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Steyliff Grove is a dungeon in Final Fantasy XV that is only open at night. Its mystical ruins are related to the ancient civilization of Solheim. It peculiarly has rooms that appear underwater, but the effect is merely cosmetic and likely magical. Water represented death in Solheimian culture, and Solheimians paid tribute to the dead at the Vesperpool through the Steyliff Grove. The location is associated with paranormal activity to do with gravity, with parts pf the ruins collapsing and repairing themselves. The circular platforms are warp pads that teleport the party outside if they touch them when the glow red. The interior of the dungeon is similar to that of Costlemark Tower.

Almanac

Almanac-Steyliff-Grove-FFXV

Location.

Entrance of Steyliff, by the stairs on a pile of rubble.

Stone mausoleum built by the ancient people of Solheim, who saw fire as a sacred symbol of life. The people paid homage to their patron saint Ifrit at the Rock of Ravatogh, and recent academic studies suggest the people's devout faith was a driving force behind the advancement of their civilization.
If one were to hypothesize that water, in turn, symbolized death among the people of Solheim, then it stands to reason that they established their space for venerating the souls of the lost beside an enormous lake—the Vesperpool.
Those brave enough to enter the tomb have reported a wide variety of traps presumably laid to deter grave robbers. More interesting, however, is the design of the mausoleum interior itself: the emphasis on water and fluidity seem to support aforementioned theories about Solheim civilization's conception of life and death.

Story

Spoiler warning: Plot and/or ending details follow. (Skip section)

With the rains that fall upon the earth and nurture life
Also come the bolts of lightning, couriers of strife
Though man can't curb the fearsome whims that rule the natural world
Against a beast, the white flag of defeat needn't be unfurled

Looking to the Oracle for guidance in these trials
I realized we might defeat the menace with our wiles
First we draw the devil down and seal it in a cage
Then entrust its exorcism to the coming age
And 'til an heir arises to succeed the life she led
Her staff in hand, I shall become the Oracle in her stead

Monolith in Steyliff Grove Menace
Quetzalcoatl-FFXV

The monster of Steyliff Grove.

Steyliff Grove is a remnant of the ancient civilization of Solheim full of mystical phenomena. At some point, it became infested with daemons. A king of Lucis and an Oracle once set out to fell ferocious beasts that threatened their subjects. Once they reached the Vesperpool they discovered a flying monster who attacked them with lightning that killed the Oracle and sent the king fleeing. The king sealed the monster underground and took up the Oracle's position and trident until her rightful successor would be ready. The king left behind monoliths of this tale in the Steyliff Grove Menace dungeon, lamenting his love for her and calling himself the "coward king" who issued orders from the rear rather than valorously leading the attack like his forebears had done. This king may be the Oracle King whose statue defends Insomnia as part of the Old Wall.

Niflheim Empire studies Solheimian ruins to recreate their technologies and captures daemons to make into weapons from them. When Prince Noctis and his retinue venture into the ruins to find mythril to repair King Regis's boat, Ardyn Izunia hires Commodore Aranea Highwind to assist the party. She informs them about the empire's ruin expeditions, though she feels ambivalent as she does not agree with using daemons for war. They find mythril at the end of the ruins, being guarded by a flying monster that uses lightning: Quetzalcoatl, perhaps the same kind of monster that slayed the Oracle from the monoliths' story.

Spoilers end here.

Shops

Pergula Legionis

Shop-ffxv-mapicon

In Chapter 7 during the Party of Three quest, an imperial soldier outside Steyliff Grove sells items to the party. The shop is around only for this portion of the game; otherwise, the Vesperpool region only has tackle shops. The item shop inventory is the same as the one at House of Hexes.

Item Gil Type Info
Potion 50 Items Restores half of HP.
Hi-Potion 100 Items Fully restores HP.
Elixir 400 Items Fully restores HP and MP and regenerates half of maximum HP.
Hi-Elixir 800 Items Restores maximum HP and MP.
Phoenix Down 1000 Items Brings fallen party members back to life. Temporarily increases HP and MP recovery rate.
Antidote 10 Items Cures Poison.
Gold Needle 50 Items Cures Stone.
Smelling Salts 50 Items Cures Confusion.
Maiden's Kiss 100 Items Cures Toad.

Commeatus Armorum

ArmsVendor-ffxv-mapicon

In Chapter 7 during the Party of Three quest, an imperial soldier outside Steyliff Grove sells weapons and accessories to the party. The shop is around only for this portion of the game. The weapon selection is the same as what is on sale at Verinas Mart - Ravatogh.

Item Gil Type Info
Ice Brand 1500 Swords-ffxv-dmgtypeicon ATK 137 MP+10 Ice Resist+31%
Inflicts ice damage.
Hardedge 1500 Greatswords-ffxv-dmgtypeicon ATK 244 HP+153
Breaks appendages with greater ease.
Ice Spear 800 Polearms-ffxv-dmgtypeicon ATK 133
Inflicts ice damage.
Assassin's Daggers 1500 Polearms-ffxv-dmgtypeicon ATK 126 Magic+10
Inflicts Poison on-hit.
Rebellion 1500 Firearms-ffxv-dmgtypeicon ATK 167 Spirit+15
Critical hits when in low health.
Thunder Shield 1500 Shields-ffxv-dmgtypeicon ATK 111 Vitality+21 Lightning Resist+24% Ballistic Resist+12%
Taking lightning damage boosts critical hit rate.
Flame Shield 1500 Shields-ffxv-dmgtypeicon ATK 126 Vitality+22 Fire Resist+21% Ballistic Resist+12%
Taking fire damage boosts Strength.
Carbon Bangle 2000 HP+150
Angel Earring 1000 Magic+70
Fencer's Anklet 2000 Vitality+60

Items

Knights-Anklet-Location-Steyliff-Map-FFXV

Knight's Anklet/Phoenix Down/Elixir location.

Quests

Retrieving the mythril

Parts of the ruins collapse and restore themselves, blocking and opening ways to treasures. Aranea accompanies Noctis, Ignis and Prompto as a guest. She cannot die, but can rescue party members who are in Danger and use her own Technique at Noctis's urging.

After descending the stairs the player can exit to the left in the first room that has a circular pad near the wall, which is marked on the map if the player stands on it. Its purpose is mysterious but may be related to the mechanism that restores debris from the dungeon allowing the player get couple good loot items. In the second room the party is attacked by Skeletons. The small room to the east has a Megalixir, but the ceiling will collapse upon it if the player approaches it, burying it and preventing the player from getting it. The player will need to come back for it after felling an Iron Giant deeper inside the dungeon. The other small room as a Chrome Bit.

The player can head west into the corridor. The path north is blocked by debris, but if the debris flies out of the way, it will lead to a Phoenix Down an elevator and a chamber with a Lich and a Sapphire Bracelet. When the debris is removed later on after felling an Iron Giant, the player can also get the Megalixir from the previous room without the ceiling collapsing upon it.

Continuing on, the party will emerge onto a large open room that appears to be underwater. There is a Rusted Bit on the left (southwest side) and a Magic Flask on the balcony. On the platform the party is attacked by Crème Brûlées and Skeletons. Descending the stairs at the end and following along the path down another set of stairs, leads to more Crème Brûlées on the balcony.

Continuing on, the party finds precarious walkways where the path crumbles and they fall to the floor below to fight Skeletons, Reapers, and more Crème Brûlées, but there are stairs that lead back up to the upper floor. Heading for the western end pits the party against an Iron Giant. After felling it the party can take the stairs behind the door in the northeast corner. The items in this area can be collected after the Iron Giant has been defeated, as the walkways restore themselves and no longer collapse. Far north room has a Mythril Shaft. The items beyond the restored walkways are a Rare Coin, a Hi-Elixir, and a treasure that has three possible outcomes: Heliodor Bracelet (25%), Ether (25%), or Elixir (50%). There is also a Mega Phoenix to the far south on the lower level.

The player can now backtrack to the first part of the dungeon to collect the Megalixir from the small side room near the beginning, and the Phoenix Down behind the debris on the path that leads north when the debris is lifted. The elevator there leads to a room with the Sapphire Bracelet but there is another Iron Giant and two Liches.

Returning to where the party was before, more Crème Brûlées and Skeletons spawn and the party eventually emerges by a bridge. Crossing it spawns more Crème Brûlées, Reapers, and Skeletons. There is an Ether in the corner before approaching the circular room

Talisman-Steyliff-Location-Map-FFXV

Talisman location.

Following the path finds a series of four hallways with warp pads at the ends and small side rooms filled with enemies. These will be used for a Daemonwall hunt available later in the game. When the warp pads activate, touching them teleports the party outside the dungeon, but they are not active during the party's foray to find mythril. The enemies that spawn here are the same as before with the addition of a Lich or two. One of the rooms in the north has a treasure that can be one of three items: Knight's Anklet (25%), Phoenix Down (25%), Elixir (50%). There is also a Talisman in a room to the west.

Descending the stairs at the end finds a room with elemental deposits. There is an Oracle Ascension Coin in the east dead-end. The next room hast he boss, Quetzalcoatl, and the mythril. After killing the boss and getting the mythril the game prompts the player to leave automatically, but refusing lets one procure Allural Shallot from the room (a valuable ingredient) and find the sealed door at the back, although the player can't open it yet (see below).

Hunts

NameLocationRankTypeMarkHabitatLevelRewardStars

Although the hunts are available "at all times" the dungeon doors only open at night.

Daemonwall is a level 9 hunt met near the end of the dungeon in an area littered in warp pads that teleport the party outside the ruins when touched. The party finds the path blocked and is stunned when the wall comes to life and begins to advance upon them. The player must defeat Daemonwall before it pushes the party onto a warp pad at the end of the hallway. If this happens, the player must return to the end of the dungeon to try again.

The side rooms between the main halls can be cleared of daemons before engaging Daemonwall so the player can escape into them every time the wall pushes the party to the end of a hall. This quadruples the available time to beat it since the player can fight it through four halls. The party will not automatically use the side rooms; the player must head there when Daemonwall approaches that section of the hallway. The door in the second hall is much closer to where the wall starts, so the player must be careful to not be pushed past it.

A Menace Sleeps in Steyliff

Sealed-Door-FFXV

Sealed door.

Template:See Also In Chapter 15 after the player has completed all the dungeons where the sealed doors are, they can get a key to them from Ezma Auburnbrie in Meldacio Hunter HQ.

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Enemies

Gallery

Trivia

  • If the player uses a glitch to open the way to Vesperpool before it is meant to be visited as part of the story, they will be trapped in Steyliff Grove if they kill Quetzalcoatl too early. The Mythril Ore will not appear, so the party can't leave the room.
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