Yojimbo weak to Javelins, Guns, Lightning, and Royal weapons, resistant to Fire.
Level 61, 274,000 HP.įociaugh Hollow locked door (65 recommended)
Final boss: Lakhmu Flan scaled up version of Black Flan.
Hecteye vulnerable to Javelins, Shields, and Royal weapons, no resistances.
Marshmallow vulnerable to Fire, Lightning, and Royal weapons, resistant to everything else.
Black Flan resistant to everything apart from Royal weapons.
Galvanade vulnerable to Guns, Mechanisms, and Royal weapons, absorb Lightning.
Ereshkigal vulnerable to Swords, Shields, Fire, and Royal weapons, resistant to Lightning.
Keycatrich Trench locked door (55 recommended) A Menace Beneath Lucis - how to complete each high level maze Note that it's also possible to leave yourself in a position where your team aren't available for a fight - as soon as combat begins a door seals off the entrance, but the other members of the gang seem to like to dawdle so you need to wait just outside the entrance to make sure they're there, wait for the monsters to move as far away as possible, creep into the room, and make sure everyone is present and correct before staring the fight. :: Doom Eternal secrets locations list - where to find every hidden item on every level Bring as many Hi-Potion, Hi-Elixir, Megapotion, and Megalixirs as you can, and stockpile magic to bring with you - there's no way of topping up either once you're in the dungeon. If you're playing on Easy, note that the 'Ruby Ring' resurrection does not work in these dungeons - when you die, you die.
Costlemark Tower (recommended level 99).
Crestholm Channels (recommended level 92).
Keycatrich Trench (recommended level 55).
The final room will contain the dungeon boss, usually a scaled up version of one of the enemies that have been in the chambers leading to the end.Ī list of the eight locked door dungeons with their recommended levels are as follows: Where are the locked doors in Final Fantasy 15 and how to prepare for A Menace Beneath LucisĪll the dungeons are structured in the same way: a series of caverns are linked by stone passages that descend ever lower, each room contains a group of monsters that must be defeated to progress to the next, and about half way down you'll find a campsite. She'll give you a key that will unlock the eight doors, and a series of sidequests will be added to your log. If you've met those two criteria then you can now fulfil the third head to Meldacia Hunter HQ just east of the Vesperpools and talk to Ezra, the old woman sat outside.