Use this map to pick where to fight before you leave town. Click any shaded area on the overworld to see every battle that can start there, how likely each one is, and what it pays in MRP, EXP and gil, along with what the enemies in it drop and what you can steal from them. The gold areas are where Cactuars, Minituars and Gigantuars show up, the purple P badges mark the dungeons that hold the 12 Magic Pots, the numbered blue badges are the 13 treasures the Mysidia Radar finds, and the small gold diamonds are the 94 sparkling spots.
How to Use the Map
Scroll or pinch to zoom, and drag to move around. Town names appear first as you zoom in, then dungeons, caves and Sanctums. Click a name’s dot for its label. Click inside a shaded area to open its details beside the map; on a phone they slide up from the bottom of the screen. The area stays outlined in white until you close the details with the × button or Escape, which brings the legend back. Tick the boxes in the legend to show or hide each layer; the number next to each one counts what it puts on the map.
Type in Search above the map to find an enemy or a place, even in layers you’ve hidden. Searching for Malbodoom lights up every area where one can attack you. Clear the box to go back to the normal view.
To track down an item, use Find an item at the top of the legend. It suggests item names as you type, and once you pick one, the map lights up every area with an enemy that drops it or carries it to steal, along with the sparkling spots that hold it and any Magic Pot that wants it. The list under the box names each of those places; click an area to open its details, or a spot or pot to jump to it. Picking Magicite Shard shows where to farm awakening materials, for example. The × beside the box clears it.
The painted map shows the islands as they look late in the game, after the Crystal Tower appears in Chapter 7. A few coastlines and landmarks look different earlier in the story, but the encounter areas stay the same.
Reading an Encounter Area
An area’s details open with three figures: the average MRP per fight, weighted by how often each fight comes up, the MRP of the best single fight, and the range of enemy levels. The Fights table below them lists the battles from most to least likely. The percentage is that fight’s share of the area’s battles, so in an area with a 25% Gigantuar, one battle in four is a Gigantuar on average. The MRP, EXP and gil beside each fight are the base totals for winning the whole battle, before Stagger Finish, difficulty or equipment bonuses. The MRP farming guide explains how those bonuses multiply MRP.
Where areas overlap, the one drawn on top is the one the game uses, and its list replaces the other’s. A small area inside a larger one gives only its own fights while you stand in it. The orange strips are the exception: two areas of equal rank overlap there, and either one’s fights can come up. Clicking a strip offers both areas.
Some areas have a second list for forest ground. While you walk through the trees in one of those areas, every battle comes from the forest list instead, and the details show it under On forest ground. Tick Forest fights to outline the 33 areas that have one. That matters most in Dirnado, where the forest list has no Cactuars at all.
The Enemies table lists every enemy in the area once, with its level, what it drops and what you can steal from it. Each drop shows the chance it falls when you defeat that enemy, and rare drops are tagged Rare. Each enemy rolls its normal and rare drop separately, so one kill can leave both, and in a fight with three Goblins each Goblin rolls on its own. When someone in your battle party has Drop Rate Up, Victoria’s Mastery Rank 9 ability, every one of those chances goes up by 25 points: a 12.5% drop becomes 37.5% and a 3.3% rare drop becomes 28.3%. A second character with it adds nothing more.
Each Steal or Mug works one time in five against most enemies, as the column header says, and the few enemies with other odds show theirs under their items. Rare steals are tagged Rare too. The stealing guide explains the odds and lists the gear you can only get this way.
Cactuars, Minituars and Gigantuars
The gold areas have at least one fight with a Cactuar, Minituar or Gigantuar, or the Metal version of one, and the stronger the gold, the bigger their share of the battles there. Most of the faint gold areas only give you a 2% to 7% chance, so head for the bright ones.
- Kingdom of Grandshelt, in the desert circles between the Village of Kol and the Sanctum of WoL. 30% of the fights are a lone level 16 Minituar worth 40 MRP, 38 EXP and 360 gil. The Dhorme Chimeras that make up the rest pay 20 to 28 MRP, so a fight in the circles averages 28.8 MRP from Chapter 1.
- Dirnado, between the Sanctum of Onion Knight and the Dwarven Forge. Every fight in this small area is a lone level 30 Cactuar worth 220 MRP, 1,111 EXP and 1,111 gil. Stay out of the trees, because forest ground there uses the ordinary Dirnado list. This is the best MRP spot you can reach in Chapter 2.
- Dirnado, near the Dwarven Forge and the Sanctum of Onion Knight. In the smaller area just northeast of that Cactuar spot, 30% of the fights are a lone level 18 Metal Minituar worth 2,500 EXP. It can run away from its fourth turn, so hit it with multi-hit attacks right away; the farming guide lists the abilities that work. Two areas near Mt. Thunderclap give one in 18% of their fights.
- Zoldaad Empire Territory. Two areas, one near Mozul Station and the Sanctum of Shantotto and one near the Pyroviper Cave and the Sanctum of Y’shtola, give a Cactuar in a third of their fights.
- Mysidia, near the Jotunn Cave and the Sanctum of Vaan. A third of the fights are a Metal Cactuar worth 25,000 EXP, which makes this a strong EXP spot from Chapter 5.
- Gronoa, near the Catacumba Cave and the Bladerain Stele. Cactuars make up 30% of the fights and Gigantuars another 10%. The four areas around the Sanctissimus Shrine and the Necromonarch Cave give a Gigantuar a quarter of the time.
- Pharm, near Dragon’s Maw and the Tartarosaurus Cave. A third of the fights are a Gigantuar (600 MRP) and another third a Metal Gigantuar (150,000 EXP), in the trees as well as out of them.
Magic Pots
Each Magic Pot is a one-time fight that pays a lot of MRP. Use the item it asks for on it and the battle ends as a win. Run away and the pot stays where it is, so you can come back with the right item. There are two of each kind, and the badge sits on the dungeon’s entrance. The Underground Tunnel and the Arcane Library have no entrance on the overworld, so their badges sit on the towns you enter them from.
| Magic Pot | Use This Item | MRP | EXP | Gil | Dungeons |
|---|---|---|---|---|---|
| Citrine Pot | Ether | 120 | 55 | 100 | Siren’s Tower, Mobliz Shipyard |
| Viridian Pot | Mist Ether | 200 | 270 | 240 | Wind Shrine, Water Shrine |
| Crimson Pot | Turbo Ether | 350 | 400 | 500 | Underground Tunnel, Weapons Factory |
| Azure Pot | Mist Turbo Ether | 500 | 600 | 1,000 | Arcane Library, Tower of Mysidia |
| Violet Pot | X-Ether | 800 | 1,000 | 1,600 | Research Center Ruins, Sanctissimus Shrine |
| Pearly Pot | Elixir | 1,200 | 5,000 | 3,000 | Crystal Tower (both) |
Equip the Mastery Pendant before a pot fight if you have it: it doubles the MRP for the character wearing it, and a Pearly Pot is worth 2,400 MRP that way.
Sparkling Spots
The small gold diamonds mark the 94 sparkling spots on the overworld. Walk up to one and pick up the item its popup names; a count such as ×3 means you get three. Most hold healing items, scrolls and throwing weapons, but a few are worth a detour: two Elixirs and a Megalixir in the Kingdom of Pharm, a Brigand’s Gloves in Gronoa and three Phoenix Pinions at one spot in Mysidia. The Pearly Pots each want an Elixir, so the two in Pharm cover both. Search for an item’s name to see every spot that has it.
Mysidia Radar Treasure
The airship’s Mysidia Radar finds 13 treasures in a fixed order, and each one only becomes available after you collect the one before it. The radar needs three upgrades along the way:
- In Chapter 5, after the objective to go to the Village of Sunioo, Lid brings up the radar when the airship takes off.
- Get the Magi-tenna from a hidden NPC in Gaberada, the Undertown (Chapter 6). The first upgrade unlocks treasures 1 to 5.
- Get the Resonance Stone from a chest in Mt. Reizan (Chapter 7). The second upgrade unlocks treasures 6 to 9.
- Buy the High-Power Generator from the Merchant Ship for 60,000 gil. The third upgrade unlocks treasures 10 to 13.
| Treasure | Item | Needs | Near |
|---|---|---|---|
| 1 | Adamantite | First upgrade | Cave of Waters and Olderion, the Aquapolis |
| 2 | Ancient Garment | First upgrade | Rugged Mountain Path and Necromonarch Cave |
| 3 | Magicite | First upgrade | Sanctum of Shantotto and Mozul Station |
| 4 | Berserker Ring | First upgrade | Abandoned Cabin and Malboro Menace Cave |
| 5 | Spell Jacket | First upgrade | Nameless Ruins and Sanctum of Lightning |
| 6 | Ancient Hammer | Second upgrade | Sanctum of Noctis and Dwarven Forge |
| 7 | Magicite Cryst | Second upgrade | Lost Cave and Grandshelt, the Royal Capital |
| 8 | High Caster | Second upgrade | Titanoraidos Cave and Mt. Reizan |
| 9 | Philosopher’s Stone | Second upgrade | Gogmagog Cave and Pyroviper Cave |
| 10 | Magicite Cryst | Third upgrade | Salome Cave and Village of Sunioo |
| 11 | Dark Rosary | Third upgrade | Sanctum of Tidus and Secluded Dwelling |
| 12 | Evil Eye | Third upgrade | Mt. Reizan and Titanoraidos Cave |
| 13 | Mastery Pendant | Third upgrade | Whirlpool Hollow and Cavern of Swords |
The last treasure is the Mastery Pendant, the only source of double MRP in the game, so it’s worth finishing the chain before you farm Magic Pots or Gigantuars.
What the Map Leaves Out
The map covers the overworld only. It doesn’t mark dungeon floors, chests, Tablet Shards, the few sparkling spots inside dungeons or the spots you only search during a request. The encounter areas leave out the fights inside towns and dungeons, and story battles and other one-time fights don’t appear, since they don’t come from the areas on this map.