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Crystal Tower prologue artwork for Final Fantasy III 3D

The Crystal Tower is the final dungeon of Final Fantasy III, and is included in the opening FMV of the DS and iOS versions.

Tower (, Tou?) is a recurring type of dungeon in the Final Fantasy series. They are filled with monsters, and are distinguishable by their great number of floors, although towers are not necessarily the longest type of dungeon available. Certain locations, such as castles, may also contain towers.

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. Towers can have puzzles, traps, and damage floors. Towers can appear as bonus dungeons.

Appearances[]

Spoiler warning: Plot and/or ending details follow. (Skip section)

Final Fantasy[]

Mirage Tower - WM

The Mirage Tower.

The Mirage Tower is 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 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[]

Cyclone Fotress

The Cyclone Fortress, a tower powering the ultimate tool of destruction.

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 will face the Emperor.

Final Fantasy III[]

Tower of Owen

In order to proceed into the Tower of Owen's floors, Luneth and his friends must first turn into frogs.

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 mechanical appearance, and the strong Medusa is found at the 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. At its summit Xande performs his doomsday-bringing rites.

Final Fantasy IV[]

Siege of Babil

The Tower of Babil as seen in the opening FMV of Final Fantasy IV DS and Complete Collection.

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. Golbez waits here for the last Crystal.

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 base, on the underworld; the second, it is accessed through the Cave of Eblan. It serves as Golbez's headquarters.

Mysidia's Tower of Prayers is also an important location story-wise, and is where players can switch party members after the Battle of the Giant of Babil in Final Fantasy IV Advance and Final Fantasy IV: The Complete Collection versions.

Final Fantasy IV -Interlude-[]

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[]

Tower of Trials is a tower south of Troia that can only be reached by airship or chocobo.

Castle Cornelia PSThis section about a location in Final Fantasy IV: The After Years is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Final Fantasy V[]

Barrier Tower

The Barrier Tower.

Towers are a prominent type of location.

Final Fantasy VI[]

Kefkatowerout

Kefka's Tower is located where Vector once was, and is made of rubble from the cataclysm.

The only two towers are connected to Kefka, and appear in the World of Ruin. One is Kefka's Tower, his abode from where he governs the world. It is the game's final dungeon. The other is the Cultists' Tower, located in the surfaced Serpent Trench, raised by the Cult of Kefka. It is filled with magical monsters and the party can only fight with magic and espers at the tower.

Final Fantasy VII[]

The Shinra Bldg. is a 70-floor tower at the center of Midgar. Only 10 are explored in the game; the player must take the emergency stairs or the elevator through the others. It is visited during "Storming the Shinra Building" at the end of the Midgar portion of the game, and during the "Mako Cannon Rampage" right before the endgame. The first time around, the player must solve various puzzles to get the keycard to advance to the next floor. In the later visit, all the same floors can be visited and the player can get various items and weapons they could not get the first time through.

Final Fantasy VIII[]

LunaticPandora1

Lunatic Pandora.

Lunatic Pandora is a colossal mobile structure that encompasses the Crystal Pillar. The structure is introduced in a Laguna dream sequence as the Centra Excavation Site, which later becomes the Lunatic Pandora. Depending on the things the player does as Laguna, different items become available for the later visit. On both visits, the player must reach the top via its labyrinthine tunnels, but the tower is positioned differently later when it is standing up.

Deep Sea Research Center is a tower-type bonus dungeon that exists underwater and the player must reach the bottom of the sea where they can fight a superboss.

Final Fantasy X[]

The last location inside Sin and before the point of no return is called the "Tower of the Dead".

Final Fantasy X-2: Last Mission[]

Iutycyr Tower is 80 floors tall and has a similar layout to Via Infinito. Every 20th level the player must fight a boss. On every tenth level, Yuna, Rikku and Paine will have a conversation about what has happened since the events in Final Fantasy X-2.

Final Fantasy XI[]

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

Final Fantasy XII[]

Suncryst

The Pharos is home to the Sun-Cryst, an artifact of immense power created by the gods.

The Pharos is a huge tower that holds the mighty Sun-Cryst. It is filled with the strongest beasts, the mightiest guardians, and even an Esper to stall any adventurer.

It is considered the final challenge before the final boss, as the player cannot save in or leave the very last location due to story reasons, which is also thus fairly short. There is an optional dungeon under Pharos, Subterra, one of three most dangerous dungeons in the game, the other two being the Great Crystal upper layer and Henne Mines secret area.

The final dungeon, Sky Fortress Bahamut, is a massive airship in the shape of a tower.

Final Fantasy XIII[]

Taejin's Tower Concept Artwok

Taejin's Tower.

Taejin's Tower was once a massive structure on Gran Pulse, but in several hundreds years of abandonment it has decayed and crumbled, now becoming the lair of the flying fal'Cie Dahaka. Seven tiers still stand, and it is the lair to the Menhirrim. Lightning and her friends brave the tower on their way to Oerba.

Final Fantasy XIII-2[]

Augusta Tower was built by the Academy to maintain 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. Serah Farron and Noel Kreiss visit the tower to find out about the "forbidden history" said to have been sealed there.

Final Fantasy XIV[]

Mor Dhona ARR 03

Crystal Tower.

Syrcus Tower, commonly known as the Crystal Tower, appears as a raid based on the Final Fantasy III dungeon of the same name. It was designed by the Allagan Empire as a means of harnessing the power of the sun, but when control over the tower was lost it ushered in the Fourth Umbral Era, destroying the Empire and sinking beneath the ground. It was not revealed again until the Calamity, which caused it to once again rise up and tower over the landscape of Mor Dhona. The raid was added in patch 2.3.

Pharos Sirius is a massive lighthouse in Western La Noscea that was damaged in the Calamity, with a gigantic corrupted crystal impaling it. It was introduced as a dungeon in patch 2.1, where players fought their way to the peak to defeat the Siren that had taken up residence there. A Hard mode was added in patch 3.1, this time seeing players descend the tower from the top down to stop a kobold incursion.

The Vault is a dungeon introduced in Final Fantasy XIV: Heavensward. The seat of Ishgard's leadership, located in the heart of the city where it is its tallest structure, players ascend it to rescue Aymeric de Borel and try to put an end to Thordan VII's machinations.

The Ridorana Lighthouse, based on the Pharos from Final Fantasy XII, appears as a raid in Final Fantasy XIV: Stormblood for the Ivalice-themed Return to Ivalice raid series.

Final Fantasy XV[]

Costlemark Tower is but a site of ruins in Duscae region, but at nighttime a secret door opens that lets the player explore its depths. It is an optional dungeon and perhaps the hardest dungeon in the game.

Final Fantasy XVI[]

Reverie is the tallest structure on Valisthea, located on Ash. It is where Clive Rosfield finds Barnabas Tharmr. The tower appears made with unknown technology with elevators and living constructs.

Final Fantasy Crystal Chronicles: Echoes of Time[]

EoT Tower Appearance

Tower.

The Tower is a prominent location first visited early in the game, but it later ends up as the final dungeon.

Final Fantasy Mystic Quest[]

FFMQ Focus Tower

The Focus Tower.

Focus Tower is 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[]

The only tower that appears is Dime Tower, which is initially submerged in 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[]

The Tower is the central location. It is the player's objective to climb it and so reach Paradise. Wherever the Tower is seen, it appears to be based in that location and appears to extend 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[]

Ashura's Tower is the only tower to appear.

Final Fantasy Legend III[]

The North Tower and South Tower appear 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[]

Moonlight World

Moonlight Tower.

Towers are common dungeon locations. 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[]

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.

World of Final Fantasy[]

WOFF The Crystal Tower

The Crystal Tower.

Castle Cornelia PSThis section about a location in World of Final Fantasy is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.
Spoilers end here.

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