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Transportation Guide by Sabishii

This Article is a Community Guide
Guides exist as a community effort to help fellow players navigate the game. Opinions and strategies in their content may vary from editor to editor, but feel free to add new or correct out of date information. Guides are subject to the same editing standards of other FFXIclopedia articles.

Introduction

Vana'diel is a huge world, and trying to get from point A to point B can be daunting, especially for a new player. A new player may become lost, or lose much time trying to figure out how to get to EXP places quickly. I personally have seen people on my server who lack quick access to key EXP points, and that holds up the whole party, and angers people. That is what this guide is here to avoid. This guide will help explain how to quickly and efficiently move around the world, whether it be for a quest, mission, or an EXP party.

Modes of Transit

There are multiple ways of getting to different places. When you first start the game, your only mode of transit is to walk. Walking takes a lot of time and it is dangerous, especially at low levels, when things can aggro you and kill you. However, as you gain in levels, more avenues of transit open up to you, and let you get about the world quickly. Here is a list of ways to transport yourself across Vana'diel.

By Land

  • Walking - Walking is a very inefficient method of transit. Unfortunately, it's what you start off with, and you'll be running most of the game. However, there are items, spells, and abilities that help you walk faster. Note that Bind and Gravity either stops your movement, or slows it down, respectively. A list of such Movement Speed boosting equipment, spells, and abilities is as follows:
  • Chocobo - The flightless, feathered bird that's a Final Fantasy staple. These birds are an easy and safe way to travel across the land, and it's one of the first methods of fast transit. They're not available in certain areas like dungeons, and certain outdoor areas that are way out there accessible through dungeons, or very isolated (like Qufim Island and Lufaise Meadows). You can do a quest to get your chocobo license at level 20 in Upper Jeuno. See the Chocobo's Wounds quest. The base value of a chocobo ride from a rented chocobo is 30 minutes, after 30 minutes, the chocobo will kick you off, and you'll be stuck riding on foot. There is gear that can extend your chocobo riding time.
  • Also, the cost of a rented chocobo varies depending on the amount of people who have been renting chocobos. Busier places are more expensive than quieter places. A Chocobo Ticket can be exchanged for a free ride at any chocobo renter, but a Chocopass can only be used at the three main nations, and it only lasts for 2 minutes or until you change areas, but the pass can be used by anyone regardless of whether or not you have a license. Both can be obtained through various events.
In a more recent update, it is possible to raise your own chocobo that can eventually carry you similar to a chocobo from the stables, though they have different stats that can affect their speed, riding duration, and digging abilities. You'll be able to buy a Chocobo Whistle that can summon your chocobo to you, if you're in an area where you can normally ride chocobos. They have 25 charges each, and cost 1k gil per used charge to completely recharge it, and 50k gil if you drop the whistle and want to buy a new one (that's twice the price of refilling an empty chocobo whistle, so I suggest never to drop it). It can be expensive to raise the stats of a chocobo, since raising a chocobo chick requires you to feed it and train it to bring its different stats up. It may require more than one generation of chocobo to raise one that is really good in most stats, since your first chocobo starts off much slower and weaker than a rented one. But once you have a good chocobo raised, you can even race it against other chocobos for prizes that can help you train it better. See Chocobo Raising and Chocobo Racing for more info.

Upon obtaining a chocobo license, players level 15-19 can rent a chocobo from the Windurst, Bastok, or San d'Oria, but only for 15 minutes, and this isn't affected by chocobo riding gear. All other locations, such as the chocogals (NPCs who rent out chocobos) will refuse to rent you a chocobo.

There are chocobo stables and Chocogals in the following locations.

Location Stable or Chocogal Position
Upper Jeuno Stable Next to AH
Lower Jeuno Stable Near homepoint crystal
Port Jeuno Stable Down the stairs, next to AH
Bastok Mines Stable Go out from Moghouse, past chocobo racing building, on your left
Southern San d'Oria Stable Behind AH
Windurst Woods Stable Behind AH
Upper Jeuno Stable Next to AH
Tahrongi Canyon Chocogal Mea Crag (G-10)
Konschtat Highlands Chocogal Dem Crag (J-6)
La Theine Plateau Chocogal Holla Crag (K-8)
Norg Chocogal Next to entrance/exit (H-9)
Rabao Chocogal In front of entrance/exit (G-10)
Kazham Chocogal At exit gate to jungle (F-9)
Eastern Altepa Desert Chocogal Altep Telepoint (G-7)
Yhoator Jungle Chocogal Yhoat Telepoint (F-9)
Al Zahbi Chocogal (G-9) Can be capture from Beseiged
Wajaom Woodlands Chocogal Leypoint (G-8)

By Air and By Sea

  • Airship - Another staple of Final Fantasy, there are airships allowing for fast transit between cities. There are airships in Port Jeuno, Port Bastok, Port San d'Oria, Port Windurst. Port Windurst, Sealion's Den, and Kazham. All the airships in Bastok, San d'Oria, Windurst, and Kazham connect only to Port Jeuno, so you cannot take an airship from Bastok to Windurst, for example. The Airship in Sealion's Den is special, as it takes you to Lumoria (aka "Sea"). You have to talk to the NPC next to the gate to get to use it (but only if you're up to Chapter 8 in the Chains of Promathia expansion). In order to use the airships to and from the three main countries, you must acquire an Airship Pass (500k gil, or get to rank 5 in your nation's missions). To take the airship to and from Kazham, you need to either buy a special pass, the Airship pass for Kazham for either 148,000 gil to Guddal in Port Jeuno, or trade a Giddeus Chest Key, a Palborough Chest Key, and a Ghelsba Chest Key to the same NPC.
  • Ferries - There are ferries that bring you between Selbina and Mhaura, Mhaura and Whitegate, and Whitegate to Nashmau. They're cheap to use, but they take 15 minutes to reach their destination, and can be attacked by random sea mobs and even undead pirates. You don't want to be using these much, though it's useful for fishing. You don't need to do anything special for most ferries, though you need to have the prerequisite quest in Lower Jeuno at the Tenshodo HQ to actually arrive at your destination when traveling from Mhaura to Whitegate. If you get on the ferry to Whitegate from Mhaura, and you don't have this quest done, you'll end up back at the dock when the ship leaves.
  • Manaclipper - A fishing vessel that transports you between Bibiki Bay proper and Purgonorgo Isle, as well to "Dhalmel Rock" and "Maliyakaleya Reef," two fishing spots. It runs on a regular schedule. The rock and reef runs are sightseeing tours, and not separate maps. A cost for a single ticket is 80 gil. A multi-ticket for 10 rides is 500 gil.
  • Phanauet Channel Barge - Another fishing-type vessel which transports you about Carpenters' Landing. Single tickets cost 30 gil while a multi-ticket for 10 rides costs 300 gil. What's notable about this is that you can get to a small part of Carpenders' Landing from Northern San d'Oria and get to the channel, which will bring you to the larger portion of the Carpenders' Landing map. Could be an alternate path between San d'Oria and Jugner Forest.

NPC services

  • Outpost - Within the Conquest map (original lands), there are outposts for each of the main areas (except for Tu'Lia, which is Sky). The conquest system is a competition between the three main countries for control of these areas. Once your country gains control of an area, you'll be able to talk to a gate guard in your home country, and request a Supply Run Mission to that area. You must be Rank 3 though to start completing these. But once you completed the Supply Run to an area, you'll be able to pay a little gil to an NPC, and teleport straight there. You must be at least a certain level to use each of the Outposts, though, and the amount of gil it costs depends on the general level of the area and which country owns it, it'll be more expensive if you're from Bastok, and another country or the Beastmen own the area you want to teleport to.

But it is imperative you acquire as many as these as you can. They're just as important as the Crag crystals, because you don't have to depend on finding a White Mage or someone who can sub /WHM to get you to places. It is extremely difficult to get access to an outpost right next to a rival country (Gustaberg, Ronfaure, Saurtabaruta), due to the closest nation almost always controlling it. The only times that the closest nation does not control those areas is when a concentrated force of players from a rival country go leveling in these areas, and trade equipment en masse to the NPCs controlling the outpost. It will take a concentrated effort from many people, so posting on an online community website (or more than one of them) will help gather the people you need to do this. It helps a lot so you don't have to waste time with teleports or airships to get from one nation to another without relying on another person, or going to and from Jeuno. Outposts can be used two ways, you can warp to an outpost, or from an outpost. An NPC in each nation will give you a list of outpost locations you can access, and choosing one, you can teleport there. Talking to an NPC at the outpost (even if your nation doesn't own that area) will allow you to teleport back to the outpost NPC at your nation. But if the beastmen own that area, the outpost NPCs at the outpost will not be there, so you will not be able to warp back until someone owns that area again besides the beastmen.

  • Windurst Warp NPCs - There are four NPCs that can warp you around the whole city of Windurst (which is a very large place). Personally, I never really used them, but they're still there for easy reference:
NPC Position Starting Location Destination(s) Cost
Komulili J-11 Windurst Walls Port Windurst (E-7) Free
Machu-Kuchu E-7 Port Windurst Windurst Walls (J-11) Free
Pattsu-Yabittsu K-12 Windurst Woods Windurst Waters (North G-8) Free
Tonana North G-8 Windurst Waters Windurst Woods (K-12) Free

Note: Changing your home nation will erase your outpost access in the new nation, yet your previously obtained outposts will be restored if you switch back to your previous country.

Items

These bring you to their respective areas just like the WHM spells. But they only work on yourself, and not anyone else in the party. They are obtainable through BCNM 60s (except the Jugner, Pashhow, and Meriphataud rings, which are purchasable for 5,000 allied notes), and sold on the AH. They have 10 charges each, and usable once every 24 hours. They have a 30 second charge up time before they can be used.

  • Items that have the enchantment Warp:
Item How to Obtain Charges Timer Notes
Warp Cudgel Crafted/Bought off AH 30 24 hours Level 36
Treat Staff Harvest Festivals N/A N/A Level 1; Usable only during a Harvest Festival Event
Trick Staff II Harvest Festivals 10 24 hours Level 2
Treat Staff II Harvest Festivals Unlimited 120 hours Level 2

Other charged items that bring you to certain places:

Item How to Obtain Destination Charges Timer
Olduum Ring Olduum Quest Wajaom Woodlands Leypoint Unlimited 20 hours
Tavnazian Ring Garden of Antiquity (H-8) (ground floor) Tavnazian Safehold. Unlimited 24 hours
Ducal Guard's Ring One to be Feared Ru'Lude Gardens 5 24 hours
Maat's Cap Beyond the Sun Ru'Lude Gardens Unlimited 24 hours

Tidal Talisman - A special item that could only be ordered from Square-Enix for a period of time (cost around US$42-43). It is an actual necklace that comes with an in-game item of the same name. The Tidal Talisman item is a body piece, despite it's name (it's because necklaces aren't displayed on a character's body), it is not a neck piece. It is usable once every 40 hours (which is a long time) and teleports you (and all party members in range) to a different place depending on where you are:

Another series of items are single use, special, rare/exclusive glyphs that are obtained through A Chocobo Riding Game, Expeditionary Force, and some seasonal events. Expeditionary Force is never done by anyone (no one really cares enough to do it, the apparent rewards aren't enough to motivate anyone to try), and the Chocobo Riding Games are hard to accomplish. The chocobo riding games are started by talking to a randomly chosen NPC in one of the chocobo stables. It'll be one of the NPCs that rent out chocobos, you can talk to all of them until you get a different dialog than usual. The NPC will tell you that a chocobo has gotten lost on its way to a certain city, and ask if you would return it to that city. You get a reward based on how fast you can get the chocobo from the city you're at, and the city you were asked to bring it to, getting within a variable time limit (depends on the distance between the two cities) would score you a glyph or an exp scroll.

An example would be to get your chocobo from Bastok to Windurst (or visa versa). The time limit to get the best prize would be 32:29 minutes. Given that you're limited to 30 minutes on a chocobo without chocobo riding gear, this would pretty much require you to wear chocobo riding gear to get across the world on time. It requires you to know the terrain like the back of your hand, and know how to take short cuts. You travel to the city and go through the zone, and you'll get a cut scene where some NPC is waiting for you to arrive, take the chocobo from you, and gives you a prize. It's extremely hard to get within the time limit they want. A schedule of the chocobo riding games can be found at places like the MithraPride clock, which you can find via google. There's also an extension called Vana'diel clock for Firefox that gives you this information, and a whole lot more. Needless to say, you're not going to see many of these glyphs.

Also there are some charged accessories that can be gained through seasonal events that can bring you to chocobo stables in the three main nations. These include the Republic Stables Medal, Federation Stables Scarf, and the Kingdom Stables Collar.

Return Ring/Homing Ring - There's also two rings that can be bought with Conquest Points, the Return Ring and the HQ version, the Homing Ring, these are bought with 2.5k and 9k conquest points respectively. They work like this, they teleport you to the closest outpost (the one of the area you're in) if the following conditions are met: you've done the Supply Mission for that area (which is the easy part), and the area is under your nation's control. So, if you're in an area of Zulkeim, like Ordelle's Caves, and you're from Bastok, and Zulkeim is under Bastok control, you'll be able to use a charge on one of those rings, and teleport yourself to the outpost in Valkurm Dunes. From there, you'll be able to teleport back to your home nation, since you've done the outpost supply mission of that area. That's what the ring is good for. It's a bit of a time saver, however, it isn't always useful, since it's likely your nation may not own the area you're in. If that's the case, you can't use the ring.

You can combine teleports with a return/homing ring. You can cast a teleport to an area your country owns, then use the homing ring to get to the outpost and use it to get back to your city. For example: if your country owns Zulkeim, (the area the Holla crag is in), you can cast a Teleport-Holla, then use the ring to get to Valkurm Dunes, then use the outpost to get back home. (Thanks Frankbrodie from FFXIclopedia forums.)

  • Instant Retrace - A new item (as of July 2009) that similar to an Instant Warp scroll, but instead, contains the spell Retrace instead, bringing the user to the nation they joined in the past (see Retrace down below). Costs 500 Allied Notes from a Campaign Overseer.
  • Sunbreeze Festival 2008 Rewards - For a period of time, obtaining an NQ swimsuit set during the Sunbreeze Festival 2008 from the Mumor event allowed you to teleport between the 3 main cities by talking to special event Moogles while wearing the full swimsuit. However, since the event is over, you cannot use the swimsuits to do this. However, the HQ swimsuit tops have an enchantment that allows you to Teleport to Purgonorgo Isle in Bibiki Bay. The following items have this ability:
Hume ♂ Hume ♀ Elvaan ♂ Elvaan ♀ Mithra Galka Tarutaru ♂ Tarutaru ♀
Custom Gilet +1RareExclusive Custom Top +1RareExclusive Magna Gilet +1RareExclusive Magna Top +1RareExclusive Savage Top +1RareExclusive Elder Gilet +1RareExclusive Wonder Maillot +1RareExclusive Wonder Top +1RareExclusive

Synergy Earrings Added in the update is a series of synergy created earrings. They are RA/EX earrings that teleport you to a town. You buy a waystone from the town you wish to make the earring for, then synergy it with a silver earring. The result is one of these earrings:

Name Type Lvl Def Effects Jobs
Federation EarringRareExclusive Earring 20 Enchantment: Teleport (Windurst Waters) All Jobs
Kingdom EarringRareExclusive Earring 20 Enchantment: Teleport (Southern San d'Oria) All Jobs
Republic EarringRareExclusive Earring 20 Enchantment: Teleport (Bastok Markets) All Jobs
Mhaura EarringRareExclusive Earring 25 Enchantment: Teleport (Mhaura) All Jobs
Selbina EarringRareExclusive Earring 25 Enchantment: Teleport (Selbina) All Jobs
Duchy EarringRareExclusive Earring 30 Enchantment: Teleport (Upper Jeuno) All Jobs
Kazham EarringRareExclusive Earring 30 Enchantment: Teleport (Kazham) All Jobs
Rabao EarringRareExclusive Earring 30 Enchantment: Teleport (Rabao) All Jobs
Norg EarringRareExclusive Earring 40 Enchantment: Teleport (Norg) All Jobs
Empire EarringRareExclusive Earring 40 Enchantment: Teleport (Aht Urhgan Whitegate) All Jobs
Nashmau EarringRareExclusive Earring 50 Enchantment: Teleport (Nashmau) All Jobs
Safehold EarringRareExclusive Earring 40 Enchantment: Teleport (Tavnazian Safehold) All Jobs
  • Mog House Exit Upgrades - Everyone agrees that Mog Houses are great, you can store all your gear in it, grow plants, and store furniture there. But if you go into your mog house through Bastok Mines for example, you're forced to exit back through Bastok Mines. However, there is a way around that through upgrade quests that allow you to enter your mog house through one area in a city, then exit through the mog house area in another part of the city. It's useful to do these quests, most of them involve just bringing the little mithra girl a flower you can get from another NPC or from the AH. You can do these quests for every city, no matter whether you're a citizen of that nation or another one:

Source entry: Transportation Guide by Sabishii. Cached on this server on 4 November 2026.

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