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The Underkeep is a level 100 Dungeon introduced in Patch 7.2 ofFinal Fantasy 14. Attempting to track down clues as to the plans of Calyx and the Endless Queen Sphene, the party delves into the depths of the Everkeep, where the original castle of Alexandria is held.
However, to no one’s surprise, Calyx and Sphene have activated the palace’s defenses, and you’ll need to fight your way through machinery and other hostile lifeforms that have taken up residence in the ruined castle. Below, we’ll take a look at how to unlock this Dungeon, and how to beat all three of its bosses.

How To Unlock The Underkeep
The Everkeep is unlocked through the Main Scenario Quest’Descent to the Foundation', which can be accepted fromShale in The Backroomin Solution Nine (X:6.0, Y:6.3). This is thesixth questadded with Patch 7.2.
Anitem level of 705is required to participate in this Dungeon.
Gargant
The first boss of the Underkeep is Gargant. The arena is surrounded by four tube-like pathways, which are each separated on the outer edges of the arena by waterfalls of sand. Keep these in mind, as the boss will make use of them later in the fight.
Almighty Racket
Line AoE
The boss willturn toward the center of the arena, then deal damage in alarge line AoE to its front. This attack isonly briefly telegraphedfor a second before it resolves, so get out of the way when you see the cast bar appear.
Aerial Ambush
Gargant will crawl away along one of the tubes, then begincrawling along the wall, becomingbriefly hidden behind the sandfallswhen it passes behind them. Then, it willjump through one of the sandfalls, dealing damage in aline AoEacross the arena. Watch where the boss moves to predict where it will appear from.
Earth Spikes
Circle AoE
Deals damage inlarge circle AoEs. This attack will occurjust after Chilling Chirp, andalongside Almighty Racket. Another set of circle AoEs will appear after the first, so be ready to dodge both sets.
Sedimentary Debris
AoE Marker
Targets all party members with anAoE Marker. Spread out to avoid overlapping these. This attack will occurat the same time as the second set of Earth Spikes, so be sure to avoid these while spreading from the rest of the party.
Earthsong
Circle AoEs
Summonstwo sets of Sand Spheresthat will momentarily explode in a small circular AoE. Move to a safe spot to avoid the first set, then move again to avoid the next ones.
The first time this attack is used, it will bepaired with Aerial Ambush. Keep a close eye on the boss as it moves around the walls of the arena while also avoiding the Sand Spheres.

Trap Jaws
Tankbuster
Dealshigh damage to the Tank. Use defensive cooldowns to mitigate this damage.
The boss will repeat these attacks until it is defeated. Overall, the mechanics of this fight are fairly straightforward on their own, but can be a bit tricky when combined later in the battle. The main one to watch out for isAerial Ambush, as losing track of Gargant behind the sandfalls will ensure you get hit.

Soldier S0
The second boss of this Dungeon is Soldier S0. Here are each of its attacks and mechanics.
Sector Bisector
Half-circle AoE
Soldier S0 will create several afterimages that are connected with a line. Each afterimage has ablue half-circleunderneath them, indicating the direction of an attack. However,only the final afterimage in the chain will perform the attack. Look to where the last one is, thenmove to the opposite side of its half-circleto avoid the AoE.
Ordered Fire
Line AoEs
Two sets ofcannons on adjacent cornersof the arena will deal damage in line AoEs, intersecting in one corner whileleaving theopposite corner safe. The boss will useStatic Forceat the same time.
Static Force
Conal AoEs
The boss will target the entire party with conal AoEs thatmove along with youfrom the boss in the center of the arena. Spread out to avoid overlapping these, butstay within the safe quadrant from Ordered Fire.
Electric Excess
AoE Markers
Targets each player with a circular AoE Marker.Spread outto avoid overlapping them.
Sector Bisector may look overwhelming at first, but it’s very easy to dodge. Simplyfind the last afterimage in the chain and move to the other side of it; you’re able to completelyignore all of the other afterimages, as they don’t actually attack.

Valia Pira
The final boss of The Underkeep is the Indefatigable Defense: Valia Pira. Here are each of this boss’s attacks and mechanics.
Entropic Sphere
Roomwide AoE
Deals moderate damage to the party. Use AoE heals to recover.
Coordinate March
Cross AoEs
Two blue lines will appear, creating apath connecting one side of the arena to the other, andpink orbs of energywill appear on each path. Then, apurple orb of cubeswill float down each path. When one reaches the pink orb, it will cause anexplosion in a cross AoE. Watch the path of the orbs and move out of the way as necessary.
On subsequent uses of this attack,two or more pink orbsmay appear on a single path. The boss will then useBloodmarchto move one of these to the other path.
Turret Fire
Two of the four turrets will activate and fireline AoEs across the arena. Movebetween the two active turretsto avoid taking damage.
Electric Field
Several conal AoEs will appear from the boss, and each party member will also be targeted with a following conal AoE. After a second,all of these AoEs will grow in size slightly. Move between the static AoEs while avoiding overlapping your own AoEs with other players, but be mindful of the size of both as they grow.
Neutralize Front Lines/Hypercharged Light
Line AoE/AoE Markers
The boss will turn to face a random direction before firing aline AoE to its front. At the same time, each party member will betargeted with a circular AoE. Move behind the boss, thenspread out to avoid overlapping these Markers.
Deterrent Pulse
Line Stack Marker
During aCoordinated March, one player will be targeted with aLine Stack Marker. Group up with them to spread out the damage of the attack, then get ready to avoid any remaining orb AoEs.
Valia Pira will repeat these attacks until it is defeated. Later in the fight, the boss willcombine Coordinate Mach, Turret Fire, and Neutralize Front Lines. This combo can definitely be overwhelming, so be sure to take each attack in order. Avoid the first set of orb Cross AoEs, then the turret’s line AoEs, and then any remaining orb AoEs.