Tower (塔, 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.
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.
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.
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.
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.
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.
The Tower of Babil returns as the only tower in the game. It has the same layout as in the previous game.
Towers are a prominent type of location.
- 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 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. The summon Phoenix can be found there.
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.
The Shinra Headquarters are 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 after Shinra destroys Sector 7 and during the attack on Midgar right before 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.
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.
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.
It is considered by many as 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.
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.
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.
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 wasn't 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.
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.
The Tower is a prominent location first visited early in the game, but it later ends up as the final dungeon.
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 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 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.
Ashura's Tower is the only tower to appear.
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.
Fuga's Training Tower also has sorts of treasures and monsters inside. It was used to train Ninja as well.