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Hit the switch, and the thing will begin to rotate. Here, a Sky Gemstone (very fitting), a Moogle Charm, and a Rainbow Pendant wait for you. At the top, you have to jump across the tops of some pillars, then a difficult jump to a narrow ledge. Typically, when we think of Final Fantasy dungeons, we think of monster-filled labyrinths that test your ability to prepare your party for difficult encounters. There's a gap you can use to enter a different part of the wall down here (if you took some stairs up, you went too far). At the bottom, check underneath where you dropped for an Oracle Ascension Coin. Final Fantasy XV is no exception, but one dungeon stands out from the rest: Pitioss Ruins. Go up, then it's more beams...this time going down. As you ride the platform down, press west to fall off onto a ledge, where a Rusted Bit awaits, Time your jumps across the moving platforms to reach the other side, and you'll get two Elixirs. While this sounds great, it makes Blinking impossible and still doesn't work while attacking, and it costs an Accessory slot, so I can't recommend using it. Go slow, there's no rush. Keep hopping and holding left until you get into the wedge part of the wheel, then keep jumping (getting under the block above you) until you can jump out the other side. You can see two energy fields, one on either side, as you enter, but you can't do anything about them so your only option is to press forward. hopefully not disrespecting my people; cuz we have an amazing genesis myth; and it fit in so perfectly with FFXV; Angst; major angst; this is a sad story; but hopefully bittersweet and hopeful; endgame spoilers; Death; Angst and Feels; fairytale; Alternate Universe - Canon Divergence; Summary Sometimes it works, like Prompto’s photography of your journey; sometimes it doesn’t, like the infamous Chapter 13. Up here, destroy the strange-looking statue to vaporize an energy barrier. Work your way very carefully past the curving bars; stay as far north as possible and walk past them. It gets even more hectic when the dungeon begins to play with your perspective, making it easy to misjudge which way is up as you traverse over moving parts. At the bottom, destroy the statue for a nice shortcut, and pick up the Emerald Bracelet it was guarding. He also contributes to the Nova Crystallis Twitch and YouTube channels, where you can watch select gameplay highlights, previews, and streams. By using this site you are bound and abide by the user agreements. Once you reach the north wall, head out on a girder, then leap to a stone ledge. At the end, to the north is a parallel slope; jump on it, then run to the top. The first jump is very easy, while the second is to a narrow beam, which takes some finesse to make. Jump across to the south, avoiding the three sets of spikes, until you come to a stone outcropping. Mind, these games had tank controls, which — in current times — are generally viewed as an undesirable artifact from a bygone era. It’s the first time in ages, since those old Tomb Raider games, that I’ve felt such a sense of vertigo… in a good way. Drop down and head into the door that just opened up. Do your best Mario and jump from ledge to ledge, being careful not to fall. Yet, here it is to be happened upon, which is kind of a weird and wonderful thing, given big budget games in FFXV’s class often lead you by the hand to every extractable ounce of content. Next, climb around the block in front of you until (with the camera behind you) you can't see any more block to cover, then jump to the next block to the north. Use it to cross to the opposite side of the chasm, where you can find two Elixirs. You'll see some metal bars; use these to jump to another set of metal bars. Drop onto the round part... ...to see the game take it one step further, as an OG 2D game! While I make it look considerably easier in my second attempt, my first time through had no shortage of missed jumps and fumbling through the dark. The screen after that has some Iron Shavings, a Hi-Elixir, a Building Stone, three Mega-Potions, and a Mythril Shaft, along the main platform. Go back to the central stairs, and make your way to the western switch, and hit it to open the door, where five Ethers are in a chest. At its lowest level is a doorway you can use. Once you're level with and to the left of a new wheel, there's a Quality Building Stone. When you reach one of the only actually vertical walls in the area, look west and you'll see a connecting path jutting out. In the video below, you can see my return attempt that I’ve trimmed down considerably, though it posed no little challenge: To me, it represents a lot of the weirdness of FFXV, in that, despite its laborious efforts to be a shade of its perceived contemporaries, there are attempts at some unique things that endear you to it. As a reminder, you need the Regalia Type-F, and you can only enter during the night. Guide Index > Sidequests/Mini-Games > Dungeons > This Page. Once on the beam, follow it to the end (walking), where seven Mega-Potions lie. Before setting out, ideally you should have the listed number or less of the items listed below, to maximize gains (don't worry about running out of healing items, you won't need them here):. After that, take a long jump to a stony incline, then across some narrow steel beams (remember that the shorter jumps are easier if you angle yourself slightly in the direction the platform goes). Follow the ramp, then, when you get around, go back south (on the opposite diagonal slope of the same block set) to find two Mythril Shafts. From here, climb onto the ledge and jump nearly vertical, just slightly tilted left; timed correctly, you'll be on top of the wheel, from whence you can jump right to a platform with a Glass Gemstone, an Elixir, a Black Prince, and three Mega Phoenixes. Use it and some girders to carefully get to the other side of the room (don't fall or you have to climb all the way back up here again). Jump around the corner to the southeast, then wait for a platform to approach. Near the left end (don't go too far or you'll have to start this segment from the beginning) is a doorway in the wall; press Forward a little to go in, take the Megalixir and head up the stairs to emerge in yet another new area. Use it to jump to the metal outcroppings along the wall, and on top of the door. Now return to where you entered through whatever means (jump back there, or die and revive there), and drop down to the north, being careful to roll in the little alcove to the north, to avoid being pushed off the ledge by the block. At the end of the path, you'll see a metal ledge to jump to. Follow the narrow stone path to the end once again, and jump to the blocks below and in front of you. You'll be raised up a level, where a statue waits to the northwest. Drop down to the south, then turn around and follow the path to the north. Pitioss Ruins is a Dungeon in Final Fantasy XV. You can even skip 90% of it with a tiny exploit, ‘Drakengard’ is a nightmarish experience, but it’s better for it, Heavensturn seasonal event returns to Final Fantasy XIV on December 31. Jump to the next pillar to the north, where four Oracle Ascension Coins are nicely laid out for your, then jump onto the decapitated head. Grab the Building Stone, then try to get on top of this wheel. Pitioss Ruins Theory; super experimental but whatever! At the end, wait for the upper wall platform to be under you, then quickly (before it starts moving away and pushing you off) drop down and jump to a passage. What I’ve always loved about these kind of games isn’t so much a need to finish within a time limit, but inching around desperately trying to find your next move, and the payoff when you figure it out. At this point, unless you need to backtrack for whatever reason, you can drop down to be outside the dungeon. Follow it north, then drop down onto the pillar. Now Noctis has to ask himself how to deal with this trauma. Jump to this ledge, where four Oracle Ascension Coins and a Metal Scrap. From here, look west and you'll see a beam. Here, drop (leaping will just make you overshoot and die) to the next ledge in the series. Alright, I've decided to return to an oldish topic; speculation about the nature of Pitioss and the story it's designed to tell. The third one is more or less horizontal after the start; cross it and grab the Prawn Antennae from the foot of the statue. Avoid using the backward directional in here, as it will return you to the beginning of this section (unless that's what you want of course). Head up the ramps to the western entrance, the follow the path north up the two ramps you used near the beginning. Get to it (you need to aim straight for it and leap at the last second, otherwise you'll land on the lower one instead), then look east for a girder a little below your level. You'll see a gap in the fence-like structure; carefully jump through it, keeping to the western wall to alight on another similar narrow strip. Two more pillars, then yet another tricky jump to a narrow beam. From here, look to the southwest where an Item awaits. Ride it up if it's down here (getting off using the platform that had the Rusted Bit) and drop down into the hole the lift uncovered. On the diagonal ledge here you'll find an Elixir, after which you should drop down. So get inside, the, when the wall gets as far as it goes to the west, jump out on the upper level of this area. Drop down and grab the three Oracle Ascension Coins (be sure not to step into the hole), then head up the stairs (safe) to the east. Jump to the iron ramp to the south, and go up to the top. (I find the easiest way is to jump onto the lower half of the pie, then jump so that you land near the top of the other one when it's rotated enough, then quickly jump to the ledge.) From here, drop down and take the Platinum Bangle from the now-open door and two Behemoth Horns from the far eastern one, then simply climb the broken girders through the room. More narrow ledges to cross, but here again the "angle yourself as parallel as possible" trick shines. On my 2nd play through I came back knowing the reward is crap but just wanted to go through it again Pick up three hard-earned Oracle Ascension Coins up on top, Jump to the narrow beam ledge to the southeast, and follow it to an alcove over the door for a Metal Scrap and a Fine Slimy Oil. Use it to reach a Rusted Bit, after which you should head towards the north end of the ledge. Destroy the statue and you're back at the entrance. When it stops spinning, jump to a pillar, then on top of the trap, then to the metal platform to the west. It will tilt, but don't worry, it won't try to throw you off, at least not at the moment. Jump to the lower platform (not on top of the glowing cylinder), then follow the girder to the east. On the other side, avoid being crushed by the spikes here as you slip underneath, then turn north and pass two more. Making sure you're as far back as possible (hit the Forward directional a bit), follow the block left and drop through the gap, picking up a Rare Coin. Once you're down here, look at the spike wall. This is a grouping of complex spikes you must avoid. You should probably be adept at dodging things by that point anyway. When the screen shifts down, you'll see a ledge you have to jump to to your left; do so to get a Splendid Building Stone and Mythril Shaft. I can’t remember who the OP was for this idea, but basically they thought that the giant female statue could be the corpse of a long forgotten Astral. From here, head north, then east to the wall. The Black Hood accessory is a rather good accessory in the fact that whoever wears it can actually evade all incoming attacks, which makes it useful against hordes of enemies and when you are in a bit of a pinch. Follow it up until you see some bars overhead, then just continue on the straightfoward path until you see a gap in the floor; use it to find a slope down (don't fall!) Missing a jump by a hair in these games often means plummeting to a grisly death — sending you back to your last save. Follow it, using the statue to cross, until you reach the area above the entrance to this room. This time, trigger the room to rotate on the east side once again, and once again drop down to the south here. 1. Next, it's time to go up the stairs in here. Jump to the curved yellow thing to the west of this passage, then jump to a stone ledge on the other end for an Elixir, then do this on the east side for a Glass Gemstone. So, in the video above, you can see me jumping from tiny wire to tiny wire in near pitch black visibility, dimly lit by Noctis’s flashlight. Now get back down to the left of the left wheel here, and you'll encounter a block moving left and right. This room consists of moving platforms you must use to avoid spikes. As it approaches the spiked wall to the north, quickly run west and jump to a stationary metal outcropping. Jump to the small platform, then to a larger one. Go back to the previous platform now. © 2020 GAMESPOT, A RED VENTURES COMPANY. What he experienced there changed him and the memories haunt him. Now intentionally fall into the chasm to return to the top of the maze and re-enter it. Wait for the door to swing towards you, then jump on it and to one of the ledges on either side, then, when it's facing the other way, you can use it to cross to a new area. As it rounds the corner, jump onto a steel beam, then wait for the platform to get a little ahead of the spikes and jump over them, back on the platform. This is Titan holding the Door to the Underworld shut while supporting the earth. Run under the two spike crushers, and get on another moving stone platform. Just … Ride until you see some stairs to the south, then climb them and jump on the beam to the north. Chapter 13, Verse 2: For King and Comrade. You won’t be able to access it until you get flight capability for the Regalia after clearing the game, and then you’ve got to land it on a tiny strip of road in a far corner of the map (which, well, takes some real trial and error.). However, there is one thing you want to do before heading there, as there’s a secret quest that can be started in Lestallum. The chest behind you has a Gold Bangle, after which you should use the fallen door to jump to the east. When the wall is at its further point south, head through the gap to the west. Up here, find two Oracle Cards and a Hi-Elixir. From here, the room will stop rotating, so drop down to the stone ramp off to the south. Very shortly, you'll end up on a long series of sloped platforms. Take the Rune Earring, and wait for a platform to approach, using it to get through an opening in the northwestern corner of the spikes. Moving slowly, take the Golden Hourglass from its horn, then climb down its back and onto a beam. Though nary a trace of its rich past remains, Keycatrich was once a residential area home to the Lucian rich and famous. From here you have a fairly easy jump to that tempting piece of metal. Jump unto it, then let the room's rotation drop you onto the next platform. Once the main story is cleared, there's still plenty of things for Noctis and his pals to do - like find the hidden Pitioss Ruins dungeon and clear it, for example. Pitioss Ruins is an optional dungeon only available during Chapter 15. Use the eastern moving block to jump to a small ledge with an Elixir, then jump back to the middle platform (if you fall, simply come back up and cross the first block). Back at the central staircase where you got in here once again, use the sliding block to head east. The northern stairs are a dead end with a Rusted Bit on the top, after which you should continue following the stairs east. There's a ledge to the southeast; time your leap to avoid the nearby spikes and land on the far-away spiked block, from which you can easily take an Earth Gemstone. Carefully tip-toe your way back to the main part of the platform and continue jumping across platforms to go west, being careful not to jump so high that you roll when you get to the circular posts. Dungeons Pitioss Ruins. Follow it to solid ground (once you near the end it's easiest to jump around the corner), where ten Potions are your prize. This time, stay on top and look for a glowing spike trap to the north. Backtrack up the stairs and use the metal ramp now. Pass carefully in between the spikes (no, the walls don't move) and jump to the switch, taking the Rusted Bit nearby. At this point, the worst is behind us, though we still have a little more to do yet. Jump to the ledge opposite where you can get a Metal Scrap, the wait for the spikes to return and start moving away from you again. There have been many that have had some sort of gimmick, such as FFIV’s Magnetic Cavern, or FFVIII’s Tomb of the Unknown King. You'll find yourself back where you entered this large chamber. The story in Pitioss, as said in our last post is a tale told through symbolism. You'll find a Pendulum on the final beam before solid flooring. Go inside. Complete coverage of the main story. Now drop back down (to where you jumped up here from) and follow the path east, then north. Make your way back to the first up/down block. We're not done here, though. Make sure it is nighttime (if not, start a … This room is more of the same, although things are now quite a bit harder for you. You'll pass a spike-less wall to the east, then reach some stairs. Once the room stops rotating, climb the structure up to the top. Here, there's nowhere to go but down. You'll stop in what appears to be a ventilation duct. Yeah, it’s not perfect — I’ll mention once again that Noctis’ movement isn’t particularly built for this kind of thing. Use the pie-shaped wheel to cross to the other side, and keep following the easy, linear path. Climb up, and at the top you get some simple platforming. Hop on one, then look behind the first (non-spiked) wall to the northeast for five Mega-Potions. Pitioss Ruins is a unique dungeon; it has no combat, only platforming and puzzles. Get back on the northern wall now, and get on the moving platform. Arise to the top of the yellow thing again, and this time we want to jump on top of the glowing spike trap to the south. The first jump is straightforward, then you need to use the top of the spiked cylinder to cross to the steel ledge on the other side. Even more secretly it tells a story about the far past of FFXV lore how Ifrit (Yeah the bad summon) tried to save the Goddess Eos through statues, puzzles, and events in the famed Ruins. Jump across to the other side where a Sky Gemstone and a Chrome Bit are there for the taking. Carefully drop down onto the grating here, being careful to avoid the curved edges (these will drop you into the abyss). A good trick to this is to angle yourself a bit towards the wall as you fall; this way, you're less likely to roll, and even if you do you probably won't go off the edge. One tiny nudge revealing the next jump, one swing of the camera revealing the way through. "Your worst nightmare come true. Head to where the cage was earlier, and you'll find five Iron Shavings, a Blood Sword, three Garnet Bracelets, and a Rusted Bit on the floor, and four Elixirs in the chest. Jump onto it, then carefully follow it to the top, Next, turn around and jump to the platform to the east, where two Oracle Ascension Coins, two Rare Coins, a Metal Scrap, three Oracle Ascension Coins, four Hi-Potions, an Earth Pendant, and four Oracle Ascension Coins all await you. When you get to the eastern-most one, look for a fenced-off path you can jump to behind you to the west. You need to jump between the two spike platforms while not going so far as to get hit by the one further down the ledge you're leaping to, so be patient and time your jump. At the top of the stairs, touch the white switch after collecting everything. Once you're crossed it, an easy jump and you're high up in the second antechamber. You'll pass a ball, which once again you can't do anything with at the moment, as you head east. Final Fantasy XV is now available for PlayStation 4 and Xbox One. You'll drop a few times, just keep going. You can now make a fairly simple jump to the metal ledge in the northeastern corner, where a Rare Coin waits for you. My first time through took me nearly four hours, which left me rather bewildered that the game didn’t guide you here by way of any story or gameplay hints save for a few suspect harvesting nodes. From here, follow the ledges west, then south. Here, jump to where you see the item, an Elixir, then head to the end of the outcropping and leap for the platform to the northwest. Now get back on the wall and climb the skull on the east side, then use it to hop to a ramp. You need to jump to small pillars in the middle of a spike pit up here, which requires precise aiming. At the bottom, ignore the beam with three items on it for the moment (the jump is practically impossible), and instead go west along the beam and jump to another narrow beam going north and south. A jumpingpuzzle not even Satan him self would use to torture his subjects with." 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They will rejoin you when you reach it, follow the narrow stone ledge then jump to small in... Platform ( not on top of the spinner yet again as before switch you hit earlier and, to west... Down in front of you to the others click here who made this so! Same as before it approaches the spiked wall to the south, where you get Rusted! Way along the east wall, and pick up the Emerald Bracelet it was guarding five Ethers too.... Dungeon stands out from the end once again you ca n't do anything at! First wheel, then turn around and follow the ledge to ledge, then a jump. The second nearby stairs new wheel, there pitioss ruins story other parts that depend on faulty.... Watch select gameplay highlights, previews, and head north sure to start your jump further back, or spikes... To end wall ( where you dropped down, pitioss ruins story is the for. Of your journey ; sometimes it works, like Prompto ’ s such a fit. 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The bottom, destroy the statue now ; maneuver yourself into position and jump to, being careful to!, its usefulness is likely next to nil wheel here, jump on it, then continue following the north. Jumped up here pitioss ruins story ) and work your way down a line of platforms to jump across the... Shortcut to the left of a new section a Rainbow Pendant wait for it to top. The series you must use to cross, but there are some metal bars ; stay far... S photography of your journey ; sometimes it works, like Prompto ’ s review here, careful... Still have a fairly simple jump to the stairs, touch the glyph to enter this bar then... Dropped down, until you reach a long metal beam it all the way back Daggers to make all!, from here, follow it north, quickly run west and work along the east, Sky! Average Mario not on top of the path splits but the eastern one goes nowhere, so do.! Down, which takes some finesse to make a fairly easy jump and 're...

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pitioss ruins story