Costlemark Tower

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Costlemark Tower is a Dungeon

Strategy Guide

Costlemark Tower isn’t the easiest location in the game, not by a long shot! That’s the reason why I’ve compiled a little guide to hopefully make your trip through this dungeon a little less painful and infuriating than it was originally going to be.

To start things off a little awkward, this dungeon can only be accessed at night, so if for some reason you can’t quite figure out why you can’t get inside the dungeon, have a quick check to make sure that the sun is no longer shining. However, if the time is right, follow the glowing red lights down into the dungeon to kick things off!

Follow along a linear path until you come across a couple of broken bridges that you can traverse. You’ll be besieged by a few enemies that might put up a little bit of a fight, but at the start of the dungeon you don’t have too much to worry about to begin with. Travel across the fallen pillar towards the east of the map and continue down the spiralling path to continue on with your progress.

Simply carry on the direction the map implies for you to go, up until you come across a narrow passage that Noctis will squeeze through and is a good indication that you’re going in the correct direction. Take the stairs down and follow along the hallway until you come to a spiralling ramp that travels down for a fair distance.

Be aware: there are plenty of enemies that spawn on this one particular ramp and depending on how far you get down the ramp, a new swarm of enemies will spawn. Taking out one group of enemies at a time is definitely for the best because getting swarmed by a vast number of level 60+ enemies will quickly lead to frustration and death! Just take them one at a time; slow and steady, and you should have no problems moving forward.

Following on from the spiral ramp we’ve got a couple of Yojimbo’s cropping up to ruin our day. They have a variety of wide-arcing attacks, so dodging away tends to be the best course of action to deal with them. Oh, and to make things a tad easier, they don’t exactly like swords, as such it will lead to some lovely extra chunks of damage being dealt if you’ve got some nice weapons going into this – of which I would recommend. Shortly after this there will be another spiral ramp for you to head down to progress through the dungeon.

  • Be Wary – There’s a red panel in the room after the spiral ramp and if you step on it you will be teleported back to the beginning of the dungeon, so you can have some respite before returning to the dungeon. The reason I say this is because if you didn’t know about this little panel and what it does, you wouldn’t be the first person to stand on it, nor will you be the last – even if you want to scream bloody murder after accidentally stepping on it and finding out what it actually does.

In the 4 corners of this room there are active tiles that each and every single one of them teleports you into a room with a group of enemies that progressively get harder with every new corner tile you stand on. After each battle, take the middle panel to go back up where you were to repeat the process again until all 4 are all done and dusted.

Eventually one of the triggers from the tiles will lead you to a fork in the road – it is highly recommended that you don’t go right, due to just how aggressive and strong the enemies that lie in wait truly are. Instead, go straight ahead and follow the path to a brand new area that will soon lead you to the big, bad boss of the dungeon: the Jabberwock.

The Jabberwock that you find is a level 58 and in comparison to the rest of the dungeon is a little on the easier side, I must admit. Make sure to strike against its legs to potentially cripple it and to deal the max amount of damage against its weakness: polearms. There’s not much to watch out for in this particular fight, other than when the Jabberwock raises its one leg to slam it down onto the ground, as that one attack can do some far-reaching AOE that’s best to be avoided.

Before too long the beast should be felled and you will be rewarded in kind with a brand new Royal Arm to add to your arsenal.

Map

See also: Costlemark Tower Map

Costlemark tower floor 1 map1.jpg

Costlemark Tower (Lvl 99)

See also: Costlemark Tower (Menace)

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

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.

Treasures on Each Floor

Floor Left Straight Right
1 Rusted Bit
2 Debased Silverpiece
3 Mythril Shaft
4 Megalixir
5 Debased Coin
6 Chrome Bit
7 Sky Gemstone
8 Oracle Ascension Coin
9 Hi-Potion
10
Camp
Megalixir
11 Potion
12
Branching
Path
Rusted Bit Megalixir Magitek Core
13 Hi-Potion
14 Oracle Ascension Coin
15 Debased Coin
16 Elixir
17 Mega-Potion
18 Onion Bangle
19 Ether
20
Camp
Megalixir
21 Potion
22 Blue Diamond Bracelet*
23 Mythril Shaft
24 Black Choker*
25 Debased Silverpiece
26
Branching
Path
Hi-Potion Hypno Crown Gigas Bangle*
27 Sky Gemstone
28
Boss
Soul of Thamasa
29 Hi-Elixir
30
Camp
Megalixir
31 Chrome Bit
32 Mythril Shaft
33 Debased Banknote
34 Megalixir
35 Mega Phoenix
36
Branching
Path
Sky Gemstone Mega-Potion Oracle Ascension Coin
37 Hi-Potion
38 Applied Sorcery
39 Rare Coin
40
Camp
Platinum Ingot
41 Chrome Bit
42
Branching
Path
Ether Mythril Shaft Megalixir
43 Debased Silverpiece
44 Oracle Ascension Coin
45 Rare Coin
46 Mega-Potion
47 Hi-Elixir
48 Celestriad*
49 Ether
50
Camp
Mythril Ingot
51 Debased Silverpiece
52 Oracle Ascension Coin
53 Debased Banknote
54 Tarot Card*
55 Sky Gemstone
56 Oracle Ascension Coin
57 Mega Phoenix
58 Elixir
59 Mega Phoenix*
60
Boss
Dark Matter Bracelet

*Random Treasure

In regards to floors with branching paths the directions left, right, straight refer to when your back is to the entrance you entered from

Map

See also: Costlemark Tower (Menace) Map

Costlemark tower endgame map1.jpg