Transportation Guide by Sabishii

Category:Guides
==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:
:* Flee - THF ability - +100% Movement Speed 
:* Hermes Quencher - medicine - +100% Movement Speed 
:* Ninja Kyahan at night - NIN AF - +25% Movement Speed 
:* Ninja Kyahan +1 from dusk to dawn - NIN AF+1 - +25% Movement Speed 
:* Chocobo Mazurka spell - BRD song - +25% Movement Speed 
:* Raptor Mazurka spell - BRD song - +12% Movement Speed 
:* Crimson Cuisses/Blood Cuisses - Abjuration - +12% Movement Speed 
:* Strider Boots - +12% Movement Speed 
:* Trotter Boots - +12% Movement Speed 
:* Herald's Gaiters - +12% Movement Speed 
:* Skadi's Jambeaux +12% Movement Speed 
:* Tandava Crackows - DNC - +12% Movement Speed
:* Desert Boots during earth weather - +12% Movement Speed 
:* Storm Crackows during Assault - +12% Movement Speed 
:* Federation Aketon in Windurst - +12% Movement Speed 
:* Kingdom Aketon in San d'Oria - +12% Movement Speed 
:* Republic Aketon in Bastok - +12% Movement Speed 
:* Pitchfork +1 in Costume - +12% Movement Speed 
:* Sprinter's Shoes enchantment - +12% Movement Speed. (Gained through quest and bought through with 980 Allied Notes.
:* Hermes' Sandals/Hermes' Sandals +1 - +12% Movement Speed.
:* Bolter's Roll - Up to +25% Movement Speed
:* Atma of Ambition - +12% Movement Speed
:* Atma of the Master Crafter - +12% Movement Speed 
* 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==
* Enchanted items - There are a number of items that allow you move quickly between places in the world. For example, there are a series of enchanted lvl 65 teleport rings:
* Mea Ring
* Holla Ring
* Dem Ring
* Yhoat Ring
* Vahzl Ring
* Altep Ring
* Jugner Ring
* Pashhow Ring
* Meriphataud Ring
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:
:* Bastok/Windurst/San d'Oria => Jeuno
:* Jeuno <=> Kazham
:* Selbina <=> Mhaura
:* Aht Urhgan Whitegate <=> Nashmau
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 Warp - This item acts like a Warp spell (to be talked about shortly), that brings you to your home point. It costs 750 Conquest Points at a Conquest Overseer, or 750 Imperial Standing at a Sanction Guard.
* 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 +1	Custom Top +1	Magna Gilet +1	Magna Top +1	Savage Top +1	Elder Gilet +1	Wonder Maillot +1	Wonder Top +1
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 Earring	Earring	20 	 	Enchantment: Teleport (Windurst Waters) 	All Jobs
Kingdom Earring 	Earring	20 	 	Enchantment: Teleport (Southern San d'Oria) 	All Jobs
Republic Earring 	Earring	20 	 	Enchantment: Teleport (Bastok Markets) 	All Jobs
Mhaura Earring 	Earring	25 	 	Enchantment: Teleport (Mhaura) 	All Jobs
Selbina Earring 	Earring	25 	 	Enchantment: Teleport (Selbina) 	All Jobs
Duchy Earring 	Earring	30 	 	Enchantment: Teleport (Upper Jeuno) 	All Jobs
Kazham Earring 	Earring	30 	 	Enchantment: Teleport (Kazham) 	All Jobs
Rabao Earring 	Earring	30 	 	Enchantment: Teleport (Rabao) 	All Jobs
Norg Earring 	Earring	40 	 	Enchantment: Teleport (Norg) 	All Jobs
Empire Earring 	Earring	40 	 	Enchantment: Teleport (Aht Urhgan Whitegate)	All Jobs
Nashmau Earring 	Earring	50 	 	Enchantment: Teleport (Nashmau) 	All Jobs
Safehold Earring 	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:
:* San d'Oria - Growing Flowers - Quest Requires a Marguerite.
:* Bastok - A Lady's Heart - Quest Requires a Amaryllis.
:* Windurst - Flower Child - Quest Requires a Lilac.
:* Jeuno - Pretty Little Things - Quest Requires a Yellow Rock.
:* Aht Urhgan - Keeping Notes - Quest Requires a Parchment and Black Ink.
==Magical Spells and Abilities==
* Teleport - Currently there are six different teleport spells cast by White Mages:
:* Level 36 - Teleport-Holla requires the Holla Gate Crystal
:* Level 36 - Teleport-Dem requires the Dem Gate Crystal
:* Level 36 - Teleport-Mea requires the Mea Gate Crystal
:* Level 38 - Teleport-Altep requires the Altepa Gate Crystal
:* Level 38 - Teleport-Yhoat requires the Yhoator Gate Crystal
:* Level 42 - Teleport-Vahzl requires the Vahzl Gate Crystal
The scrolls can be acquired by quests, but in order to actually teleport to these areas, whether you're a WHM, or in the party with the WHM (the spell teleports everyone in the party in range), you must acquire the gate crystal for the respective gate crystals. This is simple, for all you need to do is travel to the Telepoints and examine them to acquire the key items. You'll probably acquire your first one around the crags while leveling at low levels, and as you move to explore the map and see the other cities, you can get the other ones at the other two crags. But you need to go out of your way to get them, and travel through potentially dangerous areas. It is extremely important you get these as soon as you can, because you will be passed up for parties if you can't get to the area where the group is going to level in quickly. There are also enchanted items that can cast teleport spells on yourself. These will be covered later.
* Recalls - In the March 2008 update, a trio of new White Mage spells were added similar to teleport. They are Recall spells that teleport qualified party members into Shadowreign areas (areas in the past) to new Telepoint Crystals. These spells can be quested or bought from the AH. For the spell to work on everyone in the party, they must complete Campaign battles and obtain the Brass Ribbon of Service at the very least and have the corresponding gate crystal.
:* Level 53 - Recall-Pashh requires the Pashhow Gate Crystal at (J-9)
:* Level 53 - Recall-Jugner requires the Jugner Gate Crystal at (I-8)
:* Level 53 - Recall-Meriph requires the Meriphataud Gate Crystal between (G-9) and (H-9)
* Warps - Also, you have two Black Magic spells that can be cast by Black Mages: Warp and Warp II (also known as D2 for De-Zone 2, the Japanese name for the spell). Warp can be cast by BLMs and people subbing /BLM at lvl 17 and lvl 34 respectively. Warp II can be cast by BLMs at level 40. Warp is only a self-cast spell, it'll only affect yourself, and when it is cast, it'll bring you to your Home Point, the place you arrive when you die and choose to return to your home point. Warp II can be cast by a BLM on any member of the party, and function as a Warp spell, returning you to your home point. While you may not be a BLM, you can still take advantage of the Warp spell by obtaining certain items that cast warp on yourself. This will be covered later.
* Retrace - A new (as of March 2008) quested BLM spell, level 55 that bring you to your nation of allegiance in the past. You must have gone to the past and have signed up with either the Windurst, San d'Oria, or Bastok armies. It works like Warp II in that it can be cast on yourself or another party member.
:* Home Points (for making use of Warp) - Choosing a good Home Point location is very important, for you need to be able to choose a spot that'll make it easy for you to reach other places. Your home city can be a good place if you have all the outposts available and at port there's the airship (also, with access to Treasures of Aht Urhgan, you can pay 300 gil to an NPC and be instantly warped to Whitegate), Lower Jeuno was the most popular place for a good time due to nearby access to the airships to the other nations, easy access to the Auction House, and it became a good area for people to wait while trying to get parties. However, the most popular place for people, particularly high level players to set their home point is Aht Urhgan Whitegate. This is because Aht Urhgan is the most popular place for high level parties, there is an NPC tarutaru who can warp you to either your home nation or Jeuno for the fee of one silver coin (there's also a free "warp taru" in Aht Urhgan who can teleport you to Jeuno, but messes up often, and you end up at an area surrounding Jeuno), and there's access to the same Auction House that Jeuno uses. This makes it an excellent "hub" type area that persists even with the rise of the Wings of the Goddess expansion and the past areas. The first three Cavernous Maws are located around Jeuno, and since you can easily accessible Jeuno from Whitegate, it is easy to get to the past whenever you want. Cavernous Maws will be explained later.
* Escape - The lvl 29 BLM spell Escape can be used to quickly get a party out of a dungeon zone and to an entrance area. The point outside the dungeon is predetermined no matter what part of the dungeon you're in. It can be used to quickly move from one area to another in certain situations, as well as escape from a dangerous situation. Zone into the Korroloka Tunnel from the Altepa side, cast escape, and arrive at the Bastokian side. The same trick lets you quickly get from the Dem-Crag to North Gustaberg. Teleport-Dem and head east into Gusgen Mines. Head straight until you get to the first intersection and go east. Then head south at the next intersection and you'll end up in Oldton Movalpolos, cast Escape, and you end up at an exit in North Gustaberg.
* Mijin Gakure and "Death Warp" - Mijin Gakure is the Ninja two hour. It kills you (without an EXP penalty), and does damage proportionate to your current HP to an enemy. If a mob uses it (only mobs ranked as NM status have 2-hour abilities), it's an AoE attack, but in a player's hand, it's a single target ability. Ninjas mostly use this ability as a free warp back to your home point, since it arguably doesn't have much practical usage as a combat ability (you can probably do more damage alive than dead). A similar technique used is known by several names, such as D0 (instead of D2 for Warp II), the "Ghetto Warp" or "Death Warp." Basically, you go and fight against a mob, one that is much more powerful than you, and you die, and home point. This obviously has an EXP penalty, so it is wise to switch to a low level job (lvl 1 job, or one you don't care about) and then run to any mob and let them kill you. It's useful if you don't have warp cudgel, don't want to use a charge on one, or don't want (or can't) to buy a scroll of instant warp.
* Chocobo Jig - A lvl 55 Dancer ability gives you a ~25% movement speed increase. It's like flee, it can overwrite certain gravity effects. Chocobo jig will last 2 minutes, but can be extended with Dancer's Shoes, Dancer's Shoes +1 or Etoile Tights. If either are equipped, the duration increases to 2:30, if both shoes and tights are equipped, the duration is increased to 3 minutes.
==Zilart and Chains of Promathia==
* Sky - There are two different ways to get to sky (access to which is granted by completing the Shadow Lord mission for your home nation, starting the Zilart missions, and getting up to the Ark Angels mission, Zilart Mission 14), the long way which is through the sanctuary of Zi'Tah, Ro'Meave, then the Hall of the Gods, or the short way which is through a mini-quest that requires you to complete CoP Mission 8-2. The quest never appears in your quest log, but it provides a fast and easy way to get to Tu'Lia (aka Sky). Details are covered in the Teleportation to Tu'Lia Guide. The long and short is that you'll be able to access Sky through one or more of the three teleport crags, through the entrance to that area's Promyvion. That being said, it is important, if you intend to do anything in Sky such as Gods, to get this done for at least one crag, and remember which one you unlocked it for.
* Swirling Vortex - There's four of these, one in Valkurm Dunes that brings you to the one in Lufaise Meadows, and one at Qufim Island that brings you to one in Misareaux Coast. To use these, you need to be on Chapter 2 of CoP, which means completing the main three Promyvions.
* Sea-Limbus - Access to Lumoria is obtained upon reaching chapter 8 of the CoP storyline. You can get there through the Sealion's Den airship. But what if you want to go to Limbus? Access through the two limbus areas is only obtainable by reaching the three crags, going around them until you reach a Dimension Portal, and using that. Again, to use this you need to be on chapter 8 of CoP. Each crag portal brings you to a different side of Al'Taieu and from there you can access Temenos and Apollyon, the two sectors of Limbus.
* Short cut to main Al'Taieu area - When you enter sea through one of the Dimensional Portals at the crags, there are Auroral Updrafts at I-6, D-7, and K-7 that bring you to the main Auroral Updraft at the main entrance to sea in front of the Palace. There are two more Auroral Updrafts that do the same thing, accessible through the main area of sea, which is useful when traveling around the edges of sea at L-8 and E-8. If you have aggro you can lose it by using them, or if you need a shortcut back near the entrance of the palace.
* Movapolos NPCs - There are a few NPCs that warp you around Oldton, Newton Movalpolos, and Mine Shaft #2716 for different fees:
NPC 	Position	Starting Location	Destination(s) 	Cost 	Availability
Tarnotik 	K-10 	Oldton Movalpolos	Mine Shaft #2716	Ahriman Tears	Must have completed, or be flagged for the BCNM for Return to the Depths.
Twinkbrix 	F-13 	Oldton Movalpolos	Mine Shaft #2716	Choose one of:
* Gambling + 2000 gil
* Sylvan Stone + 2000 gil
* Snow Lily	 
Sleakachiq	J-7 	Newton Movalpolos	
* Mine Shaft #2716 entrance
* North Gustaberg (K-6)	800 gil 	Only accessible out of the exit from Mine Shaft #2716.
==Aht Urhgan==
* Assault Staging Points - These staging points are located in Aht Urhgan areas. The purpose of these areas are to hold Assault missions. You can pay with imperial standing to teleport to these areas without a Assault permit, however you must have unlocked the area to get there using the portal in Whitegate. You must travel by foot to the Staging points, and use the runic portals there. This brings you straight to Whitegate, and there you can pay 200 imperial standing to teleport to the staging point of your choice for parties or whatever. It is EXTREMELY important to start getting these staging points as soon as you get whitegate access. You WILL be passed up for exp and merit in the Aht Urhgan areas if you don't have these staging points.
* Warp Tarutarus - There are two NPCs that are referred to as the "warp tarus", they are two tarutaru mages that specialize in teleportation magic.
:* Shihu-Danhu - Al Zahbi - (J-10) - The first of the two NPCs that can warp you to Jeuno. This guy is known as the "free warp taru." He doesn't need any imperial currency to warp you to Jeuno, however, he's a nervous fellow, kinda new at magic. He tends to mess up and you may end up at Qufim Island, Rolanberry Fields, Batallia Downs, or Sauromugue Champaign. He can't warp you to your home nation.
:* Kaduru-Haiduru - Whitegate - (G-10) - This is the "pay taru," who will warp you to Ru'Lude Gardens without fail in exchange for a Imperial Silver Piece. If you give him enough business, he'll say something regarding you being a slave to his spellcraft and give you the option of warping to your home nation. You trade him the silver piece, and he'll give you a dialog box to choose whether you want to go to Jeuno or your home nation. By far the most useful method of transit from Aht Urhgan areas to the original areas, making Whitegate an excellent "hub" city. He's a very well spoken, scholarly type NPC. He's the elder brother of Shihu-Danhu. If you use the free taru, then try to use the pay taru, he'll refuse you service, saying his magicks were replaced by "back-alley parlor tricks," and you'll need to wait until the next game day to be able to use his services. The first time you use him after being refused services, he'll only offer to warp you to Ru'Lude Gardens, but after that, he'll offer to warp you to your home nation again.
==Wings of the Goddess==
* Cavernous Maw - There are nine cavernous maws in the future and past, which act as gateways to and from the past areas of the Wings of the Goddess areas. If you're new to the expansion, you need to initially enter through one of the maws surrounding Jeuno:
:* Batallia Downs (H-5)
:* Rolanberry Fields (H-6) (Located on the border of H-6 & G-6)
:* Sauromugue Champaign (J-10) (Note: you must travel past the third banishing gate in Garlaige Citadel to get to this one).
This will bring you to the "Shadowreign Realm," which is the past. You will pop up in one of these maps, but in the past (you may end up in a different area from which you used the maw initially, if this was your first trip). Note: After using one of these three cavernous maws, you may not use any other maw in the future except the one you ended up at until you've used the other ones in the past. For example, if you used the one in Batallia Downs, and you ended up in Sauromugue Champaign, then you die and home point, or warp/teleport, you MUST go back to Sauromugue Champaign and use that Cavernous Maw there, to get back to the past (which involves going through the banishing gates in Garlaige). Therefore, your first task in the past is to "unlock" the other maws. Not only do you have the other two maws around Jeuno to unlock, but there are other maws that you can travel to other areas in the past that are in the future.
* Batallia Downs (H-5)
* Rolanberry Fields (H-6) (Located on the border of H-6 & G-6)
* Sauromugue Champaign (J-10) 
* Jugner Forest (H-11)
* Pashhow Marshlands (K-8)
* Meriphataud Mountains (K-6)
* East Ronfaure (H-5)
* North Gustaberg (K-7)
* West Sarutabaruta (H-9)
Once that's accomplished, you can get around the past much more easily.
* Campaign Arbiters - These NPCs can be found in every area in the past. Once you join up with an army (either Bastok, Windurst, or Sandy's military) by collecting a key item from one of them and visiting the corresponding nation and completing their first quest, you'll be able to not only participate in Campaign battles, but make use of their teleport system. Using the Campaign Arbiter (they have prefix C.A. in their names) in one of the three countries, you can teleport straight to any past area you've been to. Using a Campaign Arbiter NPC in any area in the past, you can teleport back to your country. All this costs some allied notes, which are obtained by participating in Campaign battles. The amount it costs depends on who owns the area you're trying to teleport to.
* Arbiter Shortcut - You can use Cavernous Maws and arbiter NPCs to get a shortcut between cities:
# Activate all relevant Cavernous Maws.
# Head outside from the city you're in, and use the maw
# Head back inside the town and have the campaign arbiter teleport you to another town's starting zone
# Use the maw there
# Walk to your destination.
* Lycopodium (NPC) - Found in various locations in the past, talking to these NPCs offers another way to quickly transport yourself to locations. You talk to the NPC, then go into the future, you'll find a sparkling light in the same location. Trading one of several certain flowers to this point will teleport you to the top of the ledge you are near, without having to go the long way.
Flowers that work: Amaryllis, Asphodel, Carnation, Lilac, Marguerite, Rain Lily
Flowers that don't work: Red Rose, Wijnruit
Zone Name 	Location
Batallia Downs (S) 	(F - 5) by border of (F - 6)
Garlaige Citadel (S)	(G - 10) of Banishing Gate #1 map
North Gustaberg (S) 	(F - 9) on ramp to west section of North Gustaberg (S)
==Abyssea==
The Abyssea addons have added a lot of good EXP/merit locations, plus wonderful new higher level gear and NMs. Now how do you get to these new areas? New Cavernous Maws have appeared in the present counter-parts of abyssea zones. Vision of Abyssea maws are located at the three main craig areas, at the zones from the areas around the three cities. The easiest ways to get to them are to either use a teleport spell and walk there, or use an outpost to a surrounding area.
Vision of Abyssea Maws
* Abyssea - Tahrongi - Tahrongi Canyon (H-12) - Unfortunately, there's a bit of a walk between West Sarutabaruta and Tahrongi Canyon, HOWEVER, you can outpost to Buburimu Pennisula, then walk there if you don't have a teleport mea. It's still a bit of a distance compared to other zones.
* Abyssea - Konschtat - Konschtat Highlands (I-12) - Outpost to North Gustaberg, and walk the short distance to the zone.
* Abyssea - La Theine - La Theine Plateau (E-4) - Outpost to West Ronfaure and walk the short distance to the zone to reach the maw.
Scars of Abyssea Maws
* Abyssea - Misareaux - Valkurm Dunes (I-9) - Go out from selbina head west, towards the coast water.
* Abyssea - Vunkerl - Jugner Forest (J-8) - Head southeast of the outpost
* Abyssea - Attohwa - Buburimu Peninsula (F-7) - Near the outpost in Buburimu, head northeast. 
Heroes of Abyssea Maws
* Abyssea - Altepa - South Gustaberg (J-10)
* Abyssea - Grauberg - North Gustaberg (G-6) 
* Abyssea - Ulegerand - Xarcabard (H-8)
* Abyssea - Empyreal Paradox - Transcendental Radiance at (F-7) of Qufim Island (Used to access Shinryu, there are no abyssea teleports here, but having voidwatch Jeuno unlocked lets you teleport nearby, or you can use the Qufim island outpost).
Once you visit a maw and use it once, that unlocks a teleport through paying a little cruor to the maw through teleport NPCs note that empyreal paradox cannot be teleported to through an abyssea warp:
:
Abyssea Cavernous Maw Teleport NPCs	Abyssea Cavernous Maw Teleport NPCs
Name 	Location
Horst 	Port Jeuno (H-8)
Vincent 	Ru'Lude Gardens (H-10)
Ernst 	Port Bastok (K-11)
Willis 	Port Windurst (L-6)
Kierron 	Heavens Tower (?-?)
Ivan 	Port San d'Oria (I-8)
Confluxes - Teleports like outposts that bring you around the large abyssea zones to save time. You need to unlock them by using them and paying cruor (abyssea currency), but you need to get them to move around the zones quickly. Parties will expect you to have a number of them, and it helps get you to the various NMs about the area. You can get to any conflux you've unlocked from any other conflux you find yourself at and have unlocked. The Cruor fee varies according to the distance between the two points, I think. And you can buy an abyssite to decrease the costs.
===Abyssea - Tahrongi===
No.	 	Pos.	Notes
0 	0 	 	
1 	50 	H-12	
2 	100	H-9 	
3 	150	F-9 	
4 	200	G-7 	
5 	250	H-4 	
6 	300	H-6 	
7 	350	I-7 	
8 	400	J-5 	
===Abyssea - La Theine===
No.	 	Pos.	Notes
0 	0 	 	
1 	50 	E-3 	
2 	100	D-8 	
3 	150	G-8 	
4 	200	H-7 	
5 	250	I-10	
6 	300	L-11	
7 	350	K-6 	
8 	400	I-9 	
===Abyssea - Konschtat===
No.	 	Pos.	Notes
0 	0 	 	
1 	50 	J-13	
2 	100	G-10	
3 	150	D-7 	
4 	200	H-8 	
5 	250	G-6 	
6 	300	F-5 	
7 	350	K-8 	
8 	400	J-4 	
===Abyssea - Attohwa===
No.	 	Pos.	Notes
0 	0 	F-8 	
1 	200	H-9 	
2 	 	E-8 	
3 	 	J-9 	
4 	 	D-7 	
5 	 	K-8 	
6 	 	G-7 	
7 	 	K-10	
8 	 	H-8 	Talk to the guard below the ledge to access the camp.
===Abyssea - Misareaux===
No.	 	Pos.	Notes
0 	0 	I-7 	
1 	200 	K-7 	
2 	400 	J-8 	In the corner at the edge of the cliff.
3 	600 	G-7 	Qufim Island warp location.
4 	800 	H-10	
5 	1000	G-6 	
6 	1200	F-7 	
7 	1400	I-11	
8 	1600	K-12	
===Abyssea - Vunkerl===
No.	 	Pos. 	Notes
0 	0 	I-9 	
1 	200	F-4 	
2 	 	H-6 	
3 	 	J-6 	
4 	 	G-9 	TS Tauri on the way to this one from the south EM to a lvl 82.
5 	 	H-11 	
6 	 	H-13 	Off the map and in a cave. Take the south eastern turnoff at G-11.
7 	 	D-12 	Similar to #06, except this time you go through the BLM tiger camp. Conflux is in the small area simular to where 0 is.
8 	 	F-6/G-6	It's far to the SE edge and difficult to spot. To reach it, take a right from the bridge near the Djinn camp.
===Abyssea - Altepa===
No.	 	Pos.	Notes
0 	0 	 	
1 	600 	K-5 	
2 	 	M-8 	
3 	 	H-4 	
4 	 	G-9 	
5 	 	F-11	
6 	 	E-9 	
7 	1800	E-7 	
8 	2000	D-11	
9 	 	 	
===Abyssea - Grauberg===
No.	 	Pos.	Notes
0 	0 	 	
1 	600 	D-14	
2 	800 	I-12	
3 	1000	J-10	Near border to I-10
4 	 	G-12	Southwest of the rock
5 	1400	F-6 	
6 	1600	H-6 	Base of the waterfall
7 	1800	E-8 	
8 	2000	J-7 	Center of J-7
9 	 	 	
===Abyssea - Uleguerand===
No.	 	Pos.	Notes
0 	0 	 	
1 	 	G-11	
2 	 	F-9 	
3 	 	F-8 	
4 	1200	I-10	
5 	1400	L-8 	
6 	1600	J-5 	
7 	1800	F-7 	
8 	1000	D-8 	Conflux #03 is located in the lower section of mountain tunnels, where the Range Clionid spawns are
9 	 	 	
==Voidwatch==
Voidwatch has opened a large amount of quick teleportation options throughout past and present vana'diel. These let you get to voidwatch's planar rifts quickly by expending cruor (abyssea/voidwatch currency).
You must obtain and upgrade abyssite to gain access to the teleportation options granted by voidwatch.
===Obtaining Abyssite===
Each base abyssite can be obtained either through NPCs (voidwatch officers), or a quest (for Jeuno's white stratum abyssite).
*San d'Oria areas - Crimson stratum abyssite from Voidwatch Officer (San d'Oria (S)) or Voidwatch Officer (San d'Oria)
*Bastok areas - Indigo stratum abyssite from Voidwatch Officer (Bastok (S)) or Voidwatch Officer (Bastok)
*Windurst areas - Jade stratum abyssite from Voidwatch Officer (Windurst (S)) or Voidwatch Officer (Windurst)
*Jeuno areas - White stratum abyssite is acquired through the quest Drafted by the Duchy which can only be started after completing each of the three city paths.
*Zilart areas - Ashen stratum abyssite from Kieran in Norg
*Chains of Promathia areas - Hyacinth stratum abyssite from Owain in Tavnazian Safehold
*Uht Urghan areas - Amber stratum abyssite from Camille in Wajaom Woodlands 
===Atmacite Refiner Teleports===
There are Atmacite Refiners outside Jeuno (in past and present areas), in the 3 main cities (past and present), outside of Aht Urghan, Tavnazian Safehold, and Norg. They offer you teleport options. It costs 1000 cruor to teleport. Note, present era atmacite refiners can only bring you to present era areas (non-wings of the goddess areas), while past (WotG) refiners only bring you to wings of the goddess areas. It is required to go into the past through retrace or other means to gain access to the wings of the goddess voidwatch teleports.
Non-WotG Refiners:
*Bastok Markets (D-11) 	
*Windurst Waters (G-5)
*Southern San d'Oria (G-9)
*Batallia Downs (K-8)
*Sauromugue Champaign (F-6)
*Rolanberry Fields
*Qufim Island (I-11)
*Tavnazian Safehold
*Wajaom Woodlands (M-7)
*Rabao (G-8)
*Norg
WotG Refiners:
*Bastok Markets (S) (G-5) 	
*Windurst Waters (S) (G-5)
*Southern San d'Oria (S) (L-9)
*Batallia Downs (S)
*Sauromugue Champaign (S)
*Rolanberry Fields (S)
===Teleport Options===
Present-Day Vana'diel
*Bastok (Indigo Stratum Abyssite)
:*I: North Gustaberg
:*II: Gusgen Mines (entrance)
:*III: Pashhow Marshlands
:*IV: Dangruf Wadi (entrance) 
*San d'Oria (Crimson Stratum Abyssite)
:*I: East Ronfaure
:*II: Ordelle's Caves (entrance)
:*III: Jugner Forest
:*IV: King Ranperre's Tomb (entrance) 
*Windurst (Jade Stratum Abyssite)
:*I: West Sarutabaruta
:*II: Maze of Shakhrami (entrance)
:*III: Meriphataud Mountains
:*IV: Outer Horutoto Ruins (entrance) 
*Jeuno (White Stratum Abyssite)
:*I: Rolanberry Fields, Sauromugue Champaign, Batallia Downs
:*II: Crawlers' Nest (entrance), Garlaige Citadel (entrance), The Eldieme Necropolis (entrance)
:*III: Qufim Island, Behemoth's Dominion, Lower Delkfutt's Tower (entrance) 
*Jeuno II (White Stratum Abyssite)
:*IV: South Gustaberg, East Sarutabaruta, West Ronfaure
:*V: Konschtat Highlands, Tahrongi Canyon, La Theine Plateau
:*VI: Beaucedine Glacier*, Valkurm Dunes, Buburimu Peninsula 
*Zilart (Ashen Stratum Abyssite)
:*I: Yuhtunga Jungle, Ifrit's Cauldron (entrance), Temple of Uggalepih (entrance), Western Altepa Desert, Quicksand Caves (entrance), Kuftal Tunnel (entrance)
:*II: The Sanctuary of Zi'Tah, The Boyahda Tree (entrance), Ro'Maeve
:*III: Hall of the Gods 
*Tavnazia (Hyacinth Stratum Abyssite)
:*I: Lufaise Meadows, Misareaux Coast, Uleguerand Range, Attohwa Chasm
:*II: Bibiki Bay - Purgonorgo Isle 
*Aht Urhgan(Amber Stratum Abyssite)
:*I: Arrapago Reef (entrance), Caedarva Mire, Mamook (entrance), Mount Zhayolm
:*II: Aydeewa Subterrane (entrance) 
Past Vana'diel
*Bastok (Indigo Stratum Abyssite)
:*I: North Gustaberg (S)
:*III: Pashhow Marshlands (S) 
*San d'Oria (Crimson Stratum Abyssite)
:*I: East Ronfaure (S)
:*III: Jugner Forest (S) 
*Windurst (Jade Stratum Abyssite)
:*I: West Sarutabaruta (S)
:*III: Meriphataud Mountains (S) 
*Jeuno (White Stratum Abyssite)
:*I: Rolanberry Fields (S), Sauromugue Champaign (S), Batallia Downs (S)
:*II: Crawlers' Nest (S) (entrance), Garlaige Citadel (S) (entrance), The Eldieme Necropolis (S) (entrance) 
*Jeuno II (White Stratum Abyssite)
:*VI: Grauberg (S), Fort Karugo-Narugo (S), Vunkerl Inlet (S) 
** 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.
==Proto-Waypoints/Geomagnetic Founts==
The December 2012 update added a new Waypoint system for transportation. You need to start a quest called Researchers from the West and continue that quest line to gain access to the different Waypoints/Proto-Waypoints. Each quest involves going to each proto-waypoint/geomagnetic fount and clicking on/examining them. Proto-Waypoints can teleport you to different Proto-Waypoints and Waypoints. However, once Teleporting to a Waypoint, the trip is one way, you cannot use a Waypoint to travel back to the Proto-waypoints or other Waypoints. Teleporting using Proto-waypoints cost a new form of currency, called Kinetic Units. These Kinetic Units are obtained by trading crystals or crystal clusters to the Proto-waypoints. Each location costs a different amount of Kinetic Units.
===Proto-points===
*Locations:
**Ru'Lude Gardens (G-9) 
**Selbina (G-10) 
**Mhaura (I-8) 
**Rabao (G-8) 
**Norg (G-7) 
===Geo-Magnetic Founts===
*Outdoor Locations:
**West Ronfaure (E-8) on the cliff accessable only via Bostaunieux Oubliette.
**North Gustaberg (D-8) other side of the river only via Dangruf Wadi.
**West Sarutabaruta (F-4) above stairs inside NW tower.
**La Theine Plateau (H-10) inside canyon only via Ordelle's Caves.
**Konschtat Highlands (L-5) on top of the giant spine.
**Tahrongi Canyon (I-9) next to a tall rock.
**Jugner Forest (G-5) NW area only via King Ranperre's Tomb.
**Pashhow Marshlands (I-7) next to Luremarsh.
**Meriphataud Mountains (G-8) directly under the spine.
**Attohwa Chasm (J-8) atop the Parradamo Tor.
**Uleguerand Range (H-7) behind the frozen waterfall at the summit.
*Dungeon Locations:
**Davoi (I-8) in front of the broken bridge.
**Beadeaux (G-7) behind The Mute.
**Castle Oztroja (G-8) straight ahead from entrance.
**Quicksand Caves (F-7) via SW entrance in Western Altepa Desert. You need two players or one Galka.
**Sea Serpent Grotto (J-5) behind Mythril Beastcoin door.
**Temple of Uggalepih (H-8) in hidden room right before Temple Guardian.
**Boyahda Tree (D-4) on the first map.
**Oldton Movalpolos (K-11) accessable by going through Newton Movalpolos.
**Riverne - Site B01 (C-10) behind two unstable displacements.
**Castle Zvahl Keep (H-8) right after you zone in.
==Seekers of Adoulin Waypoints==
Travel to, from, and within Adoulin is provided by Waypoints, which use kinetic units as a currency (like proto-waypoints and geomagnetic fonts in regular areas). After completing the quest 
====Waypoints===
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 visiting it once and clicking the Waypoint. Note that Bivouac waypoints are only accessible once a server has successfully constructed that Bivouac.
===Waypoint Locations===
*Lower Jeuno: (H-7)
*Western Adoulin
**Platea Triumphus (Couriers' Coalition): (H-8)
**Pioneers' Coalition: (E-8)
**Mummers' Coalition: (G-10)
**Inventors' Coalition: (J-9)
**The Auction House: (F-10)
**Your Rent-a-Room: (H-11)
**Big Bridge: (L-9)
**Airship Docks: (H-4)
**Adoulin Waterfront: (I-5)
*Eastern Adoulin
**Peacekeepers' Coalition: (F-8)
**Scouts' Coalition: (G-9)
**Statue of the Goddess: (H-8)
**The Wharf to Yahse: (G-6)
**Your Rent-a-Room: (G-11)
**The Auction House: (H-10)
**Sverhried Hillock: (I-7)
**The Coronal Esplanade: (I-9)
**Castle Adoulin Gates: (K-9)
===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. Morimar Basalt Fields and Foret de Hennetiel require a higher courier 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.
*Ceizak Battlegrounds
**Frontier Station: (K-7)
**Frontier Bivouac #1: (H-9)
**Frontier Bivouac #2: (I-7) (NW corner)
**Frontier Bivouac #3: (F-10) (SW corner)
*Yahse Hunting Grounds
**Frontier Station: (K-9)
**Frontier Bivouac #1: (I-8)
**Frontier Bivouac #2: (G-7) (south)
**Frontier Bivouac #3: (H-9) (SW corner)
*Morimar Basalt Fields
**Frontier Station: (K-10)
**Frontier Bivouac #1: (J-8)
**Frontier Bivouac #2: (I-6)
**Frontier Bivouac #3: (I-10)
**Frontier Bivouac #4: (F-8)
**Frontier Bivouac #5: (G-6) (east, higher level past F-6 Reive)
*Foret de Hennetiel
**Frontier Station: (J-6/7)
**Frontier Bivouac #1: (G-6)
**Frontier Bivouac #2: (J-10)
**Frontier Bivouac #3: (H-9)
**Frontier Bivouac #4: (F-9) (NW corner)
===Augural Conveyors===
In certain highly dangerous dungeon areas, ancient Augural Conveyors may be found which can be activated as Waypoint destinations and also serve as entries into Skirmish battles. Note that Augural Conveyors may only be used as destinations, they cannot be used to teleport to other Waypoints.
*Cirdas Caverns: (H-3)
*Rala Waterways: south (B-6)
===Warp Runes===
Once the Couriers' Coalition's 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 Adoulin (city) to the additional destinations below.
*San d'Oria warp rune: Northern San d'Oria: (L-10) Residential Area
*Bastok warp rune: Bastok Markets: (I-7) Residential Area
*Windurst warp rune: Windurst Woods: (F-8) Residential Area
*Selbina warp rune: Selbina: (H-7) Entrance
*Mhaura warp rune: Mhaura: (H-7) Entrance
*Kazham warp rune: Kazham: (F-9) Entrance
*Rabao warp rune: Rabao: (G-11) Entrance
*Norg warp rune: Norg: (H-9) Entrance