Final Fantasy XII: The Zodiac Age - Locations

The regions, dungeons and cities of Ivalice in roughly the order a player reaches them, from occupied Rabanastre through the Dalmascan deserts, the Skycity of Bhujerba, the imperial capital of Archades and the ancient ruins that close the story.
of 24 entries · updated 2026-09-15
Name Type Description Region Points Of Interest
Rabanastre Hub City The capital of occupied Dalmasca and the game's main hub, split between the sunlit streets of the upper city and the crowded Lowtown where the poor and the resistance live. Dalmasca Lowtown Muthru Bazaar Rabanastre Palace Clan Centurio hall Old Dalan's hideout Migelo's Sundries
Dalmasca Estersand Wasteland The first field outside the city, a wide sand plain patrolled by Cactites, Wolf and Dagger-wielding imperial scouts. Dalmasca Eastgate Nomad Village The Sandsea gate Cactite hunting grounds
Giza Plains Seasonal Field A plain that changes state between the Dry and the Rains, opening different paths, enemies and gathering spots depending on the season. Dalmasca Nomad Village Dry-season riverbeds Sunstone trial ground Wet-season crossing
Nalbina Fortress Imperial Fortress The imperial stronghold where Dalmasca's army was broken and where Basch was held for two years. Dalmasca Nalbina Dungeons Fortress aerodrome Prison yard Road to the Sandsea
Barheim Passage Dungeon An abandoned magicite mine and smuggling route under the Estersand, dark, flooded in places and infested with Mimics and the occasional high-level mark. Dalmasca Collapsed mine tunnels Flooded lower levels Smuggler route Estersand exit
Bhujerba Sky City A neutral city floating above the clouds, built on magicite mining and ruled by Marquis Ondore, who publicly cooperates with Archadia while quietly funding the resistance. Bhujerba Marquis's palace Bhujerba aerodrome Lhusu Mines entrance Skycity markets
Lhusu Mines Dungeon The vast magicite mine beneath Bhujerba, worked by conscripted labour and guarded by imperial troops. Bhujerba Mine shafts Conscript barracks Deep levels Hidden mark chambers
Dreadnought Leviathan Imperial Airship An Archadian dreadnought used as a flying prison, where the party is taken after the Bhujerba arc. Archadian Empire Holding cells Bridge Engine decks Escape route to the Sandsea
Ogir-Yensa Sandsea Desert A dead sea of oil platforms and sand, hot enough that the party takes damage from the environment, patrolled by Urutan-Yensa and floating enemies. Yensa Oil platform network Urutan-Yensa camps Platform junctions Route to Nam-Yensa
Nam-Yensa Sandsea Desert The second half of the Yensa sand sea, narrower and more vertical, with ravines and cliff paths leading toward the Tomb of Raithwall. Yensa Ravine paths Zertinan Caverns entrance Cliff overlooks Tomb road
Tomb of Raithwall Ancient Dungeon The tomb of the Dynast-King who unified Ivalice, holding the Dawn Shard and the first Esper, Belias. Yensa Hall of the Undying Belias's chamber Dawn Shard altar Sandfall corridors
Jahara Village The land-bound village of the Garif, a horned people who trade with the sky cities and keep the old stories of the Dynast-King. Yensa Garif village square Elder's hut Bridge to the Ozmone Plain
Golmore Jungle Forest The Viera wood, a dense green maze that lets outsiders in only as far as the wardens allow. Golmore Jungle paths Viera wards Eruyt Village approach Henne Mines entrance
Eruyt Village Village The hidden Viera village where Fran was born, reachable only with her guidance. Golmore Village canopy Elders' chamber Wood's heart
Mount Bur-Omisace Mountain Temple A pilgrimage site of the Kiltia sect built on a mountain above the clouds, and the closest thing Ivalice has to a neutral religious authority. Bur-Omisace Temple of Kiltia Pilgrim's path Gran Kiltias's chamber Paramina Rift gate
Paramina Rift Snowfield A frozen pass between the mountain temple and the imperial heartland, swept by blizzards that cut visibility and filled with ice-aspected enemies. Bur-Omisace Blizzard fields Frozen waterfalls Mountain path to the Phon Coast
Phon Coast Coastline A long tropical shore on the road to Archades, dotted with fishing villages and pirate camps. Phon Fishing villages Pirate camps Coastal shrines Road to Tchita
Archades Imperial Capital The imperial capital, a vertical city of tiers where status decides which levels a person may walk. Archadian Empire Old Archades Draklor Laboratory The noble tiers Imperial palace approach
Balfonheim Port Port Town The pirate port on the western coast, run by Reddas, where sky pirates, merchants and deserters mix. Balfonheim Reddas's manor Pirate docks Port market Road to the Feywood
Nabreus Deadlands and the Necrohol of Nabudis Ruined Region The crater left when a nethicite weapon erased the kingdom of Nabradia, still saturated with Mist and haunted by the dead. Nabradia Mist-choked plains Necrohol of Nabudis Ruined palace Hidden Esper chambers
Feywood Forest A Mist-saturated forest where the trees and the wildlife have both been changed, full of enemies that punish parties without proper elemental coverage. Paramina Mist forest paths Ancient stone circles Giruvegan approach
Giruvegan Ancient City The ruined city of the Occuria, built around the Great Crystal, where the party finally meets the Occurian cabal that has been directing Ashe's choices. Giruvegan Great Crystal Occurian shrines Crystal maze Sun-Cryst chamber
Ridorana Cataract and the Pharos Endgame Dungeon A colossal waterfall at the edge of the world with a tower built into the cliff, climbed in three stages toward the Sun-Cryst. Ridorana Cataract overlook First Ascent Second Ascent Third Ascent and the Sun-Cryst
Sky Fortress Bahamut Final Dungeon The Archadian flagship that ends the war over Rabanastre, where Vayne makes his last stand and the party fights through imperial troops and Judges to reach him. Rabanastre Bahamut decks Bridge Vayne's chamber Rabanastre skyline
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