There are eight sealed doors located around the Lucian frontier, and behind each one slumbers a ferocious fiend that attacked the realm in ancient times. As the latter-day king, it is Noctis's royal duty to eliminate the menaces once and for all.
Menace Beneath Lucis is a sidequest in Final Fantasy XV that becomes available by defeating the game and continuing to play into Chapter 15. The player must also complete the following dungeons: Costlemark Tower, Crestholm Channels, Balouve Mines, and Daurell Caverns. Once these conditions have been met, one must travel to Meldacio Hunter HQ southeast of the Vesperpool to meet an elderly woman named Ezma Auburnbrie sat outside the diner. She will hand Noctis the Sealbreakers Key, a mystical key used to seal away a great evil, said to be forged by a Lucian king and an Oracle of yore. The key does not carry over to New Game Plus or when using chapter select.
The symbols on the seals doors are circular patterns that glow red when the door is opened. Though their red glow somewhat likens them to Solheimian technology, the symbols are also similar to those surrounding the havens. The people of Eos believe that the havens repel daemons due to the powers of the Oracle.
- 1 Story
- 2 Locations
- 3 Quests
- 4 Gallery
Story[edit | edit source]
The daemon lurking deep within knows no single form
By neither blade of flame not lance of frost can it be torn
Such menaces have terrified the kingdom throughout time
But now they must be punished for committing wicked crimes
Should we wish to vanquish these menaces once and for all
There is but one method by which our problem can be solved
We must seal the daemons away far beneath the ground
And await the day one who can dispel the darkness is found
Monolith in Keycatrich Trench Menace
The sealed doors conceal a tremendous danger. When they were created is unknown, and whether they were all created by the same person(s), but the key to them was said to have been forged by a king and an Oracle long ago. What is known is that they were created by a king of Lucis and an Oracle in a time daemons had emerged in Lucis. The Wall is mentioned on a monolith, and if this refers to the "new Wall" rather than the Old Wall, it would give the time frame of 150 years ago at most, at least for that particular menace dungeon.
A king and an Oracle sealed beasts dubbed "menaces"—beasts too strong for them to fell—underground for the True King to eventually deal with, believing their Chosen heir to be strong enough to take on the challenge. The menace dungeons became a closely guarded secret of the royal family, as the rulers greatly regret their inability to protect their realm from these monsters, only managing to contain the threat into the future. The king(s) left behind messages engraved on monoliths to the king who would one day brave the dungeons' depths.
According to Ezma, the doors were only a temporary solution and would eventually break. Knowing this, she waited for someone she thought capable of destroying the monsters to entrust the key. Regis Lucis Caelum met Ezma during his journey 30 years ago. Ezma believed Regis could destroy the monsters, but due to the circumstances of his journey, he was unable to. He promised he would take the task when the war with Niflheim was over. When Niflheim decimated Insomnia, this promise was thought to be lost, but Prince Noctis, Regis's son, would end up fulfilling it unknowingly. As Noctis and his retinue scour the dungeons they learn of the past rulers' plight from the monoliths, convincing Noctis he must finish what his ancestors had started and destroy the daemons within.
Locations[edit | edit source]
The party receives eight quests to travel throughout Lucis and defeat the mini-bosses at the end of each dungeon. The Sealbreaker opens the sealed doors in eight different dungeons:
- Keycatrich Trench
- Greyshire Glacial Grotto
- Fociaugh Hollow
- Daurell Caverns
- Balouve Mines
- Steyliff Grove
- Crestholm Channels
- Costlemark Tower
Completing all eight quests rewards the player with the Hunter's Medal Treasure.
Quests[edit | edit source]
Menace Beneath Lucis[edit | edit source]
|Menace Beneath Lucis||Cleigne||Complete storyline dungeons, Balouve Mines, Crestholm Channels, Daurell Caverns and Costlemark Tower||0 EXP, Hunter Medal|
This quest requires all menaces to be defeated. Once completed, the player can return to Ezma to get the Hunter Medal and complete Ezma's dossier. While inside the dungeons, the summon prompt never happens.
A Menace Sleeps in Keycatrich[edit | edit source]
|A Menace Sleeps in Keycatrich||Keycatrich Trench||Commence "Menace Beneath Lucis"||0 EXP|
Keycatrich's sealed door is located in the deepest part of the dungeon, a little way behind a crawlspace after the Tomb of the Conqueror. The player must descend through a series of floors with the goal to defeat the boss at the bottom. This menace dungeon has 20 floors each consisting of one item and a set of monsters the player must defeat to proceed to the next floor. There is a haven along the journey, so the player can replenish health and cook.
This menace dungeon houses various flan-type daemons that resist weapons (apart from the royal arms) and some elements except Light. Elemancy can easily take care of specific flan, but the tight spaces can damage the player's allies as well. Equipping Light-elemental weapons (e.g. Dominator, Orichalcum, etc.) can help deal additional damage. The player can also use the Ring of the Lucii and the Magitek Exosuit for an easy journey. The boss on the final floor is a Lakhmu Flan, an over-sized black flan whose attacks are powerful but can be easily dodged and parried.
A Menace Sleeps in Fociaugh[edit | edit source]
|A Menace Sleeps in Fociaugh||Fociaugh Hollow||Commence "Menace Beneath Lucis"||0 EXP|
Fociaugh's sealed door is at the end of the dungeon, through a crawlspace on the upper-right corner of the area before Ramuh's runestone. The player must descend through a series of floors with the goal to defeat the boss at the bottom. This menace dungeon has 20 floors each consisting of one item and a set of monsters the player must defeat to proceed to the next floor. There is a haven along the journey, so the player can replenish health and cook.
The enemies in this menace dungeon are mostly samurai-type enemies that can inflict Instant Death. Wearing Ribbon, Safety Bit, the Assassin's Creed attires/Magitek Exosuit or eating food with Death-Defying is recommended. Since all enemies are daemons, using Light-elemental weapons (e.g. Dominator, Orichalcum etc.) and spamming Holy will help. The menace in this dungeon is a chandravarma, a more powerful version of a red giant.
Some notable treasures that can be acquired in this menace dungeon are the following: the weapons Enhancer (boss floor) and Organyx (10th floor), The Grand Chamberlain (6th floor—right dead end), which is an exclusive accessory for Ignis, and the accessories Centurion Bangle (12th floor) and Lavender Oil (14th floor—left dead end).
A Menace Sleeps in the Grotto[edit | edit source]
|A Menace Sleeps in the Grotto||Greyshire Glacial Grotto||Commence "Menace Beneath Lucis"||0 EXP|
There are two camps. After the first camp, paths branch out twice; the first time the player must take the path leading right, the second time they must take the middle path. After the second camp, the next time there are branching paths, the player must take the left path.
Defeating the final boss will earn the firearm Executioner. Other good treasures at the grotto are the Vigilantes daggers (first haven), and the Black Belt (+50% damage to larger enemies for Gladiolus) and Safety Bit (immunity to Instant Death) accessories.
The recommended level for this dungeon is 65.
A Menace Sleeps in Daurell Caverns[edit | edit source]
|A Menace Sleeps in Daurell Caverns||Daurell Caverns||Commence "Menace Beneath Lucis"||0 EXP|
Daurell's sealed door is near the beginning of the dungeon, on the left path from the entrance. Once the player has dropped down to an open area with hecteyes and an iron giant, the door is hidden behind a crawlspace on a ledge that can only be accessed by point-warping to it during the battle, or by blinking from the opposite ledge. A ladder can be dropped afterward to make returning there easier.
Once through the door, the player must descend through a series of floors with the goal to defeat the boss at the bottom. This menace dungeon has 30 floors each consisting of one item and a set of monsters the player must defeat to proceed to the next floor. There are two havens along the journey, so the player can replenish health and cook.
This menace dungeon contains difficult enemies such as Sir Tonberry, Malbodoom and an Iseultalon. Most enemies inflict various status ailments from Poison to Instant Death, so the player should equip Ribbons or eat food with Resilient. The enemies from 1F–9F are weak to polearms. Once past the first haven, the player is required to have Elemancy or the Ring of the Lucii to continue due to custard and dolce being immune to all physical weapons, including the royal arms. The final boss is a mahanaga, a more powerful version of a naga that can inflict Stone and Toad.
Some noteworthy items that can be obtained in this menace dungeon are: the weapons Duel Code greatsword & Precision Lance, the accessories Emperor's Anklet (Vitality +120), Moogle Charm (EXP +20%), Oracle Earring (Magic +200), and the Noctis-exclusive accessory, Field Medicine.
A Menace Sleeps in Balouve[edit | edit source]
The sealed door for the menace is found in the same area as the Tomb of the Clever behind a crack in the northeast wall of the boss room. This menace dungeon has 20 floors each consisting of one item and a set of monsters the player must defeat to proceed to the next floor. There is a haven along the journey, so the player can replenish health and cook.
The enemies in this menace dungeon are relatively simple. The player should equip a Ribbon or eat Resilient food beforehand on 1F-9F for enemies that inflict Poison and Confusion. After the haven at the 10F, one is better off playing defensively against the mindflayers and the boss psychomancer since their attacks are easily blocked.
There are a few noteworthy items that can be obtained in this menace dungeon. The weapons are the Apocalypse greatsword & the Death Penalty gun. The accessories are Emperor's Anklet, Oracle Earring, & Platinum Bangle, which all have a 50% chance of being obtained.
A Menace Sleeps in Steyliff[edit | edit source]
|A Menace Sleeps in Steyliff||Steyliff Grove||Commence "Menace Beneath Lucis"||0 EXP|
This menace is located beneath the Steyliff Grove, and is the longest menace dungeon with 100 floors and 9 havens. The final boss is the mictlantecihuatl. Defeating the final boss will earn the polearm Flayer. The recommended level for this dungeon is 86.
The sealed door is located in the deepest part of the dungeon, beyond where the boss was fought in the open room with the "water ceiling." Unlike most menace dungeons, Steyliff's maze consists of rooms in the style of the Solheimian ruins above, rather than caverns. Most enemies here are weak to daggers, though the psychomancers are weak to greatswords instead; the Zwill Crossblade from Randolph's quests, and the Plumes of the Vortex from the Adventurer from Another World, thus make for good weapons to equip here. The player should also have some magic, as the flan fought in the later floors are invulnerable to physical attacks. There are also tonberries in the later floors, which can take a long time to kill for their massive HP.
Some noteworthy gear found here are: the Balmung (one-handed sword), Flayer (spear; from the end boss), the Purified Salt (Spirit +120), Celestriad (resist fire/ice/lightning), Legatus Bangle (Max HP +1200), Anklet of the Gods (Vitality +150), and the Robe of the Lord (MP Recovery Rate +5%).
A Menace Sleeps in Crestholm[edit | edit source]
|A Menace Sleeps in Crestholm||Crestholm Channels||Commence "Menace Beneath Lucis"||0 EXP|
The door to the Menace is found at the very end after the Jormungand boss room, down a ladder. Once through the door, the player must descend through a series of floors with the goal to defeat the boss at the bottom. This menace dungeon has 30 floors each consisting of one item and a set of monsters the player must defeat to proceed to the next floor. There are two havens along the journey, so the player can replenish health and cook.
The party should be around Level 90 before to tackle this menace because it contains a lot of high-level monsters. The majority of them are weak to one-handed swords. The party will encounter enemies that inflict Confusion and Poison, so one should prepare beforehand with a Ribbon or eat Resilient food. For the slow-attacking enemies (e.g. coraldevil, seadevil, and phalaris), the players should focus on blindside-links to easily take them down. For the hvitrormr, malbodoom, and the manxom boss, the player is better off using Armiger.
Some noteworthy accessories that are found here are: Anklet of the Gods (Vitality +150), Mystic Circlet (Magic +250), Tarot Card (Spirit +150), Mighty Guard (+30% Elemental Resistance), Blue Diamond Bracelet (Strength +80), Legatus Bangle (Max HP +1200), & Gigas Bangle (Max HP +1500).
A Menace Sleeps in Costlemark[edit | edit source]
|A Menace Sleeps in Costlemark||Costlemark Tower||Commence "Menace Beneath Lucis"||0 EXP|
Upon entering the sealed door, the party's map and the item menu will both become inactive for as long as they're inside. Similar to the other sealed dungeons, the party will follow a linear path battling room after room of progressively stronger foes with a reward present in the center of each chamber. Battles within the sealed door cannot be fled. Havens are scattered about the journey where the player can replenish HP and cook.
Costlemark's Menace Dungeon is the second longest dungeon and easily the hardest. Because no items can be used, if the player's health falls to 0 and the party can't help him out of Danger, the player will have to start again from the last haven.
The party should be level 90+ before attempting, and could benefit from a more defensive build. The accessories Magitek Suit V2, Black Hood and Anklet of the Gods are good choices. The Grand Chamberlain for Ignis can be useful, but isn't reliable. Most enemies in the dungeon are weak to daggers and greatswords, but the "boss" enemies are weak to swords, so the Zwill Crossblades are great, and the Ultima Blade or Balmung can help when parrying. The Vortex weapons from Adventurer from Another World are also good for their innate critical hits and high stats.
Some other precautions can be taken before entering:
- It is best to stock up on magic with healcast, and enter the dungeon with full elements and healcast items for Elemancy.
- Bringing ingredients for recipes with the best buffs—Legendary Herb-Grilled Whopper is useful early on, but when magic becomes vital—King's Stew and Kenny's Secret Recipe are among the best.
- Recovery skills learned in Ascension keep the party alive longer. A lot of the harder battles can result in only the player character being left alive.
- Armiger is powerful and recharges fast amid all the battles so the player can unleash it often.