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All the Worlds Are a Stage

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This is when levels come Back for the Finale. The final level is made of parts from and/or in the theme of most to all past levels, or at least it has a section like that. It's a good way to extend the final level and make it feel more epic, as the player is required to revisit their past challenges. There are a few guidelines for this trope:

  1. The level parts may or may not be lifted directly from the levels they are from, but they do have to include enough distinct design elements and/or distinct gameplay (such as types of platforms or vehicles); including the unique enemies encountered there can help support the argument. (If there's something that directly tells you it's a part based off a level, like a sign or a symbol, then it's indisputable; however, if the content doesn't match the label, the developers had better have some good reasons when accused of false advertising.)
  2. The level parts can be encountered linearly, at the player's choice, or a mixture of both (with a forced starting or finish level part, for instance). If linearly, they may or may not be played through in the same order as played through in the game.
  3. The level parts can be jammed together or separated with novel content connecting them together. The new content, basically the actual final level itself has a theme different from the others — for instance, that Very Definitely Final Dungeon theme you were all but promised in the above situation. As such, it doesn't matter whether or not you enter the final level itself in an original part or a level part.
  4. This trope does not need to apply to the entire final level; in this case, it's usually just a major area where the level parts are all together.
  5. If the level parts don't have visual elements from the past level they're from, they at least have geography/layout from the level. Think of it as reskinning a level.
  6. Just because you're revisiting past stages you got the items and abilities from already doesn't mean you're going to find nothing new to grab. Don't get your hopes up, though.

Next, this trope comes in a few different flavors.

  • Memory Lane: Within the final level, there's an area comprising linear, jammed-together or in-rooms/warped-to level sections. Bonus points if the level sections are direct extractions (with possible changes). Often has players using the item/ability they got in a level a lot during that level section.
  • Ganon's Tower: Nonlinear Memory Lane. Named for the final dungeon in The Legend of Zelda: Ocarina of Time, the first half of which consists of an in-rooms version of this. Sometimes leads to boss re-fights.
  • World Terminus: Memory Lane with direct extractions, but they're actually just arenas for gauntlets where you have to fight a horde of enemies to clear each level section. Named for the area in the first Kingdom Hearts.
  • Final Exam Stage: A natural method of doing a final level, the Final Exam Stage places the player at the start of a linear Death Course comprising level parts, often in game order, often challenging them to apply everything they have learned and gained as they go along. This makes up the entire final level. The level equivalent of the Final-Exam Boss.
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  • Multiple-Choice Final Exam Stage: Nonlinear Final Exam Stage.
  • Muscle Memory Lane: Unique (usually platforming) sections from previous levels appear, but you won't notice at first, because the aesthetics pretty much otherwise fit with the main final stage. Then you play it and it feels familiar. A cool bit of subtlety that has to be fairly obvious to qualify. Guideline #5 in action.
  • Zant Stage Rush: You're fighting the final boss when, suddenly, you're warped to a location in a past stage for some reason or another. You go back to the main ring before going to the next level section, or you progress to them one after another. Often an illusion. Named for the fight against Zant in The Legend of Zelda: Twilight Princess.
  • Viewtiful Joe Boss Rush: Kind of reaching, but... A Boss Rush where you start out at the beginning of the room they're in (or a facsimile) before fighting each one. Named for the style of Boss Rush in the main Viewtiful Joe series.
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  • Remember Me Level: When a level so old, it's from a previous game, is used. Only applies when said previous game is from earlier in the same storyline/character's history.

Related tropes include The Very Definitely Final Dungeon, which this trope often still has elements of, and Hailfire Peaks, going along the theme of different terrains in one level. When it's made, the trope for any level with more than two types of terrain (Hailfire Peaks but more) will be a supertrope. See also Remixed Level, for a repetition of a single map. Contrast Final Dungeon Preview, where one is given a tour of the final level early in the game rather than revisiting versions of previous levels at the end.

The trope name is a play on "All the world's a stage", the famous Shakespeare quote from As You Like It.


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    Action-Adventure Games 
  • ActRaiser has a Viewtiful Joe Boss Rush prior to the final battle with Tanzra.
  • In Bastion, while going through Jawson's Bog, the Kid finds himself traversing a rather dark variant of Memory Lane.
  • The final level of Bayonetta, "A Tower to Truth", features every single enemy in the game, up to and including the bosses and minibosses. (Excluding Jeanne, whose final fight occurs in the level prior to this one. Also excluding the bosses that come after this stage.) The only enemy not to make a return is 'Irenic', the car-shaped Angel that ferries enemies along the road in "Route 666", making a marathon of a Final Exam Stage.
    • Prior to this stage, however, is a level literally titled "A Remembrance of Time", which is made up of pieces of past levels, making up a Memory Lane Stage (unique from others in that this level is only about halfway into the game). Ingeniously disguised in that most of the pieces that are reused from past levels are flipped around, so that you'll be exploring from back to front. As most of the game's levels never require any sort of backtracking, a simple flip is enough to make the reused levels feel more like callbacks than just straight-up rips.
  • The first game of Death Jr. has its final level as the Memory Lane type.
  • The The Legend of Zelda:
    • Twilight Princess gave the name to the "Zant Rush" style, having said boss teleport you to arenas from previous dungeons and imitate the boss/miniboss in some way.
    • A Link to the Past has Ganon's Tower, populated by a selection of enemies and traps from every other dungeon in the game, including remixed rematches with the four Light World bosses: Armos Knights, Lanmola, Moldorm, and Agahnim.
    • Ocarina of Time again has Ganon's Tower, with six sections on the bottom floor corresponding to each medallion. Interestingly enough, this means the only one that actually isn't a past dungeon is the Light Medallion section, as there is no dungeon to get that medallion.
    • Majora's Mask has The Moon, where you go through mini-dungeons themed after the main four dungeons of the game. Notably, doing so is completely optional, as you can directly fight the boss if you wish. That said, if you've collected every mask in the game, doing these mini-dungeons and handing over every mask awards the player with the Fierce Deity Mask, which turns the final boss into a Curb-Stomp Battle.
    • The Wind Waker has Ganon's Tower, which has sections based on the game's four main dungeons that must be completed before facing Ganondorf. You are also reduced to whatever items were available to you when you originally went through the dungeon. This also crosses over with the Viewtiful Joe type, as at the end of each section, you fight a black-and-white version of the respective boss, complete with reconstructed boss rooms.
    • Skyward Sword has Sky Keep. Except for the entrance lobby and the Silent Realm rooms where you collect each piece of the Triforce, every room has the aesthetics and music of all the previous dungeons.
  • Luigi's Mansion: Dark Moon's final dungeon has rooms with themes corresponding to the four previous areas.
  • Halfway through Magicka you fight the Big Bad in a "mental battle" which consists of teleporting through several islands and defeating groups of mooks. Zant Stage Rush type.
  • Prince of Persia: The Two Thrones has this at the end during the final battle, having the Prince revisit places in his past. Zant Stage Rush and Remember Me Level types.
  • Zoda's Revenge, the sequel to the NES game StarTropics, uses the "Remember Me" variant. The last stage of the game has you return to C-Island, the first stage of the original game. There's even an undead version of the boss for you to fight.
  • The Wonderful 101 has Operation 008: Blossom City: State of Emergency. The stage is made up of pieces from past levels (primarily the Blossom City levels, for obvious reasons) and consists of almost nothing except back-to-back fights of past enemies, most of which are the kinds of enemies that require specific use of certain Unite Morphs, making this a mix between Memory Lane and Final Exam.

    Adventure Games 
  • In Journey, two levels near the end do this, Final Exam Stage-style (sans the death course). One is a vertical ascent with each 'floor' making you use the different kinds of cloth creatures you met in each previous level, in the same order. The relevant part of the journey is depicted as a wall glyph on each floor. The entire series of glyphs is then displayed in narrative order as a flashback of your journey during the cutscene. The very final level does this again (adding a section for the previous example itself) and also imitates the environment of each level in succession, but subtly enough that it's more of a Muscle Memory Lane.
  • Phantasmagoria 2 provides an unusual Adventure Game example. The Battle in the Center of the Mind at the end of the game brings back locations and characters from earlier in the game, some slightly twisted, and the rest outright nightmarish.
  • Sanitarium has a penultimate Memory Lane subchapter called "The Gauntlet" right before the final Puzzle Boss subchapter with Dr. Morgan. In it, you find yourself in a mishmash of elements of all of the earlier non-"real world" chapters. Not only that, but to solve various puzzles you have to switch between Max and all of his alter-egos as well.
  • The Zero Escape series has used this.
    • Nine Hours, Nine Persons, Nine Doors, has Zero's Workshop as the last puzzle room (but not the last puzzle) in the true ending. It is believed by the characters to be where Zero tested their puzzles and machinery before building them into the other rooms, and contains variants of puzzles the player has seen previously. The final puzzle also foreshadows the fact that the final "9" door actually needs a digital root of 8 to pass through—and exactly which players will be passing through it.
    • The final puzzle room of Virtue's Last Reward, Q, also consists of a series of puzzles the player has seen previously. Additionally, the last puzzle of the level concerns the Ambidex Game, a central theme of the game.
  • In Life Is Strange, during Max's Nightmare Sequence near the end, a lot of places are "revisited" while trying to escape from it. They include Jefferson's classroom, the girls' dormitory hall, the school, the swimming pool lockers, the junkyard, Chloe's house, the Dark Room, the Two Whales Diner and a lot of Max and Chloe's moments that happened during the game.

    Game Mods 
  • The Game Mod Death Wish for Blood contains a Secret Level called "Nightmare", which is made up mostly of fragments of previous levels, all stitched together and floating in a black void and illuminated by a sickly red light.
  • The Doom Game Mod Scythe 2's final level, "Haunting Dreams". The map involves visiting (via teleporters) five areas, each taken from a previous level, but with stronger monsters.
  • The final world of Mario Adventure has seven levels themed around the previous seven worlds before the final battle.

    Fighting Games 
  • The Great Maze from Super Smash Bros. Brawl is a mashup of previous levels, all interconnected. Integrated with the story, as these levels were captured by Subspace bombs throughout the game (before this point, the assumption was that the areas were just blown-up, but it turns out Subspace bombs are different). Multiple-Choice Final Exam Stage type.

    First-Person Shooter 
  • The final area, Phaaze, in Metroid Prime 3: Corruption has you using every single Hypermode ability in order to progress to the final boss, since the Phazon-based obstacles you encountered in the previous worlds also show up here. Nearly every single Phazon-based enemy that you encountered previously also shows up, though some new ones are also thrown into the mix.

  • The whole premise behind I Wanna Kill the Kamilia is that the games are amalgamations of different I Wanna Be the Guy fangames.
  • In The Angry Video Game Nerd Adventures, "Laughin' Jokin' Numbnuts" is a Final Exam Stage reusing many obstacle setpieces from the previous stages, such as the circling fireballs, fire sharks, Lost Souls, and flame jets from "Thy Farts Consumed"; the jetpackers, phallic missiles, rotating lasers, switch platforms, disappearing blocks, and Silver Surfboard from "Future Fuckballs 2010"; the witches, ghost blocks, and snake platform from "Boo! Haunted House"; the death block gauntlet from "Assholevania"; the gummy bounce lifts from "Happy Fun Candy Time"; the condom blocks from "Beat it and Eat It"; the crumbling platforms from "Dungeons and Dickholes", etc. The sequel does likewise with "Virtual Insanity".
  • In Athena, the final world is made up mostly of bits and pieces of the previous levels strung together, including the bosses.
  • Bonk's Revenge has a Ganon's Tower-style final stage, with a hub linking to four "tunnels" based on the first four stages, each ending with a respective boss rematch.
  • Castlevania: Aria of Sorrow has the Chaotic Realm, made up of various parts of all the previous areas.
  • Celeste has its Chapter 7: The Summit, which borrows some visual elements and obstacles from all previous Chapters, in order, expecting the player to have mastered those obstacles already. It also does this with the music! Each segment has Chapter 7's main theme (and key) mixed up with elements of the guest Chapter's music.
  • Both the original Croc and Croc 2 have this with their final stages. Many of the level portions in the Crystal Island levels of Croc 1 are similar to earlier portions of the game, while Croc 2 quite literally uses the same level structure, only with radically different (and more difficult) placements of objects. In both games, the levels also have a much higher amount of enemies in them and other dangerous obstacles (even in the hub levels!).
  • The last world of Donkey Kong Country: Tropical Freeze is a review of every world in Donkey Kong Country Returns, which each stage being based around the most iconic challenges found in that particular area in the prequel.
  • Goemon's Great Adventure has Dream Castle, which is a merciless mashup of segments based on the previous four castles. The really hard parts. Final Exam Stage type.
  • Kirby:
    • Kirby's Dream Land uses the Ganon's Tower type in Mt. DeDeDe, with doors leading to areas based on the previous stages, as well as rematches against the bosses, that you have to go through to reach the last boss.
    • Kirby's Adventure features a variant of the "Remember Me Level" in Stage 7-6. The backgrounds and music are borrowed from Kirby's Dream Land, but the stage segments are not copied from areas in the original game. And Kirby himself remains pink, although almost everything else is Deliberately Monochrome.
    • Level 6-3 and level 6-6 in Kirby: Triple Deluxe both take you through a sequence of areas based on the previous worlds.
  • Mega Man:
    • A lot of Mega Man (Classic) games have the Viewtiful Joe-style Boss Rush.
    • This also applies to the Mega Man X games, most notably X5. Zero Space, the final area of the game, consists of Remember Me and Memory Lane levels, including Quick Man's stage elements from Mega Man 2, a boss fight with the Shadow Devil (a new version of the Yellow Devil fought in the first Mega Man), and a retooled version of Sigma's first fortress stage from X1, with a boss fight against Rangda Bangda from the second fortress stage at the end.
    • Mega Man Battle Network:
      • Mega Man Battle Network 1 has a multi-part final stage where each part is a smaller copy of the main Net areas you've been to previously, with each containing the same level gimmicks as its corresponding levels, only generally harder (i.e. melting fires with ice blocks in the FireMan copy, opening doors with numeric passcodes in NumberMan's area, etc.). Final Exam Stage.
      • The final area in the sixth game does the same thing, having you go through a short segment based on each of previous boss areas in the game.
  • In Rockman 4 Minus Infinity, Wily Stage 3 is a Ganon's Tower type, as it's a maze that uses graphics from every previous level, fitting the whole Boss Rush theme.
  • The original builds of Mega Man Rock Force's final stage had entire segments from the first 8 Robot Master stages recycled and stitched together, with only the visuals changed to give the level a unifying theme. The newer version instead merely take the gimmicks and enemies from those stages and combines them together, creating them a nostalgic feeling without making players re-tread old ground.
  • Rockman CX uses the "Memory Lane" variant for the second half of Dr. Light's Lab 5, after defeating Dr. Light the first time.
  • Both Make a Good Mega Man Level Contest games feature their own take:
    • The first game has a fairly straightforward Memory Lane, patterned after the typical Classic series Boss Rush. The final level consists of a simple platforming area followed by a large room containing 20 teleporters, each of which contain mini-challenges based on every entry to the contest. Clearing all of them allows the player to challenge the Wily Machine.
    • Because of the Sequel Escalation that Make a Good Mega Man Level 2 underwent, the first game's formula is abandoned in favor of the Ganon's Tower style. This trope gets played twofold, with the bulk of the final stage consisting of a Rockman 4 Minus Infinity-style maze that combines many different stages from official Mega Man games, explained in-universe as a distortion in reality. Scattered throughout the maze are five "glitch" areas that serve as teleporters to substages which, once again, are based on the entries to the contest; due to how many more entries there were, these stages consist of a mash-up of two tiers each. While not every entry is featured in the substages, each one has its own boss, which are themselves mashups of two custom Robot Masters from the entries.
  • Ori and the Blind Forest has a Muscle Memory Lane during the final Escape Sequence, requiring Ori to use every ability they have learned over the course of the game.
  • Ori and the Will of the Wisps's Final Dungeon, Willow's End, is a Multiple-Choice Final Exam Stage, reusing design elements of the Wellspring, Midnight Burrows, Silent Woods, Baur's Reach, and Windswept Wastes, as well as the Ginso Tree and Mount Horu from the first game.
  • Shovel Knight has the Tower of Fate, where almost every gimmick and enemy from previous areas will be found during its climb. Makes sense, considering it's basically the headquarters of the Order of No Quarter, rulers of said previous areas.

  • The first "post-game" area of Rabi-Ribi is the Hall of Memory, where you run through a series of rooms modeled after other areas throughout the game.
  • Rocket: Robot on Wheels contains Jojo's World, a gauntlet of the Final Exam Stage type.
  • Sonic the Hedgehog (2006) has the infamous End of the World stage, set in seven of the nine previously played levels as the world gets more screwed up. Final Exam Stage type.
  • Scrap Brain Zone from Sonic the Hedgehog has enemies from the game's previous stages. In addition, Act 3 is a re-colored, more difficult version of Labyrinth Zone.
  • Eggmanland in Sonic Unleashed is a giant gauntlet of some of the most difficult platforming challenges from both the Sonic and Werehog sections, including most of the game's enemies, a bobsled-esque portion like one from earlier in the game, a skydiving section, and generally recalls all your abilities that you've needed to use.
  • The final boss of Sonic Generations does a variation of the Zant Stage Rush. The debris floating around the arena is from the previous stages, and the era they're from changes each time you hit the boss. (i.e. Classic Era at the beginning, Dreamcast Era after the first hit, and Modern Era after the second hit.)
  • Stinkoman 20X6:
    • Level -0 was the final platforming level for more than a decade, and it's a mishmash of the rest of the game up to that point, including ground tiles and enemies from every preceding stage.
    • Level 10.2 includes short segments with mechanics and enemies from every level except for Levels 3 and 9. There's even a short section dedicated to Level -0!
  • The first fortress level in Super Mega Man 3 is a series of segments based on each Robot Master's stage in the gamenote , each followed by a battle against a Metool mimicking a Robot Master from one of the previous Super Mega Man games (with the first four from first gamenote , and the last four from the secondnote ).
  • An SMWC Production has this in Bowser's Castle — specifically, the part where you first enter the Void. You can go through any room of your choice. Each is thematically based on the eight main worlds of the game, but there are new gimmicks present (for example, spin jumps in the Mountain room switches on/off the red and blue blocks). Ganon's Tower type.
  • Tiny Toon Adventures: Montana's Movie Madness has a Final Exam Stage type, putting you through four mini-stages (literally and figuratively: there are spotlights and movie cameras scattered around them) themed off of the previous levels before going up against the final boss.
  • Viewtiful Joe is the source of the Viewtiful Joe Boss Rush type.
    • Viewtiful Joe 2 does this as well, but also plops the bus section from the first game right in the middle of it.
  • The final level of Yoshi's Woolly World, The Wonderful World of Wool, has mini-segments based on every world in the game.

  • Antichamber:
    • The first of the three final rooms, "The Chase", uses the Final Exam Stage variation of this trope. After spending most of the game solving puzzles with your matter gun and blocks, this room brings back most of the elements from the earlier puzzles, including jump pads, bounce pads, transporter windows, eye walls, riot balls and vanishing platforms (most of these mechanisms seldom appear after you've acquired the blue gun). It even brings back the red and blue staircases from the "Many Paths to Nowhere" room (one of the very first rooms).
    • The "Failing Forward" room mentioned in the Empty Room Psych entry does this too, using all of the mentioned mechanisms (except for using laser beams and doors instead of bounce pads), which contributes even more to the anticlimax feeling at the end of the room.
  • In Plants vs. Zombies 2: It's About Time, the final world, Modern Day, contains almost every single zombie and level gimmick from the previous worlds in the game.

    Racing Games 
  • The GBA version of Crash Nitro Kart (but, interestingly enough, not the console version) has a Zant Stage Rush in the final race against Velo in which you teleport between four different track sections, each based on one of the four main worlds in the game.
  • Forza Motorsport:
    • Forza 3 and 4 have the Camino Viejo de Montserrat Extreme Circuit, a Final Exam Stage that combines the main Camino Viejo circuit with the neighboring Iberian International Circuit and Ladera Test Track.
    • The Circuit of the Americas, which made its series debut in the sixth game, is a real-life example of a Final Exam race course, deriving each of its segments from classic Grand Prix circuits.
    • The Horizon games feature the Goliath tracks that go through the entire game map, and act as a Final Exam Stage.
  • The Updated Re-release of Daytona USA 2 adds a new "Challenge" course that combines the original three circuits into a point-to-point race.
  • Test Drive (2002)'s final race series combines all of the previously raced course layouts as Final Exam Stages for each city.

    Real-Time Tactics 
  • In the later stages of Freedom Force, Time Master produces opponents and backdrops from earlier in the game to harass our heroes.

    Role-Playing Games 
  • Hel's Castle from Boktai has four towers that resemble the four dungeons you had to go through and each end with a powered-up version of the boss character. The puzzles are so notably Nintendo Hard that one of them has a "loser switch" you can press to solve it for you.
    Plaque that appears if you use the Loser Switch: Here forever engraved is the name of the LOSER Django.
  • The Dimension's Hasp in Bravely Default is an illusory realm conjured by Sage Yulyana. The level consists of replicas of areas of past dungeons, making this a case of Memory Lane (and a slight Ganon's Tower): The floors are, in order: Vestament Cave, the Anchem Ruins, the Wind Temple, Mount Fragmentum, the Witherwood, the Garderns, Starkfort, The Underflow, Central Command and the Everlast Tower.
  • The final form of Lavos in Chrono Trigger randomly switches between time periods, the psychedelic background taking on the image of an area in that time period while Lavos uses attacks particular to enemies found in that era.
    • Also, the various Dimensional Vortexes added into the postgame of the DS version, with randomly chosen rooms from throughout the entire adventure, with some new ones added in too, all culminating in a showdown with a Dark Clone of a random party member.
  • Crash Fever has Kadomatsu Tower, a tower that was used for celebrations until it was hijacked by the Guardians. It then became a warped and mildly crazed version of quests past, and Charon lurks at the midway point and the top, much like the Towers of his superiors.
  • Diablo III's endgame is the Nephalem Rifts, a series of linear dungeons made from previous maps and hosting every enemy you could possibly fight.
    • Even Whimsyshire.
  • Most Dragon Quest Bonus Dungeons are made up of repeated parts of other dungeons.
  • Chocobo's Dungeon for Wii also had this in the Bonus Dungeon. Justified as the theme was memories and the Bonus Dungeon was about Chocobo's memories — which, of course, would include the dungeons he explored during the game.
  • Final Fantasy V has the path to the depth of the Void, which is said to consume the world and so contains many locations that, if they aren't the actual previous locations that have been absorbed, are similar to previous locations.
  • Final Fantasy VI features this in Kefka's Tower. The tower itself is mostly a collection of ruins, but there are elements of the destroyed Imperial capitol of Vector and the Magitek Factory, and some rooms are exactly like they were when the player first visited them.
  • Final Fantasy VIII features this in the battle with the sorceresses during the Time Compression. As you defeat the sorceresses, the battle background changes, going through various locations you've visited during the game.
  • Final Fantasy XIV has the Hero's Gauntlet, the final dungeon of the main Shadowbringers story arc. The Scions of the Seventh Dawn race across Norvrandt to get back to the Crystarium and avert a cataclysmic disaster. Its three zones include regions from Ahm Areng, Ill Mheg, and Lakeland, with the dungeon's theme having motifs from all the Shadowbringers zones. Crosses over with Back for the Finale as a number of cameos from characters you've met across the expansion appear to help.
  • Dissidia Final Fantasy, the prequel Dissidia 012 pits the player against a barrage of enemy types from the ten previous Chapters in the Epilogue of Light to All. Furthermore, enemies in each individual Chapter tended to use the same accessories over and over between each other, in the Epilogue many of those accessory builds return in one or two gateways each. And of course there's all ten villains come back to fight again.
  • Final Fantasy Mystic Quest has Doom Castle, where each of the four floors the player visits are thematic recreations of the final dungeons of the four regions, complete with powered-up versions of their bosses.
  • Kingdom Hearts:
    • The first game is the source of the World Terminus type. The final dungeon includes a series of platforms with portals to other worlds — the one for Halloween Town takes you back inside Oogie's Manor, an area you can't actually get to in the "real" town at that point. It also includes the Hundred Acre Wood, but that's the one area without any enemies. Sora, Donald, and Goofy also change form while in the portals for Halloween Town and Atlantica.
    • The fight against Xion in Kingdom Hearts: 358/2 Days is one of the Zant Stage Rush variety.
    • While restoring everyone's hearts towards the end of Kingdom Hearts III, Sora must enter portals to the worlds he's visited and fight a boss to revive his deceased friends. Like in the first game, Sora changes form while in The Caribbean, Toy Box, and Monstropolisnote .
  • In The Legend of Dragoon, the final level consists of elements of previous areas put together.
  • Namco × Capcom's final stage consists of worlds that the characters have visited all joined and mashed together thanks to the Big Bad. The level sees you fighting nearly every major villain who had previously been killed in the events of the story — short of Grandmaster Meio, who had been killed in the previous chapter — before finally facing 99.
  • Rune Factory 4 has the Forest of Beginnings. which the protagonist travels to twice. The first time it is a nigh-lieral Ganon's Tower (though only of the areas s/he traveled to previous, not the ones after, save Leon Karnek). The 2nd time it becomes a Megadungeon called the Rune Prana and much be accessed from Leon Karnek. Rune Prana is more Final Exam type with a different take on the World Terminus type (the area replicas are bigger than the one area per stage for examples).
  • Sands of Destruction features a memory lane type, naturally called the Depths of Memories. You have to revisit each location in the reverse order that you visited them in the course of your adventure.
  • In Shin Megami Tensei: Strange Journey, the penultimate sector, Grus, is made up of sections modeled after the first four sectors: Antila, Bootes, Carina, and Delphinus, changing from area to area with no apparent pattern to it. This is explained as being the sector's Mother, Maya, drawing from the worst memories of the Investigation Team — which given what's happened to them is their memories of the Schwartzwald up to this point.
  • Super Paper Mario has such a sequence near the end where the protagonists pursue Dimentio through sections of previous levels. The pause menu even says which level you're in.
  • The aptly named Labyrinth of Memories in Tales of Vesperia is comprised of sections of various locations throughout the game including towns, and everything is colored in sepia tones to give it an antiquated look. Powered up versions of the story bosses can be found roaming around, though they aren't necessarily fought in the same place they were originally.
  • Mega Man Battle Network 1 and Mega Man Battle Network 6: Cybeast Gregar and Cybeast Falzar have Final Exam style final dungeons, with the same gimmicks but more challenging. In the latter, it's justified because it takes place at the Cyber City Expo, and each section of the Expo represents both the dungeon and the town each one is found in.
  • Guild Wars 2: The map of Dragonfall has five distinct parts, three of them being regions of The Mists that Kralkatorrik flew through before Aurene shot him out of the sky.
    • A jungle region (Melandru's), containing enemies from the Maguuma Jungle, Bouncing Mushrooms, and Oakheart's Essence (last seen in Draconis Mons)
    • A desert region (Grenth's), full of undead, spirits, and heavily reliant on Sand Portals and other mounts for traversal.
    • A burning forest (Balthazar's), filled with fallen warriors and firebreathing beasts, and with a network of Thermal Tubes for mobility.
    • The Pact field base, a callback to both the base in the Silverwastes and the three mechanically distinct combat lanes of Dragon Stand.
    • The normally inaccessible rocky center of the map where Kralkatorrik itself crash-landed, which, when cleared up, features three of the teleport Shrines last used in Siren's Landing.
    • Furthermore, War Eternal's final story mission takes place inside Kralkatorrik's mind, and teleports you around to fight against echoes of the Mouth of Zhaitan and the Mind of Mordremoth, both complete with their original battle music.

    Survival Horror 
  • Silent Hill has Nowhere, which is mostly comprised of corridors reminiscent of the Alchemilla Hospital connecting rooms from other parts of the game, such as Midwich Elementary School's classrooms and the Green Lion Antique Store.
  • Layers of Fear has an interesting version. After collecting the last... "item" the artist needs to complete his painting, you are suddenly warped into a room with a checkerboard. You then have to search through the now wrecked and warped versions of the six rooms in the house where the artist found each of the six MacGuffins (kitchen, master bedroom, basement, baby's room, study, and bathroom) to collect the checker board's missing pieces and finish the game.
  • The final main stage of Five Nights At Freddys VR Help Wanted, the Pizza Party level, contains a remixed and stitched up version of settings in the previous games, including the offices from the first three games, the Bedroom from Five Nights at Freddy's 4, and Funtime Auditorium and the vents from Sister Location.

    Third-Person Shooter 

    Other Games 
  • The final level of Henry Hatsworth in the Puzzling Adventure combines the Memory Lane and World Terminus types. (You have to go through a short segment based on a previous level, which always ends in a arena gauntlet.)
  • In Chapter 1 of Last Legacy, the credits level is made up of pieces of the other levels.
  • Tasty Planet: Back for Seconds has multiple Final Exam Stages with an added twist ending in each.
  • The Witness:
    • The town serves as one of these, requiring knowledge of all the mechanics introduced over the rest of the island to gain access to its beacon. Of course, unless the player is going for 100% Completion they can skip the town entirely as only seven beacons must be lit.
    • The inside of the mountain also qualifies, with a healthy bit of Interface Screw thrown in for good measure.
  • Factory idle: Each "next stage" of resource sold gets more lucrative, although it initially seems random. You start out selling Iron and Steel, then suddenly jump to selling Plastics and Electronics which require almost entirely different resources. Then it's back to using Steel, with explosives to produce Guns. After that, it's a mix of Steel, Electronics and Aluminium to make Engines. This all sounds quite random until the final stages, where you produce Tanks that require Steel, Electronics, Guns, and Engines to make, bringing all the production line resources together in one "finale".
  • Dance Dance Revolution Extreme's True Final Boss song, "Dance Dance Revolution" by DDR All Stars, which you are forced to play on Harder Than Hard difficulty as a One-Hit Point Wonder, reuses Heavy step sequences from "Brilliant 2U Orchestra Groove", "Dead End", "Dynamite Rave", "End of the Century", "AM-3P", "Celebrate Nite", "B4U", and finally "DDR" itself.
  • The Binding of Isaac: Rebirth's final DLC, Afterbirth+, has The Void. It's a form of Ganon's Tower type: every room is taken from a previous floor, both in visuals and what enemies spawn. It can lend itself to Schizophrenic Difficulty, as one room can contain a few simple flies while the next can contain several degraded bosses. In addition, there are multiple boss rooms containing bosses from earlier floors, and one containing the True Final Boss, Delirium.
  • Deus Ex Machina 2 has a very literal Memory Lane type. When The Defect starts to go senile at age 84, this is represented by wandering through his own fading memories, shown as small segments of several of the previous stages prerendered in very low quality, in reverse order: Soldier, Lover, Adolescent, Schoolchild, and finally Infant.
  • In Touhou Tenkuushou ~ Hidden Star in Four Seasons, the final boss battle against Okina Matara takes place in the Land of the Backdoors. After each spellcard, she uses one of the doors to teleport both of you to one of the locations you've visited in the first four stages, which corresponds to the type of attack she's using next.

Non-video game examples

Animated Series

  • Penn Zero: Part-Time Hero: The season one finale has all the dimensions visited throughout the previous nineteen episode threatened by vortexes that will suck them into a realm of nothingness if not repaired. The episode has the part-time heroes and villains, as well as allies from some of these different worlds, team-up and travel to every single one of them to fix the problem.


  • The nightly qualifying race we get to see near the end of Wreck-It Ralph seems to take the racers on a grand tour of all of Sugar Rush. If the Web game adaptation and the self-contained circuit of the Dummied Out volcanic cave track are anything to go off of, ordinarily races are three-lap affairs restricted to one of several shorter, themed tracks, just like in most kart racers, making the qualifying race a case of this trope.


  • The Divine Comedy: As he leaves the Solar System and enters the sphere of the stars, Dante prepares himself to finally meet God by looking back and recalling his journeys through the seven spheres that lay behind him. He goes through each one individually and references specific conversations he had earlier in Paradiso while on them.


  • Happens during the Glitch event in the second game of Destroy the Godmodder, when various events from previously in the game are replayed for the players to acquire the Server Chips necessary to protect GodCraft against the Glitch.

Ah, but the memories...

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