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Final Fantasy XIV 2.5 dungeons: Keeper of the Lake, Wanderer's Palace and Amdapor Keep
The Dungeons in Final Fantasy XIV play a major part in the game. Not only are they tied into the story, but players will want to revisit them for additional items and experience. There are many dungeons in the game, and even different versions of the same one.
FFXIV 2.5 Patch New Dungeons
Keeper of the Lake (Midgardsormr / Agrius dungeon)
The trick, then, is to have the tank take him near the edge and have ranged characters stand in a straight line away from any of the main tanks. Knock stuff away as needed. His AoEs always target players, not tanks, so if you can make sure that your ranged characters aren't near something dangerous or on a straight line between the boss and those big tanks, he's pretty simple.

Wanderer's Palace (Hard)
On his first drop, have a player run through all four totems to find out what all of the colors do, then call out at least which totems to pick up. Each subsequent drop, DPS should hoover up the damage buff and heavy totems, leaving the toad and fire resist totems alone. Once you get the pattern of the fight, it's not hard, but it's a fun pattern of grabbing totems and moving back to the boss.

Amdapor Keep (Hard)
This place got super gross. That's great. I think this place might be the worst of the new bunch; it's no Sastasha (Hard) or Pharos at launch, but it has a couple of bosses who just break the edge into being annoying, and visually it's unnerving as heck with lots of stationary enemies that spawn waves of adds, too.

FFXIV 2.5 Patch New Dungeons
Keeper of the Lake (Midgardsormr / Agrius dungeon)
The trick, then, is to have the tank take him near the edge and have ranged characters stand in a straight line away from any of the main tanks. Knock stuff away as needed. His AoEs always target players, not tanks, so if you can make sure that your ranged characters aren't near something dangerous or on a straight line between the boss and those big tanks, he's pretty simple.

Wanderer's Palace (Hard)
On his first drop, have a player run through all four totems to find out what all of the colors do, then call out at least which totems to pick up. Each subsequent drop, DPS should hoover up the damage buff and heavy totems, leaving the toad and fire resist totems alone. Once you get the pattern of the fight, it's not hard, but it's a fun pattern of grabbing totems and moving back to the boss.

Amdapor Keep (Hard)
This place got super gross. That's great. I think this place might be the worst of the new bunch; it's no Sastasha (Hard) or Pharos at launch, but it has a couple of bosses who just break the edge into being annoying, and visually it's unnerving as heck with lots of stationary enemies that spawn waves of adds, too.

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