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1[[quoteright:250:[[VideoGame/FinalFantasyIX https://static.tvtropes.org/pmwiki/pub/images/memoria_noscale.png]]]]
2[[caption-width-right:250:The whole dungeon is a massive set of staircases.]]
3
4->'''Dr. Raymond Stantz:''' Hey. Where do these stairs go?\
5'''Dr. Peter Venkman:''' They go up.
6-->-- ''Film/{{Ghostbusters 1984}}''
7
8A trope found in most fantasy setting {{Role Playing Game}}s. No matter what all you will have to accomplish between the beginning and the end--whatever continents you must cross, whatever oceans you must ford, whatever planets you must visit--you will always have to climb a {{T|heTower}}ower.
9
10True, [[EvilTowerOfOminousness towers]] make for great defenses in times of war. However, one can easily see that the reason it exists is solely to make the player traverse not only far, but up in order to accomplish the goal. More often than not, the tower will either be three-quarters of the way through the game or will consist of TheVeryDefinitelyFinalDungeon itself. If the tower is not the final dungeon, then you can guarantee that when you finally do reach the top and fight the boss you're in for some pretty dialogue-heavy [[{{Cutscene}} plot sections]] usually involving some kind of twist that changes the direction of the protagonist's mission.
11
12This trope is not just limited solely to {{Role Playing Game}}s; very often games will utilize this type of level design as a way to [[SceneryPorn show off their environments]], particularly open-world games where it is one of the few times you can see said world from such altitudes. Games with [[LeParkour climbing mechanics]] will typically have you spiraling around the outside of the tower.
13
14See also ClimbingClimax, EndingByAscending.
15
16ClockTower is a closely related trope, especially in a [[ForDoomTheBellTolls Bell Tower]] or [[CathedralClimax Cathedral]]. Oddly, you rarely see residents having to climb a MageTower, perhaps because it would highlight how [[AwesomeButImpractical impractical]] it is for old men. In case the tower or building is high enough to take the characters to the high skies (thus being a literal skyscrapper), they'll transition into JourneyToTheSky.
17----
18!!Examples:
19[[foldercontrol]]
20
21[[folder:Video Game examples]]
22* ''VideoGame/{{Dislyte}}'':
23** The ''Infinite Miracle'' game mode is based around climbing a tower and fighting enemies on their floors to obtain awards. There are two versions of ''Infinite Miracle'': ''Spatial Tower'' and ''Temporal Tower''.
24** ''Spatial Tower'' has you climbing 100 floors with the last and most prestigious reward being a free Legendary Esper, [[GodOfLight Lucas]].
25** ''Temporal Tower'' consists of 50 floors, with every 5th floor going through a Temporal Disturbance that grants glamorous rewards. At the beginning of the month, a new phase will begin, resetting you on the first floor with the possibility of the rewards and enemy formations changing.
26* The ''Franchise/FinalFantasy'' series is littered with examples of this.
27** ''VideoGame/FinalFantasyI'' has you climbing the Tower of Illusion to obtain the fourth crystal.
28** ''VideoGame/FinalFantasyII'' has the fake final dungeon, Castle Palamecia, which you actually fall several stories down to just so you can climb up it. The Mysidian Tower and [[TheVeryDefinitelyFinalDungeon Castle Pandaemonium]] each have ten floors, with the latter also coming after the five-floor descent down Jade Passage. The Unknown Palace in the Soul of Rebirth story also has ten floors, being a mirrored version of Pandaemonium.
29** ''VideoGame/FinalFantasyIII'' has the Tower of Owen and the Crystal Tower.
30** ''VideoGame/FinalFantasyIV'' has at least two towers that serve as dungeons: The Tower of Bab-il and the Tower of Zot, where Golbez runs his operations. You also have to enter the Tower of Bab-il no less than three times and traverse different floors each time.
31** ''VideoGame/FinalFantasyV'' has the Barrier Tower, the Phoenix Tower (30 stories tall), the Fork Tower (in which you have to divide your party in order to knock down both sides at the same time), and Walse Tower (home to the water crystal).
32** ''VideoGame/FinalFantasyVI'' has the Tower of Fanatics. Kefka's tower is an inversion for the most part, as you're descending into the depths to fight Kefka (except for a few bits) and then climbing back up to escape it.
33** ''VideoGame/FinalFantasyVII'' has Shinra Headquarters. While it is not a literal tower in the castle sense, the skyscraper feel to it certainly would classify it as a tower. Especially if you have to take the stairs... A more classical example would be the Pagoda in {{Wutai}}, which, while only five levels tall, is 100% tower ''and'' has a guardian on each floor. At least one ''VideoGame/SecondLife'' FFVII RP sim's players have taken to calling it "[=ShinRa=] Tower" and during the Junon sim's existence, put a fanmade one inside the support structure for the canon.
34** VideoGame/FinalFantasyVIII has the optional Centra Ruins, the Dollet Radio Tower, the Desert Prison at the beginning of disc 2, and Lunatic Pandora.
35** ''VideoGame/FinalFantasyIX'' has [[FinalDungeon Memoria]]. However, the fact that the laws of physics aren't strictly followed here makes it more difficult to say "upstairs".
36** ''[[VideoGame/FinalFantasyX2 Final Fantasy X-2]]'' has the [[BonusDungeon Via Infinito]], which goes ''down''.
37** ''Final Fantasy X-2: Last Mission'' consists entirely of climbing the 80-floor Iutycyr Tower.
38** ''VideoGame/FinalFantasyXI'':
39*** Delkfutt's Tower, the top of which plays an important part in the ''Rise of the Zilart'' expansion, and offers a few special fights... for anyone who had the time and money to go to the Fan Festivals.
40*** The Nyzul Isle remnants. It is 100 floors and was originally planned to go further up and descend. However, it is not clear what exactly is going on since the layout of the non-boss floors are random and all of the Alzadaal Ruins is [[spoiler:Alexander's body]].
41** ''VideoGame/FinalFantasyXII'' had the ''100-story'' Pharos in the Ridorana Cataract region. You skip maybe 27 stories by teleporting, but the rest have to be climbed, and the number of the story you're in shows on the HeadsUpDisplay; however, most of those stories are better defined as "landings between sets of stairs", so it's not quite as exhausting as the number makes it seem. The Pharos also has the Subterra section, with three basement floors solely for OptionalBoss sidequests.
42** ''VideoGame/FinalFantasyXIII'' has Taejin's Tower, which has individual floors connected by stairs, though you need to use the elevator to get between sections. The sections themselves all need to be rotated into place so that the elevator can reach the top. The tower was once much taller, but has long since collapsed, leaving only the first seven floors that form the playable area. Another elevator that once would have gone further up the tower now rolls up to the outskirts of [[spoiler:Oerba]] instead.
43** ''VideoGame/FinalFantasyXIV'' has the Syrcus Tower raid, an homage to ''FFIII'''s Crystal Tower.
44** ''VideoGame/FinalFantasyXV'' has several [[InvertedTrope inversions]], as the mandatory Steyliff Grove, optional Costlemark Tower, and several post-game {{Bonus Dungeon}}s are all ''down''stairs from the entrance.
45** ''VideoGame/FinalFantasyMysticQuest'' had Focus Tower, which was literally (and outright stated to be) the center of the world. It is the final dungeon, although the player gets to pass through parts of it at several earlier points in the game. In fact, at one point you get a glimpse of said final dungeon while retrieving a hidden item.
46** ''VideoGame/TheFinalFantasyLegend'' is all about this, literally. Many adventurers have tried climbing the tower, and your party is only the latest in a long line. Each "world" involves a long quest to get the key to unlock the next floors of the tower, which lead to the next world. Once all the keys have been obtained, you have to climb ''ludicriously'' high up the tower (fighting powerful monsters all the way) before finally facing off against [[RageAgainstTheHeavens the final boss.]]
47* This was almost the entirety of ''VideoGame/MagicSwordHeroicFantasy'': After the heroes go through the village and defeat the first boss, the rest of the game is a 50-story tower.
48* Several instances in ''VideoGame/PhantasyStar'':
49** [[VideoGame/PhantasyStarI The first game]] has the tower of Baya Malay, in which the player must climb to the top floor, then descend into the basement, then ascend again via a separate route to reach the roof.
50** ''VideoGame/PhantasyStarII'' has just one tower, Nido (aka Tower of Nido), but in this case one is more than enough. Nido is the only dungeon in the game to contain the infamous enemy Blaster, a biomonster with an attack capable of [[TotalPartyKill wiping out the entire party in a single shot]]. Blaster's appearances and use of the attack have been nerfed in ports, but it still appears enough and Nido is still challenging enough to make beating it an achievement on the Xbox.
51** ''VideoGame/PhantasyStarIII'', like its predecessors before it, has exactly one tower: the Control Tower of Aridia, where the first generation goes to meet Lyle and fix the Weather and Satellite control systems. Unlike Nido from ''[=PSII=]'', it's far from a difficult dungeon, and in fact is pretty forgettable seeing as how it's visually no different than any other dungeon thanks to the game's liberal use of CutAndPasteEnvironments.
52** ''VideoGame/PhantasyStarIV'' has towers galore, including Ladea Tower, Garuberk Tower, Strength Tower, Courage Tower, Anger Tower, and even an ''enemy'' called "Tower"! Of these towers, Ladea and Garuberk are the most important from a story perspective, while the three later towers are end-of-game SecretTestOfCharacter sites (two are mandatory, one is optional). The enemy Tower, amusingly enough, is not actually encountered in a tower (it's a robot sentry on the space satellite Kuran).
53* ''VideoGame/SaGaRPG'':
54** The first two games in the series both revolve around climbing up worlds-spanning towers. In ''VideoGame/TheFinalFantasyLegend'', whatever the protagonists' initial motivation for scaling the tower was, the ultimate purpose ends up being to [[RageAgainstTheHeavens punch the local deity in the face]] when you get there. Take that, Almighty! In ''Videogame/FinalFantasyLegendII'', after reaching the top of the tower, you must descend inside of it for the final battle.
55** ''Videogame/FinalFantasyLegendIII'' has two tower dungeons, but without a God to punch at the top. Though if you replace Master with [[Franchise/CthulhuMythos Old Ones]], you'll feel better and understand the game a whole lot more.
56* ''VideoGame/TheTowerOfDruaga''. Essentially the entire game is climbing up a 60-floor tower. In the AnimatedAdaptation, the original NES game is available as an arcade game on ''one'' of the floors, which are divided in multiple ''groupings'' of floors filled with monsters and traps. And then [[spoiler: there's ''another'' tower on top of this one where the ''true'' BigBad resides]].
57* ''Franchise/ShinMegamiTensei'':
58** ''VideoGame/ShinMegamiTenseiIIINocturne'' has a few, including one incredibly tall tower you have to clear once, which is then crushed by ''an even bigger tower''. Thankfully, it skips a lot of floors going up, so although the game says you're on floor 600, you didn't literally trek up that many floors in gameplay.
59** ''VideoGame/{{Persona 3}}'', a spin-off of the above series, had the 260+ floor Tartarus, which exemplifies this trope. Tartarus wasn't just the final dungeon, it was the only dungeon. The game divides into about 45% climbing Tartarus, 45% [[LevelUpAtIntimacy5 Social Links]], 10% [[BossBattle Full Moon Operations]].
60** Inverted in ''VideoGame/Persona5'', which features Mementos, a huge, multi-level dungeon, where instead of starting at the bottom and climbing to the top, you start at the top and progress further downward. New sections unlock as you progress through the game, [[spoiler: with the very bottom serving as the final dungeon]].
61** ''Persona 5 Royal'': The VeryDefiniteFinalDungeon ([[spoiler:Dr. Maruki]]'s Palace) takes the form of a massive glass-and-golden tower. The final boss is met at the highest point of the structure.
62** This is a big part of ''VideoGame/{{Catherine}}''. Vincent's {{Nightmare Sequence}}s involve him attempting to climb a series of hazardous towers to escape to "freedom". Falling or dying by any other means will [[YourMindMakesItReal kill him in the real world]]. The story making it a spin-off of Persona, doesn't make it much of a surprise.
63** ''VideoGame/DigitalDevilSaga'' includes a massive tower in each game, one of which is located on or in the ''sun''.
64** ''VideoGame/ShinMegamiTenseiI'' is [[NintendoHard stuffed to the gills with them]], but the most notable is the final dungeon, [[spoiler: a gigantic, multi-storied cathedral built to summon God into it.]] This is subverted however [[spoiler:if you choose to take the Law path. You go ''down'' through the underground part of the cathedral instead. On Neutral, you go both down '''and''' up, in either order.]]
65** ''VideoGame/ShinMegamiTenseiStrangeJourney'' includes a tower at the very center of Sector Eridanus, atop which the dimensional distortion between Earth and the Schwarzwelt is found. Much less ominous but a lot more terrifying is Mithra's Palace of Pleasure in Sector Bootes, a nightmarish construction where Mithra and his demonic cronies imprison and experiment upon [[spoiler:the human crew of the Elve and even fellow demons]].
66* The ''VideoGame/TalesSeries'':
67** ''VideoGame/TalesOfPhantasia'' had ''two'' towers: the Tower of Luna, where you get... er, Luna, and the Odin Fire Tower, where you get Lloyd's old Flamberge and the Explode spell.
68** ''VideoGame/TalesOfDestiny'' incorporated a remake of ''VideoGame/TheTowerOfDruaga'' as its BonusDungeon.
69** ''VideoGame/TalesOfEternia'' had the optional Glimmering Spire, a tower of ''[[OnlySmartPeopleMayPass puzzles]]'' on each floor. At the top awaited the boss battle with Valkyrie and a ''ton'' of chests.
70** ''VideoGame/TalesOfSymphonia'':
71*** The Tower of Mana, which you have to climb twice. The second time includes a bit of NoFourthWall LampshadeHanging on the tediousness of this sort of thing... the characters mention how annoying it is that they have to go through the area again, and Lloyd asks why there couldn't be a "quick jump" option, confusing Regal. [[note]]Quick jump is an option given to you at other points in the game which allows you to skip through long dungeons you've been through before if you need to get to the other side for a plot event. The lack of one in this case is done deliberately, as there is a PointOfNoReturn after you go through it the second time.[[/note]]
72*** Subverted with the actual villain EvilTowerOfOminousness, which is ''not'' climbable -- it only has one real floor of interest, which you access by teleporter. But you do have to ''descend'' it at one point (no, twice actually -- the basement portion soon after the first descent).
73*** The OVA version of it has a giant spiral staircase leading to the room with the teleporter.
74** The final stage in ''VideoGame/TalesOfInnocence'' is the Tower of Dawn. It happens to be divided into three parts, with three boss rooms at the end of each segment and a save point just before each boss.
75** ''VideoGame/TalesOfVesperia'' ends the first third of the game with the "Tower of Gears, Ghasfarost." There is also the EvilTowerOfOminousness via Tarqaron.
76** The InevitableTournament in ''VideoGame/TalesOfHearts'' mostly takes place in a huge tower called the "Tower of Heroes, King's Cross".
77** ''VideoGame/TalesOfTheAbyss'' has the Tower of Rem.
78* The ending of the first ''VideoGame/MaxPayne'', which has the title character storming the Aesir Corporation tower to take on the BigBad behind the murder of his family.
79* ''VideoGame/YsIAncientYsVanishedOmen'' and all of its remakes do this, with nearly half the game consisting of climbing Darm Tower in pursuit of Dark Fact. ''VideoGame/YsOrigin'' took it to its logical conclusion: the entire game is a tower climb.
80* The Spring of the Sky and Tower of the Goddess areas in ''VideoGame/LaMulana''.
81* ''VideoGame/LeifengPagoda'', where each and every level sees you ascending the titular tower from bottom to top, in order to release [[ParentsInDistress your mother imprisoned on the highest level]].
82* ''Franchise/SuperMarioBros'':
83** The Endless Staircase from ''VideoGame/SuperMario64'' (which is only endless so long as you don't have enough stars to engage Bowser in the final battle). Or doing a [[https://www.youtube.com/watch?v=QDkxRA7yxLY&feature=player_detailpage#t=232s tool-assisted speedrun]].
84** The Towers and Mid-Castles/Fortresses in ''VideoGame/NewSuperMarioBros'' and ''VideoGame/NewSuperMarioBrosWii'', respectively.
85** ''VideoGame/MarioParty8'': The minigame Rotation Station takes place inside a tall, ominous tower where two dueling characters have to jump across platforms (some of which are moving) to see who reaches the top first. Whoever does so first wins, but the minigame ends in a tie if neither character makes it to the top in five minutes.
86** ''VideoGame/MarioPartyIslandTour'': In Bowser's Tower, as the player's chosen character and their companion Green Toad defeat the bubble clones created by Bowser in his evil tower, they run upstairs in a spiral pattern to move bwteen floors and reach the top. However, because of ''how tall'' the tower is, this will require clearing multiple floors.
87* The ''Franchise/{{Kirby}}'' series is a big fan of this trope, usually either for The VeryDefinitelyFinalDungeon or the DiscOneFinalDungeon.
88** The third area in ''VideoGame/KirbysAdventure'', the Butter Building, uses a tower as a HubLevel. As you clear each stage, another floor of the tower is revealed; in two of the levels, there's a sequence where you must run up a revolving staircase on the outside of the tower while enemies pursue you. At the tower's top, you fight the area bosses, Mr. Shine and Mr. Bright, who look like the sun and a crescent moon respectively. There's also a level in Rainbow Resort where you must get to the top of a tower; you must fight a miniboss in each floor, with a hidden level which is similar but the minibosses are different. This type of level is referenced in other ''Kirby'' games such as ''VideoGame/KirbysReturnToDreamLand'' where the final stage of Nutty Noon does the same thing.
89** [[VideoGame/KirbySuperStar The Great Cave Offensive]] has the Old Tower area, which usually (but not always) required Kirby to go up. It's also [[DungeonBypass skippable]].
90** Stage 7 of Dark Castle in ''VideoGame/KirbysDreamLand2'' require Kirby to go up a tower, with the boss fight with Dedede afterwards taking place at the top. The Rainbow Drop for Dark Castle also requires Kirby to enter specific doors based on a sign hidden in the castle (requiring Kine's [[LightEmUp spark ability]]). Notably, it's the only stage in Dark Castle that doesn't have a [[RemixedLevel harder counterpart]].
91** Iceberg in ''VideoGame/KirbysDreamLand3'' takes inspiration from the Rainbow Resort example above with a [[BossRush mini-boss rush]] and has puzzles to solve to clear the objective (retrieving an angel's wings).
92** The fourth stage of Ripple Star in ''VideoGame/Kirby64TheCrystalShards'' repeats the ''Dream Land 3'' example with Ripple Star's Castle.
93* ''VideoGame/{{Terranigma}}'' begins with the misleadingly cliché quest of conquering five towers...which you discover control the resurrection of the very continents of the world above (ours). There's two more towers in the game as well (one is the last proper dungeon), but both are unrelated to these five.
94* ''VideoGame/IllusionOfGaia'' ends with a climb up the TowerOfBabel. The climb fairly short for as tall as the tower is shown to be, with the only real substance being a series of boss battles on the way up.
95* The laboratory stage of ''VideoGame/IronMeat'' is a lengthy climbing sequence where you repeatedly leap up a series of platforms, one level at a time, each infested with mutant monsters or hazards, while trying to reach the tip to battle the stage's boss.
96* ''Franchise/TheLegendOfZelda'':
97** ''VideoGame/TheLegendOfZeldaALinkToThePast'': Ganon's Tower, as well as the Tower of Hera and Hyrule Castle Tower in the same game. The latter two [[NostalgiaLevel make a return]] in ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]''.
98** ''VideoGame/TheLegendOfZeldaLinksAwakening'': Eagle's Tower, which first has to be cut in height before Link can reach the top. You get to collapse a floor of it by hurling a large iron ball at four load-bearing pillars.
99** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' has Ganon's Tower as the final dungeon, which you have to climb to get to the final boss. Also puts an interesting twist in that, once you beat Ganondorf, you have to [[BackTracking climb back DOWN]] [[LoadBearingBoss while the thing crumbles]].
100** ''VideoGame/TheLegendOfZeldaMajorasMask'' has Clock Tower, which, although small, is a tower at the center of the town at the center of Termina, and is also the entrance to the final area of the game. Also, the Snowpeak Temple is like a tower, the puzzle being how to activate certain things in order to progress. There's also the last dungeon of the game which is not a tower, but is at the top of one: Stone Tower.
101** ''VideoGame/TheLegendOfZeldaOracleGames'': The Black Tower of ''Oracle of Ages'' as TheVeryDefinitelyFinalDungeon.
102** ''VideoGame/TheLegendOfZeldaTheWindWaker'': A benign example with the last floor of Tower of the Gods. The stairs lead to a boss battle, but Gohdan is a force of good who aims to challenge Link so the latter can prove his worth. A not-so-benign example occurs near the end in Ganon's Tower, where Link walks the long staircase leading to Ganondorf, who's keeping Zelda captive.
103** ''VideoGame/TheLegendOfZeldaFourSwordsAdventures'': The Tower of Winds features an ice-themed, side-scrolling tower climb, with frequent forays into the [=GameBoy=] Advance to solve a puzzle or bypass a wall in the main portion. [[LoadBearingBoss And then you get to hurriedly climb down it after defeating Vaati makes it start to collapse]], [[ItMakesJustAsMuchSenseInContext even though he only had power over the PALACE of Winds, not the Tower.]] [[spoiler:Even [[HijackedByGanon Ganon's]] presence doesn't explain why the Tower was coming apart.]]
104** ''VideoGame/TheLegendOfZeldaTheMinishCap'' has the highest climb to date: from Hyrule's humble surface, to high above even the high-flying Palace Of Winds for the battle with the Gyorg Pair. One has to wonder if said battle took place near the mesopause.
105** ''VideoGame/TheLegendOfZeldaTwilightPrincess'':
106*** The Temple of Time is an interesting case, as Link has to reach the top, fight his first Darknut, get the Dominion Rod from him, and then go back to the first floor while [[EscortMission escorting]] a big statue.
107*** The path to [[spoiler:the throne of Hyrule Castle where Ganondorf awaits]] is a badly damaged staircase with many pits, requiring Link to use the Spinner and the Double Clawshots to traverse it. He also has to defeat powerful enemies like armored Lizalfos and a Darknut in the process.
108** ''VideoGame/TheLegendOfZeldaPhantomHourglass'': [[InvertedTrope Inverted]] with the Temple of the Ocean King, in which Link climbs downward in-between the game's other dungeons, using equipment he finds inside of, and/or en route to, these other dungeons to bypass previously insurmountable obstacles, up to and including asking a fairy spirit he'd just freed to open the way forward. [[spoiler:The final dive is part of the endgame, as reaching the temple's lowest depths triggers the final battle.]]
109** ''VideoGame/TheLegendOfZeldaSpiritTracks'': The 30-story Tower of Spirits has to be reassembled piece by piece by completing the game's other dungeons, and then each relocated part has to be navigated upon upward.
110** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': Hyrule Castle once again in the game, though in a twist the FinalBoss is '''NOT''' in the absolute highest room; there are a few areas above it with optional collectibles.
111* ''VideoGame/StarOceanTillTheEndOfTime'' is particularly guilty of this. The BonusDungeon, Sphere Company floors 101-211, is 110 near-identical floors of hell.
112* ''VideoGame/StarOceanTheSecondStory'' has one at the end of each disk.
113* The Playstation RPG ''VideoGame/AzureDreams'' is a good example of this- all of the action in the game takes place in a giant tower, with the town below, the only other accessible location, consisting of shops and dating-sim style character interactions.
114* The ''Franchise/{{Pokemon}}'' [=RPGs=] tend to have quite a few towers.
115** The [[VideoGame/PokemonRedAndBlue Kanto series games]] has two that can (and [[{{Railroading}} must]]) be climbed, both of which were taken over by Team Rocket. The first of which is the [[BigBoosHaunt Pokémon Tower in Lavender Town]], where you need to calm the ghost of the mother Marowak and obtain the PokéFlute from Mr. Fuji. The second is the Silph Co. Building in Saffron City, where Giovanni planned to get his hands on the Master Ball to catch Mewtwo, and defeating him clears out the Team Rocket grunts in the city.
116** [[VideoGame/PokemonGoldAndSilver Johto]] [[VideoGame/PokemonHeartGoldAndSoulSilver games]] have Olivine's lighthouse, Goldenrod's radio tower, the Tin/Bell Tower in Ecruteak City (atop of which is Ho-oh), and a tower in Violet City that was supposedly a giant Bellsprout at one point.
117** The Sky Pillar, in the middle of [[VideoGame/PokemonRubyAndSapphire Hoenn]]'s ocean. There's Rayquaza in the summit.
118** The final main storyline dungeon of each ''VideoGame/PokemonMysteryDungeon'' game is a tower that must be ascended. In the first set of games it's the Sky Tower (atop of which is Rayquaza), and in the second set of games it's Temporal Tower with Dialga as the boss.
119** ''VideoGame/PokemonRanger: Shadows of Almia'' has the last mission in a tower.
120** ''VideoGame/PokemonBlackAndWhite'':
121*** Celestial Tower and Dragonspiral Tower.
122*** [[spoiler:Team Plasma's Castle]] at the end of the game. You actually start off more or less on one of the middle floors and make your way up to the top floor.
123* ''VideoGame/MetalGear'':
124** In ''VideoGame/MetalGearSolid3SnakeEater'', there's an incredibly long ladder which the player is required to climb. The ladder is so long, in fact, that there's enough time to play a sizable chunk of the game's theme song. However, the bottom of the ladder is in a jungle, while the top is on a mountain.
125** The almost unbearably long Comms Tower stairs, on which Snake must fight a running gun battle against an infinite supply of {{Mook}}s, in the first ''VideoGame/MetalGearSolid'' (and in the MSX game ''VideoGame/MetalGear2SolidSnake'', for that matter.) Fortunately, the ''other'' Comms Tower has a (mostly) functional elevator.
126* ''Franchise/FireEmblem'':
127** ''VideoGame/FireEmblemGaiden'': Celica's final destination in Act 4 is Duma Tower, a spiraling monument full of monsters and deranged cultists.
128** ''VideoGame/FireEmblemTheSacredStones'': The Tower of Valni is an optional dungeon where inexperienced units can train without difficulty. The Tower once housed Frelia's Sacred Stone but, during the war, Grado stormed the Tower and destroyed it. Since then, it has become a hive of monsters.
129** ''VideoGame/FireEmblemRadiantDawn'': The endgame takes place in the Tower of Guidance, with floors large enough to hold appropriately epic battles.
130* ''VideoGame/ProfessorLayton'':
131** In ''VideoGame/ProfessorLaytonAndTheCuriousVillage'', there's a creepy slapped-together-looking tower overlooking the village, noticed soon after the start of the game and mentioned by multiple characters. Guess what you have to do in the climax.
132** ''VideoGame/ProfessorLaytonVsAceAttorney'' has the great archives, and more importantly, the Storyteller's tower. And if that wasn't enough, there are smaller towers at the top of the main tower.
133%%** ''VideoGame/ProfessorLaytonAndTheDiabolicalBox'' has a big castle in the forest.
134%%** ''VideoGame/ProfessorLaytonAndTheUnwoundFuture'' features the towering pagoda and [[spoiler: a giant mecha]].
135%%** ''VideoGame/ProfessorLaytonAndTheLastSpecter'' has a mansion on a hill.
136%%** ''Anime/ProfessorLaytonAndTheEternalDiva'' has a castle on a mountain [[spoiler:complete with a huge digging machine that can go on a rampage]].
137%%** ''VideoGame/ProfessorLaytonAndTheMiracleMask'' has a big hotel with a very high auditorium.
138%%** ''VideoGame/ProfessorLaytonAndTheAzranLegacy'' has a skyscraper right in the middle of a city that acts as the base of the BigBad.
139* ''VideoGame/NetHack'' is a game where you descend 50-odd levels into the underworld. Even so, there are a couple of sublevels where, yes, you climb a tower. And in the end, you have to climb all those 50-odd levels back up.
140* ''VideoGame/DungeonCrawl'': The primary branches are 27+5 levels, which you then climb back up once you have what you came for. Starting from 0.5, Stone Soup also has ''Ziggurats''. Pay to enter, 27 levels, traversed from top to bottom. You can leave them any time you make it to the exit of a level, but going back a level - or reentering a Ziggurat you've exited - is impossible. Each individual level is a small room, filled with a bunch of monsters that guard a pile of treasure and the exit. Room sizes, numbers of monsters per level, average monster nastiness and amount of loot per level go up as you delve deeper into the Ziggurat. Monster generation follows themes; each time you enter a new level the game randomly selects a theme, which determines what monsters get generated. Some themes are notably much more nasty than others, leading to a large variance in difficulty. On average Ziggurats are probably the most dangerous crawl branch, beating out such nice places as the Hells (finite demon-filled wastes) and Pandemonium (infinite demon-filled wastes). They are an effective source of both loot and experience - but in general, if you can reliably survive them, you don't really need any more of either.
141* The Sunspire in ''VideoGame/{{Unreal|I}}'' is a rock spire with the inside carved into a building, and so tall [[HighlyVisibleLandmark you can clearly see it on the skyboxes of other levels]]. The entrance is a good 300m above the lava lake it sits in, you navigate eight or so floors of "regular" size, then get a 10-second ride on a lift that is ''so fast'' its engine sound is subject to the Doppler effect, then there are two more floors before you reach the tippy top. You get a good sense of scale when you get there, when you look down and the bridge to enter the building and can measure it in ''milimeters'' on the screen. Unusually for the trope, it's an area visited around mid-game, nowhere near the ending - and its purpose is to get you [[FloatingContinent even higher up]] via the SpaceElevator that you can call at the top.
142* The Tower of the Naughty Sorceress in ''VideoGame/KingdomOfLoathing'', with a different guardian to defeat on each level.
143* One part of ''VideoGame/BloodIITheChosen'' involves climbing the [=CabalCo=] tower, but you get to ride an elevator most of the way.
144* Pork City in ''VideoGame/TheWorldEndsWithYou''. During Another Day, you must make your way to the top by using only one of the game's 13 brands of pins on each level if you want to fight the game's [[{{Superboss}} toughest enemy]] on the highest floor.
145* ''VideoGame/SonicMania'' has Act 1 of Titanic Monarch Zone, where you must scale a massive Eggman-shaped robot with the help of magnetic spheres, bumpers, hydraulic lifts, and other devices. The Act 1 miniboss fight occurs in an elevator that eventually takes you to the entrance of the robot.
146* ''VideoGame/HalfLife2'' also lets you use an elevator when you go up the Citadel during the last part of the game, and the last battle of the game takes place at the very top of the tower.
147* ''VideoGame/ParasiteEve'' has a tower as the bonus dungeon. Of course, just for shits and giggles, it's the ''Chrysler Building''. With ChaosArchitecture for even ''more'' fun!
148* Averted in ''VideoGame/UltimaII''. While the game has plenty of towers, they (along with dungeons) are completely irrelevant to the plot. While there was supposed to be one necessary item that you could only acquire in them, due to a bug in the first releases that item could be found on the surface world, and even in later, fixed versions, you can use dungeons as easily as towers.
149* In ''VideoGame/UltimaUnderworld II'', the first alternate world you visit is a tower ruled by goblins. Since it's early on, it's not the final dungeon, but you do learn some important things about your quest at the top.
150* The "final" battle with Fritz in ''VideoGame/BrainDead13'' takes place on a giant set of stairs... [[OverlyLongGag which Fritz first takes several minutes falling down.]]
151* The Infinity Engine games mostly avoid this. In fact, while there were towers that could be plundered in ''VideoGame/BaldursGate'', the most conventional of them - Ragefast's tower - was in no way necessary to the plot. The largest dungeon in the game, Durlag's Tower, only has two towers aboveground, and they're only barely necessary to explore the meat of the dungeon, which is of course underground. The Iron Throne headquarters is mostly a tower, and it's important enough to be visited twice and to nearly count as a DiscOneFinalDungeon. The final battle, however, takes place beneath the sewers, in a forgotten temple underneath the eponymous city. It helps that it is based on ''TabletopGame/DungeonsAndDragons'', which, as the title implies, takes place underground a lot.
152** ''VideoGame/IcewindDale'' averts this right up to the end, where you have to climb a tower of ice to fight the bad guy.
153** ''VideoGame/BaldursGate II'':
154*** It gets all metaphysical. The last battle takes place in a place that's half [[BattleInTheCenterOfTheMind inside your mind]] and half in hell. It's awesome.
155*** One boss battle in ''Throne of Bhaal'', however, comes at the end of climbing to the top level of his fortress.
156*** The bonus dungeon added by Throne of Bhaal is a 5 story tower, however, you start at the top.
157** ''VideoGame/PlanescapeTorment'' has no towers, though it does have a vast fortress at the end.
158** ''Icewind Dale II'' has no towers until the final chapter which consists entirely of a large tower with four more towers coming off of it.
159* ''VideoGame/ShirenTheWanderer'' has the dungeon split into two halves: the first goes down, while the second (Table Rock) goes up, with the final boss at the top level.
160* ''Franchise/TheElderScrolls''
161** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' offers a Subversion in the form of Telvanni Towers. Telvanni Towers are [[FungusHumongous massive mushroom]] towers grown using magic, and serve as {{Mage Tower}}s for high-ranking [[TheClan Great House]] [[TheMagocracy Telvanni]] mage-lords. The Towers are both tall and expansive, yet stairs are rare within. Instead, you need to use Levitation magic within in order to go between floors. Given that Telvanni councilors tend toward being [[ReallySevenHundredYearsold ancient]], [[AxeCrazy somewhat insane]], [[EvilSorcerer amoral wizards]] who believe MightMakesRight and actively practice KlingonPromotion, it can be inferred that anyone who can't cast such a simple spell simply isn't worth their time.
162** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
163*** The Sigil Stone needed to close an Oblivion Gate is always at the top of a tower located inside the gate in question.
164*** The [[TheTower White-Gold Tower]], which serves as the Imperial Palace, is a giant spire-like tower at the center of the Imperial City. However, it cannot actually be climbed. If you use cheats or glitches to get to the top, you'll find that the roof isn't even solid.
165** In ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', you have to ascend the ''Seven Thousand Steps'', the path circling around the Throat of the World, tallest mountain in all of Tamriel, that can be seen in the distance from almost any point in Skyrim. Somewhat unusual as you have to climb the mountain near the beginning of the game to get your powers as TheChosenOne. You'll have to return to the peak later in the story, but that time you can simply skip most of the ascend by fast traveling to the monastery just below the top.
166** The series' [[GaidenGame spin-off]] DungeonCrawler game, ''VideoGame/AnElderScrollsLegendBattlespire'', takes place within the titular Imperial Battlespire. It is a giant tower-like structure that serves as a training ground for the [[MagicKnight Imperial]] [[MilitaryMage Battlemages]]. It exists in the "Slipstream", an area of time/space that separates Mundus (the mortal plane) from Oblivion (the "[[VoidBetweenTheWorlds infinite void]]" surrounding Mundus). It has been taken over by the [[LegionsOfHell forces]] of Mehrunes Dagon, the [[OurGodsAreDifferent Daedric Prince]] of [[DestroyerDeity Destruction]], who hope to use it as a waystation for their invasion of Mundus.
167* In ''VideoGame/VampireTheMasqueradeBloodlines'' [[spoiler: most of the endings have your character fighting his/her way up a skyscraper. You've been to the top several times earlier in the game, but the elevator is no longer an option.]]
168* The ''VideoGame/{{Lufia}}'' series absolutely loves these. In ''Lufia 2'', half the dungeon crawls actually take place in towers, and this includes just about all the ones that are actually plot-relevant instead of hunts to fix a BrokenBridge (Which tended toward caves instead). There's nearly as many random towers littering the landscape as there are villages. Specifically, ''VideoGame/LufiaAndTheFortressOfDoom'' has eleven towers total, three of which you have to go through twice, while its sequel ''VideoGame/LufiaIIRiseOfTheSinistrals'' has at least ten, three of which must be completed in a row.
169* The ''VideoGame/GoldenSun'' series is based around the lighting (or stopping the lighting) of magical beacons on four lighthouses, making for at least two by-the-book uses of this trope in each game, though there's usually even more. A few of the optional dungeons, in a reversal of form but a similar usage, have you traveling ''downstairs'' through suspiciously inverted-tower-like underground cave systems. There's also Mount Aleph, the enormous tree in Kolima, Babi's Lighthouse, The Temple of the Sea God, Tundaria Tower, and Ankohl. You could argue that the Great Gabomba is one, too, since you do have to do a bit of climbing. [[DeathMountain There are also some actual mountain climbing sections.]]
170* The insane asylum in ''VideoGame/{{Psychonauts}}''. You climb up, working under the assumption that you'll be facing a hard [[BossBattle boss fight]] against the evil Doctor Loboto. [[spoiler: Instead, the only thing you actually do up there is solve a few puzzles and watch {{cutscene}}s. The actual boss battle doesn't come until much later, after the whole place has blown up.]]
171* ''VideoGame/SeriousSam'' inverts this. In the second encounter, You start the Babylonian section at the top of a Ziggeraut and must descend to continue on a ground level. At the end of the section, you reach the Tower of Babel, but instead of climbing, you circle around it to open the door and then go into the basement to fight a boss.
172* The old ''Videogame/{{Ghostbusters|1984}}'' game on the NES (and several other systems): To reach the end boss, players would have to climb a tower 22 stories tall. Then again, [[Film/{{Ghostbusters 1984}} the film]] did the same thing.
173* The {{roguelike}} ''[[VideoGame/AncientDomainsOfMystery ADOM]]'' has the tower of elemental flames, which is not only mandatory but also very hard because the hot atmosphere burns both the hero and his items (without appropriate protections)
174* The appropriately named Tower of Maya in ''VideoGame/ThreadsOfFate''.
175* ''VideoGame/InfiniteUndiscovery'' features Vesplume Tower (among many other multilevel areas). Vesplume is interesting that there are 3 entrances and routes to the top and although you have to split your party to make your way through, you only have direct control over the main group, though you do interact with or see the other groups at different times.
176* The Spiral of Dreams in ''VideoGame/DarkCloud 2'' is a massive, crystal staircase that stretches up from the [[TheVeryDefinitelyFinalDungeon Moonflower Palace]] and high into the sky (with the implication that it leads into another dimension.) The [[BigBad Dark Element]] awaits at the top.
177* Non-RPG and zig-zagged example: ''VideoGame/DevilMayCry3DantesAwakening'' revolves around Dante ascending [[spoiler:then descending then ''re-ascending'']] the Temen-ni-gru; a giant demon tower.
178* ''VideoGame/BreathOfFireIII'' had several locations called 'towers' but due to the odd technical limitations the game had (seemingly no floors or even bridges/overpasses allowed) they were all actually ziggurats and pyramids. Why they didn't just call them that is the question.
179* ''Franchise/{{Castlevania}}'':
180** ''VideoGame/CastlevaniaCurseOfDarkness'' has two such towers, the Tower of Eternity and the Tower of Evermore. Both are optional bonus areas, the latter accessible only through the former (and a properly upgraded pet) and starts from the top, but contain uber-XP enemies with extremely rare crafting components. Knowing what to ''do'' with those components is [[GuideDangIt another matter entirely]].
181** Nearly every ''Castlevania'' features a ClockTower, most famous for the [[LedgeBats Medusa Heads]] that mess up your jumps so you land on very sharp spikes.
182** It is a rare ''Castlevania'' game that does not have a long staircase leading to the topmost tower of the castle where {{Dracula}} (or a wannabe) resides. The castle keeps in general are often designed with going upwards in mind.
183** ''VideoGame/CastlevaniaBloodlines'' has the Leaning Tower of Pisa.
184** ''VideoGame/CastlevaniaDawnOfSorrow'' features the Condemned Tower, with a boss at the top. The boss shatters half of the floors, making you both plummet right to the bottom, and you have to climb it ''again'' to save and get the Tower Key that opens up the staple Clock Tower.
185** ''VideoGame/CastlevaniaCircleOfTheMoon'' actually lacks the staircase up to the throne room, but it has the staple machine tower, as well as a particularly tall chapel tower.
186* ''VideoGame/TheCrownOfWu'' has the Heaven Pagoda near the end that Sun Wukong (stripped of most of his powers, including the ability to summon clouds to fly on) must climb to the top. Traversing every floor requires Wukong to either jump around (teleporting) platforms, solve puzzles (like hitting a circular row of bells in the correct order) to reveal passages, avoid detection from robots, and trigger hidden switches to activate exits before he can reach the pagoda's tip.
187* ''VideoGame/MirrorsEdge'':
188** The game has many towers: given the fact that there's a lot of LeParkour going on, you have to be on top of very tall buildings in order for failure to have the appropriate road pizza end. There's an inversion and a subversion, however: [[spoiler: in the second last chapter, you're trying to run ''down'' a spiral staircase to get to the street as quickly as possible, and the last chapter requires you to get to the top of the highest building in the city...but there's ''elevators!'' Yay!]]
189** ''VideoGame/MirrorsEdgeCatalyst'' continues having two of these; the first is climbing an in-construction tower about halfway into the game. The second [[MythologyGag mirrors the original game]] where you have to climb up The Shard as part of the final level.
190* ''Franchise/KingdomHearts'':
191** ''VideoGame/KingdomHeartsI'':
192*** The penultimate dungeon, Hollow Bastion, is a massive tower that used to belong to your allies and is now occupied by [[WesternAnimation/SleepingBeauty Maleficient.]] It's a long way up, involving several magic-powered lifts.
193*** The VeryDefinitelyFinalDungeon, "End of the World", [[InvertedTrope inverts]] this trope. You spend the entirety of that world descending downward, with the scenery getting more and more twisted as you approach the core of the darkness where [[FinalBoss Ansem]] awaits.
194** ''All'' of ''VideoGame/KingdomHeartsChainOfMemories'' is spent going up a castle. In the [=PS2=] remake, the floors are actually used to subdivide the cutscene in the Theater Mode. And there are thirteen floors. Get it? ''Organization XIII'', ''thirteen floors''? Yeah. Although you just face 6 of them anyway.
195** ''VideoGame/KingdomHeartsII'' has the Organization's fortress, [[https://www.khwiki.com/images/c/cf/Castle_That_Never_Was_%28Art%29.png The Castle That Never Was.]] Yes, you climb to the top of ''that.''
196* ''VideoGame/{{Xenogears}}'': You need to get to Shevat. Naturally, he's on top of Babel Tower.
197* You spend much of ''VideoGame/XenobladeChronicles1'' climbing upwards, first to reach the top of the Bionis for the sake of [[spoiler: unlocking the Monado's true power]], then later ascending the [[spoiler: Mechonis for the sake of stopping the Mechon invasion]].
198** ''VideoGame/XenobladeChronicles2'' features the WorldTree, TheVeryDefinitelyFinalDungeon, which has you climbing all the way up [[spoiler:to space as the entire structure is a SpaceElevator covered in centuries of vegetation.]] Luckily there's a number of elevators to help the climb up.
199* ''VideoGame/WorldOfWarcraft'':
200** Karazhan is the haunted Tower of one of the settings most powerful mages. While the lower parts are more elaborate and include a cellar and stables, the progression boils down to getting to the top of the tower. The raid dungeon Icecrown Citadel is also just a three-tiered tower, and in most wings, you have to go upstairs to fight the final boss of each wing. The BigBad is at the peak.
201** The second expansion, Wrath of the Lich King, also has Icecrown Citadel as a raid. The second half of the raid consists of climbing the citadel's central tower, fighting bosses on each floor. It is somewhat subverted though as the bosses are actually located in rooms off of the main floor, except for Lord Marrowgar and the Lich King himself.
202** The most recent expansion has Torghast, Tower of the Damned. It is, more or less, this trope played completely straight. Lorewise, the tower is the fortress of the [[BigBad Jailor]] and it contains thousands of imprisoned and tortured souls as well as uber-powerful guardian creatures. However, it's more interesting than your standard dungeon-crawl tower. It functions as a rogue-lite minigame; with the player able to choose different power-ups as they climb. There are also side objectives given by [=NPCs=] you can find in the tower, like rescuing certain souls or finding particular objects. Finally, you can also find recipes and ingredients for crafting legendary items inside Torghast and the forge where the legendary items are created is on the bottom level.
203* ''VideoGame/MapleStory'' has two in Ludibrium, both 100 floors and if you're not smart, no way to get back up once you've gone down. This only applies to Eos (western) Tower, which has about 60-odd floors since you climb down the outside in several sections. The eastern tower (Helios Tower) has about five floors and a lift for the resulting 95, presumably because they couldn't be bothered to make another 70 maps. There's also the 30-floored Orbis tower, which takes you from a flying fairy kingdom, through a frozen village and ends underwater.
204* ''VideoGame/FinalFantasyCrystalChroniclesMyLifeAsAKing'' has a secret dungeon called the Infinity Spire. While King Leo never actually visits it, he can send adventurers to explore it, and it can be seen from the town.
205* ''VideoGame/ExaPico'' - The ''entire habitable gameworld'' for the first two ''Ar tonelico'' games is a single tower, and the floating continent/scaffolding surrounding it. The first one (''[[VideoGame/ArTonelicoMelodyOfElemia Elemia]]'') throws a mild twist to it by having the BigBad actually sleeping very close to where you started the game, near the middle of the tower, but the second game (''[[VideoGame/ArTonelicoIIMelodyOfMetafalica Metafalica]]'') puts the BigBad right at the very top, which happens to be an orbital satellite that you have to extend the tower up to reach.
206* The penultimate area of ''VideoGame/Mother3'' was the Pig Mask headquarters, which was literally a 100-story skyscraper with the Pig King himself at the top floor. Fortunately there are elevators so you don't go through each of the 100 floors.
207* ''VideoGame/Left4Dead'':
208** [[AbandonedHospital Mercy Hospital]]. Also {{lampshade|Hanging}}d in the intro for the sequel.
209--->'''Coach:''' Who the hell... puts an evac station...up 30 flights of goddamn stairs?
210** "No Mercy" has the hospital climb as the penultimate stage of the first campaign (the final one is your arrival on the roof and then, like every other campaign, having to HoldTheLine for evac). In contrast, ''VideoGame/Left4Dead2's'' first episode "Dead Center" ''starts'' with your team on the roof of a blazing hotel, having to fight your way down; like before, the climb is only in the first level of the campaign, with the rest concerning your team arriving at, fighting through, and escaping from a nearby shopping mall.
211* Parodied in ''VideoGame/ConkersBadFurDay'': 'Oh no! Where did the windmill go? I was sure that was the final level!'
212* In ''VideoGame/{{Crackdown}},'' the last gang leader is on the top of one of the tallest buildings in the city. You end up running through the inside of the building, climbing the levels as the horde of Mooks ineffectually try to put you down.
213* ''VideoGame/{{Baroque}}''. You're in town, or climbing the tower. The best parts are that you somehow start on the top floor of the tower and go ''down'' (despite the town obviously being at the tower's bottom), and you don't know ''why'' you're climbing the tower, other than because a creepy angel told you to.
214* The final section of ''VideoGame/Prey2006'' involves climbing up the kilometres-tall tower connecting the surface of a spherical, planetoid-sized spaceship to its centre. A good portion of the climbing is done via shuttlecraft, but the game still ‘cheats’ by using teleportation portals to make the climb manageable.
215* ''VideoGame/ShadowHeartsCovenant'' has the Man Festival, which consists of multiple tiers of combat that Joachim engages in. He climbs the tower by ''jumping''. Though there are a hundred floors, you skip from the twenty-sixth to the mid-eighties... at which points Anastasia [[LampshadeHanging immediately asks where the other floors went]].
216* ''VideoGame/WorldOfMana'' loves towers:
217** The Dime Tower in ''VideoGame/FinalFantasyAdventure'' serves as the hero's ascent to the [[TheVeryDefinitelyFinalDungeon Mana Holyland]].
218** The tower in the City of Gold in ''VideoGame/SecretOfMana''.
219** The Chartmoon Tower in ''VideoGame/TrialsOfMana'';
220** Tower of Leires in ''VideoGame/LegendOfMana'' isn't ''quite'' all going upstairs, but it may as well be.
221** An entire chapter of ''VideoGame/DawnOfMana'' is dedicated to climbing the ruins of an ancient superweapon and trying to stop the bad guys from activating it.
222* The last stage in ''VideoGame/SigmaStarSaga'' was a big tower/palace climb.
223* ''VideoGame/WildArms'' has Ka Dingel, a tower closely associated with demons . It was the penultimate dungeon in ''VideoGame/WildArms1'' and a DiscOneFinalDungeon in ''VideoGame/WildArms3'' that came at the end of the first chapter.
224* The first level of ''VideoGame/PerfectDark'' inverts this trope, having you descend a skyscraper from the rooftop helipad in order to access a laboratory in the basement. The game plays it straight two levels later, though, as you now need to escape the tower by ascending it back to the helipad for evac. And this time, the guards are ready for you.
225* ''VideoGame/EtrianOdyssey'': In ''VideoGame/EtrianOdysseyIIHeroesOfLagaard'' (including its remake ''The Fafnir Knight'') and ''VideoGame/EtrianOdysseyVBeyondTheMyth'', the Yggdrasil Labyrinth is explored this way, as the explorers have to climb it steadily upward to conquer it. By constrast, the first and third games (the latter subtitled ''The Drowned City'') have you making your way down, while the fourth and sixth (''Legends of the Titan'' and ''Nexus'') revolve around simply going ''towards'' them.
226* ''VideoGame/ShadowOfTheColossus'' has a nice twist: the final boss ''is'' a living tower.
227* The ''VideoGame/DragonQuest'' series love having tower dungeons. They can be a pain when these dungeons are long. Your healing items and magic depletes and it's a long way back to the inn.
228** ''VideoGame/DragonQuestII'' has the Tower of Wind, the Tower of the Moon, and the Lighthouse.
229** One of the first dungeons in ''VideoGame/DragonQuestIII'' is a tower where the Thief's key is found. A few more towers are found in the Main world [[spoiler: and the Rubiss Tower in the Dark world]].
230** ''VideoGame/DragonQuestIV'' has a tower leading to the floating castle of Zenithia. (The fifth game still has the tower but the castle fell into the lake.)
231** ''VideoGame/DragonQuestV'' has Knightmare Towers located north of Gotha.
232* ''VideoGame/DragonAgeOrigins'' has three - the first real dungeon of the game is a tower at Ostagar that is home to the game's WakeUpCallBoss, while later the party must fight through the ruined tower of the Circle of Magi. TheVeryDefinitelyFinalDungeon of the game is also a tower, but despite its height, it only actually consists of an outdoor section, two floors, and the top.
233* In ''VideoGame/DemonsSouls'', you not only climb one tower, but several ones on the same level. Home to Gargoyles and annoying Octopus guards.
234* In ''VideoGame/DarkSouls'' you spend a good bit of the early game unlocking and then have to climb Sens Fortress in order to reach Anor Londo at the top of the mountain. It's full of traps, guards and death drops, deliberately designed to keep all but the most worthy from reaching the city of the gods.
235* ''VideoGame/DarkSouls2'' has Earthen Peak, a large windmill/tower you need to reach the top of in order to proceed onwards. Inverted with Brume Tower in the DLC, where you start at the top of a tower and have to work your way down to the boss at the very bottom.
236* Indie game ''VideoGame/TowerOfHeaven''. Guess what you're supposed to climb?
237* There are two vertical areas in ''VideoGame/CaveStory'', the first room of Labyrinth, where you have to climb to the switch, and Outer Wall, from where you reach Plantation.
238* Sector 9 from ''VideoGame/{{Jumper}} Two'' takes place in a tower of a lab in which ''Jumper One'' took place. Sector 10 of ''Two'' is [[RemixedLevel basically Sector 9]] [[AC:[[IncendiaryExponent on fire!]]]]
239* The Dust Men's tower from ''VideoGame/{{Infamous}}''.
240* The last level of ''VideoGame/{{Battletoads}}'' before the FinalBoss is about climbing the Dark Queen's rotating tower. An earlier level, "Intruder Excluder," is one long climb. You die if you fall off the bottom of the screen, which adds FakeDifficulty to the NintendoHard jumping puzzles.
241* ''VideoGame/WarioLand 3'' features the Tower of Revival.
242%%* The old ''VideoGame/KungFuMaster''.
243* The Haunted Tower in ''[[VideoGame/{{Bonk}} Bonk's Revenge]]''. ''Bonk's Adventure'' had a similar level near the end.
244* ''VideoGame/GuildWars'' subverts this. The game is ''full'' of towers, some of which look incredibly inviting: from the mysterious floating castle in Kessex Peak, to Kaineng City's many sardine-can flats, to the beautiful architecture of Vabbi... but you can't enter a single one of them.
245* The ''VideoGame/{{VVVVVV}}'' level "The Tower" isn't just a tower, it's a ''scrolling'' tower. ''With [[RiseToTheChallenge Advancing AND RETRACTING Walls of Doom]].'' [[spoiler: The rooms "Panic Room" and "The Final Challenge" are similar, but Panic Room is an It's All Downstairs From Here.]]
246* ''Shippu VideoGame/MahouDaisakusen'' has a rare {{shmup}} example: In one of the three possible final stages, you fly into a tower and fly out through the top, ''into space.''
247* ''Franchise/DonkeyKong'':
248** ''VideoGame/DonkeyKong94'' for the Platform/GameBoy has the Tower as the ninth and final world.
249** K. Rool's Keep from ''[[VideoGame/DonkeyKongCountry2DiddysKongQuest Donkey Kong Country 2]]'' (and ''Donkey Kong Land 2'') has K. Rool's Keep, the sixth (or fifth) world. It's home to [[ThatOneLevel Toxic]] [[RiseToTheChallenge Tower]], a level where you must outrun toxic waste that's dangerous to the touch.
250* In ''VideoGame/TwilightHeroes'', it's not so much a "tower" as a "skyscraper", of course, but the principle is the same; your character has to do some climbing to get to the final boss.
251* The iOS game ''100 Floors'' is an entire game devoted to this trope. You have to solve puzzles on each floor in order to advance to the next.
252* The entire setting of ''VideoGame/RainbowIslands'' is effectively a series of (poorly constructed) towers which you have to climb up.
253* Stage 7 of ''VideoGame/MonsterParty''.
254* ''VideoGame/DokaponKingdom'' has the Tower of Rabble, which the players have to climb to defeat [[TomTheDarkLord Overlord Rico]].
255* VideoGame/{{Metro 2033}}: Said tower is also falling apart and has various nasties trying kill you,
256* In ''VideoGame/{{Robopon}}'', this happens a lot, in the second game especially; the Pyramids of the Pharo Ruins, the Galileo Windmills, the Waffle and Box Towers, My Tower... the list goes on.
257* ''VideoGame/TheMatrixPathOfNeo'' has this in a level, along with ForDoomTheBellTolls as you're climbing up abandoned church staircases.
258* ''VideoGame/NosferatuTheWrathOfMalachi'':
259** Inside the Garrison, you climb up...and up...and up...The East Tower also features this, but it's much shorter, and you take a lift up half the way. The West Wing only has you visit one floor at a time, but since you're going to be going back and forth from it a lot, climbing up and down all those stairs can be tedious.
260** Subverted with the Main Castle, since you're only required to climb about halfway up it.
261* The final issue of the first story arc in ''VideoGame/TheSecretWorld'' has you entering, and fighting through, the Orochi Tower, with a major fight on the top floor.
262* In ''VideoGame/{{Undertale}}'', the Hotlands is an upward climb to the final level in the game, New Home. [[JustifiedTrope Justified]], as the (primary) goal of the game is to escape the Underground.
263* ''VideoGame/BoxxyQuestTheGatheringStorm'':
264** The Partnership Towers skyscraper in [=YouTube=]. You have the option of scaling it ten floors at a time by elevator, fighting guards along the way. Or you can bypass the guards by taking the stairs… all ''seventy flights'' of them.
265** The Spire, the imposing MarathonLevel dungeon of Chapter 7. When your guide says the climb up to the aerie will take all day, he isn’t joking.
266* ''VideoGame/TheTalosPrinciple'': [[spoiler:The "Free Will" ending. The "Messenger" ending starts out like this, but the elevator's sixth and final level is actually a basement]].
267* The UsefulNotes/ZXSpectrum era game ''VideoGame/{{Nebulus}}'' is roughly a circular scrolling platformer involving you playing as what appears to be a frog climbing up the outside of several towers.
268* Is practically a calling card of the ''inFamous'' series:
269** In the first game you have to climb up Alden's Tower, at the top of which [[spoiler:you fight Alden, Zeke betrays you and Kessler convinces him to join his side]].
270** ''VideoGame/Infamous2'' has the climb up to a gasworks tower in order to retrieve a Blast Core.
271** ''[[VideoGame/InfamousSecondSon inFamous: Second Son's]]'' finale has Delsin and co. climbing up the Channel 7 (replacing the real life Columbia Center) building to get to Augustine, who has taken over the tower as her base of operations.
272* ''VideoGame/Uncharted2AmongThieves'' has Nate climbing up Hotel Shangri-La to get a good view, freeing Chloe from the elevator along the way. Overall Uncharted features a lot of towers to climb, but this is one of the only instances it takes up an entire level.
273* The ''Franchise/PrinceOfPersia'' games are quite fond of it:
274** [[VideoGame/PrinceOfPersia The original game]] can count as an entire ''game'' of this, as you climb up from the dungeons to the top of the tower the princess is in.
275** ''VideoGame/PrinceOfPersiaTheSandsOfTime'' features this as its final ([[TimeTravelTenseTrouble chronologically-speaking]]) level, climbing up an enormous tower with a sandstorm raging around it.
276** The last couple of levels in ''VideoGame/PrinceOfPersiaTheTwoThrones'' are about climbing up the central tower of Babylon to reach the Vizier.
277** The boss level in ''VideoGame/PrinceOfPersia2008'' for both The Alchemist and The Concubine has the Prince and Elika ascending towers to get to their enemies.
278* ''VideoGame/DynamiteHeaddy'' has a few:
279** The Hangman tutorial stage, where you learn how to use Hangman to pull yourself up to higher platforms.
280** Act 5, a tall tower similar to the last level of ''Battletoads''.
281** Act 9 Scene 1, where a rising platform takes you through a shaft full of dangerous hazards while the RecurringBoss safely attacks from below.
282* ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'':
283** ''The Legend Of Heroes Trails Of Cold Steel II'' has the Infernal Castle where the heroes must climb to reach the top to rescue the crown prince and settle things with [[TheRival Crow]].
284** ''Trails of Cold Steel III'' has an ''inversion'' where the characters have to climb ''down'' [[spoiler:at Gral of Erebos to rescue Altina and stop the EvilChancellor from killing the corrupted Divine Beast to prevent spreading the curse of Erebonia.]]
285* The final story mission in ''VideoGame/DyingLight'' has Kyle Crane climbing the unfinished skyscraper Rais' gang took over to try and reach Rais [[spoiler: before he escapes on a helicopter with the zombie cure]]. Technically there are two towers, and at one point Crane has to go up the other tower because Rais' men lined several floors of the first tower with bombs, before jumping back to the first tower.
286* ''VideoGame/HauntTheHouse'': Inverted with the Bell Tower in ''Terrortown''. You actually start your journey at the top of it, and since you can fly and phase through walls, climbing or descending it is nothing.
287* Chapter 19 of ''VideoGame/KidIcarusUprising'' becomes this once the air battle is over. Pit has to climb the Chariot Master's tower, which, as Viridi puts it, is "really, really tall". As the level drags on, Pit keeps asking "AreWeThereYet", even [[BreakingTheFourthWall lampshading the loading screen that breaks the level into two sections]].
288* In the ''Videogame/{{Yakuza}}'' series, the climax of the games often involve fighting your way up a massive building (typically the Millennium Tower) for a confrontation with the antagonists in either [[ExecutiveSuiteFight the upper floors of the building]] or [[RooftopConfrontation on top of the building itself]].
289* The final segment of each chapter of ''VideoGame/{{Deltarune}}'' has the party traverse up the ArcVillain's base in order to reach and seal the Dark Fountain, though it's the [[MadwomanInTheAttic lowest floors that hold the greatest threats]].
290* ''VideoGame/{{Rengoku}}'': Both games involve going from the 0th to the 8th floor and defeating the floor masters along the way.
291* ''VideoGame/KeroBlaster'':
292** The lead-up to the final boss of Normal mode involves ascending to the roof of the C&F building.
293** The final section of the final level of Zangyou mode consists of a tower [[spoiler: leading to a boss, then a ladder of office furniture leading to the final boss, after which a platform lifts you to the boss's second phase, and then further into the clouds for its final form]].
294* ''VideoGame/DemonHunterTheReturnOfTheWings'': The last level, the Tower of Sin, is mostly vertical, and the FinalBoss is confronted on the wide-open top floor.
295[[/folder]]
296
297[[folder:Non-Video Game examples]]
298
299[[AC:Anime & Manga]]
300* ''Anime/CowboyBebop'' ends with an ExecutiveSuiteFight between Vicious and Spike. To ''get'' to the fight, Spike has to fight his way up a skyscraper full of syndicate goons.
301* ''Manga/DragonBall'''s Muscle Tower.
302** Inverted in the Buu Saga, where they had to defeat enemies on floors of Babidi's spaceship as they proceeded downwards
303* Inversion: in ''Manga/HunterXHunter'', one of the trials Gon and his friend have to accomplish is to descend a tower, starting at the top and going downstairs from there.
304* While not a tower, the Sanctuary arc is ''Manga/SaintSeiya'' can be seen as this. Climb stairs, fight boss, repeat twelve times.
305* ''Manga/SaintSeiya'' has been described as "A bunch of guys running up some stairs for about a hundred episodes". To be fair, there's also a lot of fighting going on. And the stairs during the Hades saga actually lead down. The series's version of this trope was actually parodied in one of the ''Manga/RanmaOneHalf'' movies, when Ranma and his companions (Ryoga, Shampoo, Mousse, etc) have to go through a similar settlement to rescue Akane from a prince who wanted to marry her.
306* ''Literature/{{Slayers}}'' has the heroes climbing ''down'' into the sub-sub-sub-(whatever) basement of Rezo the red priest. Lina got increasingly irritated as each door they opened lead to yet another set of stairs. They'd later do the reverse in ''Slayers NEXT''. Subverted near the end of the first story arc where, when faced with a giant spiral staircase, they just flew up.
307* In ''Manga/YuGiOhR'', Yugi and his friends have to make their way up the Kaiba Corp skyscraper, battling the Card Professors along the way, in order to rescue a kidnapped Anzu at the top floor. Jounouchi and Honda have it even worse, since they fell through a trap door early on and ended up in the basement. Subverted for Kaiba and Mokuba, who [[DungeonBypass came in through the roof]].
308
309[[AC:Comic Books]]
310* ''ComicBook/DisneyDucksComicUniverse'': In one story Magica [=DeSpell=] steals Scrooge's NumberOneDime but he finds and stops her before she can complete her ritual. This results in them being sucked into a giant maze-like challenge, where Scrooge has to scale a mountain filled with all sorts of bizarre ''Alice in Wonderland''-type sceneries before moonlight hits the top or Magica wins.
311
312[[AC:Fan Works]]
313* ''Fanfic/TheBoltChronicles'': In "The Party," Mittens discovers the elevator is out of order, which necessitates her climbing several flights of stairs to try and find the title event.
314
315[[AC:Films -- Animated]]
316* The ''Franchise/KungFuPanda'' films makes it a RunningGag of Po being too overweight to climb the stairs without getting winded:
317** The [[WesternAnimation/KungFuPanda1 first film]] has Po constantly failing to climb all the steps to the Jade Palace without becoming on the verge of collapse. Even after all his training, the only improvement he gets in stair climbing is that he gets ''less'' winded, and is at least able to stand up after getting to the top.
318** In ''WesternAnimation/KungFuPanda2'', he regards the stairs to Lord Shen's throne room as "my old enemy". In this case, he has to get carried half of the way up.
319** ''WesternAnimation/KungFuPanda3'' has this as a LogoJoke, with a long set of stairs leading to the [=DreamWorks=] moon. Po climbs these with increasing exhaustion before finally being able to rest on the moon. In the film proper, Po is elated that the high entrance to the Secret Panda Village doesn't require taking stairs, using a makeshift pulley elevator instead.
320* Thanks to the fairy tale book he read at the beginning, ''WesternAnimation/Shrek1'' realizes that the tallest tower is where his [[DamselInDistress objective]] most likely is. Fortunately for him, the dragon guarding said tower [[FastballSpecial saves him the effort of having to climb the stairs]].
321
322[[AC:Films -- Live-Action]]
323* In ''Film/{{Ghostbusters 1984}}'', the team has to climb the stairs to the top floor of a New York apartment building, while wearing their proton packs.
324-->'''Peter''': ''[Exhausted]'' Where are we?\
325'''Ray''': ''[Also exhausted]'' Looks like we're in the teens, somewhere.\
326'''Peter''': Alright, when we get to twenty, tell me. I'm gonna throw up.
327* J.G. Ballard's camera man protagonist in ''Film/HighRise'' fought his way to the top of a luxurious but degenerating tower block in order to meet the building's architect.
328* Film example: Creator/BruceLee's [[DiedDuringProduction unfinished last film]] ''Film/GameOfDeath'' has him fighting kung fu masters on each floor of a multi-story Buddhist temple.
329** This got parodied in a chapter of the ''Anime/{{Slayers}}'' manga where Gourry was held on top of a tower with a defense setup like this. Lina finds it easier to levitate up the outside of the building and enter through a window.
330** The ''Game of Death'' example above was actually inspired by a much earlier film, the Creator/ShawBrothers wuxia ''Film/HaveSwordWillTravel'', which climaxes with it's two main protagonists scaling a pagoda filled with enemies, to confront the BigBad waiting for them on it's top floor. [[spoiler: Of the two heroes, only one made it to the top for the penultimate final battle]].
331** And then Golden Harvest managed to salvage enough StockFootage starring Bruce, and make ''Film/TowerOfDeath'', where the film ends in an ''Inverted'' tower where the hero needs to infiltrate the BigBad's hideout, hundreds of meters underground, each floor containing increasingly difficult enemies.
332* The Taiwanese kung fu film, ''Film/DuelWithTheDevils'', have its climax set in a pagoda, where the protagonist have to scale one level after another, battling, in order, an English fencer, a DualBoss Mongolian wrestlers, an Indian Yoga expert, a Japanese karate fighter, and the BigBad.
333* A significant portion of the plot of ''Film/MirrorMask'' involves the characters trying to get as high as they can, to the point that the phrase "Get higher" becomes a set of ArcWords.
334* In ''Film/MontyPythonsLifeOfBrian'', Brian gets chased by the Romans up a long winding staircase that leads into a tower. He finally gets to the top and escapes from the Romans by [[spoiler: being kidnapped by some passing space aliens]].
335* ''Film/UltramanGingaSTheMovieShowdownThe10UltraBrothers'': The final confrontation between the ten Ultra Brothers and the Space Dimensional Demon Etelgar in Etelgar's airborne fortress, where each level will create a duplicate of every Ultra's greatest fear which they will have to stay behind and do battle. [[spoiler: By the time the Ultras reach the tower's tip, only Ultraman Ginga-Victory and Ultraman Cosmos are available to battle Etelgar]].
336
337[[AC:Literature]]
338* The plot of Creator/StephenKing's ''Franchise/TheDarkTower'' series is all about finding a tower in order to climb to the top.
339* In ''Literature/TheFirstLaw'', characters have to climb the Tower of the Maker at one point. This example is unusual in that while they do climb to the top, there are [[{{Bizarrchitecture}} no literal stairs]], or even other visible means of ascending. They just keep going ''through'' it and end up at the top. The first to notice there were no stairs is [[HandicappedBadass Glokta]], who spent significant time prior to the Tower scene complaining about stairs. He actually finds it extremely disconcerting that they aren't there.
340* In ''Literature/TheHeroAndTheCrown'', Aerin spends so longing climbing ([[IFellForHours and falling from]]) the tower to defeat the BigBad, that several ''centuries'' have passed by the time she reaches the ground.
341* In ''Literature/TheLordOfTheRings'', Sam has to ascend up Cirith Ungol in order to rescue Frodo after he's captured by Orcs shortly after encountering Shelob. It's helped that the Orcs and Uruks were infighting and thus took most of each other out.
342** In a non-battle example, the Stairs of Cirith Ungol leading up to Shelob's lair are a set of near-vertical stairs climbing up a sheer cliff right next to Minas Morgul, the lair of the Witch King. No battles ensue here but the sheer terror and difficulty in climbing it more than justifies it!
343
344[[AC: Live-Action TV]]
345* On the second season finale of ''Series/TheMindyProject'', Mindy races to meet her boyfriend at the top of the Empire State Building, only to be told that the elevators are being repaired, forcing her to take the stairs... just as the elevators start working again. By the time the boyfriend arrives, he finds an exhausted Mindy sprawled on the observation deck floor.
346
347[[AC:Tabletop Games]]
348* The final three areas of the TabletopGame themed "Tiny Tina's Assault on Dragon Keep" DLC campaign in ''VideoGame/{{Borderlands 2}}'' have you walking up a mountain, and then up (and up, and ''up'') a castle... and then you fall down a trap door and have to get back up top all over again, before finally getting to the tippy-top of the tower at Dragon Keep, where the final boss awaits.
349
350[[AC:Webcomics]]
351* Parodied in ''Webcomic/{{Adventurers}}'' with the Wooden Tower of Sideways ([[http://www.adventurers-comic.com/d/0185.html "Uh, Karn? That's a giant log."]]) and the Tower of Underground. Played straight in the end, just before the FinalBoss battle. After ascending to the top of the Khrimalith, all three of the split-up parties open ominous doors [[http://adventurers.keenspot.com/d/20040629.html to find]]...
352-->'''Karn''': Stairs. And Outer Space.
353* Everybody in ''Webcomic/TowerOfGod'' wants to reach the Tower's top, since whatever it is you want, it will be at the there.
354
355[[AC:Web Original]]
356* In ''Franchise/{{Noob}}'' the FictionalVideoGame in which the story is set has the ten-story high Galamadriabuyak tower as a central gameplay element. Avatars start with a {{Cap}} at 10 and need to complete the first floor to raise the cap to 20, the second floor to raise the cap to 30 and so on until the cap reached 100. The tenth floor houses the game's FinalBoss (that later gets demoted to DiskOneFinalBoss), and beating it is necessary for those who want to unlock the game's equivalent to a PrestigeClass.
357* In ''WebVideo/TribeTwelve'', Noah sees [[FourEyesZeroSoul The Observer]] at the top of the observation tower, and runs after him. After walking up the stairs for five minutes, he realizes that [[AlienGeometries they go on forever in an impossible loop]]. A few steps down, and [[MindScrew he is at the bottom again]].
358** And when he finally makes it to the top, The Observer is at the bottom of the tower running by, and now Noah is unable to get ''down''.
359
360[[AC:Western Animation]]
361* ''WesternAnimation/MyLittlePonyFriendshipIsMagic'': The Crystal Castle in [[Recap/MyLittlePonyFriendshipIsMagicS3E2TheCrystalEmpirePart2 the second part of the Season 3 premiere]] contains a seemingly never-ending staircase as a trap. Twilight Sparkle, in a moment of being CrazyPrepared, casts a gravity-inversion spell and slides up the underside of the spiral staircase, making this also an example of CuttingTheKnot and SurpriseSlideStaircase.
362
363[[AC:Real Life]]
364* Fushimi Inari Taisha, the largest Shinto shrine dedicated to Inari, is built on and around a small mountain. It's so well known for having a ridiculous amount of stairs that even the ''Pillow Book of Sei Shonagon'' makes note of how exhausting it can be to climb.
365[[/folder]]

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