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A video game with any sort of combat (and a few without) can be expected to end with a dramatic Final Boss battle. Console Role Playing Games in particular tend to be downright obsessed with epic final showdowns. This clash needs an appropriate venue. Some get away with an ordinary castle, Elaborate Underground Base or the like, but that real twang takes a place that might as well bear the words "FINAL CONFRONTATION HERE" in spiky laser-shooting letters three hundred feet high. Examples of The Very Definitely Final Dungeon include:

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  • The Very Definitely Final Dungeon
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  • A video game with any sort of combat (and a few without) can be expected to end with a dramatic Final Boss battle. Console Role Playing Games in particular tend to be downright obsessed with epic final showdowns. This clash needs an appropriate venue. Some get away with an ordinary castle, Elaborate Underground Base or the like, but that real twang takes a place that might as well bear the words "FINAL CONFRONTATION HERE" in spiky laser-shooting letters three hundred feet high. Examples of The Very Definitely Final Dungeon include:
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  • A video game with any sort of combat (and a few without) can be expected to end with a dramatic Final Boss battle. Console Role Playing Games in particular tend to be downright obsessed with epic final showdowns. This clash needs an appropriate venue. Some get away with an ordinary castle, Elaborate Underground Base or the like, but that real twang takes a place that might as well bear the words "FINAL CONFRONTATION HERE" in spiky laser-shooting letters three hundred feet high. It could be the tallest of spires or the highest of mountains. It could be outside the world entirely, or in the distant past. In a Scavenger World, it's a fully armed and operational battlestation from legend. Often it's the very Weapon of Mass Destruction the Big Bad wants. In any case, it embodies the words "Serious business," and just entering it can merit an FMV or a Boss Battle (on the first try; from there on, it's easy as pie). Extra credit if it forms/arises/descends/erupts just when everything seemed all right, if it's more dangerous than would be allowed for any real place, and if it has a pretentious, overblown name. And sometimes, just to screw with the player, the Very Definitely Final Dungeon seems peaceful and quiet... too quiet. Of course, It's A Trap. If they're going for a nostalgia feeling, there may be a bit of each terrain/level/mechanism from earlier in the game put in there, making a final conclusion of the game as a whole. Interestingly enough, it's usually stressed that it will be incredibly difficult, maybe even impossible to leave the final dungeon once you've entered it. This only applies in gameplay. Most characters who enter the final dungeon simply leave after the boss has been defeated, sometimes barely finding a means to escape, but at other times with no explanation at all. Unless they die there. This sometimes does not come into play, as it is the boss's power causing some obstruction to leaving. Where It All Began is a particular type where the final dungeon has some connection to -- or in some cases even is -- the spot where the game started. Can naturally be combined with Bonus Level of Hell, Storming the Castle, or Amazing Technicolor Battlefield. See also Bonus Dungeon. For the exact opposite of the spelunking spectrum, see the Noob Cave. Beware of fakeouts by the Disc One Final Dungeon! Examples of The Very Definitely Final Dungeon include:
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