Costlemark Tower (Menace)

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Revision as of 08:22, 27 February 2017 by Ff15wiki (talk | contribs) (Text replacement - "Category:Dungeons" to "Category:Dungeons Category:Menace Dungeons")

Costlemark Tower (Menace) is a Level 99 Menace Dungeon locked behind the vault in Costlemark Tower.

Contents

Requirements

General Strategy

  • Use magic frequently. Most of the time the damage output will be close to 99,999 if not capped at that amount. This will one-shot weak enemies, or take out more than 50% of their HP on stronger enemies with few exceptions. You should have 53 or more casts of Flare, Freeze, and Electron, that is more than plenty to get through all 60 rooms of the dungeon. I ended using around 20 of each during my attempt.
  • Start most battles by casting a magic. If there are more than one enemy in the room try to get as many as possible. Roll and warp around the room until enemies are close to each other.
  • Use Regroup when HP is low, this is the main HP recovery method in battles.
  • Always camp to and eat Lasagna al Forno, being immune to elemental attacks will make things very easy.

Enemies Weakness

Not all resistance and immunity are listed, only for those without elemental weaknesses.

  • Havocfang - Weak to Greatswords, Daggers, and Ice. Easy enemy, consider using Freeze for groups of four or more.
  • Hobgoblin - Weak to Greatswords, Machinery, Fire, and Light. Easy enemy, consider using Flare for groups of four or more.
  • Mindflayer - Weak to Polearms, Daggers, and Light, resistant to Ice, absorbs Lightning. 148,800 HP, after one use of Flare, it can be taken down easily with Daggers.
  • Malboro - Weak to Greatswords, Machinery, and Fire. 108,700 HP, after one use of Flare, it can be taken down easily with Greatswords.
  • Iron Giant - Weak to Greatswords, Shields, and Light, resistant to Lightning, absorbs Fire. 150,100 HP, consider casting Freeze twice, due to its strong physical attacks. Run around or attack with caution during the cool down time between casts. This is more essential in the room with four Iron Giants.
  • Jormungand - Weak to Swords, Daggers, and Lightning. 603,600 HP, takes 4 to 5 casts of Electron to take down. We are immune to its Fire attacks.
  • Goblin - Weak to Polearms, Daggers, Fire and Light. Easy enemy, consider using Flare for groups of four or more.
  • Braindrainer - Weak to Polearms, Daggers, Lightning and Light. 185,000 HP, after one use of Electron, it can be taken down easily with Daggers. Two cast also works perfectly, good option when in the room with four Braindrainers.
  • Elder Coeurl - Weak to Swords and Daggers, immune to all elements. 123,000 HP, focus on one target as it will try to regain HP. Due to its agility it is harder to land hits, but being immune to its Lightning attacks, it does not pose as a threat.
  • Uttu - Weak to Greatswords, Machinery, and Light, immune to Ice, absorbs Fire and Lightning. 122,000 HP, go all out attack with Greatswords, it will be down in no time. We are immune to its Lightning attacks.
  • Serpentess - Weak to Greatswords, Daggers, and Light, immune to Fire, absorbs Ice. 196,400 HP, cast Electron, decrease its HP to around 40% with physical attacks then finish it off with another Electron. This is because it is capable of self-destruct when HP falls to 33% or less.
  • Bilrost - Weak to Swords, Daggers, and Ice. 649,700 HP, takes 4 to 5 casts of Freeze to take down. We are immune to its Fire attacks.

Detailed Guide of Each Room

Room # Enemy Strategy
Room 01 3 Havocfang No need for magic.
Room 02 2 Hobgoblin No need for magic.
Room 03 2 Mindflayer One cast of Flare.
Room 04 3 Hobgoblin No need for magic.
Room 05 4 Hobgoblin One cast of Flare.
Room 06 2 Mindflayer One cast of Flare.
Room 07 4 Havocfang One cast of Freeze.
Room 08 3 Mindflayer One cast of Flare.
Room 09 4 Hobgoblin One cast of Flare.
Room 10 Camp
Room 11 3 Goblin No need for magic.
Room 12 2 Mindflayer One cast of Flare. Correct exit is middle.
Room 13 2 Mindflayer One cast of Flare.
Room 14 4 Hobgoblin One cast of Flare.
Room 15 5 Goblin One cast of Flare.
Room 16 5 Goblin One cast of Flare.
Room 17 4 Hobgoblin One cast of Flare.
Room 18 3 Hobgoblin No need for magic.
Room 19 2 Mindflayer One cast of Flare.
Room 20 Camp
Room 21 4 Hobgoblin One cast of Flare.
Room 22 1 Malboro One cast of Flare.
Room 23 4 Hobgoblin One cast of Flare.
Room 24 2 Malboro One cast of Flare.
Room 25 2 Hobgoblin No need for magic.
Room 26 4 Hobgoblin One cast of Flare. Correct exit is right.
Room 27 3 Hobgoblin No need for magic.
Room 28 Jormungand 4 to 5 casts of Electron.
Room 29 2 Hobgoblin No need for magic.
Room 30 Camp
Room 31 2 Braindrainer One cast of Electron.
Room 32 2 Iron Giants One cast of Freeze.
Room 33 2 Braindrainer One cast of Electron.
Room 34 4 Iron Giants Two casts of Freeze.
Room 35 4 Goblin One cast of Flare.
Room 36 4 Braindrainer Two casts of Electron. Correct exit is left.
Room 37 6 Goblin One cast of Flare.
Room 38 8 Goblin One cast of Flare.
Room 39 2 Braindrainer One cast of Electron.
Room 40 Camp
Room 41 5 Goblin One cast of Flare.
Room 42 2 Uttu No need for magic. Correct exit is middle.
Room 43 1 Elder Coeurl No need for magic.
Room 44 2 Uttu No need for magic.
Room 45 2 Uttu No need for magic.
Room 46 8 Goblin One cast of Flare.
Room 47 6 Goblin One cast of Flare.
Room 48 2 Elder Coeurl No need for magic. Time consuming, but should be a problem.
Room 49 5 Goblin One cast of Flare.
Room 50 Camp
Room 51 2 Uttu No need for magic.
Room 52 4 Goblin One cast of Flare.
Room 53 4 Goblin One cast of Flare.
Room 54 2 Uttu No need for magic.
Room 55 2 Goblin No need for magic.
Room 56 2 Serpentess Two casts of Electron.
Room 57 4 Goblin One cast of Flare.
Room 58 2 Serpentess Two casts of Electron.
Room 59 2 Goblin No need for magic.
Room 60 Bilrost 4 to 5 casts of Freeze.

Map