Final Fantasy 15 dungeons are some of the most challenging parts of the game. Whether it's the Tombs you'll encounter as part of the main story, or the optional end-game locations you can stumble upon in the open world, each others a maze of corridors, tough enemies and by the end of it, an Armiger upgrade or a powerful new items. (Or at the very least, a ton of EXP you can cash in for later).
Below is a list of the game's dungeons, with links to their respective walkthroughs (currently in-progress) as well as a few pointers to consider before you head in and explore.
Final Fantasy 15 dungeons and tombs
Optional dungeons in full:
No level required:
Level 30-40 recommended:
- Final Fantasy 15 - Daurell Caverns
- Final Fantasy 15 - Malmalam Thicket
- Final Fantasy 15 - Myrlwood Forest
- Final Fantasy 15 - Rock of Ravatogh
Level 50-55 recommended:
- Final Fantasy 15 - Balouve Mine
- Final Fantasy 15 - Costlemark Tower
- Final Fantasy 15 - Crestholm Channels
- Final Fantasy 15 - Formouth Garrison
High-level enemy encounters and dungeons:
What else you need to know about dungeons and tombs in Final Fantasy 15
- Make sure you make camp and eat a good stat-boosting meal before any dungeon run. This ensures you're party is at full health, and the best meals will ensure you're powered up enough to take on what's inside.
- Similarly, make sure you're well stocked when it comes to consumable items. In a pinch, remember the Regalia has a shop that you can access by simply climbing inside.
- While there are level requirements for many dungeons and tombs, it's recommended to tackle them at as high a level as you can. Waiting until the main story is over is recommended, but of course approaching them earlier will give you the benefits of their Armigers and healthy amounts of AP and EXP.
Need more help? Our Final Fantasy 15 guide and walkthrough can provide tips on main story, as well as the open-world's many quests and activities. Learning how to get AP fast, EXP fast and money or Gil fast will aid you in many optional dungeons and tombs - including how to open and explore their locked doors. There's also plenty of interesting side-quests, too, such as the Scraps of Mystery and Professors Protege frog locations. And if you want to get around easier, you can rent a Chocobo, learn the infinite sprint trick and later in the game, get the flying car Regalia Type F. There's also more to see and do with DLC, such as Episode Gladiolus and Episode Prompto.
- Carry with you a range of weapons and magic to ensure you can expose the weaknesses of the monsters and bosses you face within. Having Light weapons will help with daemons, and we'd recommend using the Enhancement technique for Ignis (unlocked for a scant 18 AP in the Ascension tree) that temporarily transforms your weapon's element to the weakness of the enemy you are locked-on to (and also gives a boost to magic and weapons already of that element). If the latter is used regularly, then locking the nodes and skills to trigger Techniques faster is obviously recommended.
- If you become overwhelmed part-way through a dungeon, or need to retreat to get back to full health, stock up on items and so on, you can return to the beginning from the map screen. Don't be afraid to do this either; while enemies will respawn upon your return, half the battle of exploring a dungeon is learning the layout, so with this newfound knowledge you can sprint past any nasties you don't want to fight and get back to where you left off.
Additional reporting by Matthew Reynolds