Tomb of the Conqueror (FFXV)

Going through the Tomb of the Conqueror was fun. There is a lot of doors that I assume will open at a later date. This video is only the battle scenes and acquiring the King’s weapon.

 


The following information is from http://www.ign.com/wikis/final-fantasy-15

In Final Fantasy XV, The Power of Kings is the second major quest of Chapter 2: No Turning Back. In this mission, Noctis travels to another nearby tomb to find a second Royal Arms in the depths of a dungeon.

  • Recommended Level: 6
  • Reward: 500 XP

Speak with Cor again and he’ll tell you a bit more about the Royal Arms. He’ll also inform you that there are 13 Royal Arms in all, and that they all lie in tombs hidden around the land in dangerous areas. Cor will ask that you head to another tomb nearby, and will even join your party for the meantime.

Head to Keycatirch Trench

Be sure to make use of Cor while he’s tagging along. He comes very strong and is decked out in gear – but nothing you can change however. Leave the Tomb of the Wise behind and head left back at the crossroads to continue further North. Some Sabertusks will try and cut you off, but the swarm of level 2 creatures won’t be a match for your new team – or your new blade.

Note the dropships heading in from above as you go down the path, a large contingent of Imperials are in your way, including riflemen, axemen, and two snipers. Warp to take out the sniper on the rock to the left as the battle begins – and make liberal use of Cor’s Lion’s Roar technique to tear apart the Axemen. Another sniper hides behind the ruins of the tank – but you can warp to a ledge above him and warp-strike ambush him as he tries to fight your friends.

The battle won’t be over just yet, as more Magitek and Imperials will drop in from above – be ready to use some techniques and chase down the riflemen, who are vulnerable alone to your chain attacks.

When the battle is over, rest up a big, and ignore the Guarlet creatures to the left – the high level Guaressa is too big a threat to handle – and you’ve got something else to worry about. Weaving through the path filled with Imperial Dropships are two Magitek Armors, large mech-like creations that are quite formidable. If you want a chance against them, make sure Cor is doing his job with his techniques, and use greatswords or daggers to deal more damage to them. Watch out in particular for their grenade like projectiles that bury into the ground and explode – and the explosions they emit upon defeat. Picking a leg to hack on can send them crashing to the ground – just watch the second mech doesn’t open fire on you while you are otherwise engaged.

If you feel like standing around, another dropship will soon land with even more Imperials and Magitek Axemen – but with Cor you should stand a chance and get quite a lot of experience. After this group falls, check the ruins and stairs on the other side of the dropship to find a Chrome Bit among the ruined stairs, and a Hi-Elixir down below on a table among some rubble. The far opposite corner of this ruined area has a Treasure Spot guarded by a Magitek Armor and some Imperials, but you’ll get a nice Giant Hairy Horn out of it.

When you are done with the area, head towards the dungeon entrance with the large creepy statues on the horizon, and be sure to check right above the dungeon entrance on a ledge to the left to find a Bioblaster

Search the Royal Tomb

Cor will take his leave at the tomb entrance, which sucks, but you’ll need to prove yourself in here. He’ll also leave the Tombkeeper’s Key with you, and instruct you to seek out the other tombs to claim all of the Royal Arms.

Make sure to look around for fallen items, like a Metal Crap in the first room to the left of the piled sandbags. At the first junction Prompto will notice an odd cable running to the right, opposite the direction your goal supposedly is. Follow it, and you’ll find a generator that lights up the dim hallways of this tomb. Follow the path to find an Electrolytic Condenser before it curves left back to the main path.

At the end of the next hall there will be a door to your right. Go left instead first to find a Carbon Bangle at a dead end. Return through the gate, and look right at the end of the corridor to grab a Rusted Bit before going left. A large green door on the left will be locked, so keep going North through the next open gate. Another locked gate is on the right, so keep moving down until another path on the right leads to a small opening you can crawl through. Before going through the crawlspace, keep going up to a large room that holds another Oracle Ascension Coin. Strange. Back in the corridor, stranger things will be afoot as a Green Choker will be found near a well on the right, and the gate to the stairs going below are now open, as is the room further back. The room farther back leads into a small room with a lightning canister and an Electrolytic Condenser, as well as a broken path into some caves that hold a Rusted Bit on the left, and a path back to the room with the frost canister – as well as a Goblin ambush. In close quarters the Goblins can be tricky, so be sure to use the most of your techniques, and try Polearms and Daggers for added damage bonuses (Ingis can help out in this department.) Once they are dead, grab the Potion before heading back down the main path.

If you decide to head down the now unlocked gate to the lower level, you’ll find a large but caved-in room on the left with an Ether – but get ready to dodge falling rocks. The other path will take you back up the floor above.

Going right between the two stairs here leads into a large room with an item at the end – but the lights will turn off before you are ambushed by Goblins in the dark, who also trigger some falling rocks you need to start dodging or take major damage.

After they die, grab another Oracle Ascension Coin in the room before going back the way you came. Travel down the hall until you reach a narrow crevice you can squeeze to the other side to find an Elixir, and a path to the right. This curving path leads to a Laser Sensor on the right and another corridor on the left. Another locked green door stands on the right, but the path on the left connects to the one you were on previously, as well as an unlocked door – finally.

The small room inside has a generator – but is also home to several more goblins who drop down from above. Waste no time in laying into them with daggers or lances, and watch for their wind up strikes as you block and parry their big attacks. After they fall, turn the power on once more and head back to the main unexplored hallway. This path ends in another cave-in with an Elixir on the ground – so the only other way is through another door on the right.

Inside is another large lit storage room, and it has a fire canister you can gain some magic from. A noise will come from the small locker room in the back – but it’s empty. Returning to the room, you’ll be ambushed by a few tarantulas – be careful! Take them out quick, and head through the other door in the room into another corridor with an Auto Crossbow lying the middle of the path. At the end of this hall is a cave-in on the left with a Hi-Elixir, and a door leading to a large storage area.

The storage area hides a very large and imposing Spider Daemon that will ambush you from above: Arachne. Know that Arachne has a soft spot for greatswords and machinery – so make use of the Bio Blaster or Auto Crossbow you got recently and lay on the attack with your big-hitting weapons. Arachne likes to jump around an either smash into people – or unleash lightning balls in a spread attack. Try and get behind for the stealth attacks and use blind-side advantages as much as you can, and be ready to block and parry when Arachne starts hopping about.

With Arachne dead, search the room for an Elixir in the corner before going through the broken wall and squeezing through to another tunnel. There’s a door here at the intersection that leads to the tomb you seek: The Tomb of the Conqueror. The tomb here carries a large axe: the Axe of the Conqueror.

You can leave the dungeon now by fast-traveling out, or you can keep exploring. The crevice up on the left leads a very mysterious door locking away something special – but you can’t open it yet. Unless you still have rooms to explore, it’s time to head out.