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The Palace of the Dead is the first Deep dungeon Deep dungeon in Final Fantasy XIV, added in Patch 3.35. Initially featuring 50 floors, it was expanded to 200 floors with Patch 3.45.

The Palace of the Dead is an ever-changing dungeon whose architecture is never quite the same each time players enter to explore its depths. All players will begin at level one, and only by fighting the enemies within will they be able to gain the strength and experience needed to reach the final floor.

Profile[]

In the subterranean city of Gelmorra, deep within a forgotten corner of Issom—Har, stout-hearted explorers have uncovered the entrance to a labyrinthine dungeon. Those who set foot inside its maddening halls find their vigor drained by an irresistible fog of innervation, and repeated excursions have failed to map its seemingly inconstant architecture. After hearing chilling accounts of spectral denizens, locals took to whispering of a "Palace of the Dead," and the Wood Wailers now seek the assistance of adventurers in laying bare its haunted secrets...

Gameplay[]

Players may access the Deep Dungeon after completing the quest "The House That Death Built" in New Gridania (requires at least level 17 and completion of "Into a Copper Hell" Main Scenario quest). By speaking to the Wood Wailer Attendant in Quarrymill, players can register to enter either as a pre-made group, or solo to let Duty Finder match them with three others. Unlike typical dungeon content, parties aren't restricted to set roles.

The Palace of the Dead employs a set of rules unique to the deep dungeon.

Character Growth[]

Players will start at level 1 regardless of their current class or job level. By defeating monsters that appear in the dungeon, players will be able to gain EXP and level their characters up to 60. The levels gained in progression of the dungeon, however, will not be the same as what players will receive upon clearing.

All enemies encountered will give a fixed amount of EXP regardless of the number of members in the party or the difference in level between the player and the enemy. Rested experience and experience bonuses from food will also be ignored.

There are no adjustments to or restrictions on any actions, additional actions, or statuses. However, players must first reach the required level in the dungeon to have access to them. Players will even have the opportunity to gain actions and statuses above their current level regardless of whether or not they have completed the necessary class or job quests.

Aetherpool Gear[]

Players will be restricted to the use of an aetherpool arm and aetherpool armor when inside the Palace of the Dead. In addition to gaining levels, players must enhance these items as they progress through the dungeon. As such, normal gear will have no effect inside the deep dungeon. Aetherpool armor will take the appearance of the players' current gear upon entering the instance. Aetherpool gear is not subject to durability loss, nor can it gain spiritbond when inside the Palace of the Dead.

Aetherpool gear can be enhanced by accessing silver coffers and will either power up the the arm (weapon) or armor (shields for Gladiators/Paladins). These coffers appear randomly on each floor and after defeating certain enemies. When enhancing gear, there is a chance of failure that varies depending on the current level of the players' gear and the floor where the silver coffer is found. Aetherpool gear can be enhanced to a maximum strength of +99. Upon reaching 60+, the gear will transform and glow red like a tempered weapon. In the event the strength of the players' aetherpool gear exceeds the maximum allowed by their current level, its attributes will be synced.

By speaking to E-Una-Kotor, the player can request to keep their Aetherpool gear and use it outside of the Palace, thereby obtaining a Lv. 60 Padjal weapon for their current class. This process however will reduce the Aetherpool gear's strength in the Palace by 30 points. With the Padjal weapon equipped, the player can request to have the weapon upgraded into a stronger Kinna weapon, replacing the Padjal weapon though, and as with obtaining the Padjal weapon, this process deducts 60 points from the Aetherpool.

Following the 4.3 update, Aetherpool weapons now require 3 Aetherpool grips to trade in. The process to create each reduces the player's Aetherpool points by 10, the result still being a total cost of 30 Aetherpool points. This change may seem pointless, but it has been observed that Aetherpool points seem to accumulate quicker at lower levels, so there is efficiency to be gained by cashing the points in iteratively.

Pomanders[]

Using a pomander (XIV)

Using a Deep Dungeon pomander.

Players will, on occasion, obtain pomanders from treasure chests within the Palace of the Dead. These items have various uses ranging from displaying the entire map of the current floor, to providing party members with beneficial effects. Up to three of each pomander can be held at any time. These items can be found in a shared inventory to be used by all party members (normal items such as potions can still be used independently).

Pomanders cannot be taken outside of the Palace of the Dead. When in a matched party, they cannot be used after the completion of a set of floors. Pomanders that affect the map cannot be overwritten with the same item when their effect is already in play. They will still be consumed upon use.

Certain pomanders can be used to transform the player into an enemy NPC. The effect lasts for one minute, and will grant the user a different attack for the duration.

Progress[]

Parties progress to lower floors by activating the Cairn of Passage stones. These stones have three phases, and will always be inactive when arriving at a new floor. Players must defeat the enemies that appear on the floor before the stone can be fully activated. As the phases progress, the color of the stone's icon on the map will change, and the perimeter around the stone will glow when it becomes fully activated.

In addition to resurrection items and actions, players can use a Cairn of Return to revive all KO'd players. These stones, like the Cairn of Passage, have three phases of activation and can only be used when fully activated. The stone will be inactive when arriving at a new floor. Players must defeat the enemies that appear on the floor before the stone can be fully activated. As the phases progress, the color of the stone's icon on the map will change, and the stone itself will glow when it becomes fully activated.

As players progress, they will arrive at floors with traps that will be set off when walked across. These traps are invisible unless a player has a special item which can reveal their locations. In addition to traps, some floors have the below effects which may benefit or provide some challenge to the player's ability to progress.

Boss enemies will appear every 10 floors. Upon defeating them, players will be able to record their progress, at which time they may choose to leave the deep dungeon. Progress made in strengthening aetherpool arms and armor is saved independently and shared across all save data. Players will receive experience, gil, and/or Allagan tomestones upon leaving the deep dungeon.

If all party members are KO'd inside the Palace of the Dead, they will be removed from the instance and duty fails.

Scoring[]

Patch 3.45 added a scoring system. When challenging the Palace of the Dead, players receive a score based on a number of factors such as highest floor reached and number of enemies slain. Separate scores for both solo and party play will be assigned after being defeated or clearing certain floors. The high scores can be confirmed by speaking with the Wood Wailer expeditionary captain.

The scores of players who venture beyond floor 100 may also appear on the rankings page on the Lodestone.

Treasure Coffers[]

There are three types of treasure coffers which will randomly appear somewhere on the floor at the same time as enemies. While most of these coffers will give players various benefits, some will have traps, such as surprise enemy attacks.

  • Gold Coffers: Gold Coffers may yield pomanders. The coffer will remain even if these items already exceed the inventory limit.
  • Silver Coffers: Silver Coffers will strengthen aetherpool arms and armor. However, opening these coffers will have no effect if the players' weapons and gear are at their maximum level of strength. In addition, even if players' weapons and gear are not at maximum level, there is a possibility that the strengthening effects will not take hold even after opening the coffer. Weapons (including shields), and gear will be strengthened individually, and depending on the player. They may also detonate if touched, damaging players within range (and as of Patch 3.4, any nearby enemies as well).
  • Bronze Coffers: Bronze Coffers may yield normal items such as potions or (rarely) Gelmorran potsherds which can be exchanged for special items.
  • Banded Coffer: The Accursed Hoard (see below). Contents only awarded after completing instance.

Restrictions[]

While players may enter as a base class, they will be unable to use any of Job Actions from the corresponding advanced job at level 30 and above.

Previously, free trial players could only access the first 10 floors, while owners of the base game who did not have Heavensward installed could only access the first 40 floors. As of Patch 5.3, the free trial now includes Heavensward and players can access all 200 floors.

Rewards[]

The following rewards apply based on current level upon entering the instance:

Floor Under 50 50-59 60
10 Experience
1,000 gil
Experience
10 Allagan tomestones of poetics
1,000 gil
10 Allagan tomestones of poetics
20 Allagan tomestones of lore
10 Allagan tomestones of scripture
1,000 gil
20 Experience
1,500 gil
Experience
20 Allagan tomestones of poetics
1,500 gil
20 Allagan tomestones of poetics
40 Allagan tomestones of lore
20 Allagan tomestones of scripture
1,500 gil
30 Experience
2,000 gil
Experience
30 Allagan tomestones of poetics
2,000 gil
30 Allagan tomestones of poetics
60 Allagan tomestones of lore
30 Allagan tomestones of scripture
2,000 gil
40 Experience
2,500 gil
Experience
40 Allagan tomestones of poetics
2,500 gil
30 Allagan tomestones of poetics
60 Allagan tomestones of lore
30 Allagan tomestones of scripture
2,500 gil
50 Experience
3,000 gil
Experience
50 Allagan tomestones of poetics
3,000 gil
50 Allagan tomestones of poetics
100 Allagan tomestones of lore
50 Allagan tomestones of scripture
3,000 gil
60 Experience
2,000 gil
Experience
30 Allagan tomestones of poetics
2,000 gil
30 Allagan tomestones of poetics
60 Allagan tomestones of lore
30 Allagan tomestones of scripture
2,000 gil
70 Experience
2,000 gil
Experience
30 Allagan tomestones of poetics
2,000 gil
30 Allagan tomestones of poetics
60 Allagan tomestones of lore
30 Allagan tomestones of scripture
2,000 gil
80 Experience
2,000 gil
Experience
30 Allagan tomestones of poetics
2,000 gil
30 Allagan tomestones of poetics
60 Allagan tomestones of lore
30 Allagan tomestones of scripture
2,000 gil
90 Experience
2,000 gil
Experience
30 Allagan tomestones of poetics
2,000 gil
30 Allagan tomestones of poetics
60 Allagan tomestones of lore
30 Allagan tomestones of scripture
2,000 gil
100 Experience
3,000 gil
Experience
50 Allagan tomestones of poetics
3,000 gil
50 Allagan tomestones of poetics
100 Allagan tomestones of lore
50 Allagan tomestones of scripture
3,000 gil
110+ Experience
2,000 gil
Experience
30 Allagan tomestones of poetics
2,000 gil
30 Allagan tomestones of poetics
60 Allagan tomestones of lore
30 Allagan tomestones of scripture
2,000 gil

Players will also receive one Gelmorra Shard upon defeating the boss of Floor 50. Gelmorra Shards may be exchanged with E-Una-Kotor for miscellaneous rewards.

In addition, if aetherpool equipment is at +30 or above and Floor 50 has been completed, players can receive an Padjali weapon from E-Una-Kotor. If aetherpool equipment reaches +60 or above and Floor 100 has been completed, the Padjali weapons can be upgraded to Kinna gear. This will subtract aetherpool gear strength by +30/+60 respectively.

Accursed Hoard[]

Patch 3.4 added a new mechanic called the Accursed Hoard. While exploring the Palace of the Dead, players will, on occasion, discover hidden treasure known as the Accursed Hoard. Upon saving progress and exiting the Palace of the Dead, players can take this treasure to the Expedition Bishop at Quarrymill in the South Shroud (X:25.1 Y:20.6) to have it appraised and discover what lies within.

Players must remain stationary at the location where the treasure is buried for a fixed period of time for the coffer to be unearthed. Before the Accursed Hoard can be discovered, players must first use the Pomander of Intuition to reveal its location on the map. However, lucky adventurers might stumble upon the Accursed Hoard by accident even without the Pomander of Intuition active.

Enemies[]

Regular Enemies[]

Floor range Enemy Level Enemy Level Enemy Level
1-10 Palace Sprite 1 Palace Deathmouse 2 Palace Ziz 3
Palace Antelope 4 Palace Bat 6 Palace Coblyn 8
Lost Goblin 9 Palace Hippocerf 11 Palace Beetle 14
Palace Dung Beetle 15 Palace Hornet 16 Palace Yarzon 17
1-10 Boss Palace Deathgaze 20
11-20 Living Whelk 18 Palace Pudding 19 Palace Uragnite 20
Palace Toad 22 Palace Slime 23 Palace Cobra 25
Palace Ninki Nanka 25 Palace Nanka 26 Palace Ochu 28
Palace Seedling 29 Palace Biloko 31 Palace Morbol 33
11-20 Boss Spurge 35
21-30 Palace Puk 33 Palace Dullahan 34 Palace Drake 35
Palace Adamantoise 38 Palace Peiste 39 Palace Minotaur 40
Palace Wivre 41 Palace Spriggan 42 Palace Centaur 44
Palace Skatene 45 Palace Effigy 46 Palace Marolith 47
21-30 Boss Ningishzida 49
31-40 Nightmare Bogy 48 Nightmare Hecteyes 50 Nightmare Ogre 51
Nightmare Mummy 52 Nightmare Succubus 52 Nightmare Eye 53
Nightmare Dahak 54 Nightmare Catoblepas 55 Nightmare Monk 55
Nightmare Troubadour 56 Nightmare Gnat 57 Nightmare Haagenti 57
Nightmare Gourmand 58
31-40 Boss Ixtab 59
41-50 Nightmare Demon 58 Nightmare Gargoyle 59 Nightmare Bhoot 60
Nightmare Bloodguard 60 Nightmare Dragon 60 Nightmare Gravekeeper 60
Nightmare Hellhound 60 Nightmare Knight 60 Nightmare Manticore 60
Nightmare Persona 60 Nightmare Wraith 60
41-50 Boss Edda Blackbosom 60
51-60 Palace Anubys 60 Palace Arch Demon 60 Palace Deepeye 60
Palace Gremlin 60 Palace Idol 60 Palace Imp 60
Palace Pot 60 Palace Pudding 60 Palace Soulflayer 60
Palace Taurus 60 Palace Vodoriga 60
51-60 Boss The Black Rider 60
61-70 Palace Blade 60 Palace Croc 60 Palace Diplocaulus 60
Palace Elbst 60 Palace Mylodon 60 Palace Pteranodon 60
Palace Raptor 60 Palace Sarcosuchus 60 Palace Triceratops 60
Palace Tyrannosaur 60 Palace Wivre 60
61-70 Boss Yaquaru 60
71-80 Bird of the Palace 60 Palace Aurochs 60 Palace Anzu 60
Palace Bandersnatch 60 Palace Bear 60 Palace Coeurl 60
Palace Cyclops 60 Palace Dhalmel 60 Palace Lion 60
Palace Sasquatch 60 Palace Wolf 60
71-80 Boss Gudanna 60
81-90 Flame Dragon 60 Palace Bomb 60 Palace Chimera 60
Palace Claw 60 Palace Eruca 60 Palace Gallimimus 60
Palace Hapalit 60 Palace Vinegaroon 60 Palace Wamoura 60
Palace Wamouracampa 60 Palace Worm 60
81-90 Boss The Godmother 60
91-100 Dark Dragon 60 Palace Corpse 60 Palace Corse 60
Palace Gourmand 60 Palace Gravekeeper 60 Palace Hippocerf 60
Palace Knight 60 Palace Mummy 60 Palace Roselet 60
Palace Swarm 60 Palace Wraith 60
91-100 Boss Nybeth Obdilord 60
101-110 Deep Palace Doblyn 60 Deep Palace Dung Beetle 60 Deep Palace Gaelicat 60
Deep Palace Hippogryph 60 Deep Palace Hornet 60 Deep Palace Ladybug 60
Deep Palace Sprite 60 Deep Palace Squirrel 60 Deep Palace Stag 60
Deep Palace Yarzon 60 Deep Palace Ziz 60 Goblin Adventurer 60
101-110 Boss Alicanto 60
111-120 Deep Palace Bifericeras 60 Deep Palace Biloko 60 Deep Palace Cobra 60
Deep Palace Gigantoad 60 Deep Palace Leech 60 Deep Palace Morbol 60
Deep Palace Nanka 60 Deep Palace Ochu 60 Deep Palace Pudding 60
Deep Palace Salamander 60 Deep Palace Seedling 60 Deep Palace Slime 60
111-120 Boss Kirtimukha 60
121-130 Deep Palace Adamantoise 60 Deep Palace Basilisk 60 Deep Palace Biast 60
Deep Palace Centaur 60 Deep Palace Dullahan 60 Deep Palace Effigy 60
Deep Palace Minotaur 60 Deep Palace Pteroc 60 Deep Palace Skatene 60
Deep Palace Spriggan 60 Deep Palace Urolith 60 Deep Palace Wivre 60
121-130 Boss Alfard 60
131-140 Deep Palace Ahriman 60 Deep Palace Catoblepas 60 Deep Palace Dahak 60
Deep Palace Gourmand 60 Deep Palace Guard 60 Deep Palace Hecteyes 60
Deep Palace Monk 60 Deep Palace Mummy 60 Deep Palace Ogre 60
Deep Palace Soul 60 Deep Palace Taurus 60 Deep Palace Troubadour 60
131-140 Boss Ah Puch 60
141-150 Deep Palace Bhoot 60 Deep Palace Demon 60 Deep Palace Gargoyle 60
Deep Palace Hellhound 60 Deep Palace Ked 60 Deep Palace Keeper 60
Deep Palace Knight 60 Deep Palace Manticore 60 Deep Palace Persona 60
Deep Palace Succubus 60 Deep Palace Wraith 60 Onyx Dragon 60
141-150 Boss Tisiphone 60
151-160 Deep Palace Abaia 60 Deep Palace Arch Demon 60 Deep Palace Deepeye 60
Deep Palace Devilet 60 Deep Palace Gremlin 60 Deep Palace Marolith 60
Deep Palace Pot 60 Deep Palace Pudding 60 Deep Palace Shabti 60
Deep Palace Soulflayer 60 Deep Palace Taurus 60
151-160 Boss Todesritter 60
161-170 Deep Palace Archaeosaur 60 Deep Palace Croc 60 Deep Palace Diplocaulus 60
Deep Palace Lindwurm 60 Deep Palace Mylodon 60 Deep Palace Pteranodon 60
Deep Palace Sarcosuchus 60 Deep Palace Triceratops 60 Deep Palace Tursus 60
Deep Palace Vinegaroon 60 Deep Palace Wivre 60
161-170 Boss Yulunggu 60
171-180 Bird of the Deep Palace 60 Deep Palace Wisent 60 Deep Palace Anzu 60
Deep Palace Bandersnatch 60 Deep Palace Bear 60 Deep Palace Black Coeurl 60
Deep Palace Snowclops 60 Deep Palace Dhalmel 60 Deep Palace Lion 60
Deep Palace Sasquatch 60 Deep Palace Wolf 60
171-180 Boss Dendainsonne 60
181-190 Deep Palace Archaeosaur 60 Deep Palace Claw 60 Deep Palace Crawler 60
Deep Palace Garm 60 Deep Palace Grenade 60 Deep Palace Sprite 60
Deep Palace Vindthurs 60 Deep Palace Wamoura 60 Deep Palace Wamouracampa 60
Deep Palace Worm 60 Flood Dragon 60
181-190 Boss The Godfather 60
191-200 Deep Palace Bicephalus 60 Deep Palace Fachan 60 Deep Palace Gourmand 60
Deep Palace Hippogryph 60 Deep Palace Iron Corse 60 Deep Palace Keeper 60
Deep Palace Knight 60 Deep Palace Mummy 60 Deep Palace Trap 60
Deep Palace Wraith 60 Onyx Dragon 60

Undead Enemies[]

Some non-playable characters who have died in previous story quests can appear in this instance randomly as humanoid mini-bosses:

  • Flame Commander: Jakes Ryder, also known as Mad Snake. He first appeared in Final Fantasy XIV 1.0 storyline at Jagged Crest Cave, More Dhona. Jakys has died during the Calamity. He can be seen roaming around the instance looking for his soldiers: Clovissoix and Dhavha.
  • Bloated Conjurer, Bloated Archer and Bloated Pugilist: Una Tayuun, Satzfloh and Percevains respectively. They first appeared in Final Fantasy XIV 1.0 as loyal members of the Path of the Twelve. After the Calamity, Una Tayuun lost her memory and the other two members lost their way back. It's not long until they reunited in the Waking Sands. However, they were killed in a raid led by Livia sas Junius. Una Tayuun finally regains her memory when she gets killed by the player in this instance.
  • Sword-swinging Adventurer, Staff-spinning Adventurer and Spear-shaking Adventurer: (Dolorous Bear, Kikina, and E’manafa respectively) They first appeared in the early quests of Final Fantasy XIV: A Realm Reborn. They were the rival party to Edda's group. Later on, the entire party were killed by the Hecatoncheirs at Copperbell Mines due to their overconfidence to their abilities.
  • Roughspun Ruffian: Garibald the Fargone. He first appeared in the Ul'dah introduction of Final Fantasy XIV storyline. Garibald attempted to get The Traders' Spurn (an alchemical powder that was used to destroy Sil'dih in the past) by trading it for the stolen crown of Nanamo Ul Namo. He was killed later during a fight against the adventurer. During the instance, he questions his undying state and wonders if is related to the powder.
  • Frenzied Freebooter: Baenryss of the Deep. He first appeared in the Limsa Lominsa introduction of Final Fantasy XIV storyline. He was a member of the Serpent Reavers group. He was killed later during a fight against the adventurer.
  • Ishgardian Pikeman: Janremi Blackheart. He first appeared in the Gridania introduction of Final Fantasy XIV storyline. He stole an egg from a chocobo named Leia. The adventurer followed him with Kuplu Kopo to an area near Tam-Tara Deepcroft to retrieve the egg. Janremi was killed in process. During the instance, he can be heard saying that he needs the egg because it is "the only way".
  • Duskwight Lancer: Foulques of the Mist. He first appeared in the Lancer class quests as an antagonist. After losing a duel against the adventurer, he accidentally fell off a cliff leading up to his death. In this instance, he repeats his last words when the player kills him.
  • Mortifying Magnate: Teledji Adeledji. He first appeared in Final Fantasy XIV 1.0 storyline as a President of the Mirage Trust and as a member of the Syndicate. It was revealed in the ending of 2.x storyline that Teledji was willing to seize the Allagan superweapon, Omega, and poisoned the Sultana to rule Ul'dah. He acknowledged that fact in front of Raubahn Aldynn while mocking the Sultana's supposed death, which enraged Raubahn into killing him. In this instance, he appears to be extremely terrified from what happened to him.
  • Insistent Inquisitor: Inquisitor Guillame. Or rather, the heretic who disguised himself as the inquisitor. He used his position in Ishgardian society to send innocent men and women to their deaths before being discovered and slain by the Warrior of Light. Even in death, he remains loyal to the Dravanian Horde.
  • Moldering Merchant: Ungust. A unscrupulous Ul'dahn merchant who first appears falsely accusing a woman for stealing from him, and is later revealed to have been providing the Amalj'aa with crystals and human sacrifices in exchange for goods. When he tried to sell the Warrior of Light to the beastmen, he found himself becoming one of the sacrifices, where he was tempered by the primal Ifrit and later executed by the Immortal Flames.
  • Emaciated Engineer: Agent Hummingway. An Eorzean spy tasked with infiltrating the XIVth Legion at Castrum Occidens. He was later outed and killed by Nero tol Scaeva.
  • Jaundiced Tribunus: Livia sas Junius. Gaius van Baelsar's second in command. She launched an attack on the Waking Sands, killing several members of the Scions of the Seventh Dawn. During Operation Archon, she guarded Castrum Meridianum and was slain by the Warrior of Light.
  • Flyblown Praefectus: Rhitahtyn sas Arvina. One of Gaius van Baelsar's most trusted tribuni, a roegadyn man who rose through the ranks of the Garlean military due to his skill. Commander of the outpost at Cape Westwind, he was the first Garlean officer to be targeted during Operation Archon, where he was slain by the Warrior of Light.
  • Half-Cracked Captain: Captain Madison. Captain of the Serpent Reaver pirates, tempered into service by Leviathan. Ever the coward, he would always flee from a fight gone south. After failing to protect the Sastasha seagrot, he was punished by Leviathan, who overexposed him and his crew to water-aspected aether, mutating them into wavekin-like forms. When the Warrior of Light invades Sastasha again, he summons the Kraken and is promptly killed by it.
  • Gangrenous Giant: Ouranos. Chieftain of the hecatoncheires trapped within Copperbell Mines, he led a resurgence of the gigants to avenge the death of his son Gyges at the hands of the fledgling Warrior of Light during their first attempt to escape the mines, only to be slain himself by the same adventurer.
  • Necrose Knight: Chlodebaimt de Haillenart. The third son of House Haillenarte, who perished while defending the Steel Vigil from Dravanian onslaught.

Achievements[]

Name Type Title Description Patch
In Too Deep I Battle: Dungeons Clear the 10th floor 3.35
In Too Deep II Battle: Dungeons Clear the 20th floor 3.35
In Too Deep III Battle: Dungeons Clear the 30th floor 3.35
In Too Deep IV Battle: Dungeons Clear the 40th floor 3.35
In Too Deep V Battle: Dungeons Clear the 50th floor 3.35
In Too Deep VI Battle: Dungeons Hero Of Gelmorra Clear the 100th floor 3.45
In Too Deep VII Battle: Dungeons Clear the 150th floor of the Palace of the Dead. 3.45
In Too Deep VIII Battle: Dungeons Clear the 200th floor 3.45
Pal-less Palace I Battle: Dungeons Clear the 1st through the 50th floors solo and record a score on floor 51 or below. 3.45
Pal-less Palace II Battle: Dungeons Lonely Explorer Clear the 1st through the 100th floors solo and record a score on floor 101 or below. 3.45
For The Hoard I Battle: Dungeons Discover a piece of the Accursed Hoard. 3.4
For The Hoard II Battle: Dungeons Discover 100 pieces of the Accursed Hoard. 3.4
For The Hoard III Battle: Dungeons The Lucky Discover 1,000 pieces of the Accursed Hoard. 3.4
For The Hoard IV Battle: Dungeons Discover 5,000 pieces of the Accursed Hoard. 3.4
The Trouble With Buried I Battle: Dungeons Discover a piece of the Accursed Hoard without using a pomander of intuition. 3.4
The Trouble With Buried II Battle: Dungeons Of The Sixth Sense Discover 100 pieces of the Accursed Hoard without using a pomander of intuition. 3.4
Pal-less Palace III Battle: Dungeons The Necromancer Clear the 1st through the 200th floors solo. 4.0

Behind the scenes[]

Naoki Yoshida confirmed at Gamescom 2016 that the 200 floors of the instance can be completed solo though it would be extremely challenging. He also said that the players who manage to do that "must have god-like skill".[1] An achievement for completing 200 floors solo was added with the release of Final Fantasy XIV: Stormblood. The first player to complete this challenge was Usagi Mimi from the Japanese server, Carbuncle, in January 2018.[2]

Deep Dungeon 2 was released later in Patch 4.35. It was dubbed as Heaven-on-High.

Blue Mage is the only class that cannot be used in this instance.

Musical themes[]

Palace of the Dead employs a theme roulette where the background changes every 3 regular floors. In most instances, the themes are pulled from a pool of music including tracks from the original version that was not put into use in the current version of the game, however certain sets of 3 floors will always play specific themes. "The Merry Wanderer Waltz" plays on floors 1-3."My Soul to Keep" plays on floors 47-49. "Fog of Phantom" plays on floors 97-99. "Brothers in Arms" plays as the theme for the first 4 bosses. "Ominous Prognisticks" plays as the theme for all other generic bosses. "Blackbosom" plays as the theme for the fight against Edda on floor 50.

Gallery[]

Citations[]

  1. Van Duine, Erren (2016, August 21). "Final Fantasy XIV Palace of the Dead update set for Patch 3.45; 200 floors total". From Nova Crystallis. Archived from the original on 7 November 2020.
  2. Altay, Omer (2018, January 19). "Usagi Mimi on Carbuncle Server Is World's First Player to Hit Floor 200 in PotD Solo (FFXIV)". From MMOs.com. Archived from the original on 7 November 2020.

External links[]

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