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...
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.
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...?
'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.
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.
This area is part of the Celestial Capital of Al'Taieu; what remains of the Zilart capital city of Al'Taieu which was destroyed by the wyrmking Bahamut.
The Garden of Ru'Hmet
This area is part of the Celestial Capital of Al'Taieu. Access is gained by completing Chains of Promathia Mission 8-2. Sneak and Invisible are useless here, as everything is either non-aggro or true sight.
Grand Palace of Hu'Xzoi
This area is part of the Celestial Capital of Al'Taieu. Access is gained by completing Chains of Promathia Mission 8-1.
This Burning Circle Battlefield is used only during the final CoP mission and Apocalypse Nigh quest.
Mine Shaft #2716
This Burning Circle Battlefield is used only during the final CoP mission and Apocalypse Nigh quest.
Newton Movalpolos / Newton Movalpolos'
The subterranean city of Movalpolos was dug and built by a tribe of Goblins referred to as the Moblins. Due to the nomadic nature of most Goblins, it is extremely rare for any of these beastmen to reside together in one place, making this community extremely unique. The Moblins are known for their exceptional smithing and alchemy skills. Their achievements include complex drilling apparatuses and floodlights, as well as several advancements in exotic fields such as bionics. It is even rumored that their ability in these areas matches or exceeds that of the scientists in Bastok.
As the Moblins drill through Vana'diel's crust, they are constantly moving their homes, water tanks, and scaffolding. This continuous advancement of Movalpolos makes it difficult to locate the city at any one time. While there are some Moblins who emerge to the surface to sell ores mined from the rock that surrounds their city, most of the tribe's members have cut themselves off from the outside world. This isolation has resulted in a lack of information regarding the city, even among other Goblins.
Why have the Moblins chosen this life underground, and why do they continue to move...?
Accessible directly from Northern San d'Oria, this area is comprised of a series of unconnected docks providing access to the barge that travels down the Phanauet Channel. While a small zone in area, getting around on the barge can be rather time-consuming.
A field of peaceful meadows that are part of the Tavnazian Archipelago - a tiny island off the west coast of Quon which was once home to the proud nation of Tavnazia. Before the Great War, this region was actually a peninsula connected with the mainland. However, a devastating explosion caused by a secret weapon of the beastmen resulted in the disintegration of a large portion of the surrounding landscape. The explosion also sent the nation's capitol, a city built on the profits of its thriving trade business, into ruin. The remnants of the beastmen army remain in control of the archipelago, and until now, it was thought that none of the former inhabitants had survived.
The coastline of the Tavnazian Archipelago - a tiny island off the west coast of Quon which was once home to the proud nation of Tavnazia. Before the Great War, this region was actually a peninsula connected with the mainland. However, a devastating explosion caused by a secret weapon of the beastmen resulted in the disintegration of a large portion of the surrounding landscape. The explosion also sent the nation's capitol, a city built on the profits of its thriving trade business, into ruin. The remnants of the beastmen army remain in control of the archipelago, and until now, it was thought that none of the former inhabitants had survived.
A hidden crevice within one of the floating islands of Riverne - Site #A01 leads to the small mossy clearing of Monarch Linn. However beauty, scenery, and blue skies are not all that waits for travelers within this seemingly serene cleft.
This area is the entrance to multiple ENM battles, as well a quest and missions. It is a single room area with no mobs. You must use the Spatial Displacement to do battle.
Called the City of Water, these expansive aqueducts were constructed by the Tavnazian Marquisate. Before the war, the waters were drawn on by most of the city's main facilities, but now only a small percentage of the canals remains. The Phomiuna Aqueducts are connected to the underground sacrarium of the fallen cathedral. However, due to the powerful wards erected by a certain cardinal, the state of the sacrarium's interior is known to but a few. And there is also the question of the holy artifact said to be enshrined within its walls....
Riverne - Site #A01 / Riverne - Site #B01
Situated on the far western tip of the main island of Tavnazia, Cape Riverne was once a peaceful meadow where one could gaze out into the Nosteau Ocean while resting in the soft breeze. However, during a recent earthquake, large chunks of the area were ripped from the ground and now float alongside the clouds above the churning sea. A Tavnazian expedition is currently investigating the area, working from only a few notes taken by Goblin explorers. This area makes up the southern half of Cape Riverne.
Eerily reminiscent of the Phomiuna Aqueducts, this area is also part of the Tavnazian Cathedral. While there are fewer Fomor parties roaming around, the upper floor's hallways are patrolled by true-sight tauri. The lower floor is accessible only by navigating a trecherous maze.
This port, connected to Tavnazian Safehold, is accessed for a number of missions, and provides access to Al'Taieu as well.T
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.
This area is the entrance to multiple ENM battles, as well a mission battle. You must use the Wind Pillar to do battle.
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.
Hall of Transference, Dem
A secret chamber within the Crag of Dem located in Konschtat Highlands. It allows entry into Promyvion - Dem and teleportation to Tu'Lia when certain requirements are met.
Hall of Transference, Holla
A secret chamber within the Crag of Holla located in La Theine Plateau. It allows entry into Promyvion - Holla and teleportation to Tu'Lia when certain requirements are met.
Hall of Transference, Mea
A secret chamber within the Crag of Mea located in Tahrongi Canyon. It allows entry into Promyvion - Mea and teleportation to Tu'Lia when certain requirements are met.
Promyvion - Dem / Promyvion - Holla / Promyvion - Mea / Promyvion - Vahzl
Part of the Emptiness - an insidious phenomenon that has begun to gnaw away at the land. The Empty roam the scorched land in search of prey.
Spire of Dem
This area is the entrance to one ENM battle, as well as a mission battle. You must use the Web of Recollections to do battle. A Radiant Aureole at the exit will teleport you to either the entrance of the Spire or back to the Konschtat Highlands.
Spire of Holla
This area is the entrance to one ENM battle, as well as a mission battle. You must use the Web of Recollections to do battle. A Radiant Aureole at the exit will teleport you to either the entrance of the Spire or back to the La Theine Plateau.
Spire of Mea
This area is the entrance to one ENM battle, as well as a mission battle. You must enter the Web of Recollections to do battle. A Radiant Aureole at the exit will teleport you to either the entrance of the Spire or back to the Tahrongi Canyon.
Spire of Vahzl
This area is the entrance to one ENM battle, as well as a mission battle. You must enter the Web of Recollections to do battle. A Radiant Aureole at the exit will teleport you to either the entrance of the Spire or back to the Beaucedine Glacier.
An area in Limbus. Apollyon looks much like Promyvion. It presumably is "Promyvion - Al'Taieu" and the place where things absorbed by the Emptiness go. It was originally going to be called "Lower Promyvion".
Trading all four colored chips (found in all four initial areas) to either of the two Matter Diffusion Modules in Al'Taieu at time of entry will open access to Central Apollyon, where Proto-Omega may be fought.
An area in Limbus. Temenos looks much like the Grand Palace of Hu'Xzoi and The Garden of Ru'Hmet. It is the "Ou'Hpat Obelisk" mentioned in the storyline.
Trading a single colored chip obtained from one of the three initial areas to the Matter Diffusion Module in Al'Taieu at time of entry will open access to one of the first three "layers" of Central Temenos. A different colored chip may be found on each of these layers; trading all three of these specific chips will open access to the fourth layer of Central Temenos, where Proto-Ultima may be fought.
An additional Dynamis storyline was added with the Chains of Promathia expansion. These areas are meant to expand on CoP Mission 3-5, incidentally needing clearing before accessing the following:
Dynamis - Buburimu / Dynamis - Qufim / Dynamis - Valkurm
Clearance of above grants access to the center of Dreamworld Dynamis:
Dynamis - Tavnazia
Home of Diabolos, this area features difficult tasks and stringent conditions in order to avast the treacherous landscape and face the dark foe of dreams.
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.
The Carpenters' Landing Barge allows players to travel around this zone for a small fee.
The full route of the Carpenters' Landing Barge is: South Landing to Central Landing via Emfea Waterway > Central Landing to South Landing via Newtpool > South Landing to North Landing > North Landing to Central Landing > Central Landing to South Landing via Newtpool.