We’ve seen the set up a million times (usually in fantasy). The protagonist has fought their way to the bad guy’s lair only to find an elaborate dungeon, maze, puzzle, or tower between them and the bad guy (who is conveniently just sitting in one spot waiting for the hero to arrive). However, it turns out even writers can get sick of this set-up and so then go about finding ways to break their own device by giving the team a bypass or a way to simply not play the established game. The question is, does this actually make for an enjoyable story to watch?
I first really encountered this set-up from a children’s story I read with my mother when I was really young (no idea when I heard it the first time because it was one of those kids books with a cassette that you could read along to). Anyway, the story was based around the myth of the Minotaur in a Labyrinth in Crete where Theseus had to kill it but then he wouldn’t be able to get out of the maze (clearly he’d never learned just to keep left). Anyway, some girl fell in love with him for reasons that weren’t ever made clear and she gave him some string (what an incredibly innovative idea) and so he left a path to follow to escape.

Even as a kid I kind of wondered why there was a maze, who stuck the Minotaur in it and why didn’t it just sit at the doorway and eat everyone who entered, and why they didn’t just collapse the roof on its head to defeat it. Okay, even as a kid I was really cynical and liked things to make sense and there was just too much about the story that didn’t. Admittedly, I never questioned whether or not a Minotaur could exist as that was just part and parcel of a story having fantastic creatures in it. I still haven’t given up on my dream of owning a miniature dragon so if you ever come across one, let me know.
A little bit after this I came into contact with the movie Labyrinth and there’s a particular scene with Sarah that drove me absolutely crazy even as a child. She’s frustrated because she can’t find any corners or openings in the labyrinth, has a bit of a hissy fit and slides down a wall, where a worm talks to her and points out there’s an opening just across from her. At first she denies this then she attempts to walk through it. The worm directs her not to go the direction she is going and she just says ‘okay’ and walks the other way. Now, immediately after that the worm points out if she’d kept going the way she had been she’d have gone straight to the castle, which is where she wanted to go. Why she didn’t ask why she shouldn’t go that direction is a question that will never be answered.

Except, maybe it was.
Early last year I watched the anime Death March to the Parallel World Rhapsody and the main character finds himself facing a tower with dangers all the way as he goes to rescue a kidnapped companion. After a limited amount of time dealing with the levels he finds a passageway that leads to a dryad who, in exchange for a kiss, more or less jumps him half-way up the tower.

Which is more or less what would have happened with Sarah if she’d just gone the first path.
However, then what is left to do?
Satou in Death March to the Parallel World Rhapsody more or less just walks through the tower with little challenge, has a few fights at the top and saves the day. And that is kind of exemplary of every quest Satou ends up on. He’s either too over powered for there to be a challenge, or he goes around the challenge in the first place. While it might seem like a clever idea what it made for was a fairly boring viewing experience.
Almost like replaying a game where you can use your character after they’ve already beaten the game. They are now so over powered early levels seem ridiculously easy and without challenge. Worse when you use a glitch in the game. Baldur’s Gate 2 had one particularly glitch you could take real advantage of. If you saved your character at the end with all their cool equipment and levels and spells, and then started a new game with that character, but paused the game before the first screen came up, went into your inventory, you could drop all your existing equipment, and start the game. Once the intro sequence was over you could just pick it all up and play on. Trust me when I point out it was pretty boring and about the only thing it was good for was a speed run because why would you bother opening a single box or crate in the first level?
And I’m pretty sure that glitch doesn’t work on the Steam version and I know my old CD versions of the game are no longer compatible with my system so I guess that one is done.
So, does that mean the best way to beat a dungeon is to actually beat the dungeon?

Yes and no. It really depends on the variety of things for the characters to face in the dungeon and whether they grow or learn from the experience. Will crossing through the dungeon cost them anything or will anyone get hurt? Will relationships be tested? Will equipment be lost or found? There’s a lot of good narrative reasons to make your characters fight their way through the dungeon.
And if you aren’t going to use any of them, then the question would be, why bother writing a dungeon, maze or tower into your story in the first place? Just have your villain meet the hero and call it a day.

But the reason this came up at this point in time is because of Sword Art Online Alicization. Now we know they like their towers in SAO. The Aincrad Arc is essentially a tower climb that gets interrupted early because the villain is exposed before they reach the top. However, episode 13 sets up a story where Kirito and Eugeo are going to have to get to the Administrator’s room and wouldn’t you know it, it’s at the top of the tower which is probably 100 floors up. I’m hoping they either bypass the levels or they find something worth fighting on their way up otherwise this is an incredibly pointless plot conceit. And why couldn’t the tower be fifty levels instead of 100?
Anyway, I’ll turn this over to you. What anime or story do you think used a dungeon-tower-maze the best? Who had the best way getting through a dungeon?
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