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Foul things lurk in forgotten places.

Centra Ruins 2

The Centra Ruins are a dungeon from Final Fantasy VIII.

A dungeon (ダンジョン, Danjon?)—or informally in video game terminology, a "stage" or less frequently a "board"—is a central game element in the Final Fantasy series. Within RPGs, dungeons are hostile locations where the goal is to explore their depths while surviving, collecting treasure and defeating enemies for a specific objective: an artifact to be obtained, a boss to be defeated, or a story cutscene to witness. In RPGs, story is often progressed by completing a dungeon, but sometimes they are optional.

Dungeons are commonly caves or ancient ruins, but the backdrops vary greatly. Examples from the Final Fantasy series include the insides of a gargantuan sea serpent, an imposing factory to process the magic of mystical creatures, a living forest of evil, the headquarters of a corrupt megacorporation, enemy military bases, and extradimensional rifts within time and space.

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 the player is simply taken to a dungeon due to a plot event.

As foreboding places, dungeons tend to have notoriety among locals, warning players of the potential dangers and pitfalls within. Monsters typically make their grounds within dungeons, and progressively in gameplay will introduce new, possibly unforeseen challenges by combat that will test the player's abilities in battle. Traps and environmental hazards, as well as puzzles and timers, may exist, further demanding players to be prepared and to remain aware of their surroundings.

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

Appearances[]

Final Fantasy[]

Chaos Shrine

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.

Final Fantasy II[]

Dreadnought 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.

Final Fantasy III[]

Temple of Time

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.

Final Fantasy IV[]

LunarRuins-Entrance

The Lunar Ruins.

Party members often leave and join the party inside dungeons.

Final Fantasy IV -Interlude-[]

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

Final Fantasy IV: The After Years[]

TAY PSP Tower of Trials Dungeon

Tower of Trials.

Every dungeon from the preceding game, 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[]

Drakenvale Dragon Grass

The Drakenvale.

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

Final Fantasy VI[]

Fanatics

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.

Final Fantasy VII[]

Cave of the gi2

The depths of the Cave of the Gi.

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

Final Fantasy VIII[]

TomboftheUnknownKing

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.

Final Fantasy IX[]

Iifa Tree Depths

The Iifa Tree.

Many different dungeons appear.

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 Infinito2

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-Magick-Stairs

Tomb of Raithwall.

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

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[]

Faultwarrens

Faultwarrens.

The traditional concept of dungeons largely does not exist; instead, every gameplay level is a dungeon with gameplay interspersed with cutscenes. 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, every visitable area consisting of dungeon-like gameplay navigated via Historia Crux. Augusta Tower harkens back to classical tower dungeons from the series with its puzzles.

Lightning Returns: Final Fantasy XIII[]

Temple-of-the-Goddess-Platforms

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.


Final Fantasy XIV[]

Icon.

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 XVI[]

Stages fill the role of dungeons in Final Fantasy XVI, being more linear experiences than the open world with set pieces that may drastically alter the environment. Stages do not have maps, and while the player may leave at any time they must start the stage over from the beginning if they do. Stages can be replayed via the Stage Replay and Arcade Mode features of the Arete Stones, but are framed as though going through that section of the story again rather than revisiting the location. The first three stages, Stillwind, Phoenix Gate, and the Nysa Defile, as well as the first visit to the Surge in The Rising Tide, cannot be replayed. The player has the option to skip the first two stages by skipping the prologue in New Game+.

The length of each stage can vary—some are lengthy events with multiple boss encounters and regular enemies in between, others are short affairs with only a single encounter.

  • Stillwind
  • Phoenix Gate
  • The Nysa Defile
  • The Greatwood
  • Caer Norvent
  • The Eye of the Tempest
  • The Kingsfall
  • Phoenix Gate Ruins
  • Drake's Head
  • Kostnice
  • Drake's Breath
  • Rosalith
  • Drake's Fang
  • The Crystalline Dominion
  • The Free Cities of Kanver
  • The Ironworks
  • The Naldia Narrow
  • Reverie
  • Drake's Spine
  • Origin
  • The Sagespire (Echoes of the Fallen DLC)
  • The Aire of Hours / The Surge (The Rising Tide DLC)[note 1]
  1. The Surge is treated as part of the Aire of Hours in Stage Replay and Arcade Mode, and only the second visit may be replayed.

Final Fantasy Tactics[]

Deep Dungeon 3

Midlight's Deep.

Gameplay is limited to battles and the world map. Midlight's Deep is 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[]

Knowing-Tags-Mount-Jubanla-Type-0-HD

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.

Final Fantasy Mystic Quest[]

FFMQ Ice Pyramid F5 Area 1 - Inside

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.

Theatrhythm Final Fantasy Curtain Call[]

Shrine TFFCC

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.

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.

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.

Final Fantasy Dimensions[]

Castle Cornelia PSThis 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[]

WoFF The Nether Nebula

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.

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.

Etymology[]

A dungeon is a modern day term typically associated with medievalesque fantasy and RPGs to describe any labyrinthine construct or area that harbors hostile and barbaric elements, from monsters to traps, but also contains valuables and treasures to obtain, being made popular by the foundational defining tabletop RPG game Dungeons & Dragons. Historically, dungeons were designated portions of a castle used to hold prisoners of war, and were sometimes utilized as torture chambers and hidden for their cruel nature. Due to its near similar pronounciation as the French word donjon, referring instead to the keep of a castle, the word had evolved as a false friend word in relation to its current day usage. As such, dungeon is also a metaphoric word to also describe any place secured yet imposing, oppressive, and hostile to be held against one's will.

Notes[]

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