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Final Fantasy XV’s User Interface Is So Bad

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I like plenty of things about Final Fantasy XV, but the map and menus are not among them. This game’s interface is a mess of nonsense so carelessly taped together that it defies logic or comprehension.

Final Fantasy XV introduces itself as “A Final Fantasy for fans and first-timers.” Over the fifty-odd hours I’ve spent with the game, I have repeatedly tried to imagine a newcomer getting their head around this hive of counterintuitive menus, confusing button mapping and inconsistent prompts. I’ve mostly failed.

I began to document my many problems with this game’s user experience and quickly realized that I was staring into a bottomless abyss. I just never ended. Nearly every moment in the game is plagued by some instance of bad UI, unclear text, contradictory information or bad prompts. (This is all collectively referred to as UX, which stands for user experience. I’m mostly talking about UX in this article, though UX and UI are closely related.)

Rather than attempting to catalogue every UX sin this game commits, I decided to keep my focus on a few particularly egregious examples. Let’s start with the worst thing in the game. You may be wondering, what is the worst thing in the game?

The Map Is The Worst Thing In The Game.

Final Fantasy XV is an open-world game, at least in its first half. It’s loaded with sidequests and hidden secrets. It’s meant to be explored, which means that the map is one of the most important tools the player’s got.

Unfortunately, Final Fantasy XV’s map is one of the worst video game maps I have ever used. That isn’t empty hyperbole—I’m honestly having a hard time thinking of a worse map.

You open the map by pressing the right thumbstick. That should probably have been the first warning sign.

There are a ton of small things wrong with FFXV’s map, but let’s start with the most fundamental one: The cursor. Like in basically every other game with a map, you move a cursor around this map and use it to highlight points of interest. The crucial difference is that FFXV’s cursor doesn’t actually do what it’s supposed to do.

There are a few generally accepted practices when it comes to video game maps, and one of them is that when you place the cursor on something, you can press the “enter” button (usually X on a PlayStation controller) to select that location. Maybe that lets you fast-travel there, or brings up a sub-menu that lets you mark it or learn more about it.

In Final Fantasy XV, pressing X doesn’t select the object the reticle is highlighting. You can press square to set a waypoint, but if you press X, you won’t interact with the thing on the map at all. This would be annoying on its own, but the map actually does something even worse—pressing X moves you away from whatever you were looking at and snaps the map back to the last place you rested.

For example, let’s say I’m in Hammerhead and I want to check out a spot on the opposite side of the map. I move the cursor across the map, zoom in, and press X out of habit. Here’s what happens:

BAM, I’m snapped back to where I last rested, which is near where I’m standing. Do I want to fast-travel to a rest stop? No, I do not! I wanted to know more about that place I was looking at!

The map shows you a couple of button prompts on the bottom of the screen:

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It tells you that you can move and zoom with the thumbsticks, you can mark with square, or you can press triangle for “menu.” It does not tell you to press X to make a menu selection, one of many times this game omits on-screen button mappings for no clear reason.

Pressing square to “mark” is pretty clear—you put a navigation point anywhere on the map and it appears in-game to help you know where to go. What does that “menu” button do? It toggles whether or not the menu is visible, to no other apparent function.

I can think of no reason why you would want to turn the menu on or off, yet there’s a whole button that accomplishes only that. Also, and this is a little thing, but if you watch that gif you’ll see that while the Menu button does hide the menu, it doesn’t hide the prompt at the bottom of the map telling you what your currently selected menu option does. “Return to the spot where you last rested” is still visible. I can’t actually do that; pressing X with the menu closed does nothing. But the prompt is still there. Just another of a hundred small inconsistencies that pile up over time.

Fast Travel Is A Nightmare.

Quick: How do you fast travel in Final Fantasy XV? If you thought you could get to it through the map, you’re wrong. You can’t actually use the map to fast-travel in this game, because fast travel is tied to the car, not the map. To be more specific, fast-travel is accessed through a list of sub-menus you open within one of the car’s navigational menus, and there is in fact a map visible behind those menus. But you don’t actually use the map to fast-travel.

In most games, you would open the map and use the cursor to find your intended location. If it was somewhere you’d visited, you could select that location, press X, and get a prompt to fast-travel. If you hadn’t discovered the location yet, you could move to the nearest place you had discovered and travel there. Occasionally a game will restrict you to fast-travel spots or something like that, but the basic functionality remains. Move the cursor to the spot, select it, and go.

Here’s how you fast-travel in FFXV. Let’s go back to Hammerhead and say I decided I wanted to fast-travel to the Rock of Ravatogh across the map. If I’m not at my car, first I have to go into the map and warp to the car. Then I have to walk up to and interact with the car, then select “Auto” in the driving menu. There is no indication that this is how I should fast-travel, it’s just what I have to do.

It’s another little thing, but “auto” and “manual” actually mean something specific when it comes to cars, and it doesn’t involve whether or not your butler drives.

The map opens and asks me to select a destination. I can now freely move the cursor around the map, but as always I can’t actually do anything with the cursor. I can actually do less than usual, because I can’t even press square to set a nav point.

One option for fast travel is to warp to a parking spot. I know I want to go to the Rock of Ravatogh, right? But I can’t just select the correct parking spot by going over to it on the map. Pressing X takes me to the ‘parking spot” menu, which I’ll have to scroll through in order to find a parking spot I want to warp to. Each new parking spot I select jarringly jumps the cursor around on the map.

In order to travel to a parking spot, I often have to find it on the map first, memorize its name, then go into the parking spot list, find it on that list, and finally select it to fast-travel.

At this point I could also fast-travel by selecting a destination from the “quest locations” menu. However, you can’t just fast travel anywhere you want. You can only fast-travel to some quest locations. If you carelessly pick one that doesn’t allow fast travel, Ignis will automatically begin a long-ass drive in that direction.

Furthermore, a lot of quest locations that don’t allow fast-travel are located near parking spots that you can fast travel to. If you want to save time, you’ll have to go into the map, find the quest location, then find the name of the nearest parking spot, then go into the parking spot menu, find that parking spot, and fast-travel there.

Are you confused? I bet you are. I’m confused, and I just spent like 600 words trying to write it all out.

Altissia Is A Labyrinth Of Doom

I’m not done with the map, but let’s shift focus. The Venice-inspired city of Altissia is beautiful, but it is also cursed. It’s not actually all that big, yet due to the confusing way it’s been designed, it is nearly impossible to get around without getting lost. At one point when you’re exploring, Prompto even remarks on how confusing the city is. I’m right there with you, Prompto.

To get around Altissia, you’ll eventually have to use a gondola service. That’s helpful, because a lot of the time you’ll pick up a quest and see an objective marked on your HUD as an exclamation mark with no real indication of how to get there.

If you think it’s as easy as walking in that general direction, I have some bad news for you.

As an example, I picked up a sidequest that involved going on a hunt beneath a manor and photographing a haunted painting. I set the quest to active, checked my map, and saw that it was located here:

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Great. I went to the take a gondola, and the gondola fast-travel menu came up.

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Hmm, something’s missing. Ah yes, my quest objective does not appear on the gondola map despite the fact that it does appear on the otherwise identical game map. More than once that’s meant I had to disengage from the gondola, go into my regular map, remind myself where the quest location was, then go back into the gondola map and pick the closest stop.

Speaking of picking the closest stop: just like everything else in FFXV, you can’t directly select the gondola stop you want using a map cursor. You have to scroll through a list of stops until you find the right one.

This kind of thing is just constant. Lots of players probably just get used to it—we beat our heads against it until our heads change shape and we adjust. But we shouldn’t have to.

Everything Is Unreliable.

Let’s stay on that photography quest I was doing. It’s a quest called “The Cursed Canvas,” and it involved finding a ghost in a painting and taking a photo of it. I selected the quest in Altissia and was given the prompt “Join the hunt and head below the first secretary’s estate,” along with a turquoise exclamation mark on my HUD. I eventually took the gondola and followed the exclamation mark here. You can see it near Noctis’ feet:

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I walked right up until I was mere feet from the exclamation mark, and saw it was at the top of a flight of stairs:

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I went downstairs and nothing happened. I turned around and looked back up the way I came and saw this:

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The damn thing was still 19 feet above me? Okay, I went back upstairs. The quest marker hadn’t moved. What was going on?

It took me a while, then I realized that “Join the hunt” referred to something I would have to do back at the restaurant where I’d been for the last quest step. I needed to interact with the bartender there, go to his “hunt” menu, and select the specific hunt for the monster in the painting. Somewhere, in a parallel dimension, there may well be a version of me who never figured out what he was supposed to do. He’s just going up and down those stairs forever, trying to follow a quest marker that doesn’t actually go anywhere.

Back to the bartender. The hunt was marked with a different exclamation mark within the bartender’s menu, and once I selected it I got a different quest indicator—an orange hunt marker—that took me to the same place I had been. After about five or ten minutes of dicking around and getting lost, I was finally able to complete the next step of the quest.

Oh look, another exclamation mark.

This should go without saying, but quest indicators should tell you where to go to complete a quest. If they’re telling you to go somewhere, that should be the place you need to go. In this case, I needed to sign up for the hunt to complete the quest. That hunt was marked with an exclamation mark in the menu, but the quest indicator had already jumped ahead to the next location. It should have remained on the guy in the restaurant, but it didn’t.

That’s one example, but this kind of thing is constant in Final Fantasy XV. It takes a subtle toll over the course of the game, and it teaches you not to trust what the game is telling you. Sometimes a game should leave players to their own devices, or challenge us to figure out the answer to a puzzle without any hints or on-screen pointers. But that’s much harder for a game to do when it’s so consistently sloppy that it makes us lose faith in what we’re seeing on screen. I fundamentally don’t trust FFXV, and when I feel stuck or lost, I almost immediately conclude that it’s the game’s fault.

Again With The Terrible Interaction Prompts

I already wrote about how terrible FFXV’s interaction prompts are. The jump button is the same as the interact button, and there’s usually lag when the game is switching between the two. As a result, you’ll walk up to someone you want to talk to, then spend some time jumping up and down in front of them instead of talking.

All the same, I want to share something that happened to me when I tried to turn in that painting quest. All I had to do was walk up to the bartender and press X, right? Here’s how that played out:

To recap: I attempted to turn in the quest and instead I jumped. As I was mid-jump, the interaction prompt changed from the “talk” prompt to a prompt for an unrelated photo sidequest. I accidentally triggered that, which started a cutscene where Prompto set everyone up to take a photo.

You can only do that quest in the daytime, so Prompto decided we couldn’t take the photo. (The game still made me watch the cutscene). I was then given control of Noctis again, but he’d been moved and the camera had reset. I had to maneuver him in front of the bartender for a second time, wait for the proper interaction prompt, and finally complete the quest. I couldn’t come up with a better 30-second encapsulation of this game’s usability problems if I tried.

How Do Chocobos Jump?

As I said at the outset, Final Fantasy XV’s user experience is so consistently awful that I could dedicate an entire series of articles to picking it apart. There’s the upgrade screen, which drowns you in identical icons that don’t indicate what they do or how to tell them apart:

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There are all the hidden button prompts, like how the radio and camera controls in the car aren’t shown on-screen but the rest of the controls are. There’s the fact that the tactical menu you can call up during combat doesn’t actually permanently pause the game, and if you leave it open too long combat will resume without warning.

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There’s the way you have to press circle to go forward from the photo selection screen, when most of the time that button has been used to go back.

There are the control schemes, each of which manages to place one of the three crucial combat buttons in an awkward place rather than simply swapping the square and circle buttons, which is all they really needed to do:

Why

There’s the combat interface, which routinely manages to drown the player in so much visual information that I usually just tune it out:

I hope you like a lot of really fast-moving numbers!

In addition to all of those things, there is the way that Chocobos jump. As much as any other single thing, the Chocobo jump captures the maddening inconsistency of Final Fantasy XV’s interface and UX.

When you’re running around on foot, you make Noctis jump by pressing the X button. This is consistent across all three control presets.

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But when you’re on a Chocobo…

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… you jump with circle. Pressing X will make you dismount so that you have to get back on again.

Everything else is weirdly remapped as well (you run with the right trigger and sprint with square?), but I can’t get over the fact that for some mysterious reason, the game has decided that Chocobos jump with the circle button. They could have so easily kept jump on X and had you dismount with the circle button. It would have made more sense in several very obvious ways. But they didn’t.


All these problems were almost certainly the result of the necessary compromises and corner-cutting that occur in the final push to ship a massive video game. I’m sure the developers did the best they could with the tools and time they had. But like many a bad interface, FFXV’s often feels as though it was consciously designed to undermine the player. It’s striking that this game somehow remains likable despite its woeful technical shortcomings, and that it can stand up to a holistic critique while withering so pitifully in the face of a more specific one.

I don’t regret the time I spent finishing Final Fantasy XV. I stuck with this flawed, fascinating game even when I was pressing the wrong button to attack, forgetting how fast-travel worked, or getting lost in Altissia. I stuck with it through the enjoyable opening chapters, the terrible later chapters, the wearying boss fights and the half-assed story revelations, all the way to the bitter, confusing end. Throughout all of that, the rampant usability problems nipped at my heels, tripping me up like a snarling mutt I couldn’t shake. Whether you’re a fan or a first-timer, Final Fantasy XV requires far more patience than it should.

Sours: https://kotaku.com/final-fantasy-xv-s-user-interface-is-so-bad-1792396935
Final Fantasy XV Dungeons are located throughout the game and represent special areas with a lot of good loot and bosses. Some of them are part of the main story quests and are related to Royal tombs that Noctis and the company have to visit in order to collect the Armiger weapons. Others are optional and are there to challenge you or help you finish a side quest or get good gear. Dungeons are fan favorites and probably some of the best parts of the game. This guide will show the location of all dungeons in Final Fantasy XV, what types and levels of enemies can you expect to see in them and the most important information about the loot and unlocking mechanisms for each. We will also be providing detailed guides for each dungeon and you can find links to them in the list bellow.



The important thing is to think of Final Fantasy XV dungeons as places you would encounter in any MMORPG or several RPG games out there. While roaming the open world you can come across an entrance marked with a red icon. You can enter right there and then and the dungeon is usually a labyrinth of sorts filled with narrow corridors. It is usually a guided experience with several alternate paths you can take to the end boss. Along the way you will be able to pick up higher grade loot and gear for Noctis and friends. These range from Phoenix down to accessories and weapons.

Final Fantasy Dungeon Locations Map

If you need help getting there, check out our guide on How to reach secret dungeon with Regalia Type-F.



Sours: https://www.gosunoob.com/final-fantasy-xv/ffxv-dungeon-locations-map/
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See also: Timeline of Final Fantasy XV, or Final Fantasy XV story

While information on the creation of Eos is lacking, it is known that the six Astrals were either created from or part of this process.[2] The six Astrals are Titan the god of earth, Ramuh the storm god, Leviathan the sea goddess, Shiva the goddess of ice, Ifrit the god of fire, and Bahamut the god of war. The Six are charged with defending Eos and its denizens from all threats—including each other. The eventual dominant species, humanity, were created in the image of the Astrals, and worshiped the Astrals despite their patrons having their own language and agendas divorced from human affairs.

In Final Fantasy XV: Episode Ardyn, Verstael Besithia's exhibition on the world puts worth the imperial take on the world's origins, estimating that Eos came into existence some 4.5 billion years ago and that six protector gods first alighted upon Eos in the ancient Solheim Era. Fossils thought to be remains of the oldest members of the human race were discovered in the Piztala region, and some claim that humans discovered fire in the Succarpe region even before the dawn of the Solheim civilization. According to legend, the fire god Ifrit first bestowed his "burning wisdom" upon a man who later sat the throne of Solheim.

A meteorite fell on Eos that became known as the Meteor of the Six, upheld by the god Titan. According to some accounts*(German localization; Ardyn's speech at the end of Chapter 13), the Meteor brought with it a parasite that would become known as the Starscourge. The timeline of the meteorfall is unknown.

Solheim was a nation that prospered during the time Eos was under the watchful eyes of the Six, having gained the knowledge of fire from Ifrit. A technologically advanced nation, it was known for its magitek armor and airship technology. As Solheim spurned the gods, Ifrit's anger led to the War of the Astrals, and Solheim fell due to a combination of the Astral War and the Starscourge's influence.[3] Ifrit was killed in a final duel with Bahamut, and was laid to rest within the Rock of Ravatogh.

Final Fantasy XV -The Dawn of the Future- puts forth a different chain of events, where Bahamut had tried to destroy Eos during the war. While the other Astrals are bound to Eos and govern its natural forces, Bahamut exists in a separate dimension and apart from the planet, sitting above the other Astrals. Bahamut's attempt to lay waste to Eos was thwarted by the other Astrals, who were exhausted by the affair and fell into deep millennia-long slumber to recuperate. Unable to use Teraflare again so soon, Bahamut came up with a plan to purge the Scourge that had infected the planet.

Bahamut chose two mortal bloodlines to combat the Starscourge. The members of House Fleuret became the Oracles

Sours: https://finalfantasy.fandom.com/wiki/Eos_(Final_Fantasy_XV)
Final Fantay XV: Explore All Cut Areas (Niflheim, Insomnia, Altissia, Lucis Glitches)

Final Fantasy 15 Scraps of Mystery map piece locations for Sylvester's Map

Final Fantasy 15 Scraps of Mystery is the closest thing the game has to collectibles. Hidden around the world are 14 'mysterious scraps', and collecting one will put a new sidequest into your log, pointing you to the location of a map fragment.

Once you have all 14 map fragments, you'll then get a complete map that takes you to the location of a hidden treasure for the 'X Marks the Spot'. While the first step provides a helpful hint of the second, it's finding those initial clues from scraps which makes things difficult - so here is the location of each scrap, subsequent map and ultimately the treasure at the very end.

Scraps of Mystery map piece locations in Final Fantasy 15

Scraps of Mystery I location:
Head for Longwythe Outpost and look under the plastic chair on the porch area on the end furthest from the motel reception. Picking it up will mark a location to the south east, near the Balouve Mines entrance. Head towards the marker and you'll find a treasure spot, and the map fragment is located nearby.

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Scraps of Mystery II location:
Opposite the Hunter outpost in Prairie Outpost there's a wooden hut, and tucked between the hut and the fence is a small wooden trolley where you'll find the second scrap. Picking it up will direct you to an areas near the Keycatrich Trench dungeon. Head to the marker and look in the north east corner of the area to find the fragment on another trolley.

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Scraps of Mystery III location:
Between Hammerhead and Prarie Outpost there's a collection of ruined buildings and water towers. Head for the small hut up the hill to the east, and the scrap is on the floor near some sacks. Head to the marker in Three Valleys and the map can be found behind some concrete pillars against the rock face.

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Scraps of Mystery IV location:
This requires entering Crestholm Channels, so you'll need to be around level 50 to collect the fragment, although you can pick up the scrap earlier. Head to the Esterleiden Blockade parking spot, deal with the Imperial soldiers, and head through the gate to the end of the road.

The scrap is located on the ground behind the red barriers in the south west corner. Head into the nearby dungeon entrance (see the dungeons guide for more details), follow the passage and climb the steps at the end, turn right at the top, and turn left at the junction ahead. Drop down to the area below, go right, and then turn right again and climb the ramp.

Head down the corridor and turn left, turn right when you reach the metal bars, and drop down through the gap at the end. Turn right, and when you reach the four way junction go through the door straight ahead, and it will be just to the left tucked against the wall.

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Scraps of Mystery V location:
The next scrap is located close to where the third map was found. There's a dirt road heading south from the main road that cuts through Three Valleys until you find the remains of a small building next to a short segment of pipe sticking out of the ground - the scrap is in the debris beneath the pipe.

Head for the marker, and the map fragment is perched on a rock just west of the centre of the search area.

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Scraps of Mystery VI location:
Head for the parking spot just west of Nebulawood and locate the scrap next to the rusty car at the north end. The map fragment is tucked in the corner right at the centre of the search area.

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Scraps of Mystery VII location:
In the middle of the northern part of the Chocobo race track are a couple of cylindrical buildings with gold roofs; the seventh fragment is under the stairs in front of the taller of the two. Head just south of the centre of the marker and look behind the square pillar to the west to find the fragment.

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Scraps of Mystery VIII location:
Next to Cauthess Rest Area are two warehouses. Enter the closest one and the scrap is in the far right corner on the floor near the shelves. The fragment is near the centre of the marked area tucked next to a downed Imperial troop carrier.

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Scraps of Mystery IX location:
Next to the Crow's Nest Diner in Taelpar Rest Area there are a couple of shipping containers turned into huts. Head behind them and the scrap is tucked under the one closest to the road. To find the fragment, park on the northern edge of the search area, join the path through the woods, and head east keeping tucked in along the large rock wall on your right, and you'll find it tucked in some bushes just west of the central marker.

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Scraps of Mystery X location:
Just west of the Niflheim Imperial base on the Kelbass Grasslands there's a small fenced off area, and the scrap is tucked in the vent on the south side of the northernmost building. The corresponding map fragment is on the eastern edge of the large rock formation in the centre of the search area.

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Scraps of Mystery XI location:
Head to the Alpine Stable parking spot in Pallareth Pass, and climb the hill to the west. You'll find the remains of a house, and the scrap is inside in the west-most corner. The map fragment is located in Lestallum, tucked in a metal grate on the steps leading down from the weapon vendor.

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Scraps of Mystery XII location:
At the western end of Meldacio Hunter HQ there's a small hut with trees and flowers planted at one end. Head behind the western side of it, and the scrap is in the yellow bin tucked round the corner. The map fragment is in a small concrete bunker in the loop of road west of Pallareth Pass.

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Scraps of Mystery XIII location:
South of the entrance to the Malmalam Thicket dungeon is a small cottage, and the scrap is tucked around the side near the parasol. In order to collect the map fragment you'll need to have been to Altissia and have access to the lift in the lighthouse at Cape Caem. Take the lift up to the deck, and it's tucked around the back of the balcony.

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Scraps of Mystery XIV location:
The scrap is in an abandoned car just south of the Imperial building west of the River Wennath, and you'll need to return to the Glacial Grotto to find the map; make your way down the first two slippery slopes and drop to the area below, and it's in a small alcove on the north side.

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Need more help? Our Final Fantasy 15 guide and walkthrough can provide tips on main story, as well as the open-world's many quests and activities. Learning how to get AP fast, EXP fast and money or Gil fast will aid you in many optional dungeons and tombs - including how to open and explore their locked doors. There's also plenty of interesting side-quests, too, such as the Scraps of Mystery and Professors Protege frog locations. And if you want to get around easier, you can rent a Chocobo, learn the infinite sprint trick and later in the game, get the flying car Regalia Type F. There's also more to see and do with DLC, such as Episode Gladiolus and Episode Prompto.

How to use the completed Sylvester's Map for the X Marks the Spot quest

x

Once all 14 map fragments have been retrieved, you can find the treasure - a Mythril Ingot that you can sell for 20,000 Gil. It's located on the final ascent to the Tomb of the Fierce in the Rock of Ravatogh dungeon, so see our dungeons guide for more information if you've not yet visited it.

Sours: https://www.eurogamer.net/

Map ff xv

She took me straight to Erika's home, and then drove off to meet up with her friend. I, left alone, rushed to the hotel and burst into tears. So it went on for several hours: I was crying, then I was forgotten in a short sleep, and everything started over again.

Final Fantasy XV - All Scraps of Mystery Map Piece Locations (Sylvester Map Pieces)

I want that too, Katka suddenly blurted out. I dont, I joked. I took her chin and literally dug into her lips. In a fit of surging passion, she began to take off her clothes.

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Absolutely exhausted, I fell on the sand next to her and we lay together for a long time looking at each other with inexhaustible. Tenderness, continuing to gently caress with barely perceptible stroking of the fingertips. Careless and a little tired, we slowly moved towards the house, oh God, dorms.



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