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The Centra Ruins are a dungeon from Final Fantasy VIII.

Foul things lurk in forgotten places.

A dungeon (ダンジョン, Danjon?) is a game element in the Final Fantasy series where the player is to explore and obtain treasure while defeating enemies. Dungeons are usually caves or ancient ruins. The end usually has a goal: an artifact to be obtained, a boss to be defeated, or a cutscene to be seen. Sometimes the story can only progress by completing a dungeon, and sometimes they are optional.

Dungeons are usually accessed from the world map, but in some cases, they are accessed via other, smaller dungeons, either by passageways or warp devices, or in some rarer cases, the player is taken to a dungeon due to a plot event.

The final dungeon is the area where the final boss resides. Most games also feature secret, optional dungeons, that either hold precious treasure or incredibly strong superbosses.


Final Fantasy[]

The Chaos Shrine: the first dungeon of the series.

Each dungeon contains an important artifact and a boss, with exception of the first dungeon, the Chaos Shrine, and the Mirage Tower, which is merely a path to the Flying Fortress.

List of dungeons:

Final Fantasy II[]

The Dreadnought.

Almost every dungeon has a boss, a key item to be obtained, or a cutscene to be seen. A point of no return in dungeons appeared for the first time. Due to the story-driven gameplay, many events take place in dungeons.

List of dungeons:

Final Fantasy III[]

The Temple of Time.

There is one boss per dungeon, optional dungeons appeared for the first time, and cutscenes occur in each dungeon. In some dungeons, the party is forced to induce a status ailment to transfigure the party so they can enter, such as the Subterranean Lake or the Tower of Owen.

List of dungeons:

Final Fantasy IV[]

The Lunar Ruins.

Party members often leave and join the party inside dungeons.

List of dungeons:

Final Fantasy IV -Interlude-[]

Dungeons cannot be revisited after leaving the area via the Falcon, because the game is short and linear.

List of dungeons:

Final Fantasy IV: The After Years[]

Tower of Trials.

Every dungeon with the exception of the Giant of Babil appear. While many dungeons return untouched, new ones have been added, and some existing ones have been expanded. A new series of optional dungeons named Challenge Dungeons appear in each character's tale.

List of additions:

Final Fantasy V[]

The Drakenvale.

Plot events became more common at the end of dungeons than the acquisition of key items.

List of dungeons:

Final Fantasy VI[]

The Cultists' Tower.

The use of dungeons as pathways is common in the World of Balance, while the World of Ruin is filled with optional dungeons that reward with a playable character, and in rare cases, magicite.

List of dungeons:

Final Fantasy VII[]

The depths of the Cave of the Gi.

Many dungeons appear as either a passage or an optional dungeon. Items are scarce.

List of dungeons:

Final Fantasy VIII[]

The Tomb of the Unknown King.

Dungeons either end in plot events, or are optional. Many of the dungeons later in the game are points of no return. Many of the town areas also offer dungeon-type gameplay of fulfilling objectives and killing monsters, before usually returning to being towns.

List of dungeons:

Final Fantasy IX[]

The Iifa Tree.

Many different dungeons appear.

List of dungeons:

Final Fantasy X[]

The world map has been abolished, and as such there are not as many dungeons as in previous games. Via Purifico, Mt. Gagazet, and Inside Sin are mandatory dungeons. The Cloisters of Trials contained within the various temples also have a dungeon-like appearance and require completing a series of puzzles to progress the story. The Cavern of the Stolen Fayth and the Omega Ruins are optional dungeons.

Final Fantasy X-2[]

Via Infinito.

Many dungeons appear and require various puzzles to be solved.

Final Fantasy X-2: Last Mission[]

Final Fantasy XI[]

Many dungeon areas are distinguished by enemies re-spawning more slowly, players being able use the spell Escape, and chocobos not entering them. Almost all dungeons are at one point used in a mission or quest:

Original dungeons[]

Rise of the Zilart[]

Chains of Promathia[]

Treasures of Aht Urhgan[]

Wings of the Goddess[]

Seekers of Adoulin[]

Final Fantasy XII[]

Tomb of Raithwall.

Dungeons can be distinguished by areas that cannot be accessed via the Strahl.

List of dungeons:

Final Fantasy XII: Revenant Wings[]

Gameplay is restricted to battles and does not have many dungeons. The Well of Whispered Oaths has several enemies, treasures and floors, and thus, can be considered a legitimate dungeon.

Final Fantasy XIII[]


The traditional concept of dungeons largely doesn't exist. On Gran Pulse, however, there are a few optional areas the player can explore, the Faultwarrens being closest to a traditional dungeon.

Final Fantasy XIII-2[]

There are no clear dungeon areas. However, Augusta Tower harkens back to classical tower dungeons from the series with its puzzles.

Lightning Returns: Final Fantasy XIII[]

Temple of the Goddess.

To complete the area's main quest, the player typically needs to defeat the boss at the end of a dungeon.

List of dungeons:

Final Fantasy XIV[]


Dungeons are a form of duty where a group of four adventurers explore and work together to defeat enemies, find treasure and complete objectives. Dungeons can only be entered after progressing to a certain point in a quest. The player can then join other player characters to make a party, either by inviting members or by using the Duty Finder, before they can access the dungeon. A four-player party had to contain two DPS, one healer and one tank class, whereas an eight-player party contains four DPS, two healers and two tank classes.

All dungeons have a required level to enter. Each dungeon also has a maximum level between 0 and 3 levels higher than the required level. Players higher than the maximum level have their level synced down the maximum, lowering their stats and restricting access to higher-level actions.

Once inside the party has ninety minutes to complete all objectives, or they are ejected. As with other instanced duties, players can not change their class or job while inside, and whenever they are KO'd, they have the option to revive at the start of the dungeon.

Dungeons typically have three or four boss areas, and engaging any enemy within these areas starts a countdown, after which the area's exits are blocked until either all enemies are defeated, or the party is wiped out. There is a final, stronger boss at the end of each dungeon and its defeat reveals the exit, successfully completing the duty.

Final Fantasy XV[]

Map icon. Note that not all dungeons are marked as such.

Several dungeons contain royal tombs at the end where Noctis can acquire royal arms. Most dungeons have quests associated with them with recommended levels, though it is possible to enter many of them without the associated quest or far below the recommended level. Many of these dungeons also contain a sealed door, which leads to a secondary dungeon containing extremely powerful monsters that can only be accessed after completing the main story, for the sidequest Menace Beneath Lucis. These bonus dungeons are often referred to as "Menace" dungeons by the playerbase, such as Keycatrich Menace or Costlemark Menace.

Dungeons have their own maps and the player cannot save the game once inside, unless they find a haven, which fill the role of save points. Most, but not all, dungeons give the player the option to return to the entrance from the save screen. Max HP does not regenerate inside dungeons, and Noctis can get separated from his entourage briefly in some scenarios if he runs off ahead too quickly.

Ramuh has a different summoning animation inside dungeons, and Titan and Leviathan can't be summoned when inside them. Chocobos can't be taken into dungeons. Some dungeons have damage floors or puzzles that need solving to advance. Some have unique procurement points. Completing a dungeon may add new hunts to the nearest town.

Main quest dungeons (with associated quest level)

Sidequest dungeons (with associated quest level)

Final Fantasy Tactics[]

Midlight's Deep.

Gameplay is limited to battles and the world map. Midlight's Deep, however, is said to be a large dungeon. To reach all ten levels the player must find the exit on each level mid-battle. At the bottom level is the lone superboss, Elidibus.

Final Fantasy Type-0[]

Mount Jubanla.

Dungeons are usually optional, and there may be tasks given by NPCs to defeat the monsters within, or to obtain certain items. In dungeons a quest arrow leads the player into the final battle room, and once the enemies there are defeated, the arrow leads the player back to the entrance. Throughout the dungeon the player can collect treasures and collectibles, the most common being Knowing Tags. Many dungeons have such high level enemies they are best tackled in New Game Plus.

List of dungeons:

Final Fantasy Mystic Quest[]

Ice Pyramid.

Consumable items and ammo are found within the brown wooden chests scattered throughout the dungeons that respawn when exiting to the world map. Monsters are also respawn in the same way as the chests.

List of dungeons:

Theatrhythm Final Fantasy Curtain Call[]

The Shrine

A "Shrine", which closely resembles a dungeon, appears as the FMS for several final dungeon themes throughout the series:

  • Sunken Shrine*(from Final Fantasy)
  • Tower of the Magi*(from Final Fantasy II)
  • The Castle*(from Final Fantasy VIII)
  • Via Purifico*(from Final Fantasy X)
  • Heaven's Tower*(from Final Fantasy XI)
  • The Bevelle Underground*(from Final Fantasy X-2)
  • The Farplane Abyss*(from Final Fantasy X-2)
  • Eclipse*(from Final Fantasy XIII-2)

Final Fantasy Adventure[]

Each dungeon contains numerous enemies, and some enemies found in earlier dungeons will continue to make an appearance in later dungeons.

List of dungeons:

Final Fantasy Legend II[]

Each dungeon contains important items and sometimes a boss has to be defeated. Countless items, weapons, and armor can be found throughout these dungeons.

List of dungeons:

Final Fantasy Legend III[]

Almost every dungeon has a boss to defeat, and/or an important item to be obtained. There are also a number of optional dungeons to explore which are simple to navigate and contains valuable treasures.

List of dungeons:

Final Fantasy Dimensions[]

Castle Cornelia PS.gifThis section about a location in Final Fantasy Dimensions is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Final Fantasy Record Keeper[]

A dungeon is the record of an event from the series. Each consists of one or more battle rounds, each representing a particular area within the event. Each round has a Stamina value that must be expended by the player to play. Most dungeons have a boss area requiring slightly more Stamina than other areas, and a relative few dungeons have more than one boss area. The core objective is to complete each area as efficiently as possible while taking the least damage. Meeting this combined objective to any degree earns Chocobo Medals; the more Medals earned, the better the player's ranking in the dungeon.

This layout forces the player to think somewhat strategically, as one is not only limited by his or her total Stamina, but also by the number of charges remaining on the party's Abilities. Target Scores worth three Chocobo Medals each are awarded for actions in a boss area. Thus, it is common for a player to store Ability charges until a boss area is reached.

Completing dungeons earns various rewards. Completion Rewards are always available, and usually include gil. Additional First-Time Rewards are bestowed on the player's first visit to the dungeon. Special Mastery Rewards are collected once the player earns enough Medals to qualify as a Champion (Excellent in Japanese).

There are over 250 dungeons in the standard game, plus a variable number by way of active events. Most are divided into Classic Dungeons and Elite Dungeons, each with progressive levels of difficulty.

World of Final Fantasy[]

The Nether Nebula

Several dungeons serve as passageways to other locations in Grymoire, while others contain significant key items or serve as plot points in the story. As with most locations in the game, most can be fast-traveled to by the use of the Gate in Nine Wood Hills or the airship.

List of dungeons:

Musical themes[]

The early series had a "Dungeon" theme, but as the series evolved, each dungeon began to have its own background theme. In compilation-style games, such as Final Fantasy Record Keeper, the source material determines the dungeon theme.

In Final Fantasy Record Keeper, the original 8-, 16-, and 24-bit music tracks are used despite many games having been remastered and re-scored, in effect adding to the game's nostalgic feel.