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Final Fantasy Resonance Guide: All Cave Master Locations & How to Beat Them

Final Fantasy Resonance Guide: All Cave Master Locations & How to Beat Them

Find all 15 Cave Masters in FF Resonance, their regions, recommended levels, weaknesses, and Magicite rewards to unlock The Harder They Fall.

Written by
Larc
Updated
Reading time
5 min
Difficulty
Intermediate
What are Cave Masters?

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FINAL FANTASY RESONANCE has 15 Cave Masters scattered across its world map, each one sitting inside a named cave that matches the enemy inside. Beating all 15 earns you the The Harder They Fall trophy or achievement. None of them are missable since every Cave Master remains accessible in free-roam after the credits roll, but several show up well above your level during the main story. The smart play is to tackle the early ones as you go and save the high-level fights for a post-game sweep.

What are Cave Masters?

Cave Masters are optional superbosses, stronger and more dangerous than anything you face on the critical path. Their attack patterns are more complex than regular bosses, and they hit harder. Standing at a cave entrance shows you the recommended level before you commit to the fight. Step inside and the enemy appears on screen; interact with it to start the battle.

Every Cave Master drops some form of Magicite on defeat, whether that is a Magicite Shard, a standard Magicite, or a Magicite Cryst. All three types go toward awakening your Visions, which unlocks advanced skills and raises their power ceiling. That reward loop makes these fights worth revisiting even if you skip a few during your first run.

All 15 Cave Master locations

The table below lists every Cave Master in the order they become available through the story. After you get the airship in Chapter 5, the remaining caves open up regardless of story progress, so the later entries are sorted by recommended level.

#Cave MasterCave NameRegionRec. LevelWeaknessChapter Unlock
1MarauderMarauder CaveKingdom of Grandshelt15WindChapter 1
2ShoggothShoggoth CaveDirnado, the Continent of Wind25Earth, WaterChapter 2
3RukhRukh CaveOlderion Federation26WindChapter 3
4MindflayerMindflayer CaveOlderion Federation28EarthChapter 3
5GogmagogGogmagog CaveZoldaad Empire Territory34Wind, LightChapter 4
6PyroviperPyroviper CaveZoldaad Empire Territory37WaterChapter 4
7SalomeSalome CaveMysidia39WindChapter 5
8JotunnJotunn CaveMysidia42Dark, FireChapter 5
9Malboro VarietasMalboro Varietas CaveOlderion Federation45FireChapter 5
10TartarosaurusTartarosaurus CaveKingdom of Pharm50IceChapter 5
11CatacumbaCatacumba CaveGronoa, the Shuttered Land54Light, FireChapter 7
12NecromonarchNecromonarch CaveGronoa, the Shuttered Land55Fire, LightChapter 7
13HumbabaHumbaba CaveGronoa, the Shuttered Land55WindChapter 7
14TitanoraidosTitanoraidos CaveKingdom of Pharm60IceChapter 5
15Malboro MenaceMalboro Menace CaveKingdom of Pharm60FireChapter 5

Where to find each Cave Master

Early game (levels 15-28)

Marauder sits in the desert area of the Kingdom of Grandshelt and is the first Cave Master you can realistically fight. At level 15 it is the gentlest introduction to the format. Shoggoth is on the east side of the Dirnado continent, available from Chapter 2 at level 25. Head to the Olderion Federation in Chapter 3 for both Rukh, found south of Aquapolis, and Mindflayer, also in Olderion. Rukh is weak to Wind and Mindflayer to Earth, so matching your elemental skills here pays off quickly.

all cave master Mindflayer boss appearing inside cave in Olderion Federation

Mindflayer cave, Olderion Federation

Mid game (levels 34-45)

Two caves open up in the Zoldaad Empire Territory during Chapter 4. Gogmagog is southeast of the Rebel Hideout at level 34, and Pyroviper is south of the Weapons Factory at level 37. Bring Wind and Light skills for Gogmagog, and Water for Pyroviper.

Mysidia adds two more once you reach Chapter 5. Salome is south of the Village of Sunioo at level 39, weak to Wind. Jotunn is on the western island of Mysidia at level 42 and takes extra damage from Dark and Fire. Malboro Varietas returns you to Olderion Federation on the island northeast of the Water Shrine, recommended at level 45 and weak to Fire.

Late game (levels 50-60)

Tartarosaurus sits on an island northeast of Mysidia in the Kingdom of Pharm at level 50, weak to Ice. The three Gronoa caves cluster together: Catacumba on the island south of Gronoa at level 54 (Light and Fire), Necromonarch in southern Gronoa at level 55 (Fire and Light), and Humbaba in the northeast of the continent at level 55 (Wind). All three open in Chapter 7.

The final two Kingdom of Pharm entries, Titanoraidos and Malboro Menace, both sit at level 60. Titanoraidos is weak to Ice and Malboro Menace to Fire. Both unlock in Chapter 5 but are designed for an end-game or post-game party.

all cave master Malboro Menace cave pin on Kingdom of Pharm world map

Malboro Menace, Kingdom of Pharm

How do Cave Master rewards work?

Every Cave Master drops Magicite when defeated. Magicite is the resource you spend to awaken Visions, pushing them past their base level and unlocking skills that are otherwise locked behind the awakening gate. The exact type of Magicite varies by enemy, but all three forms (Shard, standard, Cryst) feed into the same awakening system.

Beyond the Magicite, clearing all 15 Cave Masters pops The Harder They Fall trophy on PlayStation or the equivalent achievement on other platforms. That makes this one of the more rewarding completionist targets in the game since the fights themselves are challenging and the Magicite has direct gameplay value.

What order should you fight Cave Masters?

The most efficient approach is to fight each Cave Master as you enter its region during the story, provided your level is close to the recommendation. Marauder, Shoggoth, Rukh, Mindflayer, Gogmagog, and Pyroviper can all be handled on your first pass through their respective regions without grinding.

Skip any cave where the recommended level is more than a few points above your current party and return post-game. By the time you finish the main story, your party will be strong enough to clear the Gronoa trio and the three Kingdom of Pharm caves without much preparation. The airship makes backtracking fast, so there is no penalty for saving the harder ones.

For more strategies and collectible guides, the full FINAL FANTASY RESONANCE guides collection covers everything from Legendary Arms to Tablet Shards. If you are looking for more jrpg games with similar optional boss systems, the genre page has plenty of options worth exploring.

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