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* ArtInitiatesLife: Inverted; [[spoiler: Ishtar's paintings trap people inside them]].



* DefiantToTheEnd: [[spoiler:Even as he burns to death, the Jackal never stops trying to kill Kara until the bitter end.]]
* DefrostingIceQueen: Kara, who gains a great deal of humility the longer she spends away from the castle.

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* DefiantToTheEnd: [[spoiler:Even as he burns to death, the Jackal never stops trying to kill [[spoiler:The Jackal, who's been chasing after Kara until for the bitter end.entire game, spends his last moments crawling across the floor after her as he's ''burning alive''.]]
* DefrostingIceQueen: [[DefrostingIceQueen Defrosting Ice Princess:]] Kara, who gains a great deal of humility the longer she spends away from the castle.


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* PhantomZonePicture: Ishtar's paintings are lovely to behold, but have the unfortunate side effect of trapping their models inside them.
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* {{Expy}}: The Flasher enemies that appear in Mu are pretty much identical to the Wizzrobe enemies in the [[TheLegendofZelda Legend of Zelda]] series, attack pattern and all.

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* {{Expy}}: The Flasher enemies that appear in Mu are pretty much identical to the Wizzrobe enemies in the [[TheLegendofZelda [[Franchise/TheLegendofZelda Legend of Zelda]] series, attack pattern and all.
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* DefiantToTheEnd: [[spoiler:Even as he burns to death, the Jackal never stops trying to kill Kara until the bitter end.]]

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* FailureIsTheOnlyOption: You have no choice but to be thrown into King Edward's dungeon for not having the Crystal Ring. [[spoiler: Turns out Will might have avoided that if he'd just [[ItWasWithYouAllAlong taken a closer look at his flute.]]]]


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* InvisibleToNormals: Itory Village is like this, invisible to the human eye until a song from the village is sung (or played on a flute, in Will's case.)


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* OurAngelsAreDifferent: A whole colony of them live in a secluded place underground. They apparently die if exposed to sunlight for too long, and they're rumored to be the form into which humans will evolve.

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* FailureIsTheOnlyOption: You have no choice but to be thrown into King Edward's dungeon for not having the Crystal Ring. [[spoiler: Turns out Will might have avoided that if he'd just [[ItWasWithYouAllAlong taken a closer look at his flute.]]]]



* RebelliousPrincess: Kara.

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* RebelliousPrincess: Kara.Kara, who appears to have made several unsuccessful attempts to run away from Edward Castle before the start of the story.
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* StrappedToABomb: Will's friend Eric is kidnapped and tied to a bomb, from which you have to rescue him in a frustrating DualBoss fight with a time limit.
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* HealingHerbs: The game's only healing item. Not to be used lightly, since there's a strictly limited number of them in the entire game.

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* HealingHerbs: HealingHerb: The game's only healing item. Not to be used lightly, since there's a strictly limited number of them in the entire game.
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* HealingHerbs: The game's only healing item. Not to be used lightly, since there's a strictly limited number of them in the entire game.

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* BittersweetEnding: As foreshadowed earlier in the game, [[spoiler: the comet's light has an unnatural effect on the evolution of the planet ''itself''. By defeating Dark Gaia, Will and Kara stop the cycle of destruction, [[NoOntologicalInertia enabling the world to assume its proper shape]] (real-life, modern-day Earth of the 1990s). Will and Kara go there to live new lives, with no memory of their adventures or feelings for each other.]] Happily, [[spoiler: Will and Kara vow before returning to Earth to find each other - and the final scene of the game shows Will, Kara, Lance, Erik, and even Seth together again, in a modern-day school.]]

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* BittersweetEnding: As foreshadowed earlier in the game, [[spoiler: the comet's light has an unnatural effect on the evolution of the planet ''itself''. By defeating Dark Gaia, Will and Kara stop the cycle of destruction, [[NoOntologicalInertia enabling the world to assume its proper shape]] (real-life, modern-day Earth of the 1990s). Will and Kara go there to live new lives, with no memory of their adventures or feelings for each other.]] Happily, [[spoiler: Will and Kara vow before returning to Earth to find each other - and the final scene of the game shows Will, Kara, Lance, Erik, and even Seth (but not Lilly, for some reason) together again, in a modern-day school.]]


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* PinkGirlBlueBoy: The ''staff credits'', of all places, seem to be written like this.


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* WeHardlyKnewYe: Seth, who is left behind in South Cape with Lance and Erik until all three suddenly show up on the Incan Gold Ship, then apparently gets eaten by the giant sea monster that destroys the ship. [[spoiler: He's not exactly dead, though.]]

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* InstrumentOfMurder: Will's flute. In the pyramid, [[spoiler: it sets off a sound-sensitive trap that reduces The Jackal to a flaming corpse and charred skeleton.]]
* InventoryManagementPuzzle: Will can carry no more than sixteen items, and as you fill those slots with precious, finite Herbs, freeing up space for new quest items gets tricky late in the game. The 50 Red Jewels seem like a headache waiting to happen, but forunately they can be sent off to the Jeweler at any time.

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* InstrumentOfMurder: Will's flute. In the pyramid, [[spoiler: it sets off a sound-sensitive trap that reduces completely immolates The Jackal to a flaming corpse and until only his charred skeleton.skeleton remains.]]
* InventoryManagementPuzzle: Will can carry no more than sixteen items, and as you fill those slots with precious, finite Herbs, freeing up space for new quest items gets tricky late in the game. The 50 Red Jewels seem like a headache waiting to happen, but forunately fortunately they can be sent off to the Jeweler at any time.



** Lilly celebrates her 15th birthday at one point in the game, so it can be assumed that the ages of the other kids are in that area. Eric is likely the youngest, and Will is just a tad taller, so possibly older.

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** Lilly celebrates her 15th birthday at one point in the game, so it can be assumed that the ages of the other kids are in that area. Eric Erik is likely the youngest, and Will is just a tad taller, so possibly older.



* SpellMyNameWithAnS: Angkor Wat is spelled 'Ankor Wat' in the game.

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* SpellMyNameWithAnS: Angkor Wat is spelled 'Ankor Wat' in the game.game.
** For humans, it's 'Erik' rather than Eric, and 'Lilly' rather than Lily.
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* PutOnABus: Seth, who disappears abruptly when a giant sea creature attacks the Ghost Ship. He does reappear briefly later on, but in dialogue only, [[spoiler: as he transformed into the same creature that sank the ship]]. Eventually, [[spoiler: all the characters [[leave the party forever, and only Will and Kara see the quest through to its end]].

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* PutOnABus: Seth, who disappears abruptly when a giant sea creature attacks the Ghost Ship. He does reappear briefly later on, but in dialogue only, [[spoiler: as he transformed into the same creature that sank the ship]]. Eventually, [[spoiler: all the characters [[leave [[DwindlingParty leave the party forever, forever,]] and only Will and Kara see the quest through to its end]].

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* AnimeHair: [[spoiler: The Jackal, of all people,]] has a blond, spiky, and ridiculously tall hairdo.



* PutOnABus: Seth, who disappears abruptly when a giant sea creature attacks the Ghost Ship. He does reappear briefly later on, but in dialogue only, [[spoiler: as he transformed into the same creature that sank the ship]]. Eventually, [[spoiler: all the characters leave the party forever, and only Will and Kara see the quest through to its end]].

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* PutOnABus: Seth, who disappears abruptly when a giant sea creature attacks the Ghost Ship. He does reappear briefly later on, but in dialogue only, [[spoiler: as he transformed into the same creature that sank the ship]]. Eventually, [[spoiler: all the characters leave [[leave the party forever, and only Will and Kara see the quest through to its end]].



* RoyalBrat: Thankfully, Kara [[CharacterDevelopment grows]] out of it.

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** The RainbowText also works like this with character speech. For example, Kara, who wears pink, speaks in pink text, and Lance, whose outfit is green, has green text. Lilly and Erik have blue and yellow text, respectively.

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** The RainbowText RainbowSpeak also works like this with character speech. For example, Kara, who wears pink, [[PrincessesPreferPink Kara]] speaks in pink text, and Lance, whose outfit is green, has green text. Lilly [[YouGottaHaveBlueHair Lilly]] and Erik have blue and yellow text, respectively.



* HeroicBSOD: Poor Neil briefly goes through this after [[spoiler: his parents are revealed to be [[DeadAllAlong Moon Tribe spirits.]]]]



* MysteriousMercenaryPursuer: The Jackal chases Will throughout the game, [[spoiler: but only shows up once near the end]].

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* MysteriousMercenaryPursuer: The Jackal chases Will throughout the game, [[spoiler: but only shows up once near the end]]. end]].
* NiceHat: Your opponent for Russian Glass wears one.



* PlatformingPocketPal: Lily's dandelion transformation ability lets her take cover in dungeons by hiding in Will's pocket.

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* PlatformingPocketPal: Lily's Lilly's dandelion transformation ability lets her take cover in dungeons by hiding in Will's pocket.


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* RoyalBrat: Thankfully, Kara [[CharacterDevelopment grows]] out of it.

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* BittersweetEnding: As foreshadowed earlier in the game, [[spoiler: the comet's light has an unnatural effect on the evolution of the planet ''itself''. By defeating Dark Gaia, Will and Kara stop the cycle of destruction, [[NoOntologicalInertia enabling the world to assume its proper shape]] (real-life, modern-day Earth of the 1990s). Will and Kara go there to live new lives, with no memory of their adventures or feelings for each other.]] Happily, [[spoiler: Will and Kara vow before returning to Earth to find each other - and the final scene of the game shows Will, Kara, Lance, Erik, and even Seth together again.]]

to:

* BittersweetEnding: As foreshadowed earlier in the game, [[spoiler: the comet's light has an unnatural effect on the evolution of the planet ''itself''. By defeating Dark Gaia, Will and Kara stop the cycle of destruction, [[NoOntologicalInertia enabling the world to assume its proper shape]] (real-life, modern-day Earth of the 1990s). Will and Kara go there to live new lives, with no memory of their adventures or feelings for each other.]] Happily, [[spoiler: Will and Kara vow before returning to Earth to find each other - and the final scene of the game shows Will, Kara, Lance, Erik, and even Seth together again.again, in a modern-day school.]]



** The RainbowText also works like this with character speech. For example, Kara, who wears pink, speaks in pink text, and Lance, whose outfit is green, has green text. Lilly and Erik have blue and yellow text, respectively.



* RainbowSpeak: Every named character speaks in a text color different from the default blue-white text, as do a few nameless, but prominent, characters.

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* RainbowSpeak: Every named character speaks in a text color different from the default blue-white text, as do a few nameless, but prominent, characters. The color of the speech text also largely depends on the character in question.


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* TomboyAndGirlyGirl: Lilly and Kara, respectively.

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Renamed one trope.


''Illusion of Gaia'' describes its setting as the "age of exploration". In practice, it's that special blend of MedievalEuropeanFantasy and VictorianBritain that {{Eastern RPG}}s are fond of mixing up, with an extra dash of the Victorian plus an emphasis on [[LandmarkOfLore Landmarks of Lore]] and explorers. The father of [[KidHero Will]], is one such explorer. Father and son went on an expedition to [[TheTower the Tower]] [[TowerOfBabel of Babel]], but a ''completely mysterious something'' went wrong and only Will made it back home. How, he doesn't know, but it did awaken his psychic potential, whatever it was.

Aside from the ESP, Will is an [[OrdinaryHighSchoolStudent ordinary schoolboy]]. At least, he is until the day he meets two people - Gaia, the [[CaptainPlanetAndThePlaneteers spirit of the earth...]] er, [[MotherNature "source of all life"]], and Kara, a [[RebelliousPrincess runaway princess]]. Before long, Will is on the run from Kara's sovereign parents and trying to stop a [[CometOfDoom doomsday comet]] under Gaia's direction, all while trying to reunite with his missing father. Will's [[TheHerosJourney journey]] takes him through an assortment of (16-bit renditions of) real-world sites, such as [[{{Mayincatec}} Macchu Picchu]], the [[AncientAstronauts Nazca lines]], [[TempleOfDoom Angkor Wat]], the [[FarEast Great Wall of China]], and [[PyramidPower Egyptian pyramids]].

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''Illusion of Gaia'' describes its setting as the "age of exploration". In practice, it's that special blend of MedievalEuropeanFantasy and VictorianBritain that {{Eastern RPG}}s are fond of mixing up, with an extra dash of the Victorian plus an emphasis on [[LandmarkOfLore Landmarks of Lore]] and explorers. The father of [[KidHero Will]], is one such explorer. Father and son went on an expedition to [[TheTower the Tower]] {{the Tower}} [[TowerOfBabel of Babel]], but a ''completely mysterious something'' went wrong and only Will made it back home. How, he doesn't know, but it did awaken his psychic potential, whatever it was.

Aside from the ESP, Will is an [[OrdinaryHighSchoolStudent ordinary schoolboy]]. At least, he is until the day he meets two people - Gaia, the [[CaptainPlanetAndThePlaneteers [[WesternAnimation/CaptainPlanetAndThePlaneteers spirit of the earth...]] er, [[MotherNature "source of all life"]], and Kara, a [[RebelliousPrincess runaway princess]]. Before long, Will is on the run from Kara's sovereign parents and trying to stop a [[CometOfDoom doomsday comet]] under Gaia's direction, all while trying to reunite with his missing father. Will's [[TheHerosJourney journey]] takes him through an assortment of (16-bit renditions of) real-world sites, such as [[{{Mayincatec}} Macchu Picchu]], the [[AncientAstronauts Nazca lines]], [[TempleOfDoom Angkor Wat]], the [[FarEast Great Wall of China]], and [[PyramidPower Egyptian pyramids]].



** Lilly acts as an [[ExpositionFairy Exposition Fairy]] of sorts during [[ThatOneLevel Mu]]. Not so much in The Great Wall.

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** Lilly acts as an [[ExpositionFairy Exposition Fairy]] ExpositionFairy of sorts during [[ThatOneLevel Mu]]. Not so much in The Great Wall.



* EverythingsEvenWorseWithSharks: There is a tense moment with a school of sharks during the shipwreck, but it turns out that [[ImNotHungry they're not hungry]].


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* ThreateningShark: There is a tense moment with a school of sharks during the shipwreck, but it turns out that [[ImNotHungry they're not hungry]].
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* {{Expy}}: The Flasher enemies that appear in Mu are pretty much identical to the Wizzrobe enemies in the [[TheLegendofZelda Legend of Zelda]] series, attack pattern and all.
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* GameplayAndStoryIntegration: The scene where Will is trapped on a raft. He gradually gets more and more hungry and the narrative tells us that Will's feeling weak from hunger. Look up at his health and you'll see that he's gradually losing health, too.
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* WithGreatPowerComesGreatInsanity: It turns out that [[spoiler:the approaching comet grants humanity amazing power, causing them to be driven mad and change into demons]].

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* WithGreatPowerComesGreatInsanity: It turns out that [[spoiler:the [[spoiler: the approaching comet grants humanity amazing power, causing them to be driven mad and change into demons]].
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* AdvertisedExtra: The descriptions and marketing of the game, and even the ''instruction manual'', makes it sound like Lance, Eric and Seth had larger roles in the game than they actually do.

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* AdvertisedExtra: The descriptions and marketing of the game, and even the ''instruction manual'', makes it sound like Lance, Eric Eric, and Seth had larger roles in the game than they actually do.



* AmazingTechnicolorBattlefield: Serves as the site of the endgame...

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* AmazingTechnicolorBattlefield: Serves as the site of the endgame...endgame.



* ArtInitiatesLife: Inverted; [[spoiler:Ishtar's paintings trap people inside them]].
* ArtisticLicenseBiology: The game states that [[spoiler:the way the comet causes rapid evolution is by speeding up time, so that the organisms mutate faster. However, organisms cannot evolve, only populations -- once your chromosomes combine, you're stuck with that DNA. Granted, this ''could'' potentially work if it was ''mutating'' the organisms, similar to radiation, which is probably what was originally meant. Of course, in that case, it would not be the biological superweapon the spirits claim it to be, since it's extremely rare for radiation to result in positive mutations.]]

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* ArtInitiatesLife: Inverted; [[spoiler:Ishtar's [[spoiler: Ishtar's paintings trap people inside them]].
* ArtisticLicenseBiology: The game states that [[spoiler:the [[spoiler: the way the comet causes rapid evolution is by speeding up time, so that the organisms mutate faster. However, organisms cannot evolve, only populations -- once your chromosomes combine, you're stuck with that DNA. Granted, this ''could'' potentially work if it was ''mutating'' the organisms, similar to radiation, which is probably what was originally meant. Of course, in that case, it would not be the biological superweapon the spirits claim it to be, since it's extremely rare for radiation to result in positive mutations.]]



* BittersweetEnding: As foreshadowed earlier in the game, [[spoiler:the comet's light has an unnatural effect on the evolution of the planet ''itself''. By defeating Dark Gaia, Will and Kara stop the cycle of destruction, [[NoOntologicalInertia enabling the world to assume its proper shape]] (real-life, modern-day Earth of the 1990s). Will and Kara go there to live new lives, with no memory of their adventures or feelings for each other.]] Happily, [[spoiler: Will and Kara vow before returning to Earth to find each other - and the final scene of the game shows Will, Kara, Lance, Erik, and even Seth together again.]]

to:

* BittersweetEnding: As foreshadowed earlier in the game, [[spoiler:the [[spoiler: the comet's light has an unnatural effect on the evolution of the planet ''itself''. By defeating Dark Gaia, Will and Kara stop the cycle of destruction, [[NoOntologicalInertia enabling the world to assume its proper shape]] (real-life, modern-day Earth of the 1990s). Will and Kara go there to live new lives, with no memory of their adventures or feelings for each other.]] Happily, [[spoiler: Will and Kara vow before returning to Earth to find each other - and the final scene of the game shows Will, Kara, Lance, Erik, and even Seth together again.]]



* BonusBoss: Solid Arm, a.k.a. Metal Mantis, the first boss from ''SoulBlazer'', [[spoiler:the true form of Gem the Jeweler.]]

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* BonusBoss: Solid Arm, a.k.a. Metal Mantis, the first boss from ''SoulBlazer'', [[spoiler:the [[spoiler: the true form of Gem the Jeweler.]]



* CorruptCorporateExecutive: To say that [[spoiler:Rolek]] engages in shady activities is to say that the ocean is damp. That said, it may be because [[spoiler:Neil's parents were replaced with demons]].

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* CorruptCorporateExecutive: To say that [[spoiler:Rolek]] [[spoiler: Rolek]] engages in shady activities is to say that the ocean is damp. That said, it may be because [[spoiler:Neil's [[spoiler: Neil's parents were replaced with demons]].



* FamilyUnfriendlyDeath: [[spoiler: Hamlet]], then later [[spoiler:Jackal]], both of which get ''burned alive''. The latter's is particularly gruesome.

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* FamilyUnfriendlyDeath: [[spoiler: Hamlet]], then later [[spoiler:Jackal]], [[spoiler: Jackal]], both of which get ''burned alive''. The latter's is particularly gruesome.



* GeniusLoci: The game appears to subscribe the the Gaia Hypothesis concept of the Earth as a living organism. [[spoiler:Organisms exposed the the comet's light mutate, and the Earth is no exception. This ends up being the explanation for why the game world is unlike the real Earth.]]

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* GeniusLoci: The game appears to subscribe the the Gaia Hypothesis concept of the Earth as a living organism. [[spoiler:Organisms [[spoiler: Organisms exposed the the comet's light mutate, and the Earth is no exception. This ends up being the explanation for why the game world is unlike the real Earth.]]



* HeroicSacrifice / SomeoneHasToDie: [[spoiler:Hamlet the pig allows himself to be cooked and eaten so a village doesn't have to starve.]]

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* HeroicSacrifice / SomeoneHasToDie: [[spoiler:Hamlet [[spoiler: Hamlet the pig allows himself to be cooked and eaten so a village doesn't have to starve.]]



* MysteriousMercenaryPursuer: The Jackal chases Will throughout the game, [[spoiler:but only shows up once near the end]].
* OneOfTheseDoorsIsNotLikeTheOther: In some areas, there appears to be no door at all, but paying careful attention to [[spoiler:the wind, or else the sound made by striking]] reveals the secret.

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* MysteriousMercenaryPursuer: The Jackal chases Will throughout the game, [[spoiler:but [[spoiler: but only shows up once near the end]].
* OneOfTheseDoorsIsNotLikeTheOther: In some areas, there appears to be no door at all, but paying careful attention to [[spoiler:the [[spoiler: the wind, or else the sound made by striking]] reveals the secret.



* OrganicTechnology: The endgame reveals that [[spoiler:the comet is a LostSuperWeapon created by an ancient civilization that mastered biotechnology and altered organisms to suit their needs. Shadow is another one of their products.]]

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* OrganicTechnology: The endgame reveals that [[spoiler:the [[spoiler: the comet is a LostSuperWeapon created by an ancient civilization that mastered biotechnology and altered organisms to suit their needs. Shadow is another one of their products.]]



* PutOnABus: Seth, who disappears abruptly when a giant sea creature attacks the Ghost Ship. He does reappear briefly later on, but in dialogue only, [[spoiler: as he transformed into the same creature that sank the ship]]. Eventually, [[spoiler:all the characters leave the party forever, and only Will and Kara see the quest through to its end]].
* PsychicPowers: Will's friends make a big deal out of his telekinetic powers early on. He also has some sort of ill-defined, seldom used predictive power [[spoiler:that serves as a red flag in the Russian Glass game, and makes whatever wire you pick to disarm a bomb automatically correct]].

to:

* PutOnABus: Seth, who disappears abruptly when a giant sea creature attacks the Ghost Ship. He does reappear briefly later on, but in dialogue only, [[spoiler: as he transformed into the same creature that sank the ship]]. Eventually, [[spoiler:all [[spoiler: all the characters leave the party forever, and only Will and Kara see the quest through to its end]].
* PsychicPowers: Will's friends make a big deal out of his telekinetic powers early on. He also has some sort of ill-defined, seldom used predictive power [[spoiler:that [[spoiler: that serves as a red flag in the Russian Glass game, and makes whatever wire you pick to disarm a bomb automatically correct]].



* ReincarnationRomance: [[spoiler:Will and Kara, apparently.]]

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* ReincarnationRomance: [[spoiler:Will [[spoiler: Will and Kara, apparently.]]



* RussianRoulette: The Russian Glass game. [[spoiler:Your opponent is [[DeathSeeker playing to lose]].]]

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* RussianRoulette: The Russian Glass game. [[spoiler:Your [[spoiler: Your opponent is [[DeathSeeker playing to lose]].]]



* ShowDontTell: During the raft sequence; [[spoiler:rather than show us exactly why [[RomanticPlotTumor Will suddenly falls in love with Kara]], what he sees in her, etc., we're simply told that he "realized he had feelings for [her]". That's pretty much all we have to go on their romance.]]
** Gaia even ''lampshades'' that despite how close they became over the course of their adventure, neither of them found anything interesting about each other at first, and they shouldn't be so obsessive about it. [[spoiler:They find each other on the restored Earth, and though they are presumably happy together, it's doubtful they'll ever realize the relevance of it.]]

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* ShowDontTell: During the raft sequence; [[spoiler:rather [[spoiler: rather than show us exactly why [[RomanticPlotTumor Will suddenly falls in love with Kara]], what he sees in her, etc., we're simply told that he "realized he had feelings for [her]". That's pretty much all we have to go on their romance.]]
** Gaia even ''lampshades'' that despite how close they became over the course of their adventure, neither of them found anything interesting about each other at first, and they shouldn't be so obsessive about it. [[spoiler:They [[spoiler: They find each other on the restored Earth, and though they are presumably happy together, it's doubtful they'll ever realize the relevance of it.]]



* TheUnfought: [[spoiler:Jackal.]]

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* TheUnfought: [[spoiler:Jackal.[[spoiler: Jackal.]]
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* HealingCheckpoint: Save points also restore your health.
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** The red jewel in the fisherman's pot is a double example; the manual ''has'' a guide, which tells you that's where the jewel is, but it fails to mention the condition for the pot appearing -- it's [[RandomNumberGod randomly decided each time you enter the area]].
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''Illusion of Gaia'' describes its setting as the "age of exploration". In practice, it's that special blend of MedievalEuropeanFantasy and VictorianBritain that {{Eastern RPG}}s are fond of mixing up, with an extra dash of the Victorian plus an emphasis on [[LandmarkOfLore Landmarks of Lore]] and explorers. The father of our KidHero, Will, is one such explorer. Father and son went on an expedition to [[TheTower the Tower]] [[TowerOfBabel of Babel]], but a ''completely mysterious something'' went wrong and only Will made it back home. How, he doesn't know, but it did awaken his psychic potential, whatever it was.

to:

''Illusion of Gaia'' describes its setting as the "age of exploration". In practice, it's that special blend of MedievalEuropeanFantasy and VictorianBritain that {{Eastern RPG}}s are fond of mixing up, with an extra dash of the Victorian plus an emphasis on [[LandmarkOfLore Landmarks of Lore]] and explorers. The father of our KidHero, Will, [[KidHero Will]], is one such explorer. Father and son went on an expedition to [[TheTower the Tower]] [[TowerOfBabel of Babel]], but a ''completely mysterious something'' went wrong and only Will made it back home. How, he doesn't know, but it did awaken his psychic potential, whatever it was.
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* FamilyUnfriendlyDeath: [[spoiler: Hamlet]], then later [[spoiler:Jackal]], both of which get ''burned alive''. The latter's is [[HighOctaneNightmareFuel particularly gruesome]].

to:

* FamilyUnfriendlyDeath: [[spoiler: Hamlet]], then later [[spoiler:Jackal]], both of which get ''burned alive''. The latter's is [[HighOctaneNightmareFuel particularly gruesome]].gruesome.
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* PsychicPowers: Will's friends make a big deal out of his telekinetic powers early on. He also has some sort of ill-defined, seldom used predictive power [[spoiler:that serves as a red flag in the Russian Glass game]].

to:

* PsychicPowers: Will's friends make a big deal out of his telekinetic powers early on. He also has some sort of ill-defined, seldom used predictive power [[spoiler:that serves as a red flag in the Russian Glass game]].game, and makes whatever wire you pick to disarm a bomb automatically correct]].
Is there an issue? Send a MessageReason:
Namespace


An ActionAdventure game with RPGElements for the SuperNintendo, developed by Quintet. Enix (now SquareEnix) published the game in Japan, and Nintendo published it worldwide, with release dates of November, 1993 (Japan); September, 1994 (North America). It was released in Europe in April, 1995 [[MarketBasedTitle under the title]] ''[[MarketBasedTitle Illusion of Time]]''. The game revolves around the adventures of Will, a boy with PsychicPowers who winds up having to SaveTheWorld from an ancient evil that wiped out the legendary civilizations of the past. The game never met the levels of success that ''SecretOfMana'' or ''ChronoTrigger'' did, probably because it is short, but it is still well-remembered by many.

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An ActionAdventure game with RPGElements for the SuperNintendo, developed by Quintet. Enix (now SquareEnix) published the game in Japan, and Nintendo published it worldwide, with release dates of November, 1993 (Japan); September, 1994 (North America). It was released in Europe in April, 1995 [[MarketBasedTitle under the title]] ''[[MarketBasedTitle Illusion of Time]]''. The game revolves around the adventures of Will, a boy with PsychicPowers who winds up having to SaveTheWorld from an ancient evil that wiped out the legendary civilizations of the past. The game never met the levels of success that ''SecretOfMana'' or ''ChronoTrigger'' ''VideoGame/ChronoTrigger'' did, probably because it is short, but it is still well-remembered by many.

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If you think something isn\'t fair, edit it. Don\'t respond with natter.


* ShowDontTell: A particularly egregious example during the raft sequence; [[spoiler:rather than show us exactly why [[RomanticPlotTumor Will suddenly falls in love with Kara]], what he sees in her, etc., we're simply told that he "realized he had feelings for [her]". That's pretty much all we have to go on their romance.]]
** To be fair, he ''spent a month on a raft'' with her. During that time, he (and the player) were shown more of her character, including some intelligence and a softer side. Will even says that, after the time Kara's spent away from the castle, she could probably pass herself off as "one of the island girls".
*** Gaia even ''lampshades'' that despite how close they became over the course of their adventure, neither of them found anything interesting about each other at first, and they shouldn't be so obsessive about it. [[spoiler:They find each other on the restored Earth, and though they are presumably happy together, it's doubtful they'll ever realize the relevance of it.]]

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* ShowDontTell: A particularly egregious example during During the raft sequence; [[spoiler:rather than show us exactly why [[RomanticPlotTumor Will suddenly falls in love with Kara]], what he sees in her, etc., we're simply told that he "realized he had feelings for [her]". That's pretty much all we have to go on their romance.]]
** To be fair, he ''spent a month on a raft'' with her. During that time, he (and the player) were shown more of her character, including some intelligence and a softer side. Will even says that, after the time Kara's spent away from the castle, she could probably pass herself off as "one of the island girls".
***
Gaia even ''lampshades'' that despite how close they became over the course of their adventure, neither of them found anything interesting about each other at first, and they shouldn't be so obsessive about it. [[spoiler:They find each other on the restored Earth, and though they are presumably happy together, it's doubtful they'll ever realize the relevance of it.]]
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Why don\'t you put that in the trope page, not a work that happens to have the trope?


** According to shark experts, contrary to the movie "Jaws," sharks tend avoid humans rather than attack them. The rare incidents of shark attacks are due to cases of mistaken identity. Flapping around like a helpless seal is probably not a good idea considering that sharks have very bad eyesight. Oh, sharks also react to blood so you might want to check that too.

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* DwindlingParty: Will's group grows to six members at some points, but they leave one or two at a time as the game nears its conclusion.

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* DwindlingParty: A (mostly) non-fatal version. Will's group grows to six members at some points, but they leave one or two at a time as the game nears its conclusion.



* InventoryManagementPuzzle: You can carry a total of only sixteen items, the majority of which are generally Herbs and Red Jewels. Unfortunately, not all items can be discarded [[IrrelevantImportance even after they're no longer necessary]], so good luck making space for the tablets you acquire in the Pyramid. Fortunately, the last problem can be overcome by putting individual tablets in their place as you get them, rather than waiting until you have all six. It's just a little more [[{{Padding}} time-consuming.]]
** Red Jewels can be used to send them off to Gem the Jeweler, even from the middle of dungeons. And herbs are in such finite supply that you'll have a very hard time cluttering your inventory to the point of using it up.
*** Additionally, the plot at one point actually requires you to look in your inventory and read a letter that one of your friends has snuck into it, in order to advance to the next area. Of course, this happens while you're wandering around a town and have [[GuideDangIt no practical reason]] to be checking your inventory.

to:

* InventoryManagementPuzzle: You Will can carry a total of only no more than sixteen items, the majority of which are generally Herbs and Red Jewels. Unfortunately, not all items can be discarded [[IrrelevantImportance even after they're no longer necessary]], so good luck making as you fill those slots with precious, finite Herbs, freeing up space for the tablets you acquire new quest items gets tricky late in the Pyramid. Fortunately, the last problem can be overcome by putting individual tablets in their place as you get them, rather than waiting until you have all six. It's just a little more [[{{Padding}} time-consuming.]]
**
game. The 50 Red Jewels seem like a headache waiting to happen, but forunately they can be used to send them sent off to Gem the Jeweler, even from the middle of dungeons. And herbs are in such finite supply that you'll have a very hard time cluttering your inventory to the point of using it up.
*** Additionally, the plot
Jeweler at one point actually requires you to look in your inventory and read a letter that one of your friends has snuck into it, in order to advance to the next area. Of course, this happens while you're wandering around a town and have [[GuideDangIt no practical reason]] to be checking your inventory.any time.



* LostForever: Even though most of the adventure takes place on the same continent, you have to FollowThePlottedLine and (with few exceptions) can't return to ''anywhere'' once you've left it; anything you failed to inspect or pick up (namely, those Red Jewels) is LostForever.
** Only until you get to the (possibly) Eurasian continent. Before then, you can't go back to any of the dungeons you've completed, and have to move on ahead. But once you leave that tunnel and enter the Angel village, you can finally skip something and go back for it. (With the exception of the very last jewel, however.)
** Easily the ''worst'' example has to be the Red Jewel outside the house where you wind up after your shipwreck misadventure. The window to get that jewel is miniscule, as you can't return to that house after leaving for Freejia. This is despite the fact that there is NO story or gameplay reason why you shouldn't be able to do so, at least not before leaving for the Nazca plain and Sky Garden.
*** The [[BehindTheBlack hidden guard]] at Edward Castle is almost as bad -- you have to talk to him ''before'' going to the king and getting thrown in prison, as he'll be asleep later on.

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* LostForever: Even though most of The game's [[FollowThePlottedLine highly structured plot]] results in several points where the adventure takes place on the same continent, characters take one-way trans-ocean trips, making backtracking to collect items you might have to FollowThePlottedLine and (with few exceptions) can't return to ''anywhere'' once you've left it; anything you failed to inspect or pick up (namely, missed (mostly those Red Jewels) is LostForever.
** Only until you get to
impossible. The last of these occurs around the (possibly) Eurasian continent. Before then, you can't go back to any midpoint of the dungeons you've completed, and have to move on ahead. But once you leave game, so after that tunnel and enter the Angel village, you can finally actually skip something and go back for it. (With the exception of the very last jewel, however.)
** Easily the ''worst'' example has to be the Red Jewel outside the house where you wind up after your shipwreck misadventure. The window to get that jewel is miniscule, as you can't return to that house after leaving for Freejia. This is despite the fact that there is NO story or gameplay reason why you shouldn't be able to do so, at least not before leaving for the Nazca plain and Sky Garden.
*** The [[BehindTheBlack hidden guard]] at Edward Castle is almost as bad -- you have to talk to him ''before'' going to the king and getting thrown in prison, as he'll be asleep later on.
it.



* MessageInABottle: Will and Kara find one...while adrift at sea themselves.
** You eventually get a chance to help the people who wrote the note when you storm the Diamond Mine and set them free. In return, they give you a healing song (for Lance's memories).

to:

* MessageInABottle: Will and Kara find one...while adrift at sea themselves.
**
themselves. You eventually get a chance to help the people who wrote the note when you storm the Diamond Mine and set them free. In return, they give you a healing song (for Lance's memories).
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The boss before Dark Gaia isn\'t Dark Gaia, it\'s the Comet


* BackgroundBoss: [[spoiler:Dark Gaia. Its first form actually appears on the ground under your feet!]]
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Added DiffLines:

[[quoteright:189:http://static.tvtropes.org/pmwiki/pub/images/GaiaGensouki_3452.jpg]]
[[caption-width-right:189:Psychic KidHero and friends can [[BatmanCanBreatheInSpace breathe in space]].]]

An ActionAdventure game with RPGElements for the SuperNintendo, developed by Quintet. Enix (now SquareEnix) published the game in Japan, and Nintendo published it worldwide, with release dates of November, 1993 (Japan); September, 1994 (North America). It was released in Europe in April, 1995 [[MarketBasedTitle under the title]] ''[[MarketBasedTitle Illusion of Time]]''. The game revolves around the adventures of Will, a boy with PsychicPowers who winds up having to SaveTheWorld from an ancient evil that wiped out the legendary civilizations of the past. The game never met the levels of success that ''SecretOfMana'' or ''ChronoTrigger'' did, probably because it is short, but it is still well-remembered by many.

''Illusion of Gaia'' describes its setting as the "age of exploration". In practice, it's that special blend of MedievalEuropeanFantasy and VictorianBritain that {{Eastern RPG}}s are fond of mixing up, with an extra dash of the Victorian plus an emphasis on [[LandmarkOfLore Landmarks of Lore]] and explorers. The father of our KidHero, Will, is one such explorer. Father and son went on an expedition to [[TheTower the Tower]] [[TowerOfBabel of Babel]], but a ''completely mysterious something'' went wrong and only Will made it back home. How, he doesn't know, but it did awaken his psychic potential, whatever it was.

Aside from the ESP, Will is an [[OrdinaryHighSchoolStudent ordinary schoolboy]]. At least, he is until the day he meets two people - Gaia, the [[CaptainPlanetAndThePlaneteers spirit of the earth...]] er, [[MotherNature "source of all life"]], and Kara, a [[RebelliousPrincess runaway princess]]. Before long, Will is on the run from Kara's sovereign parents and trying to stop a [[CometOfDoom doomsday comet]] under Gaia's direction, all while trying to reunite with his missing father. Will's [[TheHerosJourney journey]] takes him through an assortment of (16-bit renditions of) real-world sites, such as [[{{Mayincatec}} Macchu Picchu]], the [[AncientAstronauts Nazca lines]], [[TempleOfDoom Angkor Wat]], the [[FarEast Great Wall of China]], and [[PyramidPower Egyptian pyramids]].

Is the {{Spiritual Successor}} to ''{{SoulBlazer}}''. Considered part of a trilogy which also includes ''{{Terranigma}}''.
----
!!This game is an example of:
* AdvertisedExtra: The descriptions and marketing of the game, and even the ''instruction manual'', makes it sound like Lance, Eric and Seth had larger roles in the game than they actually do.
* AllThereInTheManual: As literally as you can get. The manual actually has a ''walkthrough'' in it, including Red Jewel locations and help for most of the GuideDangIt moments.
* AllUpToYou: Will has a large entourage of {{sidekick}}s; none of them ever participate in the actual gameplay (until the FusionDance at the end), but they manage to show up everywhere Will goes nonetheless.
** Lilly acts as an [[ExpositionFairy Exposition Fairy]] of sorts during [[ThatOneLevel Mu]]. Not so much in The Great Wall.
* AmazingTechnicolorBattlefield: Serves as the site of the endgame...
* AmbidextrousSprite: Shadow only.
* AncientAstronauts: Subverted. Including the Nazca Lines suggests this trope, but the spaceship is replaced by a [[FloatingContinent flying city]], and instead of aliens there are {{Sufficiently Advanced|Alien}} {{Mutant}}s.
* AnyoneCanDie: Subverted when it's revealed that [[spoiler: Seth isn't actually dead.]] Played straight later on, with [[spoiler: Hamlet's]] death being a major surprise.
* ArtificialGravity: Seen on the Sky Garden, where you can jump off the edge and wind up walking upside-down on the underside with gravity pulling everything upward.
* ArtInitiatesLife: Inverted; [[spoiler:Ishtar's paintings trap people inside them]].
* ArtisticLicenseBiology: The game states that [[spoiler:the way the comet causes rapid evolution is by speeding up time, so that the organisms mutate faster. However, organisms cannot evolve, only populations -- once your chromosomes combine, you're stuck with that DNA. Granted, this ''could'' potentially work if it was ''mutating'' the organisms, similar to radiation, which is probably what was originally meant. Of course, in that case, it would not be the biological superweapon the spirits claim it to be, since it's extremely rare for radiation to result in positive mutations.]]
** Another biology fail: They say that a camel's hump contains water. It does, in the sense that all organic matter does, but it's a storehouse for fat.
* BackgroundBoss: [[spoiler:Dark Gaia. Its first form actually appears on the ground under your feet!]]
* BetaCouple: Lance and Lilly.
* BittersweetEnding: As foreshadowed earlier in the game, [[spoiler:the comet's light has an unnatural effect on the evolution of the planet ''itself''. By defeating Dark Gaia, Will and Kara stop the cycle of destruction, [[NoOntologicalInertia enabling the world to assume its proper shape]] (real-life, modern-day Earth of the 1990s). Will and Kara go there to live new lives, with no memory of their adventures or feelings for each other.]] Happily, [[spoiler: Will and Kara vow before returning to Earth to find each other - and the final scene of the game shows Will, Kara, Lance, Erik, and even Seth together again.]]
** Furthermore, while the people of the Earth are happy, [[GreenAesop their lack of awareness of the spirit of the earth makes it sad]].
* BlindIdiotTranslation: The are numerous cases where the translator apparently doesn't understand which character is doing the talking.
** Kara's name is even mistranslated in one scene.
* BonusBoss: Solid Arm, a.k.a. Metal Mantis, the first boss from ''SoulBlazer'', [[spoiler:the true form of Gem the Jeweler.]]
* BookEnds: The game begins and ends with a scene of the hero and his friends at school.
* BossRush: The end of the game forces you to fight every boss you've faced so far in succession, though you can still heal and save after a couple of them. At least the earlier ones are easier now that you're (a) using Shadow, (b) more powerful and carrying more health, and (c) presumably better at the game than you were when you first fought them all.
* {{Bowdlerise}}: Slaves are never called slaves, they are laborers or servants instead. References to the [[ImAHumanitarian cannibal tribe]] eating people were written out to the point that players wouldn't suspect they're a cannibal tribe. Most suggestions of polytheism are obscured.
-->Kara: "It's as if we've become [[hottip:spirits: gods]]..."
* BraggingRightsReward: You gain absolutely ''nothing'' for collecting all 50 red jewels aside from access to the BonusDungeon and its BonusBoss. Oh, and you have to fight him using Will (instead of the stronger Freedan or Shadow) so it's probably a longer fight than most of the others put together.
** Since you have [[WhatTheHellHero to reveal the whereabouts of an escaped slave to an incredibly sinister hooded slave trader]] to get all 50 gems, you could say that this is just LaserGuidedKarma!
* CatchAFallingStar: Used and subverted.
* ColourCodedForYourConvenience (goes hand in hand with DarkIsNotEvil): Subverted for most of the game, then [[DoubleSubversion double-subverted]] at the last minute.
* ControllableHelplessness: There's nothing you can do to get out of the prison cell in Edward Castle faster, even though you can walk around and examine things. The same is true of the shipwreck sequence.
* CorruptCorporateExecutive: To say that [[spoiler:Rolek]] engages in shady activities is to say that the ocean is damp. That said, it may be because [[spoiler:Neil's parents were replaced with demons]].
* CrapsaccharineWorld: Even without the impending doomsday, starvation, slavery, and human trafficking are widespread. Pointed out in-game that the nicest looking towns tend to have the seediest underbellies.
* DarkIsNotEvil: The names of most of Will's transformations and attacks indicate that his powers are [[CastingAShadow darkness-based]].
* DefrostingIceQueen: Kara, who gains a great deal of humility the longer she spends away from the castle.
* DifficultySpike: Mu, where the blobs and skeletons of previous levels are suddenly and unexpectedly replaced by rock-hard enemies that can become temporarily invincible, teleporting monsters with homing shots, a water depth puzzle, and a [[ThatOneBoss particularly difficult]] DualBoss. Ankor (sic) Wat is another spike, though mercifully there isn't a boss at the end of it.
* DwindlingParty: Will's group grows to six members at some points, but they leave one or two at a time as the game nears its conclusion.
* DreamMelody: Will has his grandmother's lullaby, which turns out to be the key to revealing her village of origin and an identifying call. Also, a couple dungeons have background music that turn out to be versions of other melodies.
* [[spoiler: EarthAllAlong: After defeating the comet, the world assumes its natural shape, which is that of present-day Earth.]]
* EasyAmnesia: Lance suffers this at one point.
* EleventhHourSuperpower: The Firebird ability from Will's [[spoiler: Fusion Dance]], as well as the ability to travel into space to stop the comet.
** [[EleventhHourRanger Tenth Hour Ranger]]: Shadow himself.
* TheEndOfTheWorldAsWeKnowIt: The CometOfDoom that drives the plot is responsible for the fall of many of the civilizations whose ruins Will explores. Will has to prevent it from happening again.
* EveryoneCallsHimBarkeep / TheNameless: Your opponent in the drinking game is simply called "The Opponent".
* EverythingsEvenWorseWithSharks: There is a tense moment with a school of sharks during the shipwreck, but it turns out that [[ImNotHungry they're not hungry]].
** According to shark experts, contrary to the movie "Jaws," sharks tend avoid humans rather than attack them. The rare incidents of shark attacks are due to cases of mistaken identity. Flapping around like a helpless seal is probably not a good idea considering that sharks have very bad eyesight. Oh, sharks also react to blood so you might want to check that too.
* EvilCounterpart: Dark Gaia to Gaia.
* FamilyUnfriendlyDeath: [[spoiler: Hamlet]], then later [[spoiler:Jackal]], both of which get ''burned alive''. The latter's is [[HighOctaneNightmareFuel particularly gruesome]].
* FetchQuest: The journey to Mt. Kress is one of these, as there's nothing about the quest or its objective that seems relevant to finding Mystic Statues or advancing to new areas. And when you ''do'' advance, you wind up going to Ankor Wat on another fetch quest... only this time the game doesn't even tell you that it's a fetch quest.
* FloatingContinent: The Sky Garden is a small one of these.
* FollowThePlottedLine: Will's journey is fairly linear, although he does have at least an idea of where to go next.
* FourTemperamentEnsemble: Will's original band of friends form one of these.
** Will - '''[[color:orange:Choleric]]'''
** Lance - '''[[color:maroon:Sanguine]]'''
** Eric - '''[[color:blue:Supine]]'''
** Seth - '''Melancholic'''
* FusionDance: The endgame, where Will's friends and the spirits of those who love and guide him join with him to power up his final form.
* GaiasVengeance: Inverted in that ''Illusion of Gaia'' is conscious of the GreenAesop, but Gaia is helpful, not vengeful.
* GeniusLoci: The game appears to subscribe the the Gaia Hypothesis concept of the Earth as a living organism. [[spoiler:Organisms exposed the the comet's light mutate, and the Earth is no exception. This ends up being the explanation for why the game world is unlike the real Earth.]]
* GhostLights: Will [[ISeeDeadPeople talks to dead people]] quite a bit. They take the form of tongues of spectral fire.
* GiantHandsOfDoom: The first boss attacks with these and FrickinLaserBeams.
* GiantSpaceFleaFromNowhere: Everything except the vampires and the FinalBoss.
* GuideDangIt: Finding the fifty red jewels, almost half of which can be LostForever.
* HeKnowsAboutTimedHits: At the beginning of the game, Seth tells you to stand in front of the statue and use the L/R buttons.
* HeroicSacrifice / SomeoneHasToDie: [[spoiler:Hamlet the pig allows himself to be cooked and eaten so a village doesn't have to starve.]]
* HonorBeforeReason: The opponent in the [[RussianRoulette Russian Glass game]] drinks the only remaining (and therefore fatally poisoned) glass rather than forfeit the game. It turns out he's [[SoapOperaDisease terminally ill]] and [[TheLastDance trying to go out with a bang]] while putting his family on easy street with his winnings.
* HumansAreBastards: The game occasionally likes to remind you that humans destroy the environment, mercilessly kill each other, and think themselves superior to giant man-eating fish. Furthermore, while the ending does show you saving the human race, it does take pains to remind you that "(T)he Earth was the only one that looked sad."
* HundredPercentCompletion: Collecting all fifty red jewels grants access to the game's BonusDungeon.
* ImprobableWeaponUser: Will apparently bashes in his enemies' brains with a ''flute''.
* IndianBurialGround: The major dungeons in the game are all ruins of ancient civilizations.
* InstrumentOfMurder: Will's flute. In the pyramid, [[spoiler: it sets off a sound-sensitive trap that reduces The Jackal to a flaming corpse and charred skeleton.]]
* InventoryManagementPuzzle: You can carry a total of only sixteen items, the majority of which are generally Herbs and Red Jewels. Unfortunately, not all items can be discarded [[IrrelevantImportance even after they're no longer necessary]], so good luck making space for the tablets you acquire in the Pyramid. Fortunately, the last problem can be overcome by putting individual tablets in their place as you get them, rather than waiting until you have all six. It's just a little more [[{{Padding}} time-consuming.]]
** Red Jewels can be used to send them off to Gem the Jeweler, even from the middle of dungeons. And herbs are in such finite supply that you'll have a very hard time cluttering your inventory to the point of using it up.
*** Additionally, the plot at one point actually requires you to look in your inventory and read a letter that one of your friends has snuck into it, in order to advance to the next area. Of course, this happens while you're wandering around a town and have [[GuideDangIt no practical reason]] to be checking your inventory.
* KidHero: All of the protagonists appear to be in the neighborhood of 12-15 years old. Will is a bit taller than his friends, so presumably he is a little older, but definitely no older than 15. Will's cousin Neil is the only exception, appearing to be in his late teens or early twenties.
** Lilly celebrates her 15th birthday at one point in the game, so it can be assumed that the ages of the other kids are in that area. Eric is likely the youngest, and Will is just a tad taller, so possibly older.
* LawOfOneHundred: Collect 100 DP to earn an extra life (up to 9), allowing you to respawn in the same room when you die (albeit not at full HP).
* LostForever: Even though most of the adventure takes place on the same continent, you have to FollowThePlottedLine and (with few exceptions) can't return to ''anywhere'' once you've left it; anything you failed to inspect or pick up (namely, those Red Jewels) is LostForever.
** Only until you get to the (possibly) Eurasian continent. Before then, you can't go back to any of the dungeons you've completed, and have to move on ahead. But once you leave that tunnel and enter the Angel village, you can finally skip something and go back for it. (With the exception of the very last jewel, however.)
** Easily the ''worst'' example has to be the Red Jewel outside the house where you wind up after your shipwreck misadventure. The window to get that jewel is miniscule, as you can't return to that house after leaving for Freejia. This is despite the fact that there is NO story or gameplay reason why you shouldn't be able to do so, at least not before leaving for the Nazca plain and Sky Garden.
*** The [[BehindTheBlack hidden guard]] at Edward Castle is almost as bad -- you have to talk to him ''before'' going to the king and getting thrown in prison, as he'll be asleep later on.
* TheMaze: Mountain Temple. The manual even suggests drawing a map as you explore the area.
* MessageInABottle: Will and Kara find one...while adrift at sea themselves.
** You eventually get a chance to help the people who wrote the note when you storm the Diamond Mine and set them free. In return, they give you a healing song (for Lance's memories).
* MysteriousMercenaryPursuer: The Jackal chases Will throughout the game, [[spoiler:but only shows up once near the end]].
* OneOfTheseDoorsIsNotLikeTheOther: In some areas, there appears to be no door at all, but paying careful attention to [[spoiler:the wind, or else the sound made by striking]] reveals the secret.
* OneWingedAngel: The FinalBoss has two forms.
* OrganicTechnology: The endgame reveals that [[spoiler:the comet is a LostSuperWeapon created by an ancient civilization that mastered biotechnology and altered organisms to suit their needs. Shadow is another one of their products.]]
* PlatformingPocketPal: Lily's dandelion transformation ability lets her take cover in dungeons by hiding in Will's pocket.
* PlotCoupon: The mystic statues.
* PrincessesPreferPink: Kara.
* PutOnABus: Seth, who disappears abruptly when a giant sea creature attacks the Ghost Ship. He does reappear briefly later on, but in dialogue only, [[spoiler: as he transformed into the same creature that sank the ship]]. Eventually, [[spoiler:all the characters leave the party forever, and only Will and Kara see the quest through to its end]].
* PsychicPowers: Will's friends make a big deal out of his telekinetic powers early on. He also has some sort of ill-defined, seldom used predictive power [[spoiler:that serves as a red flag in the Russian Glass game]].
* RainbowSpeak: Every named character speaks in a text color different from the default blue-white text, as do a few nameless, but prominent, characters.
* RebelliousPrincess: Kara.
-->"I too am a prisoner -- in a [[GildedCage prison of silk and gold]]."
* ReincarnationRomance: [[spoiler:Will and Kara, apparently.]]
* RetGone: Defeating Dark Gaia erases the comet from history, reversing the damage it caused.
* RussianRoulette: The Russian Glass game. [[spoiler:Your opponent is [[DeathSeeker playing to lose]].]]
* TheSacredDarkness: Will's powers use Gaia's "Dark Energy", and there are no negative connotations associated with them. Not that there aren't bad darkness powers; the FinalBoss is called "Dark Gaia".
* SchrodingersGun: When presented with multiple choices, Will guesses correctly thanks to his psychic powers. No matter what option the player picks, the outcome is the same.
** Early in the game, Will is asked to pick a card. No matter what the player picks, it is the right one.
** Later in the game there is a WireDilemma, but both wires are the right one.[[hottip:*:The bomb only explodes if the timer runs out ''and'' you haven't beaten the accompanying DualBoss yet.]]
** The Russian Glass game ''does'' have a wrong answer, but you're given a chance to back out if you try it, unlike the safe glasses.
* SetRightWhatOnceWentWrong: Getting rid of the comet.
* ShapeShifting: Will has two different forms (apart from his usual one) he can assume, and Lilly can transform into a dandelion seed.
* ShoutOut: Several to Enix's other SNES games.
** The dog that rescues you is named [[SoulBlazer Turbo]].
** The Skeleton head enemy from ActRaiser is in Angel Village.
** The Moon Tribe looks like a spirit enemy from SoulBlazer.
** Just watch a LetsPlay of ''ActRaiser'' and count the number of enemies, themes, and other such goodies that were later used in ''Illusion of Gaia''. For example, a statue that is somehow connected to a CrystalDragonJesus and its form being used to get through a level. Heck, even many of the sound effects are re-used between this game, ''ActRaiser'', ''SoulBlazer'', and ''{{Terranigma}}.''
* ShowDontTell: A particularly egregious example during the raft sequence; [[spoiler:rather than show us exactly why [[RomanticPlotTumor Will suddenly falls in love with Kara]], what he sees in her, etc., we're simply told that he "realized he had feelings for [her]". That's pretty much all we have to go on their romance.]]
** To be fair, he ''spent a month on a raft'' with her. During that time, he (and the player) were shown more of her character, including some intelligence and a softer side. Will even says that, after the time Kara's spent away from the castle, she could probably pass herself off as "one of the island girls".
*** Gaia even ''lampshades'' that despite how close they became over the course of their adventure, neither of them found anything interesting about each other at first, and they shouldn't be so obsessive about it. [[spoiler:They find each other on the restored Earth, and though they are presumably happy together, it's doubtful they'll ever realize the relevance of it.]]
* SpaceElevator: The TowerOfBabel. [[WildMassGuessing Possibly.]]
* SpellMyNameWithAnS: Angkor Wat is spelled 'Ankor Wat' in the game.
* SpinToDeflectStuff: Will's flute can block incoming attacks by spinning it. But then again, he does have telekinesis.
* SpiritualSuccessor: To ''Soul Blazer'' (to the point where a leaked early translation was titled ''Soul Blazer: Illusion of Gaia''). And ''{{Terranigma}}'' is one to this.
* SwissArmyHero: Will has three forms he can change between.
* SwordBeam: Your EleventhHourSuperpower is functionally this. Sort of like in [[ActRaiser another Quintet game]], and even more like the [[SoulBlazer Phoenix magic.]]
* TakenForGranite: An effect of exposure to the comet encountered in the Natives' Village (and referenced in Mu).
* TeamPet: Hamlet, Kara's preternaturally smart pet pig.
* TookAShortcut: {{Muggle}} secondary characters can and will show up wherever the plot demands, no matter what extraordinary abilities Will has to use to achieve the same results. One of the kids that is established as being rather weak (both physically and mentally) is able to walk in through the very same door that Will had to use spin-dash jumps to reach.
* TheUnfought: [[spoiler:Jackal.]]
* UrbanSegregation: The town of Freejia, with a well-to-do neighborhood facing the road... and a very poor slum and a slave market on the other side.
* VideoGameCrueltyPotential: You want all the Red Jewels? Hope you're okay with telling a slave-trader where his escaped slave is hiding.
** At least you can take comfort in knowing that you'll soon break into the slave camp and free all the slaves, presumably including the one you turned in.
* WithGreatPowerComesGreatInsanity: It turns out that [[spoiler:the approaching comet grants humanity amazing power, causing them to be driven mad and change into demons]].
* YinYangBomb: [[spoiler: In the end, Will (the Knight of Darkness) and Kara (the Knight of Light) perform a FusionDance to become a souped-up version of the Dark Knight Shadow, with a new move, the Firebird.]]
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