. The aery, or nest, while home to some more common animals, is often guarded by one of two powerful Wyrms.

Hall of the Gods

This long corridor is the final safe resting place before entering the vast etheral expanses of Tu'Lia. Statues adorn the interior of the hall, and a large statue of Promathia stands tall; one of the few grand monuments to the god of darkness that still stands in Vana'diel today.

Ro'Maeve

This ampitheater-like area is comprised of a series of levels leading up to the top, where one can enter the Hall of the Gods. The high walls made of a bone-like material make for a labyrinthine atmosphere, where dangerous beasts can lurk behind the next turn. Caution is suggested when traversing this dangerous area.

The Sanctuary of Zi'Tah

The coniferous forest that is at the entrance to the Li'Telor region. At noon little light reaches the forest floor, blocked by trees that are thousands of years old. However throughout the forest are crystals that are illuminated and shine onto their surroundings eerily even during the day. Here was believed by the people of Vanadiel to be the region of gods, and was rare for people to visit unless on pilgrimage to Ro Maeve, or Goblin Highwaymen.

Lumoria
Al'Taieu

The Garden of Ru'Hmet

Grand Palace of Hu'Xzoi

Empyreal Paradox

Movalpolos
Mine Shaft #2716

Newton Movalpolos

Oldton Movalpolos

Norvallen
Batallia Downs

Carpenters' Landing

Davoi

The Eldieme Necropolis

Jugner Forest

Monastic Cavern

Phanauet Channel

Qufim
Behemoth's Dominion

Lower Delkfutt's Tower

Middle Delkfutt's Tower

Qufim Island

Stellar Fulcrum

Upper Delkfutt's Tower

Ronfaure
Bostaunieux Oubliette

East Ronfaure

Fort Ghelsba

Ghelsba Outpost

Horlais Peak

King Ranperre's Tomb

West Ronfaure

Yughott Grotto

Tavnazian Archipelago/Marquisate*
Lufaise Meadows

Misareaux Coast

Monarch Linn

Phomiuna Aqueducts

Riverne - Site #A01

Riverne - Site #B01

Sacrarium

Sealion's Den

*Tavnazian Safehold

Tu'Lia
Celestial Nexus

La'Loff Amphitheater

Ru'Aun Gardens

Shrine of Ru'Avitau

Ve'Lugannon Palace

Sarutabaruta
Balga's Dais

East Sarutabaruta

Full Moon Fountain

Giddeus

Inner Horutoto Ruins

Outer Horutoto Ruins

Toraimarai Canal

West Sarutabaruta

Valdeaunia
The frozen northern island of Valdeaunia is often considered to be completely uninhabitable. Old evils cast long, dark shadows across the icy land, making Valdeaunia the home of the world's darkest powers. Most predominantly, the Xarcabard region could be considered the capital of the beastmen's war efforts, being the home of Castle Zvahl, which is in turn the stronghold of the enigmatic and malevolent Shadow Lord.

Bearclaw Pinnacle

This area is the entrance to multiple ENM battles, as well a mission battle. You must use the Wind Pillar to do battle.

Xarcabard

Most feared and oppressive of all the land of Valdeaunia is the Xarcabard region. Rumored to be so cold that even good and evil alike freeze instantly in its fiercest winds, it was also a natural place for the displaced beastraces and other monstrous creatures to make into their base of operations. From here, the Shadow Lord and his lieutenant demons plotted and still plot the destruction of the Enlightened Races, bearing a grudge that defies the ages. There are no indigenous peoples of Xarcabard, and if there was ever any settlement other than Castle Zvahl to speak of, it would be so ancient and timeless as to have been forgotten by the history of any race or nation on Vana'diel.

Castle Zvahl Baileys/Castle Zvahl Keep

A virtual city unto itself, Castle Zvahl is a massive structure that has origins far older than recorded history could accurately relate. While it is possible that it has always been the dwelling of the Shadow Lord and his hordes of beastmen lieutenants, the architecture is so unusual that it seems to hint at an even earlier purpose.

During the Crystal War, the great heroes of each nation stormed Castle Zvahl with their armies in tow, bringing a great deal of the interior into ruin. After slaying the Shadow Lord, they entombed his remains in the deepest recesses of the castle keep, hoping to place his dark legacy behind Vana'diel forever. This has only seemed to enhance the mystery behind the most recent uprisings lead by one who claims to be the very same being entombed within the castle.

Although not recognized by any of the Great Nations or the Grand Duchy as a national capital, the castle is home to legions of beastmen and their kin. During the Crystal War, many beings were reported within that defied conventional description or classification. These were labeled as "demons," and were among the most deadly of the Shadow Lord's army. Such affiliations have lead to the speculation that Castle Zvahl was intended as a home or worshiping site for the dark god Promathia.

Throne Room

The "Burning Circle" area for the Shadow Lord fight and the final Bastok mission. Located in Castle Zvahl Keep.

Uleguerand Range

This mountainous region is the highest area above sea level on the Quon continent. An Orc-created pass over the range exists, but the steep climb, combined with the snowstorms that blow in from every angle of the convoluted landscape, provide a daunting challenge to intruders. In a time when the Orcs had little skill in navigating the seas, their army reached the northern cliffs by skirting a succession of islands, then marched over the Uleguerand Range to stage their incursions into Xarcabard. In an attempt to stem the tide of beastmen, the outnumbered knights of San d'Oria often clashed with the Orcish forces upon the mountain range itself. Thousandfall Ridge, mentioned in the histories of Warking Ashfarg, was famous as a site for the fiercest battles. Even now, there are daredevil explorers who test their luck by sliding down its sheer slopes.

Vollbow
Cape Teriggan

Cloister of Gales

Gustav Tunnel

Kuftal Tunnel

Valley of Sorrows

Zulkheim
Gusgen Mines

Konschtat Highlands

La Theine Plateau

Ordelle's Caves

Selbina

Valkurm Dunes

The Empire of Aht Urhgan
Aht Urhgan Whitegate

Al Zahbi

Nashmau

Arrapago Islands
Arrapago Reef

Caedarva Mire

Hazhalm Testing Grounds

Ilrusi Atoll

Leujaoam Sanctum

Nashmau

Periqia

Talacca Cove

The Ashu Talif

Halvung Territory
Halvung

Lebros Cavern

Mount Zhayolm

Navukgo Execution Chamber

Mamool Ja Savagelands
Aydeewa Subterrane

Jade Sepulcher

Mamook

Mamool Ja Training Grounds

Wajaom Woodlands

Ruins of Alzadaal
Alzadaal Undersea Ruins

Nyzul Isle

Silver Sea Remnants

Arrapago Remnants

Bhaflau Remnants

Zhayolm Remnants

West Aht Urhgan
Aht Urhgan Whitegate

Al Zahbi

Bhaflau Thickets

The Colosseum  - (Unreleased)

Promyvion
Hall of Transference, Dem

Hall of Transference, Holla

Hall of Transference, Mea

Promyvion - Dem

Promyvion - Holla

Promyvion - Mea

Promyvion - Vahzl

Spire of Dem

Spire of Holla

Spire of Mea

Spire of Vahzl

Limbus
Apollyon

Temenos

Dynamis
Dynamis - Bastok

Dynamis - Jeuno

Dynamis - San d'Oria

Dynamis - Windurst

Dynamis - Beaucedine

Dynamis - Xarcabard

Dreamworld Dynamis
Dynamis - Buburimu

Dynamis - Qufim

Dynamis - Valkurm

Dynamis - Tavnazia

Miscellaneous Zones
Diorama - Ghelsba Outpost

Diorama - Purgonorgo Isle

Mordion Gaol

Chocobo Circuit

Airships
Airship, Jeuno - Bastok

Airship, Jeuno - Kazham

Airship, Jeuno - San d'Oria

Airship, Jeuno - Windurst

Ferries
Ferry - Mhaura/Selbina

Ferry - Mhaura/Al Zahbi

Ferry - Nashmau/Al Zahbi

Manaclipper

Phanauet Channel