Ff1 world map


Final Fantasy I World Map

Caves of Narshe: Final Fantasy I

http://www.cavesofnarshe.com/ff1/

This page can be found online at http://www.cavesofnarshe.com/ff1/map.php

It's a map, Jim, but not as we know it. Unless you've used a CoN map before, in which case you pretty much know what's going on here, but even then, we've tweaked it a little.

Point your special device at a location marked in white to find what's sold there. We don't have store information for the greyed out ones; they're just there for your information.

Lufenia

Black Magic Shop

Flare60000

White Magic Shop

Life26000

Caves of Narshe: Final Fantasy I
Version 6
©1997–2025 Josh Alvies (Rangers51)

Note: this printable version may not contain the entire contents of the full version. In particular, web forms are removed, and any links you could check for further information on the given data are not shown. You may check the URL at the top of this document for the full and up-to-date version.
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.

Final Fantasy/World map data

This is a sub-page of Final Fantasy.

Final Fantasy (and Final Fantasy II as well) uses a 256x256-tile world map in this data format. The map data is not stored raw, but uses simple compression in a kind of run-length encoding. The ROM (in iNES format) stores its world map data starting at .

Row pointers

From

to there are 256 little-endian 16-bit integer values representing addresses in the NES memory map (with the ROM bank currently in place) that mark the left-hand-side beginnings of each 256-tile row of the map. (Because memory pointers are used in this fashion, it is entirely possible for more than one pointer to point to the identical memory location if they use identical row data, such as a 256-tile row of ocean.) Since this bank will loaded into the NES memory map at readable address

, all memory pointers in the ROM must point to the row's ROM file address + . To translate a memory pointer back into a ROM file address, you subtract instead.

Row data

Because the row pointers point to active NES memory in which the

must be active, all of the map data is confined to this bank. Unrelated data begins at file address

, so all ro

Among the inspirations for my RPG - and I am making no attempt whatsoever to participate this down, as the creation of my own RPG is in a way a celebration of my love and appreciation for the RPGs I possess played in the past - are the original Final Fantasy games on the NES and SNES; in particular, the first, fourth, sixth, and fifth games in the series (I list the fifth last and out of order only because I did not play it at the same time as the others, but many years later), because they had the most impact on me, and because the later Final Fantasies, from VII onward - despite being nice games in their own right - have a completely other feel from their 2D sprite-based ancestors which I am hoping to honor with my control game.

If I were to rate the quality of the games, I think that IV and VI (and also V, I later learned) would be the best, because they have a greater sophistication than the earliest titles in the series. At the same time, the very first Final Fantasy holds a lot of nostalgia for me, and there are qualities to it I like very much, such as the elegant simplicity of the gameplay - which is something I'm striving to imitate in my own RPG, given that this is my first

ff1 world map

All maps are GIFs unless otherwise noted.


World 'n Such

TCELES B HSUP
World 1:1 PNG (4096x4096, 416k)
World (MSX) 1:1 PNG (4096x4096, 590k)
World 1:1 zipped BMP (378k)
World 1:4
World 1:8
World 1:16
Northern World 1:8
Southern World 1:8
Walkthru Map
Enemy Mapping

Key to labels:

A number (usually white) tells what floor a ladder, staircase, etc will take you to.
One-way transporters are marked as "To 3b", "From 4a", etc.
On floor 2 of the Castle of Ordeal, red numbers in white circles show transporters within the same floor. They show the order you need to take.
Letters (usually red) show the contents of chests. A letter that seems out of place, like an "E" on a floor with only one chest, means that the chest shares its contents with one or more chests on the same or other floors. Opening one will also empty the other(s).

Chapter 1

Coneria Area

Coneria Castle F1
Coneria Castle F2

Coneria

Temple of Fiends

Matoya's Cave / Pravoka Area

Matoya's Cave

Pravoka

Chapter 2

ElfLand Area

Castle of Elf

ElfLand

Dwarf Cave Area

Dwarf Cave

Marsh Cave / Northwest Castle Area

Northwest Castle

Marsh Cave B1
Marsh Cave B2
Marsh Cave B2A
Marsh

Final Fantasy 1 Maps: world, dungeon & town maps for FF1

The world of Final Fantasy was one of the largest and most sprawling in a console RPG to date at the time of its 1987 release. Sure enough, it's pretty tame by modern standards - but there's still a large overworld for you to explore, plus towns and other locations with secrets to find and, of course, sprawling dungeons. And you know what that calls for - maps!

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On this page, we feature our FF1 Maps, as compiled some twenty years ago on Final Fantasy fansite UFFSite, which just so happens to be RPG Site's predecessor and younger sibling. The map images mostly use the location names from the NES/Famicom original - which is different to some modern versions - and exclusively use the original game's art. However, while art has changed over the years, FF1's level layouts remain the same - which means all of these maps will work for all versions of FF1, including the new version included in the Final Fantasy HD Pixel Remaster series. Just keep in mind however that we're reproducing these old maps to help - and they might not be 100% up to modern standa