Final Fantasy XIV Map Comparison

I've written this guide after seeing numerous requests for map comparisons between the 1.x and 2.x (ARR) versions of the game. This page can serve as a quick guide to changes between the two versions as long.
The maps used are region maps from 1.x and a combined hack-up of zone maps built on top of region maps from 2.x. On the 1.x maps are written the 2.x locations, and on the 2.x maps are written 1.x locations.

For those less initiated into the issue, the maps changed somewhat between the two versions of the game, sometimes rather drastically. Perusing the maps below should give you a fair idea of the changes made to the world between the two versions of the game, however do note that the explanations provided explain how the land changed to 2.x, not how they are different from 1.x.

The Black Shroud

As becomes immediately apparent, West Shroud has been removed entirely from the Black Shroud region. Another thing that might confuse players of the old version is the size of the city Gridania. It might have looked to be quite small on the map, but based on the new gates available in 2.x, it actually fills up all the empty space between the North and East Shrouds.

Central Shroud
The most apparent changes in Central are the rivers that now run across it as well as the huge cliff that runs down the middle of it in north-south direction. Most locations are where they used to be in comparison, although the Lifemend Stump has mysteriously hopped from the west side of the city to the east. The Lavender Beds are now only accessible by boat, and have been developed for housing.

North Shroud
The North Shroud has gained a new entrance to Gridania, and as such has expanded its south-eastern corner from the 1.x days. Treespeak Stables stand around where Camp Emerald Moss used to be. Further, it appears that Peacegarden has jumped from the north side of Hyrstmill to its south, and the Gelmorra Ruins (should they in fact be the same ruins) have made a long jump from far up north to close by where Mun-Tuy Cellars entrances used to be. Proud Creek, the river north of the Ruins, has followed suit with it to a location much further south.

East Shroud
Large parts of the East Shroud conform to the old layout of the place, if you presume the land has leveled itself and lost the mazes it used to consist of. Hawthorne Hut now lies around where the old Camp Nine Ivies stood, and the Honey Yard has jumped from south-east of the camp to the west of it. Lynxpelt Patch has been removed, and the Sanctum of the Twelve added north of the old Verdant Drop.

South Shroud
South Shroud has suffered through enough changes as to be nigh on unrecognizable in layout. If we presume Camp Tranquil to be where it used to be, Rootslake then has taken to itself to move from the east side to the very middle. The location of Quarrymill is more towards the middle than its previous location further to the west.
Additionally, Snakemolt has jumped from south-west of the Camp to north-east, replacing Longroot. The old Snakemolt has disappeared, and/or replaced with the Lost City of Amdapor, and the Amdapor Keep was added to north of the old Longroot. Funnily enough, another new addition to the South Shroud is the Mun-Tuy Cellars, which used to be in the North Shroud instead.

La Noscea

The city of Limsa Lominsa stands where it used to, although has gained an extra gate further south from the original Zephyr Gate. It also appears that more of the formerly empty space between Lower and Eastern La Noscea may be used now.

Lower La Noscea
What used to be Lower La Noscea includes the Middle and Lower La Nosceas in 2.x. Middle has gained several rivers and a big cliff through the middle of the northern parts of it. You can now also access the Woad Whisper Canyon through here, when it used to be further north-west and accessed through Western La Noscea.
The Lower La Noscea area has gained a gate to Limsa Lominsa. Some parts of the ground in the Limsa-Oschon's Torch way collapsed, leading to the necessity of building new bridges. The eastern half of Gods' Grip wasn't so lucky, as it appears to have sunken completely. Additionally, the Moraby Drydocks were constructed close by to the entrance to the actual Moraby Bay. Further north, the Red Rooster Stead has located from its original position from Eastern La Noscea to close by the old Widow Cliffs.

Western La Noscea
While the general layout of Western La Noscea has stayed the same, the locations within have switched places slightly. Aleport might be where it used to be, but Swiftperch is now a small town instead of just a lighthouse, and Camp Skull Valley has relocated a slight bit to the south-west. Camp Bald Knoll has disappeared entirely, and is now sahagin territory of the Sapsa Spawning Grounds. Likewise controlled by the Sahagin is the old Halfstone settlement.

Eastern La Noscea
Eastern La Noscea seems to have suffered great changes to its shoreline. As far as can be told, the Tiger Helm Island is where the new Bloodshore is, with Costa Del Sol located somewhere between the lowest beach of Bloodshore and the South Bloodshore beaches. Additionally, the canyon on the west side is now more open, and forms a complete other half for the area, providing entrance to Middle La Noscea. That is also where the hamlet of Wineport can be found, right where it used to be.
Agelyss Wise up north may now be inaccessible due to the new Castrum Occidens, but it now spawns the great Agelyss River that runs down through the western parts of East La Noscea and makes it to the sea on the other side of Vylbrand in northern Middle La Noscea.

Upper La Noscea
What used to be simply Upper La Noscea is now divided into Upper and Outer La Noscea, both situated on the shores of the hugely spread-out Bronze Lake. The old Zelma's Run to the south of the original lake can now be found on its eastern shore. On the northern shore in Outer La Noscea, Camp Iron Lake has been renamed Camp Overlook. Iron Lake has shifted a little east, and the U'Ghamaro Mines have spread out to claim the north-eastern corner of the area.


There are not a lot of apparent huge changes to the region of Thanalan. The greatest differences appear to be in the reach of each of the areas, a lot of stretching out the new locations over the old landmarks had to be done to fit them on the map in any sensible way.

Central Thanalan
There are no huge differences in Central Thanalan. Black Brush Station is built to the north of the old Camp Black Brush, with the new Coffer&Coffin built directly on top of the old location. The old road to Western Thanalan appears to be inaccessible - it is where Rat's Nest now lies - and the new road takes a more southerly route. Cactus Basin has shifted a little ways to the west and is now called Spineless Basin, and a new gate leading to Southern Thanalan was added.
Furthermore, the Cutter's Cry dungeon has relocated from far up in Northern Thanalan to the northern reaches of Central, and Nanawa Mines now functions merely as a pass-through point on the way to Bluefog in Northern Thanalan.

Western Thanalan
Western Thanalan has gained a gate directly to the city of Ul'dah, leading to right where the old Nophica's Wells used to be. Now Nophica's Wells has shifted a bit farther to the west and north, and the Scorpion Keep areas in its way are memorized only in the name Scorpion Crossing, a merchant outpost by the gates. Silver Bazaar is around where it used to be, but now has access to the sea.
Further up north, Horizon is as it used to be but the stone formations (ie the old ground we used to walk on) atop the Footfalls has collapsed and the lower reaches are now open to the sky. Anything north of the old road by Horizon and Footfalls is no longer accessible, and a new area on the north-western shore leading to the Castrum Marinum has been added.

Eastern Thanalan
The greatest difference in Eastern Thanalan is the great big cliff running right through it. The Yugr'am River also now runs a branch through the eastern parts of Eastern Thanalan, isolating Burning Wall to the south-eastern parts by itself. Camp Drybone has shifted some ways to west and slightly north, but the Golden Bazaar is right where it used to be.
The next biggest differences are found in the south-west corner of the area. Sandgate now covers much more ground, and Halatali is now a dungeon instead of a wide open area. The old Little Ala Mhigo has relocated to Southern Thanalan.

Southern Thanalan
There are quite a few troubles in mapping out the 2.x locations onto this area. You can either set Little Ala Mhigo where Camp Broken Water used to be and have Zanr'ak where it used to be, which means that both Zahar'ak and Nald's Reflection needs to move from one correctly-shaped area of the map to a more southern one, or keep Zahar'ak and Nald's Reflection where they used to be, in which case Burnt Lizard Creek runs right through where Camp Broken Water used to be, Zanr'ak has to be shifted far north, and all of the southern part of the area has been taken over by Sagolii Desert. Displayed on the map is the first option, as it's the more likely one.

Northern Thanalan
As far as can be told, presuming that the Sea of Spires has stayed where it used to be, all of the old western part of Northern Thanalan has been ignored in the new version, with all the new locations being in the central part. Based on this, Camp Bluefog has stayed around where it used to be, making the new locations follow a logical path north at the shores of the drastically bigger Ceruleum Fields.
As western parts of the area have been cut off, the dungeon Cutter's Cry was relocated to Central Thanalan.


The most apparent change is the complete removal of Eastern and Western Highlands as well as the Central and Eastern Lowlands. Only the Central Highlands remain. In fact, aside from a few relatively minor modifications, leaving out those areas is the only change done.

Coerthas Central Highlands
Many of the locations remain essentially the same, save for the addition of buildings and the snow. However, there are a few oddities. Witchdrop was moved from beside the Skyfire Locks to the Provinence Point for whatever reason. The stone circle of Gwyr-Aen was removed from far in the Eastern Highlands to beside the Steel Vigil, crossing a region line and hopping over two Vigils to get there. Likewise, the Fury's Gaze was removed from half-way across Western Highlands to the south-western edge of Boulder Downs, hopping over a branch of the Sea of Clouds to accomplish this. In addition, the entrance to the Aurum Vale was moved from the north side of the unnamed mountain in Central Lowlands to the south side of Boulder Downs, just beside the Hall of Seven Echoes.
In addition to the aforementioned changes, the entrance/exit points were naturally moved as well. The Hall of Seven Echoes now leads directly to northern Mor Dhona instead of the Central Lowlands, and while the Griffin Crossing has been blocked entirely, there is now a way leading south on the south-west side of the Observatorium that leads, strangely enough, to North Shroud. One can only presume that the way winds south to pass the branch of the Sea of Clouds, then passes through all of Eastern Lowlands to get to the Shroud.

Mor Dhona

Once again, it is easy to notice at a glance that a portion of the region has been cut off for A Realm Reborn. In Mor Dhona's case, only the northern half is used, while the southern half is ignored entirely.

Mor Dhona
Mor Dhona is possibly the area that has staid the same the most, aside from the addition of the new Revenant's Toll a ways east from the old camp. In addition to these, some of the higher ground on the east side is now inaccessible, and Allagan ruins, including the Crystal Tower, have appeared in the area. While not present in the game, the aetheric disturbances created by the Tower in 1.x were said to emanate from a different location, one to the south from Castrum Centri in the parts that are now inaccessible. Indeed, it appears that the Tower rotated 180 degrees around the lake like the hand of a clock. In addition to that change, the way to West Shroud is inaccessible, as West Shroud is one of the areas removed from the game.

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