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Category:Transportation

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There are a variety of ways to get place to place in Final Fantasy XI.

Home Points

Home Points are one of the newest methods of transportation and one of the fastest ways to travel the world of Vana~diel. For a full list of of all the the home points in the game please checkout the Home Point page.

Survival Guides

Survival Guides work a lot like Home Points and are in a lot of unique places compared to other forms of transportation. To see a full list of locations and how to unlock them please check out the Survival Guide page.

Dimensional Portal Teleportation

The Dimensional Portal is located in Empyreal Paradox that is linked to the elevator in The Garden of Ru'Hmet, you must descend on it. Once in the zone walk through the hallway and it will be on your right when you exit. Dimensional Rings were introduced to also allow players to use an Enchantment charge on the ring to instantly teleport themselves to the respective dimensional portal.

Origin Destination Requirements Ring
Empyreal Paradox La Theine Plateau (Crag Dimensional Portal) (K-9) "Rhapsody in Fuchsia" Dim. Ring (Holla)
Empyreal Paradox Konschtat Highlands (Crag Dimensional Portal) (I-7) "Rhapsody in Fuchsia" Dim. Ring (Dem)
Empyreal Paradox Tahrongi Canyon (Crag Dimensional Portal) (I-6) "Rhapsody in Fuchsia" Dim. Ring (Mea)
Empyreal Paradox Reisenjima Sanctorium "Rhapsody in Fuchsia"

Airships

Airships are one of the oldest forms of transportation. While a lot more time consuming compared to newer ways to get around, it is still a preferred method if you need to walk away from the game for a brief period of time. Return trips from your departing destination are available at every location, free of charge as long as you do not leave the loading area past the locked door.

Connected Area 1 - (Coordinates) Connected Area 2 - (Coordinates) Requirements Cost
Port San d'Oria - (H-5) Port Jeuno - (G-5) Airship Pass 200 gil
Port Bastok - (H-8) Port Jeuno - (H-11) Airship Pass 200 gil
Port Windurst - (M-8) Port Jeuno - (J-11) Airship Pass 200 gil
Kazham - (G-6) Port Jeuno - (I-5) Airship Pass 200 gil

Ferries

Ferries are very popular amongst Fishermen due to the variety of fish that are able to be caught. There is a nominal fee to use the service, and like Ariships they can be ridden as many times as you would like with one fare if you do not exit the loading area.

Connected Area 1 - (Coordinates) Connected Area 2 - (Coordinates) Requirements Cost
Mhaura - (H-10) Selbina - (H-10) None 200 gil
Mhaura - (H-10) Aht Urhgan Whitegate - (H-12) Boarding permit 200 gil
Aht Urhgan Whitegate - (I-5) Nashmau - (H-10) Boarding permit 200 gil
Bibiki Bay - (H-7) Purgonorgo Isle - (H-7) Manaclipper Ticket or
Manaclipper Multi-ticket
80 gil
500 gil
Carpenters' Landing - (J-10), (H-6), (H-8) Phanauet Channel - (F-7), (I-11) Barge ticket or
Barge multi-ticket
50 gil
300 gil

Gate Crystals

Gate Crystals are a very reliable source of transportation. Craigs are used for quick access to Lumoria, Promyvion and Tu'Lia. Please see the below table for a complete list of available Telepoints. In order to utilize this form of transportation, you need either a player in your party on the White Mage job who has the spell learned or somebody with a subjob of White Mage with the spell in your party. Teleport Rings were introduced to also allow players to use an Enchantment charge on the ring to instantly teleport only themselves to the respective gate crystal.

Area and Coordinates Key Item Spell Level Ring
Konschtat Highlands, (I-7) Dem gate crystal Teleport-Dem 36 Dem Ring
La Theine Plateau, (K-8) Holla gate crystal Teleport-Holla 36 Holla Ring
Tahrongi Canyon, (I-5) Mea gate crystal Teleport-Mea 36 Mea Ring
Eastern Altepa Desert, (G-6) Altepa gate crystal Teleport-Altep 38 Altep Ring
Yhoator Jungle, (F-9) Yhoator gate crystal Teleport-Yhoat 38 Yhoat Ring
Xarcabard, (H-8) Vahzl gate crystal Teleport-Vahzl 42 Vahzl Ring
Pashhow Marshlands (S), (J-9) Pashhow gate crystal Recall-Pashh 53 Pashhow Ring
Jugner Forest (S), (H-9) Jugner gate crystal Recall-Jugner 53 Jugner Ring
Meriphataud Mountains (S), (I-8) Meriphataud gate crystal Recall-Meriph 53 Meriphataud Ring

Outpost Teleporting

Players are able to teleport to a specific region's Outpost from their home nation if they have previously done a supply run to the area under their current nation's allegiance, and meet a certain level requirement on their current job. Furthermore, the region must currently be under any nation's control to return to your home nation from that region. There is a nominal fee which is slightly higher if the region is not currently under your home nation's control. You are able to teleport using either full price via gil or 10% of the cost in Conquest Points. If the Super Kupower Thrifty Transit is currently active, teleporting is free of charge. See below for a list of NPCs offing this service and zones that outposts are located in.

Name Nation Area Coordinates
Conrad Bastok Bastok Mines (K-8)
Jeanvirgaud San d'Oria Northern San d'Oria (L-10)
Rottata Windurst Port Windurst (L-4)
Area and Coordinates Region Level Price
(Nation Controlled)
Price
(Beastmen/Other)
West Ronfaure, (G-9) Ronfaure 10 100 gil
10 Conquest Points
300 gil
30 Conquest Points
Valkurm Dunes, (H-7) Zulkheim 10 100 gil
10 Conquest Points
300 gil
30 Conquest Points
West Sarutabaruta, (H-6) Sarutabaruta 10 100 gil
10 Conquest Points
300 gil
30 Conquest Points
North Gustaberg, {D-10) Gustaberg 10 100 gil
10 Conquest Points
300 gil
30 Conquest Points
Buburimu Peninsula, (E-7) Kolshushu 10 100 gil
10 Conquest Points
300 gil
30 Conquest Points
Jugner Forest, (I-8) Norvallen 15 150 gil
15 Conquest Points
450 gil
45 Conquest Points
Pashhow Marshlands, (K-6) Derfland 15 150 gil
15 Conquest Points
450 gil
45 Conquest Points
Meriphataud Mountains, (E-5) Aragoneu 15 150 gil
15 Conquest Points
450 gil
45 Conquest Points
Qufim Island, (F-6) Qufim 15 150 gil
15 Conquest Points
450 gil
45 Conquest Points
The Sanctuary of Zi'Tah, (H-9) Li'Telor 25 250 gil
25 Conquest Points
750 gil
75 Conquest Points
Eastern Altepa Desert, (F-10) Kuzotz 30 300 gil
30 Conquest Points
900 gil
90 Conquest Points
Lufaise Meadows, (E-8) Tavnazian Archipelago 30 300 gil
30 Conquest Points
900 gil
90 Conquest Points
Yuhtunga Jungle, (G-11) Elshimo Lowlands 35 250 gil
25 Conquest Points
750 gil
75 Conquest Points
Yhoator Jungle, (I-8) Elshimo Uplands 35 350 gil
35 Conquest Points
1050 gil
105 Conquest Points
Beaucedine Glacier, (H-9) Fauregandi 35 350 gil
35 Conquest Points
1050 gil
105 Conquest Points
Xarcabard, (H-9) Valdeaunia 40 400 gil
40 Conquest Points
1200 gil
120 Conquest Points
Cape Teriggan, (G-8) Vollbow 50 500 gil
50 Conquest Points
1500 gil
150 Conquest Points

Waypoint

Waypoints are devices developed by Adoulinian researchers which allow instant teleportation from one location to another by expending Kinetic Units obtained from the energy within crystals. Waypoints allow for teleportation to other attuned Waypoints as well as any attuned Geomagnetic Founts (founts serve as destinations only and cannot be teleported from).

There are two types of Waypoints: Waypoints, for transportation across Adoulin areas, and Proto-Waypoints, for transportation across Vana'diel's Middle Lands and Outlands.

Waypoints

Waypoint Locations

Waypoints allow the user to travel between Lower Jeuno and various Adoulinian locations. In order to access the first waypoint in Lower Jeuno, the player must first complete The Geomagnetron to obtain the Adoulinian charter permit. The cost of using a waypoint varies depending on the users current location, and waypoint destinations must be activated by first attuning the geomagnetron to that destination by simply visiting it once on foot and clicking the Waypoint. Note that Frontier Station and Bivouac waypoints are only accessible once a server has successfully constructed that Station or Bivouac. Additionally, if a Frontier Bivouac runs out of supplies and requires reconstruction, its Waypoint will disappear until the Bivouac is reconstructed (the waypoint does not need to be reattuned when the Bivouac is reconstructed).

Area Coordinates Cost (To/From/Same Zone)
Lower Jeuno
Lower Jeuno (H-7) 30 Units
Western Adoulin
Platea Triumphus (COU Co.) (H-8) 30/100/1 Units
Pioneers' Coalition (E-8) 30/100/1 Units
Mummers' Coalition (G-10) 30/100/1 Units
Inventors' Coalition (J-9) 30/100/1 Units
The Auction House (F-10) 30/100/1 Units
Big Bridge (L-9) 30/100/1 Units
Airship Docks (H-4) 30/100/1 Units
Adoulin Waterfront (I-5) 30/100/1 Units
Eastern Adoulin
Peacekeepers' Coalition (F-8) 30/100/1 Units
Scouts' Coalition (G-9) 30/100/1 Units
Statue of the Goddess (H-8) 30/100/1 Units
The Wharf to Yahse (G-6) 30/100/1 Units
Your Rent-a-Room (G-11) 30/100/1 Units
The Auction House (H-10) 30/100/1 Units
Sverhried Hillock (I-7) 30/100/1 Units
The Coronal Esplanade (I-9) 30/100/1 Units
Castle Adoulin Gates (K-9) 30/100/1 Units

Frontier Stations and Bivouacs

Aside from the Frontier Stations in Ceizak Battlegrounds and Yahse Hunting Grounds, all stations and bivouacs must be constructed by completing supplies delivery assignments to that location offered by the Couriers' Coalition. Areas deeper into the wilderness require a higher Couriers' rank in order to partake in the delivery assignments. Bivouacs are generally located past Colonization Reive obstacles. Once a station or bivouac is constructed, a Waypoint will be located at the site. Frontier Stations will never disappear once constructed, but Frontier Bivouacs will disappear if they run out of supplies, causing the associated Waypoint to also disappear

Area Coordinates Cost (To/From/Same Zone)
Ceizak Battlegrounds
Frontier Station (K-7) 100/30/5 Units
Frontier Bivouac #1 (H-9) 100/30/5 Units
Frontier Bivouac #2 (I-7) (NW Corner) 100/30/5 Units
Frontier Bivouac #3 (F-10) (SW Corner) 100/30/5 Units
Yahse Hunting Grounds
Frontier Station (K-9) 100/30/5 Units
Frontier Bivouac #1 (I-8) 100/30/5 Units
Frontier Bivouac #2 (G-7) (South) 100/30/5 Units
Frontier Bivouac #3 (H-9) (SW Corner) 100/30/5 Units
Morimar Basalt Fields
Frontier Station (K-10) 100/30/5 Units
Frontier Bivouac #1 (J-8) 100/30/5 Units
Frontier Bivouac #2 (I-6) 100/30/5 Units
Frontier Bivouac #3 (I-10) 100/30/5 Units
Frontier Bivouac #4 (F-8) 100/30/5 Units
Frontier Bivouac #5 (G-6) (East, higher level past F-6 reive) 100/30/5 Units
Foret de Hennetiel
Frontier Station (J-6/7) 100/30/5 Units
Frontier Bivouac #1 (G-6) 100/30/5 Units
Frontier Bivouac #2 (J-10) 100/30/5 Units
Frontier Bivouac #3 (H-9) 100/30/5 Units
Frontier Bivouac #4 (F-9) (NW Corner) 100/30/5 Units
Marjami Ravine
Frontier Station (M-8) 100/30/5 Units
Frontier Bivouac #1 (L-10) 100/30/5 Units
Frontier Bivouac #2 (H-8) 100/30/5 Units
Frontier Bivouac #3 (D-10) 100/30/5 Units
Frontier Bivouac #4 (D-6) 100/30/5 Units
Yorcia Weald
Frontier Station (J-7) 100/30/5 Units
Frontier Bivouac #1 (H-6) 100/30/5 Units
Frontier Bivouac #2 (I-8) 100/30/5 Units
Frontier Bivouac #3 (I-10) 100/30/5 Units
Frontier Bivouac #4 (F-8) (NE Corner) 100/30/5 Units
Kamihr Drifts
Frontier Station (J-10) 100/30/5 Units
Frontier Bivouac #1 (H-9) 100/30/5 Units
Frontier Bivouac #2 (H-10) 100/30/5 Units
Frontier Bivouac #3 (H-7) 100/30/5 Units
Frontier Bivouac #4 (F-6) 100/30/5 Units

Augural Conveyors

In certain areas, ancient Augural Conveyors may be found which can be activated as Waypoint destinations and also serve as entrances into Skirmishes. Note that Augural Conveyors may only be used as destinations, they cannot be used to teleport to other Waypoints.

Area Coordinates Cost
Cirdas Caverns (H-3) 300 Units
Rala Waterways (B-6) (South) 300 Units
Yorcia Weald (I-10) 300 Units
Outer Ra'Kaznar (M-6) 300 Units

Warp Runes

Once the Couriers' Coalition's Coalition Flag edification has been completed for a server, Jausephiane will appear, offering Warp Rune Key Items for 100 Bayld each. These key items are permanent and allow one-way teleportation from any Waypoint in the city of Adoulin to the additional destinations below.

Area Coordinates Cost Requires
Northern San d'Oria (L-10) 200 Units San d'Oria warp rune
Bastok Markets (I-7) 200 Units Bastok warp rune
Windurst Woods (F-8) 200 Units Windurst warp rune
Selbina (H-7) 200 Units Selbina warp rune
Mhaura (-) 200 Units Mhaura warp rune
Kazham (F-9) 200 Units Kazham warp rune
Rabao (G-11) 200 Units Rabao warp rune
Norg (H-9) 200 Units Norg warp rune

Once edification of the Couriers' Coalition has advanced and the Adoulinian Flag is added, the following additional warp runes will become available for 500 Bayld each. Note that players must also have the corresponding set of story missions completed for a warp rune to be available for purchase (Promathia Missions for Tavnazia, Aht Urhgan Missions for Whitegate and Nashmau).

Area Coordinates Cost Requires
Tavnazian Safehold (I-8) 200 Units Tavnazia warp rune
Caedarva Mire (H-9) (Nashmau Entrance) 200 Units Nashmau warp rune
Wajaom Woodlands (M-7) (Whitegate Entrance) 200 Units Whitegate warp rune

Proto-Waypoints

Proto-Waypoints allow the user to travel from five town areas to a large number of sites located in field and dungeon areas throughout the Middle Lands and operate independently from Waypoints, aside from the common usage of Kinetic Units for payment.

Proto-Waypoint Locations

There are five Proto-Waypoints, attuned during the quest Researchers from the West. Transportation from one Proto-Waypoint to another costs 30 Kinetic Units.

Area Coordinates Cost
Ru'Lude Gardens (G-9) 30 Units
Selbina (G-10) 30 Units
Mhaura (I-8) 30 Units
Norg (G-7) 30 Units
Rabao (G-8) 30 Units

Geomagnetic Fount Locations

Proto-Waypoints can also be used for one-way teleportation to Geomagnetic Founts. There is no return teleportation from a Geomagnetic Fount to a Proto-Waypoint as they are destinations only.

Area Coordinates Cost
West Ronfaure (E-8) (through Bostaunieux Oubliette) 100 Units
North Gustaberg (D-8) (through Dangruf Wadi) 100 Units
West Sarutabaruta (F-4) 100 Units
La Theine Plateau (H-10) (through Ordelle's Caves) 100 Units
Konschtat Highlands (L-5) 100 Units
Tahrongi Canyon (I-9) 100 Units
Jugner Forest (G-5) (through King Ranperre's Tomb) 100 Units
Pashhow Marshlands (I-7) 100 Units
Meriphataud Mountains (G-8) 100 Units
Attohwa Chasm (J-8) (Parradamo Tor) 100 Units
Uleguerand Range (H-7) (Behind the ice wall) 100 Units
Davoi (I-8) 300 Units
Beadeaux (G-7) (lower level) 300 Units
Castle Oztroja (G-8) (Map 1) 300 Units
Quicksand Caves (F-7) (Map 5) 300 Units
Sea Serpent Grotto (J-5) (Map 3, behind the Mythril Door) 300 Units
Temple of Uggalepih (H-8) (Map 3) 300 Units
The Boyahda Tree (D-4) (Map 1) 300 Units
Oldton Movalpolos (K-11) 300 Units
Riverne - Site B01 (C-10) 300 Units
Castle Zvahl Keep (H-8) (Map 1) 300 Units

NPCs

There are a variety of NPCs who offer services to transport you to a number of different locations. See the sections below for more information.

Abyssea Teleportation

The following NPCs will teleport you to Abyssean Cavernous Maws.

Name Area Coordinates Cost
Horst Port Jeuno (H-8) 200 Cruor
Ernst Port Bastok (K-11) 200 Cruor
Willis Port Windurst (L-6) 200 Cruor
Ivan Port San d'Oria (I-8) 200 Cruor
Vincent Ru'Lude Gardens (H-10) 200 Cruor

Voidwatch Teleportation

Perhaps one of the most useful teleportation services, Atmacite Refiners will teleport players to areas where that person is eligible to initiate a Voidwatch battle for a cost of 200 cruor. This is a list of where these NPCs can be found. One downside to this, is that you cannot teleport to Shadowreign areas from present day areas.

Area Coordinates
Southern San d'Oria (S) (L-9)
Bastok Markets (S) (G-5)
Windurst Waters (S) (G-5)
Southern San d'Oria (F-9)
Bastok Markets (D-11)
Windurst Waters (G-5)
Norg (I-8)
Rabao (G-8)
Kazham (F-9)
Qufim Island (I-11)
Sauromugue Champaign (E-6)
Rolanberry Fields (J-5)
Batallia Downs (K-8)
Sauromugue Champaign (S) (E-6)
Rolanberry Fields (S) (J-5)
Batallia Downs (S) (K-8)
Tavnazian Safehold (H-6)
Wajaom Woodlands (M-7)

These are the areas that players can teleport to, along with the required Key Item needed to use that teleport.

Bastok

Area Coordinates Key Item/Rank
North Gustaberg
North Gustaberg (S)
(L-8) Indigo stratum abyssite
Gusgen Mines (entrance, Konschtat Highlands L-7) (H-10) Indigo stratum abyssite II
Pashhow Marshlands
Pashhow Marshlands (S)
(E-12) Indigo stratum abyssite III
Dangruf Wadi (entrance, South Gustaberg D-9) (K-10) Indigo stratum abyssite IV

San d'Oria

Area Coordinates Key Item/Rank
East Ronfaure
East Ronfaure (S)
(G-6) Crimson stratum abyssite
Ordelle's Caves (entrance, La Theine Plateau F-7) (H-2) (Map 2) Crimson stratum abyssite II
Jugner Forest
Jugner Forest (S)
(E-11) Crimson stratum abyssite III
King Ranperre's Tomb (entrance, East Ronfaure H-11) (G-5) Crimson stratum abyssite IV

Windurst

Area Coordinates Key Item/Rank
West Sarutabaruta
West Sarutabaruta (S)
(J-8) Jade stratum abyssite
Maze of Shakhrami (entrance, Tahrongi Canyon K-5) (C-9) Jade stratum abyssite II
Meriphataud Mountains
Meriphataud Mountains (S)
(F-12) Jade stratum abyssite III
Outer Horutoto Ruins (entrance, West Sarutabaruta G-4) (H-5) Jade stratum abyssite IV

Jeuno

Area Coordinates Key Item/Rank
Rolanberry Fields
Sauromugue Champaign
Batallia Downs
Rolanberry Fields (S)
Sauromugue Champaign (S)
Batallia Downs (S)
(J-5)
(F-6)
(K-8)
(J-5)
(F-6)
(K-8)
White stratum abyssite
Crawlers' Nest (entrance, Rolanberry Fields D-11)
Garlaige Citadel (entrance, Sauromugue Champaign J-10)
The Eldieme Necropolis (entrance, Batalia Downs I-10)
Crawlers' Nest (S) (entrance Rolanberry Fields (S) D-11)
Garlaige Citadel (S) (entrance, Sauromugue Champaign (S) J-10)
The Eldieme Necropolis (S) (entrance, Batalia Downs (S) I-10)
(I-6) (Map 2)
(I-5) (Map 2)
(J-9) (Map 1)
(I-6) (Map 2)
(I-5) (Map 2)
(J-9) (Map 1)
White stratum abyssite II
Qufim Island
Behemoth's Dominion
Lower Delkfutt's Tower (entrance, Qufim Island F-6)
(I-11)
(M-9)
(H-11)
White stratum abyssite III

Jeuno II

Area Coordinates Key Item/Rank
South Gustaberg
East Sarutabaruta
West Ronfaure
(L-8)
(G-11)
(I-5)
White stratum abyssite IV
Konschtat Highlands
Tahrongi Canyon
La Theine Plateau
(I-12)
(H-12)
(E-4)
White stratum abyssite V
Beaucedine Glacier*
Valkurm Dunes
Buburimu Peninsula
Grauberg (S)
Fort Karugo-Narugo (S)
Vunkerl Inlet (S)
(H-11)
(G-8)
(I-9)
(C-14)
(D-13)
(E-7)
White stratum abyssite VI
  • Beaucedine Glacier has been added as a temporary battlefield for Kalasutrax to alleviate console freezing issues associated with the battle and can be warped to from present Atmacite Refiners.

Zilart

Area Coordinates Key Item/Rank
Yuhtunga Jungle
Ifrit's Cauldron (entrance, Yhoator Jungle I-6)
Temple of Uggalepih (entrance, Yhoator Jungle J-12)
Western Altepa Desert
Quicksand Caves (entrance, Western Altepa Desert J-9)
Kuftal Tunnel (entrance, Western Altepa Desert H-4)
(G-5)
(K-9)
(I-6)(Map 1)
(L-5)
(J-9) (Map 3)
(H-9) (Map 1)
Ashen stratum abyssite
The Sanctuary of Zi'Tah
The Boyahda Tree (entrance, The Sanctuary of Zi'Tah J-12)
Ro'Maeve
(E-11)
(L-6) (Map 1)
(H-11)
Ashen stratum abyssite II
Hall of the Gods (H-11) (Map 1) Ashen stratum abyssite III

Tavnazia

Area Coordinates Key Item/Rank
Lufaise Meadows
Misareaux Coast
Uleguerand Range
Attohwa Chasm
(G-10)
(J-8)
(F-12)
(G-10)
Hyacinth stratum abyssite
Bibiki Bay - Purgonorgo Isle (H-7) Hyacinth stratum abyssite II

Aht Urhgan

Area Coordinates Key Item/Rank
Arrapago Reef (entrance, Caedarva Mire map #1, I-6)
Caedarva Mire
Mamook (entrance, Wajaom Woodlands E-12)
Mount Zhayolm
(I-11)
(H-10) (Map 1)
(M-9) (Map 1)
(L-7)
Amber stratum abyssite
Aydeewa Subterrane (entrance, Bhaflau Thickets I-7) (J-7) Amber stratum abyssite II

Windurst Teleportation

Windurst is unique in the fact that Tarutaru magicians are available through the city to teleport you to different areas for easier walking. This service is free of charge.

Name Origin Destination
Pattsu-Yabittsu Windurst Woods (K-12) Windurst Waters (G-8), North
Komulili Windurst Walls (J-11) Port Windurst (E-7)
Tonana Windurst Waters (G-8), North Windurst Woods (K-12)
Machu-Kuchu Port Windurst (E-7) Windurst Walls (J-11)

Lure of the Wildcat

This set of quests was introduced near the beginning of the Treasures of Aht Urhgan expansion pack. If you complete the relative quest, these NPCs will teleport you to Aht Urhgan Whitegate for 300 gil. You must also first join Salaheem's Sentinels to be able to teleport.

Area Name Coordinates Quest
Port Bastok Alib-Mufalib (K-7) Lure of the Wildcat (Bastok)
Southern San d'Oria Amutiyaal (L-6) Lure of the Wildcat (San d'Oria)
Windurst Woods Ibwam (G-11) Lure of the Wildcat (Windurst)
Upper Jeuno Ajithaam (F-5) Lure of the Wildcat (Jeuno)

Genkai 10 Teleport

If you have completed the quest Beyond Infinity, Domenic will teleport you to certain Battlefield areas for a small fee. He is located at Lower Jeuno - (J-7) in the Tenshodo.

Area Cost
Ghelsba Outpost 750 gil
Horlais Peak 750 gil
Waughroon Shrine 750 gil
Balga's Dais 750 gil
Qu'Bia Arena 1,000 gil

Explorer Moogles

During the Super Kupower: Thrifty Transit being active the following NPCs can warp you to one another.

NPC Zone - (Coordinates) Cost Requirements
Explorer Moogle Bastok Mines (K-8)
Northern San d'Oria (L-10)
Port Windurst (L-4)
Selbina (H-7)
Mhaura (H-8)
300 Gil Level 20+

Meeble Burrows Teleportation

The Burrow Investigator in Upper Jeuno (I-8) can transport you directly to the burrows entrances in Sauromugue Champaign and Batallia Downs at no cost.

Area Coordinates
Sauromugue Champaign (J-7)
Batallia Downs (J-8)

Mog House Exits

These quests allow a user to exit from their Mog House to any area of the city once completed. Each city's quest only unlocks this feature for that city.

City: Quest NPC Zone Quest Name NPC Required Item
San d'Oria : Northern San d'Oria Growing Flowers Kuu Mohzolhi (F-8) Marguerite
Bastok : Port Bastok A Lady's Heart Valah Molkot (J-12) Amaryllis
Windurst : Windurst Walls Flower Child Ojha Rhawash (C-13) Lilac
Jeuno : Port Jeuno Pretty Little Things Zona Shodhun (E-8) Yellow Rock
Aht Urhgan Whitegate Keeping Notes Ahkk Jharcham (I-10) Parchment, Black Ink

Note: Adoulin automatically allows you to exit to the 2 areas of the city.

Ease of Access

A Quality of Life change that is not well known is the change to doors and gates that required multiple party members. This is similar to the Portal Charm quest which allowed you to bypass the requirement of needing a RED, WHITE and BLACK Mage to open the gate in Inner Horotto Ruins.

  • This replaces the Physical Delkfutt Key you get off Porphyrion: https://www.bg-wiki.com/bg/Delkfutt_key
    • Take your Physical key, Open the door and the KI will appear. You can then /toss the Physical Key.

Pages in category "Transportation"

The following 5 pages are in this category, out of 5 total.



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