Final Fantasy XV - Locations

The world of Final Fantasy XV is the kingdom of Lucis and the nations around it: the three open regions of Leide, Duscae and Cleigne that the road trip crosses, the outposts and cities that anchor them, the water capital of Altissia, and the imperial territory of Niflheim that the late chapters push...
of 19 entries · updated 2026-11-14
Name Type Description Region Points Of Interest
Insomnia Capital City The Crown City and the seat of the Lucian throne, protected by the Wall that King Regis maintains with the crystal. Lucis The Citadel The Royal Palace The Wall Kingsglaive headquarters The ruined streets of the final chapter
Leide Open Region The arid starting region: red rock, dusty plains, a long highway and the first hunts. Lucis Hammerhead Galdin Quay Balouve Mines Keycatrich Trench The first royal tomb
Duscae Open Region The green middle region of lakes, grasslands and the Disc of Cauthess, where Titan's meteor sits. Lucis Wiz Chocobo Post The Disc of Cauthess Costlemark Tower Crestholm Channels Coernix Station
Cleigne Open Region The western region of cliffs, hot springs and industrial towns, anchored by Lestallum and the hunter headquarters. Lucis Lestallum Cape Caem Meldacio Hunter HQ Steyliff Grove The Vesperpool
Hammerhead Outpost A roadside garage and diner built around Cid's workshop, and the party's first stop after leaving Insomnia. Leide Cid's garage Cindy's workshop Takka's diner The Regalia parking bay
Galdin Quay Resort Port A resort built on stilts over the water, with the ferry terminal the party needs to reach Altissia. Leide The ferry terminal The waterfront restaurant Dino's tipster stand The beach
Lestallum City An industrial city powered by the meteor shards in the EXINERIS plant, and the largest civilian hub in the game. Cleigne The EXINERIS power plant Hotel Leville The marketplace The Comrades camp
Wiz Chocobo Post Outpost A chocobo ranch on the Duscae plains where the party can rent birds for open-world travel and racing. Duscae Chocobo rental stable Wiz's diner The Deadeye hunt Chocobo races
Cape Caem Safehouse A lighthouse and farm on the western coast that the party uses as a base before sailing for Altissia. Cleigne The lighthouse The farmhouse The garden The boat dock (Royal Edition)
Meldacio Hunter HQ Hunter Base The headquarters of the hunter network, run by Ezma and stacked with bounty boards. Cleigne Ezma's desk The hunt board Hunter rank rewards The Vesperpool trailhead
Altissia Water Capital The canal city where the wedding is meant to take place, built on stepped islands and crossed by gondolas. Accordo The canals and gondolas Leviathan's altar Maagho, Weskham's bar The governor's palace The Arena
Tenebrae Nation / Manor The homeland of the Oracle line, a nation of floating islands ruled from Fenestala Manor. Tenebrae Fenestala Manor The Oracle's garden The floating islands
Gralea Imperial Capital The imperial capital, reached by train through the frozen north in the late chapters. Niflheim The imperial train station The daemon-infested streets The approach to Zegnautus Keep
Zegnautus Keep Fortress / Dungeon The imperial fortress where the crystal is held and where the magitek programme runs. Niflheim The crystal chamber The magitek labs Noctis's solo section The daemon holding pens
Steyliff Grove Dungeon A sunken ruin in the Vesperpool that opens only at night, with floating platforms and a dark maze of water and stone. Cleigne The night-only entrance The floating platforms The flooded lower levels The Menace dungeon
Costlemark Tower Dungeon A collapsed tower dungeon built around a moving-block maze, where the route shifts as the party steps on pressure plates. Duscae The moving block maze The pressure plate route The Jabberwock arena The royal tomb
Pitioss Ruins Secret Dungeon A floating ruin reachable only by landing the flying Regalia on its runway, with no combat at all. Lucis The landing strip The platforming halls The Genji Blade reward
Balouve Mines Dungeon An abandoned mine near Hammerhead used for early hunts and the first taste of dungeon crawling. Leide The mine entrance The goblin tunnels The locked royal tomb
Angelgard Prison Island The island prison off the Lucian coast where Ardyn was sealed for two thousand years. Lucis The prison tower The seal The Episode Ardyn flashback
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