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FYI, lea... there are 3 crags and 3 other crystals used for teleporting. You'll want to get the same KI I had you get from that one at each one that you encounter.
Easy Travel in FFXI:
Outposts:
Near most of the exits to the 3 Nations you'll see a number of NPCs. One of them will allow you to undertake "Supply Missions". You can only undertake one mission at a time, and the ones you can pick from depend on which zones your home nation currently has control of (check this by looking at the conquest tally in your main menu). Once you pick one, you now have 1 hour to run to that Outpost and deliver the supplies to the NPC standing under your nation's flag. Simply talking to them is enough. Once you've done that, you will now be able to talk to the OP Warping NPC in your home nation (the one in Bastok is just outside of the Moghouse in Bastok Mines... he's wearing a green outfit) and they will offer to warp you to any of the Outposts that you've completed one of these supply missions for. It'll cost you some amount of gil depending on how far away the zone is.
If your nation is not in control of a specific area right now, just wait until the next conquest tally and check again. Control of areas changes on a weekly basis.
Once you've completed a supply run, you'll never have to do it again.
*You may only undertake a supply run from the nation you're currently allied with. However, should you ever change nations, your Outpost Warps will carry over with you.
Teleport: (WHM or /WHM only)
Konschtat Highlands (the one you just got) for Teleport-Dem
La Theine Plateau for Teleport-Holla
Tahrongi Canyon for Teleport-Mea
West(?) Altepa Desert for Teleport-Altep
Y. Jungle for Teleport-Yhoat
Xarcabard for Teleport-Vazhl *These spells teleport the caster as well as anyone in the party (within range of the caster) to the desired Teleport Crystal
Warp: (BLM or /BLM only
Warp is a self targeting spell that will send you to your homepoint (wherever you have it set)
Warp II (known otherwise as a D2) does the same thing as Warp, but can be cast on members of the party.
Retrace: (BLM only)
Retrace sends you to your nation of allegiance in the past (Wings of the Goddess zones). *This spell can be cast on any single party member.
Recall: (WHM only)
All 3 Recall spells work the same way that Teleport does, only they send you to the respective Teleport Crystal in the past (Wings of the Goddess zones). They require that you get the same type of KI as the Teleport Crstals do before being able to be sent there.
Abyssea Warps:
Once you reach level 30 and make it safely to Jeuno, you can start your Abyssea quests. I personally don't suggest you try participating in there until you're a much higher leel, but that's up to you. After you've started your Abyssea questline, you can follow the directions laid out on the wiki to get to each of the 9 Cavernous Maws placed in their respective zones. By inspecting them, entering Abyssea and receiving Visitant Status within that zone by speaking to a Surveyor... you will now be able to talk to any of the various Abyssea NPCs (such as the one standing next to the one you spoke to in order to start the questline) to teleport to any of the previously visited crags. You'll be charged for this in the form of Cruor (a currency you obtain by killing monsters and completing quests within Abyssea). It's a really effective way of teleporting to various zones quickly... and it reduces your travel time significantly.
Airships, Boats and Ferries:
Airships:
In order to use an airship, you'll first need to obtain an Airship Pass. To do this, you'll need to progress up to and complete your Rank 4 Nation Mission. Once you're finished with that, you'll be given an Airship Pass that will allow you to travel on them from any nation to Jeuno and from Jeuno to any nation. Airships docks are found in the "Port" zone of all 4 Nations. You'll be charged something like 200gil every time you want to use one. It takes around 10 minutes (real time) to get from one city to another.
In Jeuno you'll notice that there's a 4th Airship Dock that you aren't immediately able to use. This Airship brings you to Kahzam. In order to gain access to this, you'll first need to finish the quest to obtain your Kahzam Keys. Details for that can be found on the wiki page.
Boats:
There are 3 ports in Vanadiel that provide sea travel to various locations. The 2 that you have immediate access to are the ones located in Selbina (right near the Outpost in Valkurm Dunes) and Mhaura. These ports initially only let you travel from one to the other.
You may notice on occasion that a boat will appear in Mhaura that says it's going to Whitegate. In order to board this ship and travel to WG (the only way to get there for the first time) you'll need to complete (you guessed it ) another questline to gain access to the area. Details again... can be found on the wiki page.
*Fun fact about boats: Unlike on an Airship, during your time on the boat, Monsters will occasionally spawn on the deck. Sometimes, you'll even see NMs there. You'll be safe during the entire trip so long as you remain in the lower decks, or in the captains room on the top deck.
Ferries:
Mostly useless... but fun to ride on. These provide direct routs to areas not accessible by any other means. The Manna Clipper is likely the first one of these you'll encounter. It docks in Bibikki Bay and transports you to Bibikki Bay-Porgoggo Isle (I probably misspelled that). The isle is really pretty to visit but not much goes on there... ever. It used to be a location frequented by fishermen and those participating in one of the clam digging mini-game events back in the day. Now it's just empty.
Additionally, there's a ferry in Carpenter's Landing (located just off Jugner Forest) that is equally rarely used.
*Similar to Boats, you'll occasionally get monsters spawning on the deck (I think... but I'm not 100% certain) and there're really nowhere to go to avoid them. You're effectively floating on a big slab of wood.
A few years back, SE also introduced a mini-recurring event that introduced "Super Kupowers". You may have noticed messages containing the current 3 powers in effect as you zone in and out of major areas. Every conquest tally (once a week starting on Sunday), the event resets and the effects are removed. During the time-frame you might see messages pop up on your screen saying things like "A tablet has been discovered in Valkurm Dunes!". If I recall, there are something like 9 or 10 tablets that need to be discovered and turned in... at which point, the new powers are decided upon.
I mention this because 2 of these powers help you in your travel efforts.
Thrifty Transit: Allows you to use OP Warps for free.
Ease of Exploration: Spawns a Moogle in each city who will offer to Warp you directly to any of the 3 Nations as well as Mhaura and Selbina for Free. (the one in Bastok is right near the OP Warp NPC in Bastok Mines)
There are mobs and NMs on the ferries, as well. At least the ones in Carpenter's Landing, can't remember about the Manaclipper. I was camping an NM in CL way back in the day for something it dropped.
Airships:
In order to use an airship, you'll first need to obtain an Airship Pass. To do this, you'll need to progress up to and complete your Rank 5 Nation Mission. Once you're finished with that, you'll be given an Airship Pass that will allow you to travel on them from any nation to Jeuno and from Jeuno to any nation. Airships docks are found in the "Port" zone of all 4 Nations. You'll be charged something like 500gil every time you want to use one. It takes around 10 minutes (real time) to get from one city to another.
Its 200gil to use airships once you have completed your nations rank 4 magicite mission.
Additionally, there's a ferry in Carpenter's Landing (located just off Jugner Forest) that is equally rarely used.
*Similar to Boats, you'll occasionally get monsters spawning on the deck (I think... but I'm not 100% certain) and there're really nowhere to go to avoid them. You're effectively floating on a big slab of wood.
Yeah I've fort crabs and pugils their before and even a kraken once.
Of course you forget to mention chocobo's and outpost warps.
chocobos those big yellow birds, do a quest in upper jeuno which takes 4-5 game days due to feeding a chocobo (see wiki) and then can use them from most cities and also from the crags for between 100-300 gil depending on who's alegiance covers that area.
Outpost warps I use most of teh time, its quicker for me to warp to quafim and run to jeuno than wait and get an airship form bastok. Since the updates you can either use gil or conquest points to use the service. To be able to warp to a said outpost your nation first needs to have conquered the zone and basically have your troops at the outpost. find any gate guard in your city which cast signet and scroll down to supplies quest. choose the area (its based on region so check your conquest map) and select that region. Go to that region and give supplies to the outpost guard. you can then warp between there and your home city by just talking to the merchant in the green tunic. I have all but 3 of them completed (with the exception of saratabuta and ronfare as I am a bastoken and these rarely change from their home nation) the 3 not completed are those in areas I can't get access to yet.
When I can use the world transfere service (after 4th April) I will be transfering my main and mule to valefore so will be able to party and assist and maybe get ygg to help me with limit quests and the last 2 promies I can't solo yet.
Yeah I loved OP warps, it was so funny that they were never used in like the first four years of the game and then everyone realized how awesome they were.
FYI, lea... there are 3 crags and 3 other crystals used for teleporting. You'll want to get the same KI I had you get from that one at each one that you encounter.
Easy Travel in FFXI:
Outposts:
Near most of the exits to the 3 Nations you'll see a number of NPCs. One of them will allow you to undertake "Supply Missions". You can only undertake one mission at a time, and the ones you can pick from depend on which zones your home nation currently has control of (check this by looking at the conquest tally in your main menu). Once you pick one, you now have 1 hour to run to that Outpost and deliver the supplies to the NPC standing under your nation's flag. Simply talking to them is enough. Once you've done that, you will now be able to talk to the OP Warping NPC in your home nation (the one in Bastok is just outside of the Moghouse in Bastok Mines... he's wearing a green outfit) and they will offer to warp you to any of the Outposts that you've completed one of these supply missions for. It'll cost you some amount of gil depending on how far away the zone is.
If your nation is not in control of a specific area right now, just wait until the next conquest tally and check again. Control of areas changes on a weekly basis.
Once you've completed a supply run, you'll never have to do it again.
*You may only undertake a supply run from the nation you're currently allied with. However, should you ever change nations, your Outpost Warps will carry over with you.
Teleport: (WHM or /WHM only)
Konschtat Highlands (the one you just got) for Teleport-Dem
La Theine Plateau for Teleport-Holla
Tahrongi Canyon for Teleport-Mea
West(?) Altepa Desert for Teleport-Altep
Y. Jungle for Teleport-Yhoat
Xarcabard for Teleport-Vazhl *These spells teleport the caster as well as anyone in the party (within range of the caster) to the desired Teleport Crystal
Warp: (BLM or /BLM only
Warp is a self targeting spell that will send you to your homepoint (wherever you have it set)
Warp II (known otherwise as a D2) does the same thing as Warp, but can be cast on members of the party.
Retrace: (BLM only)
Retrace sends you to your nation of allegiance in the past (Wings of the Goddess zones). *This spell can be cast on any single party member.
Recall: (WHM only)
All 3 Recall spells work the same way that Teleport does, only they send you to the respective Teleport Crystal in the past (Wings of the Goddess zones). They require that you get the same type of KI as the Teleport Crstals do before being able to be sent there.
Abyssea Warps:
Once you reach level 30 and make it safely to Jeuno, you can start your Abyssea quests. I personally don't suggest you try participating in there until you're a much higher leel, but that's up to you. After you've started your Abyssea questline, you can follow the directions laid out on the wiki to get to each of the 9 Cavernous Maws placed in their respective zones. By inspecting them, entering Abyssea and receiving Visitant Status within that zone by speaking to a Surveyor... you will now be able to talk to any of the various Abyssea NPCs (such as the one standing next to the one you spoke to in order to start the questline) to teleport to any of the previously visited crags. You'll be charged for this in the form of Cruor (a currency you obtain by killing monsters and completing quests within Abyssea). It's a really effective way of teleporting to various zones quickly... and it reduces your travel time significantly.
Airships, Boats and Ferries:
Airships:
In order to use an airship, you'll first need to obtain an Airship Pass. To do this, you'll need to progress up to and complete your Rank 5 Nation Mission. Once you're finished with that, you'll be given an Airship Pass that will allow you to travel on them from any nation to Jeuno and from Jeuno to any nation. Airships docks are found in the "Port" zone of all 4 Nations. You'll be charged something like 500gil every time you want to use one. It takes around 10 minutes (real time) to get from one city to another.
In Jeuno you'll notice that there's a 4th Airship Dock that you aren't immediately able to use. This Airship brings you to Kahzam. In order to gain access to this, you'll first need to finish the quest to obtain your Kahzam Keys. Details for that can be found on the wiki page.
Boats:
There are 3 ports in Vanadiel that provide sea travel to various locations. The 2 that you have immediate access to are the ones located in Selbina (right near the Outpost in Valkurm Dunes) and Mhaura. These ports initially only let you travel from one to the other.
You may notice on occasion that a boat will appear in Mhaura that says it's going to Whitegate. In order to board this ship and travel to WG (the only way to get there for the first time) you'll need to complete (you guessed it ) another questline to gain access to the area. Details again... can be found on the wiki page.
*Fun fact about boats: Unlike on an Airship, during your time on the boat, Monsters will occasionally spawn on the deck. Sometimes, you'll even see NMs there. You'll be safe during the entire trip so long as you remain in the lower decks, or in the captains room on the top deck.
Ferries:
Mostly useless... but fun to ride on. These provide direct routs to areas not accessible by any other means. The Manna Clipper is likely the first one of these you'll encounter. It docks in Bibikki Bay and transports you to Bibikki Bay-Porgoggo Isle (I probably misspelled that). The isle is really pretty to visit but not much goes on there... ever. It used to be a location frequented by fishermen and those participating in one of the clam digging mini-game events back in the day. Now it's just empty.
Additionally, there's a ferry in Carpenter's Landing (located just off Jugner Forest) that is equally rarely used.
*Similar to Boats, you'll occasionally get monsters spawning on the deck (I think... but I'm not 100% certain) and there're really nowhere to go to avoid them. You're effectively floating on a big slab of wood.
A few years back, SE also introduced a mini-recurring event that introduced "Super Kupowers". You may have noticed messages containing the current 3 powers in effect as you zone in and out of major areas. Every conquest tally (once a week starting on Sunday), the event resets and the effects are removed. During the time-frame you might see messages pop up on your screen saying things like "A tablet has been discovered in Valkurm Dunes!". If I recall, there are something like 9 or 10 tablets that need to be discovered and turned in... at which point, the new powers are decided upon.
I mention this because 2 of these powers help you in your travel efforts.
Thrifty Transit: Allows you to use OP Warps for free.
Ease of Exploration: Spawns a Moogle in each city who will offer to Warp you directly to any of the 3 Nations as well as Mhaura and Selbina for Free. (the one in Bastok is right near the OP Warp NPC in Bastok Mines)
Not gunna lie, didn't understand half of that lol
Do I need to go get the KI's now for the Teleports?
Btw, thank you for taking the time to post that ^.^
Thanks Aks and Jarre. It's been so long since I've actually had to Recall (See what I did there?) any of this information. I was bound to get something wrong.
Also: I added in OP warping as well as the Super Kupowers sections. I forgot about those entirely.
I hope this helps you Lea. Travel in FFXI can be a pain in the ass when you start, but as you progress in the game, it gets easier and easier to get where you need to go.
Apart from certain areas like Sky and Uleg. Range, I can get anywhere I need to go in the world in less than 5 minutes.
Stick it out and you'll be traveling like a madmanwoman in no time
I hope this helps you Lea. Travel in FFXI can be a pain in the ass when you start, but as you progress in the game, it gets easier and easier to get where you need to go.
Stick it out and you'll be traveling like a madmanwoman in no time
It does idd help ^.^ Just need to understand what most of them things mean or find out where they are xD
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