Traveling Around Vana'diel - A Guide

Introduction
Hello, and welcome to the Guide for travelling around Vana'diel. As any adventurer with more than a few scratches on his armor can tell you, the world is a very large place, and it can take quite a bit of time to get around. Thankfully, there are a few tricks you can use to get from point A to point B faster and easier than walking.

This guide is by no means truly comprehensive, and players occasionally discover new and convenient ways to travel around Vana'diel. As these methods are discovered and tested, they will hopefully be added here, providing players with a list of transportation options that will, with a little luck, become quite comprehensive.

The Quon Continent
Sometimes referred to as "the mainland", the Quon continent is the home continent of adventurers the world over. The Quon continent is home to the three main cities - Windurst, Bastok, and San d'Oria, as well as the central city of Jeuno and various other towns and settlements, such as Norg, Kazham, and Rabao.

An adventurer will spend a good portion of their careers, at least early on, in the areas of the Quon continent. As such, transportation around these areas becomes a concern for adventurers very quickly, and transportation around Quon never truly ceases being an issue, even after an adventurer moves on to continue their careers in Aht Urhgan, as adventurers frequently find themselves travelling around the lands their careers first began on.

Transportation around Quon is acomplished primarily with three primary methods - Teleportation, Warp, and Chocobos, with other methods being used as need justifies.

Teleport Spells
Without a doubt, the primary method of transportation around Quon is through the use of white-magic teleport spells. There are six teleport spells - three "basic" spells (Teleport-Holla, Teleport-Dem, and Teleport-Mea) and three "advanced" spells (Teleport-Altep, Teleport-Yhoat, and Teleport-Vahzl)

Teleport Destinations
The three basic spells take you to Crags located in central areas on the Quon continent that are a few zones away from each of the three starter towns. Teleport-Holla teleports adventurers to the rolling hills of the La Theine Plateau, Teleport-Dem teleports adventurers to the mountainous regions of Konschtat Highlands, and Teleport-Mea teleports adventurers to the dusty area of Tahrongi Canyon.

The advanced teleport spells take you to Telepoints located in "Outlands" areas on the Quon continent. Teleport-Altep teleports adventurers to the sandy dunes of the Eastern Altepa Desert, Teleport-Yhoat takes adventurers to the rainforests of Yhoator Jungle, and Teleport-Vahzl will teleport adventurers to the frigid region of Xarcabard.

Regardless of the teleport used, an adventurer will need to posses a Gate Crystal. These key items are attained by touching the Telepoints located at each of the areas. Once a character touches a Telepoint, they will have the key item until the day they retire. It is important to note that the character must touch the intact telepoint - the Shattered Telepoints and Dimensional Portals located at the Crags are used for different quests.

Using Teleports
Teleports themselves can be attained in a couple of different ways. The first, and most commonly used, method is through the white mage teleport spells. White mages can teleport themselves and their parties, but any individual not capable of teleporting themselves can Shout for a Teleport. An available white mage in the area may invite the adventurer for the purpose of teleporting them - usually for a gil reward offered by the adventurer needing a teleport. Such white mages are commonly called a "Tele-Taxi", taking adventurers to their destination for a certain fee. The cost of a Tele-taxi can vary greatly, usually depending on the number of white mages offering teleport services, and the time of day an adventurer looks for a teleport; during "off times", with few white mages in an area, tele-taxis can run for drastically more than normal. If you are shouting for a teleport, make sure that you are not in party so that the white mage can invite you, or ask a white mage to tell you if they can provide a teleport, so that you may invite them.

It is important to note that White Mages are not required to teleport anyone, and although rewards for teleports are often enough motivation for an available white mage to teleport, they are not in any way obligated to teleport adventurers if they do not want. It is considered common courtesy to ask for teleports through Say or Shout channels, and it is generally rude to request a teleport through Tell channels, unless the white mage is actively advertising teleports and asking for Tells.

The second option available to adventurers is to use an appropriate enchanted ring. The rings are: Mea Ring, Dem Ring, Holla Ring, Altep Ring, Vahzl Ring, and Yhoat Ring. All of them are level 65, and have 10 charges.

Warping
Warp is the spell or effect that returns an adventurer to their designated Home Point. An adventurer may set their Home Point in a few ways: when changing a job and exiting a mog house, an adventurer is given the option to set their Home Point at the mog house; an adventurer may touch one of the Home Point crystals in every city, or they may talk to an Outpost guard to have their Home Point set at the Outpost. Once a Home Point is set, any Warp effect will send the adventurer to that location.

The Types of Warp, and Their Uses
Perhaps the most pervasive form of Warp is the Black Mage spell Warp. This spell will return the caster to their Home Point, but cannot be targeted on anyone except the caster. This spell is commonly referred to as D1 (From the Japanese name for the spell, "Dezone").

Warp II is functionally identical to Warp, except that it can target party members as well as the caster. Warp II also costs slightly more MP to cast. Although it isn't common practice, it is possible for an adventurer to shout for a Warp II, and offer a gil reward for it, much like requesting a "tele-taxi". Many people commonly refer to Warp II as D2, again referring to the Japanese name for the spell.

There are also some items that have the Warp enchantment on it. Most commonly used are the Warp Cudgel and the Conquest Point item Scroll of Instant Warp. These items are functionally identical to Warp when used. It is important to note that any enchanted equipment, such as the Warp Cudgel, must be equipped to be used, so an adventurer must take care to ensure they can equip the item before they rely upon that item's warp.

Finally, there is the option of a "Blood Warp" - that is, purposefully dying so as to return to one's Home Point. Generally, it is best to Blood Warp using a low level job so that experience loss is reduced (anything below level 5 won't experience experience point loss). Another option is to use the Ninja two-hour, Mijin Gakure.