Towers (塔, Tou?) are a recurring type of Dungeon found throughout the Final Fantasy series. As to be expected from a dungeon, they are always filled with monsters, and are distinguishable by their great number of floors, despite this fact that doesn't mean towers are necessarily the longest type of dungeon available.
Progressing through a tower is not always a straightforward ascent. There may be several alternating ascents and descents before the player reaches the destination, which is usually the tower's summit.
Appearances
Final Fantasy
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The Mirage Tower is distinguished by the fact of actually being a passage to another larger dungeon, the Flying Fortress. It is located in the middle of the Yahnikurm Desert, the most expansive desert in the world, and to reach it, the airship must land far away on the outskirts of the desert, as it can't land in sand.
The Mirage Tower's gateway to the Flying Fortress is guarded by a Blue Dragon.
Final Fantasy II
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The Mysidian Tower is a 10-floor dungeon, the longest in the game, side to side with the Final Dungeon, Pandaemonium, and three bosses must be fought in the quest to reach its top.
Its floors are divided by elemental alignments, starting at floor 2 and ending at floor 6. Floors 2 and 3 have a red tinge and feature lava pits, and the Fire Gigas waits at the former; floors 4 and 5 have a pale blue tinge and feature floor covered with ice spikes, and the Ice Gigas waits at the former; floor 6 has a purple tinge, features many forked paths and bottomless pits, and the Thunder Gigas waits at its end.
The Cyclone dungeon, despite its name, is actually a tower, located in the middle of the Cyclone itself. After crossing through many beasts and electrically-charged floor, the party may face the Emperor.
Final Fantasy III
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In Final Fantasy III, towers became more prominent as locations:
- Castle Sasune is a monster-free location, with exception of its dungeon, which is filled with undead creatures. A Griffon, an early-game random encounter, serves as a keeper for the Wightslayer, a strong sword for the start of the game.
- The Tower of Owen is an early-game dungeon. It has a very mechanical appearance, and the strong Medusa can be found at its top.
- The Dragon Spire is another minor dungeon found in Southeastern Saronia. It is filled with normal monsters for the time, as well as precious Dragoon equipment.
- The Crystal Tower is a grandiose remote tower that serves as the Final Dungeon of the game. At its summit Xande performs his doomsday-bringing rites.
Final Fantasy IV
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The Tower of Zot is a location hidden from the player. The visit to it is scripted, and happens after Cecil returns to Troia with the Earth Crystal in hand. There Golbez waits for the last Crystal, as part of a bargain where he trades Rosa's life for it.
The Tower of Babil is another imposing tower, rising to the skies, with base on the deep Underworld. It is visited twice: the first time, it is entered through its based, on the very underworld; the second, it is accessed through the Cave of Eblan. It serves as Golbez's headquarters through the game.
Mysidia's Tower of Prayers is also an important location story-wise, and its is there where the players can switch party members after the Battle of the Giant of Babil in Final Fantasy IV Advance, Mobile and Complete Collection.
Final Fantasy IV -Interlude-
Template:Sideicon The Tower of Babil returns as the only tower in the game. It has the same layout as in the previous game.
Final Fantasy IV: The After Years
Template:Sideicon Tower of Trials is a tower south of Troia that can only be reached by airship or chocobo.
Final Fantasy V
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In Final Fantasy V, towers are a very prominent type of location.
List of Towers:
- The Walse Tower is the resting place of the Water Crystal. It sinks after the crystal shatters, and can be revisited later, underwater.
- The Barrier Towers surrounding Exdeath's Castle power the barrier surrounding it and protecting it from intruders. One is destroyed by the Warriors of Light and Xezat, the Warrior of Dawn.
- The Fork Tower is located over the Ronkan Catapult after the merge of the worlds, imprisoning Cid Previa in the facility. It also holds the ultimate White and Black Magic spells, Holy and Flare.
- The "Tower" is an area of the Interdimensional Rift. It is the path between the Library and the Dimension Castle.
- The Phoenix Tower is located in the northern desert and is filled with Magic Pots. As it would be to expect, the summon Phoenix can be found there.
Final Fantasy VI
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The only two towers in Final Fantasy VI are connected to Kefka and appear only in the World of Ruin. One is Kefka's Tower, his home after turning himself into the ultimate deity of magic, and from there he governs the world as its only god. It is the game's final dungeon. The other is the Cultists' Tower, located in the surfaced Serpent Trench, and it was raised by the Cult of Kefka. It is filled with magical-based monsters and the party can only fight with magic and Espers at the tower.
Final Fantasy VII
Template:Sideicon The Shinra Headquarters are a 70-floor tower located in the center of Midgar. However, only 10 are explored in the game. It is visited after Shinra destroys Sector 7 and during the attack on Midgar at the end of Disc 2.
Final Fantasy X
Template:Sideicon The very last location Inside Sin and before the Point of No Return is called the "Tower of the Dead".
Final Fantasy X-2: Last Mission
Template:Sideicon Final Fantasy X-2: Last Mission takes place in the 80-floor tall Iutycyr Tower.
Final Fantasy XI
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Final Fantasy XII
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The Pharos at Ridorana is in fact a huge tower which holds the mighty Sun-Cryst at its top. As it would be to expect from the resting place of an empyreal source of immense power, the Pharos is filled with the strongest beasts, the mightiest guardians and even an Esper in order to stall any adventurer.
It is considered by many as the final challenge before the game's Final Boss, The Undying. There is an optional dungeon under this tower, Subterra. Subterra is one of three most dangerous dungeon in the game, the other two being the Great Crystal upper layer and Henne Mines secret area.
The de-facto final dungeon of Final Fantasy XII, Sky Fortress Bahamut, is a massive airship in shape of a huge tower.
Final Fantasy XIII
Template:Sideicon Taejin's Tower was once a massive structure on Gran Pulse, but in several hundreds years of human absence it has decayed and crumbled, now becoming the lair of the flying fal'Cie Dahaka. Seven tiers are still standing nowadays, and it is also lair to the Menhirrim.
Final Fantasy XIII-2
Template:Sideicon Augusta Tower is the tower which was built by the Academy. Its main purpose was maintaining data about Cocoon and Gran Pulse, but due to time paradoxes enemies appear in the Tower and it reconfigures itself depending on time.
It was once a research site for the Proto fal'Cie Project.
Final Fantasy Crystal Chronicles: Echoes of Time
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The Tower is a prominent location in Echoes of Time. It is first visited early in the game, but it later ends up as the game's final dungeon.
Final Fantasy Mystic Quest
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Focus Tower is aptly the geographical focal point of the World Map. Through it, Benjamin is able to access all four regions of the world through doors that can be unlocked as the story progresses. Focus Tower also holds the path to the game's final dungeon, Doom Castle.
The second tower is Pazuzu's Tower in the Windia Region where Pazuzu is holding the Crystal of Wind.
Final Fantasy Adventure
Template:Sideicon The only tower in the game is Dime Tower, at first, this tower is submerged beneath the desert sand. After Sumo unleashes the mystic power of the rusty sword, it emerges somewhere within the desert and Sumo goes looking for it.
The Final Fantasy Legend
Template:Sideicon The Tower is the the central location in The Final Fantasy Legend, and it is the objective of the player characters to climb it and so reach Paradise. Wherever the Tower is seen, it appears to be based in that location and appears to extends only so far into the sky, but in truth it magically spans four main worlds, along with numerous False Paradises, taking a different form in each world.
After defeating Ashura, the Player Characters are dropped back to true bottom of the tower and forced to climb it again, this time on a series of platforms along the outside of the tower. At the Tower's peak, they face the Creator who formed the tower as a manipulative form of personal entertainment. Whether or not the Tower truly leads to Paradise is left ambiguous, as the player characters choose to return home after defeating the Creator, without pressing further on.
Final Fantasy Legend II
Template:Sideicon Ashura's Tower is the only tower to appear in the game.
Final Fantasy Legend III
Template:Sideicon The North Tower and South Tower appears on the original world. Maitreya's Tower is located on Floatland, and the West Tower of the Underworld. These twin towers serves as an optional dungeon.
Final Fantasy: The 4 Heroes of Light
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Towers are common dungeon locations in The 4 Heroes of Light. The Moonlight Tower is located west of the Kingdom of Guera, and is the only place where the Merkmals can be created, needed to enter Guera. The Tower to the Sky is located in the center of the city of Urbeth and the top of the tower has a large Rainbow Bridge that the player can walk on, provided if they have a pair of Rainbow Boots. The Quicksand Castle is located north east of the Kingdom of Guera and is full of quicksand traps that teleport the player around the dungeon floors.
The Holy Tree Tower, Moonsand Ruins, Mysterious Lighthouse and Trial Tower are bonus dungeons with randomly generated floors.
Final Fantasy Dimensions
Template:Sideicon The Highwind Tower is where Ceres, the one of the surviving Wind Drakes, is located.
Fuga's Training Tower also has sorts of treasures and monsters inside. It was used to train Ninja as well.
Final Fantasy Airborne Brigade
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Gallery
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