Dragon Quest XI S: Echoes of an Elusive Age - Locations

The regions and settlements of Erdrea in roughly the order the Luminary reaches them, from the Cobblestone hills where the story starts to the World Tree itself and the side areas that only the S edition opens up. Each region pairs an overworld stretch with a town or dungeon hub, and the geography i...
of 15 entries · updated 2026-09-15
Name Type Description Region Points Of Interest
Cobblestone Starting Village A quiet farming village on the road below Heliodor and the Luminary's home until his sixteenth birthday. Heliodoran countryside The Luminary's family home Gemma's house Village festival ground The road down to Heliodor
Heliodor Kingdom Capital The walled capital of the kingdom that brands the Luminary the Darkspawn, and the first place the game shows its scale: a castle town with distinct districts, a prison underneath, and a knight order that spends the first act hunting the party. Central Erdrea Heliodor Castle The castle town market district Heliodor prison The knights' garrison
Hotto Town A hot-spring village built on volcanic ground, modelled on Japanese onsen towns and full of steam, bathhouses and a very relaxed attitude to danger. Hotto Steppe The village bathhouse Hotto Steppe The mountain pass The hot spring caves
Gondolia Canal City A Venice-styled city of canals, gondolas and masked merchants, and the point where the party first runs into organised crime rather than royal knights. Southern Erdrea The canal district and gondola docks The masked merchants' quarter Gondolia's underground passages The lagoon road
Puerto Valor Coastal Resort Town A sunlit seaside town of casinos, beaches and retired knights, and Sylvando's home. Southern coast Puerto Valor casino The beach and promenade The retired knights' academy Sylvando's family estate
Octagonia Arena City A city built around a monster-fighting arena, where the party enters a tournament and picks up Jade. Western Erdrea The Octagonia arena The fighters' district The underground market The coliseum staging rooms
Dundrasil Ruined Kingdom The fallen kingdom where the Luminary was born and where his parents died, now a ruin of broken walls patrolled by monsters. Northern Erdrea The ruins of Dundrasil Castle The royal crypt The shattered city walls The road to the northern highlands
Sniflheim Snow Kingdom A frozen northern kingdom of libraries, ice fields and a queen with a secret, reached after the party crosses the snowbound wilds. Far northern Erdrea Sniflheim Castle The royal library The ice caverns The snowfield overworld
Arboria Sacred Village The home of the twin mages and the last settlement before Yggdrasil, built in the tree's shadow and steeped in prophecy. World Tree foothills The village of Arboria The cathedral of the World Tree The tree's root paths The pilgrimage road
Yggdrasil, the World Tree World Axis The colossal tree that holds Erdrea together, visible from most of the continent and the destination of the first act. Centre of Erdrea The trunk ascent The crown chamber The Sword of Light's resting place The roots beneath Arboria
Nautica Underwater Kingdom A sunken mermaid kingdom reached through the sea and playable only after the party gains the means to dive. Southern seas The mermaid palace The sunken city streets The queen's court The sea routes around Erdrea
Zwaardsrust Coastal Ruins A ruined coastal region of collapsed bridges, shipwrecks and old fortifications, used by the party as a route between the eastern settlements. Eastern coast The ruined harbour Collapsed bridge routes Wreck-strewn beaches Coastal fort remains
Angri-La Mountain Village A remote village of warrior monks living above the clouds, reached late in the campaign and tied to one of the party's most memorable side stories. Western highlands The mountain monastery The monks' training grounds The cloud path The summit shrine
Tickington Side Story Hub (S edition) A village of talking books and clockwork that only exists in the S edition, serving as the hub for the Tickington questline. Dimensional crossroads The Tickington library The book portals to past Dragon Quest worlds The village clock tower The 2D mode overworld
Havens Above Post-Game Area A floating sanctuary reached after the main campaign, the base for the game's post-game trials and the hardest optional fights. Above Erdrea The trial grounds Superboss encounter zones The sanctuary hall The route back down to Erdrea
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