Check out the community portal for ways in which you can help the Wiki of Mana! Also, keep in mind that this wiki contains unmarked spoilers.
Not a registered member yet? Please consider visiting one of the sponsors displayed in any article -- it helps keep our lights on!
World map
The World map, also known as Overworld, is a recurring feature in the Mana series. It is a smaller scale representation of the world of the game depicting towns, dungeons and other landmarks. It is often traversable through different means. The protagonist usually start the game being only able to move by foot then progressively unlocks new modes of transportation, with the recurring ones being Cannon Travel and riding Flammie. Other means of transport include ships, chocobo or Vuscav riding, or even aircrafts.
Unlike most role-playing games of the third and fourth generation consoles, Final Fantasy Adventure pioneered the market by allowing for real-time combat to be held, depicting enemies on the overworld and forgoing the use of a separate battle map like Final Fantasy did. The vast majority of the Mana entries followed suit and also implemented the same kind of battle structure.
Another prominent design of the maps of the Mana series is their seamless transition between areas, partially avoiding the need to traverse the world map. This allows for a more inter-connected world that may further be detailed with real-like phenomenon like a day and night cycle.
Most early installments maps are made up of two-dimensional square tiles with the X and Y axes wrapping up at the edges, making the world of these games a torus.
Appearances[edit]
Final Fantasy Adventure/Adventures of Mana[edit]
- See also: Adventures of Mana locations
The world map entirely consists of a series of inter-connected 160 x 144 pixels maps of the different areas of the game, making a significant part of the game traversable without any noticeable transitions between areas. The two major exceptions of this rule are settlements and dungeons. The whole mapping design looks very reminiscent to the original Legend of Zelda on the Nintendo.
The game takes place on a huge continent containing grasslands, a marsh, coastal beaches, a forest, three deserts, snowfields, a mountainous region, and two small islands. Initially only traversable on foot, the hero befriends a chocobo steed in the middle of his adventure allowing him to roam the map without being noticed or harmed by monsters. The steed later gets mechanical legs by The Professor from Ish which in turn enables the adventurer to cross the ocean.
There are two overworld themes. "Endless Battlefield" is played from the opening of the game through the events of Castle Glaive. "In Search of the Sacred Sword" plays for the second half of the adventure.
Secret of Mana[edit]
- See also: Secret of Mana locations
The world of Secret of Mana is no longer completely crossable in one go and is instead broken down into multiple areas that are still up-to-scale with the player characters. This feature allows for greater music variety between each field regions whereas only towns and special dungeons had unique soundtracks in Final Fantasy Adventure.
The world is divided into four continents, with the first one being by far the largest. The first half of the game is spent exploring this one consisting of a large valley to the south, a vast plateau covered in forests to its middle section and a Kakkara Desert at its northern tip. The protagonist could then visit a snow-covered mass of land only accessible by cannon, and later infiltrate the imperial continent to the west. The last visited locations are the Republic of Tasnica located at the southern peninsula of the Lofty Mountains, a large mountainrange dividing the main continent to the Republic. The Sunken Continent would host the apex of conflict between the Resistance and Tasnican coalition against the evil Empire. Finally, the hallowed Pure Land is said to exist at the northwestern corner of the world.
Introduced in this installment is the Cannon Travel Service where players could quickly travel long distances in exchage for a few gold pieces. The protagonists would be seen entering a large cannon then be shot in the air to reach their destination. The party could later befriend a white dragon to fly on and explore the rest of the world.
Mode 7 is frequently used during several in game sequences, mainly the opening, cannon travel, and while riding Flammie.
There are three main themes used during world map exploration, all playing while on Flammie. The first one is Into the Unknown that plays during normal flight; the second is The Dark Star when the Sunken Continent is emerged; The final tune is Prophecy that plays after resurrecting the Mana Fortress.
- Error creating thumbnail: File with dimensions greater than 12.5 MP
World map - underwater Sunken Continent - (Secret of Mana)
- Error creating thumbnail: File with dimensions greater than 12.5 MP
World map - emerged Sunken Continent - (Secret of Mana)
- Error creating thumbnail: File with dimensions greater than 12.5 MP
World map - Mana Fortress revived - (Secret of Mana)
Trials of Mana[edit]
- See also: Trials of Mana locations
The world map of Fa'Diel is divided in several land masses hosting six major nations: Valsena, Altena, Ferolia, Wendel, Nevarl and Laurent. The six playable characters hail from these nations with one of them ending up becoming the Chosen by Faerie, an emissary of the Goddess of Mana.
Valsena, Kingdom of the Plains is located on the eastern continent is led by Hero King Richard and home to Duran. It is a prosperous country proud of its Golden Knights regiment, boasting a long swordmanship history. To the south lies the vast Molebear Moors, a large plain with rolling hills filled with undergound tunnels. The moors are connected with Gem Valley of Daria which hosts a tribe of Dwarves and the Mana Stone of Earth. The Free City of Mana lies south of this cave and is connected with Valsena through the Golden Road. Finally, the Merchant Town of Beiser can be found at the southern edge of that path. The nation has been feuding with the Dragon Lord's army from the Quon Contient in the past, costing Duran's father his life.
Altena, Kingdom of Magicians, sits on the northern parts of the Frostbite Fields and is ruled by the True Queen, mother of Angela. To the west of Altena is the Labyrinth of Ice, a frigid cavern home to powerful monsters and the Mana Stone of Water. To the east is the snowy village of Alrant considered under Altenish rulership. The whole area forms a small landmass to the north of the map. The Kingdom has been keeping the cold away thanks to the Queen's magic, but the frost seems to seep into the kingdom's thick walls as of late, increasing the need to seek a more powerful source of magic elsewhere.
Ferolia, the Beastman Kingdom is hidden deep within the Duskmoon Forest with Gauser as its head, father of Kevin. Basked in perpertual moonlight thanks to the Mana Stone of the Moon kept within the nearby Chartmoon Tower, the proud nation of Beastmen have grown to resent the humans for their constant persecution and retreated in these woods a long time ago. A small battalion led by Ludgar is set to raid the nearby city of Wendel east from Mintas, a border town populated by peaceful Beastfolk.
The Holy City Wendel is overseen by his Eminence the Priest of Light and grandfather of Charlotte. The town attracts people from all over the world in search of guidance. Cascade Cavern is right next to the city and connects with Rabite Forest to the north. North of here is Jadd Stronghold, a large harbor town and Lakeside Village Astoria to the south. The elusive Shimmering Ruins sits atop the cavern and holds the Mana Stone of Light.
The Nevarl Fortress lies at the edge of the Burning Sands to the southern part of the western continent and is ruled by Lord Flamekhan, grandfather or Hawkeye. South of the desert is the Fiery Gorge, a volcanic cavern where the Mana Stone of Fire is said to be. Further up is the Oasis of Diin, a small village with a rich history. Finally, the port town of Sirhtan is laden with rich merchants who attract the Nevarlan thieves' guild during the night.
To the north lies Laurent, Kingdom of Wind sitting atop Heavensway with King Joster as their leader, father of Riesz. The proud race of amazon warriors are said to be the only one able to speak with the Winged Defender roosting atop Celestial Peak. In the middle of the mountain trail is a grotto named Gusthall hiding the Mana Stone of Wind. At the foot lies Palo Port.
Other noteworthy sites are Beuca Island south of Beiser, and the desolate island of Pedda further south. The maze-like Lampbloom Forest holds the secret to the elusive Flowerburg Dior, village of Elves. North of here is the Mana Stone of Wood deep inside the Woods of Wandara. Next to it is the Dark Castle isle.
There is a second map of the Sanctuary of Mana only accessible through Oblivisle's portal.
The HD remake also adds another portal post-game leading to Anise's Stockade, a bonus dungeon.
Dawn of Mana[edit]
- Main article: Dawn of Mana locations
Despite the world map of Dawn of Mana consisting of six continents, Keldric can only visit Illusia Isle located at the center of the map, with Jadd Castle being the only exception to this rule. Each of the eight chapters focuses on an area in particuar: the prologue occurs in Sunbeam Forest, the 1st chapter inside the Great Tree where Keldric and Ritzia tries to find the Sacred Beast of the island to ward off the Lorimarian army. The second chapter first places the hero outside the Treefolk Village and makes its way inside Wonderwood where Ritzia is taken hostage by the invaders and is used as bait to locate the Mana Sword, chapter 3 follows the protagonist all the way to the top of Mortmont to seek guidance from Gaia, while chapter 4 starts on a beach at night while infiltrating the Imperial Flagship. The 5th chapter is the only one located outside of Illusia Isle and is instead placed on Jadd, Land of Fire. Chapter 6 brings Keldric to Beacon Tower, sitting on a small islet near Illusia. Chapter 7 makes it way back to the Great Tree on the vast plains between the village and the forest amidst the battle against the Lorimarian army and the world's resistance to retake the island. The final chapter occurs entirely inside the Nethermanse, King Stroud's castle erected atop the Great Tree and where the final battle takes place.
Visions of Mana[edit]
- Main article: Visions of Mana locations
The world of Qi'Diel is divided into seven named land masses, arranged in a kind of ring. The largest two of these are toward the center of the world. Two float above it. These land masses are: Trynia, Manadore, Jutu'ona, Illusia, Lorimar, Brattzo, and Ulul. The initial goal of the protagonists is to assemble the convoy of alms and make their pilgrimage all the way to the Tree of Mana. There, they must sacrifice themselves to revitalize the Goddess and the whole world thereafter.
Trynia is the eastern continent and home of Val, Hinna, Careena and Morley. The elementals of Fire, Wind, and the Moon can be found in Dorpher Volcano, Mt. Gala, and Etaern respectively. The Manadore continent is the largest land mass and sits on the center-north of the map. Manadore is split into two sections, the bigger one being blessed with abundant water. Palamena is queen of Illystana, the Capital of the Deep, and the Elemental of Water is located in the nearby Luka Ruins. To the east is the Khaswia Moors accessible by crossing the Entwine Bridgepass. The soil there retains much less moisture and the land scape is rugged with a large plateau on its center. The Jutu'ona Continent faces the moors on the southern side and is almost completely covered with Zawhak Desert. The elemental of Earth is said to reside inside the Gamurda Mines. Climbing the large waterfall in Deade Cliffs leads to Illusia, home of the Sproutling custodian of Verdeus Borough Julei. The elemental of Wood can be found here as well as the path leading to the Sanctuary of Mana. On the extreme south of the world map lies Brattzo Islet housing the Log'grattzo Dark Archives. Aesh is the head curator here, and the elemental of Darkness is located atop the Passagean Tomespire. The Island of Lorimar is found on the northwestern quadrant and is perpetually covered in icy snowscape. Deep inside the Temple of Wendel is Lumina, the Light elemental. Finally, there is the Floating Isle of Ulul. According to the story, it was the former Mystic realm, one of the five ancient realms, where the Benevodons lived.
Legend of Mana[edit]
- See also: Legend of Mana locations
Unlike previous installments, the map of Legend of Mana starts out empty as it is up to the player to chose an area and rebuild the world who was destroyed during the Tree of Mana's last incarnation. Thanks to the Land Creation System, players can collect the 26 artifacts and place them on the 6x6 grid-like map of Fa'Diel to create Lands. The placement of each Land can influence many factors, such as optional quests availability, shop levels, pet recruitment, Produce growth, etc. Each land and map tile has an inherent Mana spirit level, which can directly influence the availability and level of aforementioned metrics.
Completing quests is the main way to gain artifacts. One the three main story arcs are completed, the protagonist can unlock the Sword of Mana to gain access to the Tree of Mana and defeat the final boss.
Randi --"Whoa! What's a Rabite doing in a place like this?" | |
This article is a stub. You can help the Wiki of Mana by expanding it. |