Ffxv Tomb Of The Just

Continue your travel into the depths of the dungeon. You should reach a room with multiple paths leading to the marker - some of the stone bridges will collapse under your feet, causing the party to fall down to a lower level. Obtain the Shield of the Just. This is one of the items that you will need to efficiently farm AP and is located in the Tomb of the Just in Thomells Glade. Its AoE damage will be a big help in taking out groups of weak enemies during this farming method. Tomb of the Just. Tomb of the Just: Thommel’s Glade. If you see the map marker Thommel’s Glade (North of Secullam Pass, west of Saxham Outpost), literally just walk there. It’s unguarded – ripe for the picking! Not even a maze nothing. Since you’re there at the tomb doors, check if everyone’s completely healed before pushing the door open. Tomb of the Conqueror. When Noctis opens the door, you’ll find a coffin similar to that found in Tomb of the Wise. Instead of a sword, this particular tomb has a king holding a spear. Have Noctis approach the tomb and let him take the. Royal Tomb Locations in FFXV - GosuNoob.com Video Game. Gosunoob.com Tomb of the Just This one is located in Thommels Glade to the west of Saxham Outpost and the Disc. You ll find the Shield of the Just inside. There s no big danger here just a couple of wild animals in the forest before you reach the spot.

Dungeons in Final Fantasy XV are high level raids with some of the strongest monsters and best rewards in the game. You reveal their locations on the map by talking to tipsters at Outposts and Parking Spots (restaurant owners). They will then be marked by a red icon on the map.

One thing that makes the dungeons tricky is that you cannot save your game. So if you die you will have to restart. You can, however, teleport yourself back to the start in the map menu and the enemies will stay dead. The rewards are worth the risk. Some dungeons even contain the mighty Royal Arms.

A few of them can only be reached at night. Upon entering a dungeon you get a side quest for completing it. Always select it as your active quest to receive waypoint markers. Some dungeons are rather complex and have confusing layouts. The waypoints make it much easier. If you get lost open the in-game map to see the outlines of potential paths.

Some dungeons have a locked vault at the end. More instructions on how to unlock them can be found here: How to open locked Dungeon Vaults.

All Dungeons Locations Map:

Crestholm Channels: Level 50

A very lengthy high level dungeon. You can reach it from the start but should wait until after the story. In the dungeon you have to find and activate 4 control panels which will open a gate and let you reach the boss. The entrance can be a tricky to locate – look for an opening in the fence near the map location. Go through the fence and down the stairs. You’ll come to a ladder that leads into the dungeon.

Keycatrich Trench: Automatically during Story Chapter 2

This is the first dungeon you’ll visit automatically during the story. Easy and straight forward one.

Balouve Mines: Level 50

Can be reached from the start. There’s only one strong lvl 50 enemy in here. The other enemies are level 7 and very easy to kill. The dungeon is basically a mine with multiple layers. Ride the elevator 3 times and follow the path. At the end you need to push through a tight opening in a wall to find a Royal Tomb deep within the dungeon. If you get lost at any point use the in-game map and activate this dungeon’s side quest to see waypoint markers. After looting the Royal Tomb you may notice a locked Vault door. See How to Unlock Dungeon Vaults.

Fociough Hollow: Automatically in Story Chapter 6

You visit this during the story. Very simple dungeon.

Costlemark Tower: Level 55

Only available at night (after 8PM / 20:00). At day the entrance will be closed.
It’s the hardest dungeon of them all. Has tons of high level enemy groups. At one point you’ll come to an area where you have to activate tiles on the floor to use them as “elevators” and progress further. This puts you into a maze in which you must fight one group of enemies after the other. When you see a red button on the floor DO NOT step on it cause it teleports you back to the dungeon entrance. After making your path through a seemingly endless labyrinth of enemies you’ll get to fight a massive boss. He drops a royal arm. The floor tile that led me to the endboss was to the right of the red teleport button. This seems randomized however and can be different for you. Just use each floor tile once and use the red teleport button as a reference point. Come very well prepared with 99 health potions (especially when playing on normal difficulty). This dungeon can last 2-3 hours depending on how lucky you get with the floor tiles.

Daurell Caverns: Level 28

To reach this dungeon follow the path from the road (just north of the entrance, east of the road tunnel). It is recommended for level 28 in the quest list but there are some level 40+ enemies here. The dungeon is a big cave. There’s also a fishing hole to be found here. The cave system can be somewhat confusing so go to your side quest list and select the dungeon as your active quest. It will show you the path with waypoints. Open your in-game map if you get lost, the outlines of the paths can be seen there.

Malmalam Thicket: Level 35

A relatively short and straight forward dungeon. There’s a miniboss at the end and a Royal Tomb that contains a Royal Weapon.

The Rock of Ravatogh: Level 30

This dungeon contains lots of smaller enemies. You have to climb to the top of a volcano and open the Royal Tomb. You have a long climb ahead of you but the enemies aren’t a big threat if you have a sufficient level. There’s no boss in this dungeon, it’s geared more towards exploration.

Greyshire Glacial Grotto: Automatically during Story Chapter 3

You go here automatically, relatively easy and short dungeon.

The Myrlwood: Level 35

Found in the north-west of Cleigne. A very quick dungeon with one miniboss at the end. There’s a Royal Tomb at the end.

Steyliff Grove: Automatically during Story Chapter 7

You go here during the story, it’s unmissable. The dungeon opens only at night.

Pitioss-Ruins: Requires Regalia Type-F, Level doesn’t matter

You can only reach this after doing all of Cindy’s quests, obtaining the Regalia Type F and beating the story. See How to Unlock Regalia Type-F.

Now head to Lestallum between 21:00 and 5:00. Go to the far east of town. There should be a window you can interact with (see screenshot below). This only works between 21:00 and 5:00! After interacting with the window you receive a new quest. Now basically just follow the quest and you will end up right before the dungeon entrance. At one point in the quest you’ll have to reach a point far off the map (to the north of the volcano in Cleigne). In order to reach it you must land the Regalia Type-F (flying car) on a very small dirt road. There is very limited space and it’s not easy to land here. After landing successfully you must go up the ruins to the quest marker and pick up an item. This gives you 50,000XP and you end up in front of the dungeon entrance. To enter the dungeon jump through the broken fence (where you just picked up the quest item). It can only be entered at night (after 20:00). Just wait till nightfall. There are no enemies in this dungeon. It’s a very complex maze that will test your coordination skills.

Quest Start (Map Location)Quest Start (Interact with Window)
Summary: Two more royal arms from ice and fire dungeons. Ranking up through tier 4 hunts.
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The Sword in the Waterfall
-The rumor of another royal tomb leads me to this Cleigne waterfall, and a frosty cave behind it.
Y’all. I’m a SUCKER for ice caves. (As long as slipping isn’t a mechanic.)

-It’s beautiful, and the piano music is wonderful and spooky as always. XV is knocking it out of the park with its dungeons.
-The Ronin enemies here still give me a bit of trouble with their one-shot strike.
-After some exploring, I find the Tomb of the Wanderer. Is that a bow?
-I can now conjure the “Armiger,” my arsenal, when a circular Armiger bar fills. It fills as I attack and defend. All abilities are strengthened when royal arms are active.
Not quite sure I understand that since I thought these were all just weapons I got, but it seems there’s a whole new mechanic I get to learn.
-After picking up the weapon, Noct gets another headache. He gets another vision of that close-up face, and a region I couldn’t pick out. Maybe that was the Disc of Cauthess?
NOCTIS: “A hole in the ground… something burning… the Meteor?”
-Yeah, this has to be Titan waking up or something.
-there’s another vault door inside here. Can’t open it yet. Just
-Huh. A map icon suggests there’s a full dungeon behind the vault door, not just a single boss.
-The Armiger ascension tree is unusually small. Just four abilities, one free and the rest costing a combined total of 96 AP. That’s nothing. Maybe more nodes open as I get more royal arms.
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The Way of Gods and Kings
-Back to Lestallum, where another vision headache hits. We get to pan out a bit and see a dude who looks a bit like Kratos from “God of War.”
-We head to a part of Lestallum overlooking the Disc, and SUSPICIOUS STRANGER is here. The guy who gave us the coin back in Galdin Quay and was acting… well, suspicious af.
-Like any normal upstanding citizen, he starts reciting a creepy poem out of nowhere:
“From the deep, the Archaean calls.
Yet on deaf ears, the gods’ tongue falls.
The King made to kneel, in pain, he crawls.”
He urges us to go visit and listen to the Archaean. That must be the guy beneath the Disc.
-Ah, his name is Ardyn. I’ve heard his name before but can’t remember any context for it.

-He’ll lead us to the Disc, and the party INEXPLICABLY agrees to follow him (even if they’re cautious). HOW DO YOU TRUST THIS DUDE EVEN ONE IOTA? HAVE YOU LOOKED AT HIM FOR A HALF SECOND?
If I’m being super charitable, he has a few potential Vincent Valentine vibes, but even Vincent just seemed broody. Ardyn has a note of evil humor about him, like he’s pulling one over on us.
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Hunts
-Hit hunter rank 4: Ranger!
-After a hunt by Longwythe Rest Area, I get a cutscene with Prompto. He and Noctis have been friends for about five years, since the beginning of high school. So I’m putting them around 18 years old.
-Something about Prompto’s tone make me wonder if Prompto has his own crush on Noctis.
-He’s very direct. Always felt inferior to Noctis, and uses his jokiness to hide his insecurity.
I’m not surprised. I do the same thing. But this still feels like clunky storytelling to just have the character blurt out his motivations so early in the game and not show it to us gradually.
Like, Prompto says he’s not good with people like Gladio is. Me? I’ve never even remotely seen Gladio be good with people! I’ve seen him be gruff, not social, persuasive, or charismatic.
-Had an EPIC fight against a catoblepas. I love when big hunts getting special music.
-I love less how the game doesn’t think the catoblepas is hard or interesting enough so they have to throw waves of magitek soldiers into the mix. WHY?????? STOP IT.
-I’m starting to run into some hunts that obliterate me, even being close to their level. One against two iron giants, another against five coeurls.
-A giant snake blocks one path, a 54 Midgardsormr. A slightly smaller VII Midgar Zolom.

-HOLY SHIT I GOT HIM!!!! He destroyed me first, but got him when I came back at 44. I not sure how I should’ve dealt with the poison spray but still!
-Going to try the coeurl hunt that destroyed me one more time. So it’s five coeurls in a pack. I craft a Firaga spell with 438 potency and go back to work.
Aside from their murderous nature, they’re sleek and snuggly!
Victory! Way better this time.
-Same goes with my second attempt on the pair of Iron Giants for “A Roaring in the Night.” I make two specific adjustments:
1) When it does the “suck everyone into my hand” thing, I warp strike away.
2) Instead of healing with the tech bar, I used Ignis’ “Overwhelm.”
Overwhelm dealt most of my damage. Just absurd amounts. Played defensively while building the tech bar and then hit it.
-Heady from this success, I even try the level 41 hunt that one-shot me a few sessions back, “Things of the Past.” Three necromancers that just one-shot me, but I was in the mid-20s then. I’m 45 now.

*a necromancer turns Noctis – Ignis’ protectee, liege, and dear friend – to stone.*

Ffxv Secrets

IGNIS: “A petrifying sight, indeed.”
-Despite Ignis’ puns in the face of death, this fight goes great too.
[Non-rhetorical question: Do y’all also find Ignis’ “Overwhelm” wildly good? I feel almost like I’m cheesing encounters with it.]
-When hunting some flans, my Armiger attack one-shot them. Is using the armiger bar the spark-looking magic that some enemies (like flans) are vulnerable to?
-Hit Hunter Rank 5: Slayer, and with it, level 47. (At this point, I went to the waterfall for the next main story quest.)
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Side Stuff
-I’m having trouble getting past the feeling like using the car to auto-drive me to quest locations is cheating. It’s a nonsense, gatekeeping, judgmental “you’re just cheating YOURSELF by not running/chocoboing around,” and it makes no sense. I instant-port in FFXIV all the time.
I have to get over it. The car is a part of the game. Especially when there are so many side quests that have me hopping around the map.
-Some Takka backstory: Cid caught him trying to steal food in Hammerhead and took him in.
-I see a plume of smoke rising at night from the Disc of Cauthess.
-A side quest led me to a fourth tomb. A hunter note says the greatsword was robbed by daemons, taken to Castlemark. Haven’t found that place yet.
-Visited the volcano in the southwest of Cleigne, the Rock of Ravatogh. A mysterious mountain that froze mid-eruption. Ifrit is said to lie inside. So we got Titan in Duscae and Ifrit in Cleigne.
-The Rock of Ravatogh is a dungeon! And… it’s open to me now? Let’s check it out.


It blows my mind that I can just stumble across this and explore. It’s a feeling I remember specifically from playing the original Legend of Zelda on NES as a kid.
-One path is just walking on embers leading to a lava pit. No dice. Maybe I come back here later and Ifrit emerges to fight or something.

[Later edit: I did have to come back here for one of Vyv’s photography side quests.]
-Hah! There’s even a campground on the volcano.

Ffxv Tomb Locations

-There’s a big nest with giant eggs in it. No bird is home and I can’t break the eggs. It also looks down on what looks 1,000% like a boss arena, but I can’t seem to trigger anything here.
-OH SHIT THERE’S A TOMB UP HERE! Tomb of the Fierce. I get a new royal arm, a mace-looking thing.
-This arm is listed as the 9th of 13 on my list. Am I way farther than I’m supposed to be here?
-I explore the rest of the place but don’t really find anything else to do. I’ll come back later.

Tomb Of The Just Location Ffxv


-Vyv is my favorite side character so far, the guy who runs Meteor publishing. He sends me off on a long series of photo shooting that takes me around Duscae, to the volcano, to imperial bases, all around.

He’s affable, outgoing, and has an awesome shirt.
-I’m butting up against my fishing limits. Tried pulling in a huge fish in the aqueducts by Insomnia and even with my strongest line, rod, and reel, I didn’t have enough to pull it in.
-It’s strange how much this game is just side questing so far. As I write this, I have yet to go to the waterfall cave and I’ve played 48 hours. I know I don’t HAVE to play this way, but I like doing whatever I reasonably can before progressing, especially since I don’t know what’s time sensitive or what’ll get taken away from me.
-Vyv wants me to photograph a ghost. The ancient painting Lakshmi is haunted by an evil spirit. This is a straight-up FFVI call-back.
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A Few Random Things

Ff15 Tomb Of The Just

Chocobos make great pillows:
A beautiful giant cockatrice:

A chocobo rainbow:
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Ffxv Tomb Of The Justinian


Next time: following the nice Mr. Ardyn and probably trying some rank 5 hunts. I don’t plan to be super completionist about them though, since I saw some in the 60s.

Ffxv Tomb Of The Justice League