Crystal Tower

Details on FINAL FANTASY XIV Appearance:

The Crystal Tower is an ancient royal Allagan spire in the southern regions of Mor Dhona. Once sealed away from the residents of Eorzea, it rose up from the land once more after the calamity. At its base lies a great labyrinth and at its top the royal seat of Emperor Xande. The setting holds the first and second Crystal Tower raids, Labyrinth of the Ancients and Syrcus Tower.

Details on Original Appearance:

Crystal Tower, also called Syrcus Tower in Japan, was the great tower belonging to the Magus Xande. It was surrounded by a labyrinthian stronghold and clad in silk-like crystal, from where it got its names. The setting held the Ancient's Maze and Crystal Tower dungeons, as well as the entrance to The Forbidden Land, Eureka.

Additional Details:

The entire Crystal Tower raid in FINAL FANTASY XIV serves as an adapatation of FINAL FANTASY III's final act, including locations and characters. While alterations have been made to fit the different universe, most of the raid from enemies to music are from FINAL FANTASY III. It is to date the largest homage to any specific FINAL FANTASY game or story within FINAL FANTASY XIV as a result.

In the original 1989 Famicom release of FINAL FANTASY III, the dungeon and tower itself was referred to as both Syrcus Tower and Crystal Tower in Japanese. However, in of the 2007 Nintendo DS remake of FINAL FANTASY III and every subsequent release of the game the name Syrcus Tower have been removed in favour of consistency.

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Crystal Tower: Labyrinth of the Ancients

Details on FINAL FANTASY XIV Appearance:

The Labyrinth of the Ancients is the first Crystal Tower raid. After undoing an Allagan seal, the Warrior of Light ventured into the Labyrinth as part of the exploration group NOAH.

Details on Original Appearance:

Ancient's Maze was a dungeon in FINAL FANTASY III serving as the outer strongold for the Crystal Tower.

Additional Details:

Despite its name, the Labyrinth of the Ancients does not take the shape of a labyrinth or maze in FINAL FANTASY XIV. The raid's layout is a three-way fork where the players start at the intersection and must walk down each path once at a time while teleporting back to the intersection twice. Funnily enough this makes the layout closer to FINAL FANTASY III's World of Darkness dungeon, which took a similar aproach but with four paths, than it does its Ancient's Maze dungeon upon which it was based.

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Crystal Tower: Syrcus Tower

Details on FINAL FANTASY XIV Appearance:

Syrcus Tower is the second Crystal Tower raid. The Warrior of Light and NOAH used the help of Doga and Unei to open the gates to the Syrcus Tower, the central spire of the Crystal Tower.

Details on Original Appearance:

Crystal Tower, also called Syrcus Tower in Japan, was a dungeon in FINAL FANTASY III serving as the inner sanctum of the Crystal Tower.

Additional Details:

In the original 1989 Famicom release of FINAL FANTASY III, the dungeon and tower itself was referred to as both Syrcus Tower and Crystal Tower in Japanese. However, in of the 2007 Nintendo DS remake of FINAL FANTASY III and every subsequent release of the game the name Syrcus Tower have been removed in favour of consistency. The use of the name Syrcus Tower in FINAL FANTASY XIV's second Crystal Tower raid is a reference to the 1989 release of FINAL FANTASY III.

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Crystal Tower: The World of Darkness

Details on FINAL FANTASY XIV Appearance:

The World of Darkness is the final Crystal Tower raid. After defeating Xande on top of the Syrcus Tower, a portal to The World of Darkness opened and evneloped Doga, Unei and Nero tol Scaeva. The Warrior of Light and NOAH ventured in on a rescure mission and to close shut the portal.

Details on Original Appearance:

World of Darkness was the final dungeon in FINAL FANTASY III and was the host of the Magus Xande's dark powers as well as the home of the Warriors of Darkness.

Additional Details:

The World of Darkness is one of the few times the player steps into the Void, the darkness inbetween the worlds of the living. The World of Darkness is unique to what else we've seen from the Void in that it's firmly in control by a voidsent, the Cloud of Darkness rather than a third party manipulating from the outside, such as the Ascians.

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Eureka, the Forbidden Land

Details on FINAL FANTASY XIV Appearance:

Eureka, the Forbidden Land is an exploratory area in the upcoming expansion pack Stormblood. The Warrior of Light will travel there to further upgrade their equipment.

Details on Original Appearance:

The Forbidden Land, Eureka was an optional dungeon in FINAL FANTASY III accessed through the Crystal Tower. Inside, the Warriors of Light found new powerful equipment to help them defeat the darkness inside the World of Darkness.

Additional Details:

Because this is information about an unreleased Expansion Pack, all information can be subject to change and might have been misinterpreted.

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Palace of the Dead

Details on FINAL FANTASY XIV Appearance:

Palace of the Dead is a Deep Dungeon within The Black Marsh. The Warrior of Light may descend down its 200 floors, facing various undead monsters throughout.

Details on Original Appearance:

Palace of the Dead, originally localized as Hell Gate in North America, was a dungeon in Tactics Ogre: Let Us Cling Togehter that appeared in Chapter 4 of the story. After descending 100 floors the player had to fight and ultimately defeat Nybeth Obdilord, the Lich.

Additional Details:

Palace of the Dead was the first Deep Dungeon in FINAL FANTASY XIV and introduced the concept of randomly generated floors and require the player to finish several floors in a row to save any prorgress. It can be played with up to four players in total, each player starting on Level 1 and making their way through the depth. While originally only a reference in name, Palace of the Dead was confirmed to be introducing at least one Boss Monster from Tactics Ogre: Let Us Cling Togehter by patch 3.45.

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Pharos Sirius

Details on FINAL FANTASY XIV Appearance:

Pharos Sirius is a Lighthouse in La Noscea used before the damage from the calamity rendered it unusable. The setting holds two optional dungeons, Pharos Sirius at Level 50 and Pharos Sirius (Hard) at Level 60.

Details on Original Appearance:

The Pharos was a tower in the Ridorana Cataract and a dungeon in FINAL FANTASY XII.

Additional Details:

The names of both Pharos Sirius in FINAL FANTASY XIV and the Pharos in FINAL FANTASY XII is derrived from the ancient Egyptian lighthouse known as the Pharos of Alexandria. Despite being named after the lighthouse, the Pharos in FINAL FANTASY XII is not a lighthouse but merely a tower that emits light.

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The Gold Saucer

Details on FINAL FANTASY XIV Appearance:

The Gold Saucer, also referred to as The Manderville Gold Saucer is a casino and theme park built by Goldbert Manderville to help relieve all the stress and anxiety the people of Eorzea must be feeling after the various attacks on the land.

Details on Original Appearance:

The Gold Saucer was a casino and theme park in FINAL FANTASY VII that Cloud Strife and his party visited briefly.

Additional Details:

In both FINAL FANTASY VII and FINAL FANTASY XIV players can take part in Chocobo Racing in The Gold Saucer, making it the only activity that currently exists in both iterations of the park.

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