Xenoblade Chronicles 3: Switch 2 Edition - Locations
The regions, sub-areas, colonies and key landmarks of Aionios, the fused world of Xenoblade Chronicles 3. From the war-torn colonies of Keves and Agnus to the colossal Great Sword that anchors the story, each area combines open-world exploration with the game's distinctive weather, wildlife, and fla...
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of 25 entries
· updated 2026-09-15
| Name | Type | Description | Region | Points Of Interest |
|---|---|---|---|---|
| Aetia Region | Starting Region | The verdant opening region of the game and the territory of the Keves army. | Aionios (Keves heartland) | Colony 9 Crusher's Nest The starting Interlink awakening site Keves military camps |
| Colony 9 | Colony Settlement | The Keves colony where Noah, Eunie, and Lanz begin their service. | Aetia Region | The Colony's Flame Clock Quarters and the barracks Noah's home base early in the campaign |
| Fornis Region | Open Region | A vast, sun-baked region of deserts, badlands, and sweeping plains crossed by travelling colonies on the move. | Aionios | Travelling Keves and Agnus colonies Desert ruins and crags The Swordmarch approach |
| Pentelas Region | Swampland Region | A damp, misty region of swamps, waterfalls, and overgrown woodland that holds one of the game's central mysteries. | Aionios | Swamp-fed colonies Waterfall caverns Ancient ruins near the Flana cut |
| Erythia Sea | Ocean Region | A sprawling sea dotted with small islands and floating ruins, explored by boat and on foot across its shallows. | Aionios | Island colonies and crags Ruins half-sunk beneath the tide Underwater and coastal exploration zones |
| Swordmarch Region | Final Frontier | The harsh, snow-dusted frontier leading toward the campaign's climax. | Aionios | Frozen highland passes Moebius strongholds The approaches to the final act |
| The Great Sword | Landmark | The colossal, shattered blade that towers over the world and serves as the visual and narrative anchor of Xenoblade Chronicles 3. | Central Aionios | The sword's striking landmark silhouette Key story-reveal interiors Cataclysmic history of the world |
| The City | Hidden Settlement | A hidden, free-willed settlement where humans live outside the Flame Clock system, unbound from forced service to the war. | Aionios | Free human community outside the war Clues to the world's true history Pivotal late-game story hub |
| Origin | Core Location | The ancient core construct that underpins the world and the site of the campaign's final battles. | Deep within Aionios | The world's central construct The final boss encounter Resolution of the trilogy's mystery |
| Cadensia Region | Ocean Region | The sprawling sea region that contains the Erythia Sea together with its island chains, the Urayan Tunnels and the heights of Captocorn Peak. | Aionios | The Erythia Sea The Urayan Tunnels Captocorn Peak Island colonies and sailing routes |
| Eagus Wilderness | Desert Area | The desert quarter of the Aetia Region, all dunes, wind-carved arches and dust-choked ruins. | Aetia Region | Sand dunes and rock arches Desert monster dens Hidden caches and gathering nodes |
| Millick Meadows | Grassland Area | The open meadows that serve as the softer half of Aetia, cut by streams, low cliffs and the first campsites the party unlocks. | Aetia Region | Open grassland and river valleys Early campsites and rest spots Wildlife and early unique monsters |
| Ribbi Flats | Grassland Area | Broad, wind-scoured flats in the Fornis Region, marked by isolated rock formations and the routes that travelling colonies take across the badlands. | Fornis Region | Open grass flats Rocky outcrops and lookouts Migration routes of local wildlife |
| Dannagh Desert | Desert Area | A hard desert of red dunes, buried structures and relentless heat, hiding ruins that predate the war between Keves and Agnus. | Fornis Region | Red dunes and canyons Buried ruins and ancient technology Night-only desert creatures |
| Great Cotte Falls | Waterfall Area | A tiered waterfall system at the edge of Pentelas, where cliff paths, caves and rope bridges thread over and behind the falls. | Pentelas Region | Tiered waterfalls Cliffside paths and rope bridges Caves behind the falls |
| Maktha Wildwood | Forest Area | An ancient, overgrown woodland of giant trees and sunken paths where the forest has swallowed older structures whole. | Pentelas Region | Ancient forest canopy Giant trees and root paths Hidden shrines and gathering spots |
| Syra Hovering Reefs | Floating Ruins | Islands of stone and ancient machinery suspended above the Pentelas wetlands, reached by the party's aerial traversal and linked by long drops and updrafts. | Pentelas Region | Floating platforms and reefs Updraft and aerial traversal routes Ruined machinery and relics |
| Captocorn Peak | Mountain Area | A cold, high mountain that rises out of the Cadensia Region, ringed by snow and thin air. | Cadensia Region | Snowbound summit Ledge paths and overlooks Rare high-altitude monsters |
| Urayan Tunnels | Cavern System | A tunnel network bored through the rock beneath the Cadensia Region, part natural cave and part engineered passage. | Cadensia Region | Tunnel network and floodgates Underground waterways Sealed chambers and old machinery |
| Keves Castle | Stronghold | The seat of Keves's leadership and the largest installation the party infiltrates, guarded by layers of walls, courtyards and a castle town that keeps the war machine supplied. | Keves territories, Aionios | The castle keep and throne hall Castle town and defences Keves military command |
| Agnus Castle | Stronghold | The counterpart fortress of Agnus, a mirror of Keves Castle in ambition and architecture. | Agnus territories, Aionios | Agnus keep and halls Lower districts Agnus military command |
| Colony 4 | Colony Settlement | A Keves colony whose commander challenges Noah to a formal duel early in the campaign, a confrontation that turns a battlefield enemy into one of the party's staunchest allies. | Aionios | Colony Flame Clock Duel ground outside the colony Recruitment and side quest hub |
| Colony 30 | Colony Settlement | The strangest of the Keves colonies, run by an engineer whose inventions are as dangerous as they are enthusiastic and whose colony builds its own war machines. | Aionios | Engineering workshops Colony Flame Clock Prototype machinery and test grounds |
| Colony Mu | Colony Settlement | A small Agnus colony on an island where the commander's gentle insistence that life should be worth living runs against everything the war demands of soldiers. | Aionios | Island settlement Colony Flame Clock Shoreline and supply routes |
| Colony Tau | Colony Settlement | An Agnus colony whose young commander leads from the front and refuses the passivity the war encourages in its soldiers, a stance that puts the colony on a collision course with its own command and wins it a place in the party's ranks. | Aionios | Colony Flame Clock Command tent and training ground Patrol routes into the surrounding wilds |
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