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** {{LetsPlay/Projared}}'s playthrough of the NES version had him make an observation on the sprite change in that version of the class change that borders on {{Fridge Brilliance}}. Say what you will about those old sprites, but the difference between the base and promoted class sprites has your characters going from almost cutesy, child-like characters to looking like adults. As Jared put it, it symbolizes your characters not only changing class, but growing older, wiser, and more experienced and their appearance reflecting everything they had been through to that point. ''No other version since then has had such a poignant display with a simple sprite change'', leaving this as the only version to [[ShowDontTell represent it in such a way]].
* This game's very existence really. [[Creator/SquareEnix A dying company]]'s employee makes one last ditch attempt at a good game. His only real standard: show up ''VideoGame/DragonQuest''. Instead of [[ItsUpToYou one character]], choose any combination of four from six unique classes. Instead of less than a dozen boring spells, choose any 24 from at least 36 options. Instead of a handful of equipment, dozens of pieces that match the class options. ''And'', most importantly, do it with an interface and controls that anyone could understand.[[note]]Games like ''{{VideoGame/Ultima}}'' or ''{{VideoGame/Wizardry}}'' or [[VideoGame/GoldBox AD&D Gold Box]] all had ''options'' this robust, but required decent home [=PCs=], hours of manual reading, and/or extensive existing knowledge of the game system in question to actually make any ''use'' of these options. And, counting [=FF1's=] Japanese release date, Gold Box came ''after''.[[/note]] It doesn't seem like much today, but back then, it was miles above what anyone thought a game could be. It saved a dying company and spawned one of the [[CashCowFranchise most famous video game series in the world]].
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** Oh, he doesn't care overmuch about ''living'' forever, he wants to ''kill the Light Warriors forever''. After they killed him as Garland, he hates them so much that killing them once just wouldn't be ''enough''. He wants to spend eternity killing them over, and over, and over, and over, and over again. Then, of course, there is the severing of said time loop by the Light Warriors, which also redeems Garland by undoing his original FaceHeelTurn.

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** Oh, he doesn't care overmuch that much about ''living'' forever, he wants to ''kill the Light Warriors forever''. After they killed him as Garland, he hates them so much that killing them once just wouldn't be ''enough''. He wants to spend eternity killing them over, and over, and over, and over, and over again. Then, of course, there is the severing of said time loop by the Light Warriors, which also redeems Garland by undoing his original FaceHeelTurn.
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* Also in the original releases, Chaos has only 2,000 HP, which isn't too tough to deal with so long as he doesn't take your party out with his powerful spells first. Unless you had the foresight to take the Monk from the start of the game (or multiple) and go through their EarlyGameHell to manage to reach their MagikarpPower as a Master. In these versions, an unarmed Master can hit as hard as a Knight using Temper on the best weapons of the game, if not ''harder'' -- and can outright OneHitKill ''Chaos''.
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Added additional points.

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* Bahamut's Class Change. It comes roughly halfway through the game and after a somewhat rough dungeon for a less than impressive item (Seriously? [[ItMakesSenseInContext A RAT'S tail]]!?), presenting it to Bahamut convinces him that you're worthy of honor for your courage and he bestows upon you titles to reflect it, enabling your party to use the best gear, the best spells, and, in the Knight and Ninja's case, use up to mid-level spells unavailable to them previously.
** {{LetsPlay/Projared}}'s playthrough of the NES version had him make an observation on the sprite change in that version of the class change that borders on {{Fridge Brilliance}}. Say what you will about those old sprites, but the difference between the base and promoted class sprites has your characters going from almost cutesy, child-like characters to looking like adults. As Jared put it, it symbolizes your characters not only changing class, but growing older, wiser, and more experienced and their appearance reflecting everything they had been through to that point. ''No other version since then has had such a poignant display with a simple sprite change'', leaving this as the only version to [[ShowDontTell represent it in such a way]].
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* The remakes make the initial venture into Cornelia more cinematic as you'll be forced to speak to a soldier who notices the crystals your party is carrying and insists you meet with the king. The king asks you to save Princess Sarah while the chancellor is skeptical of your party being the Warriors of Light. One quick dungeon venture and boss ass-whupping later, the bridge is rebuilt to continue your journey and everyone is excited by your presence. You started the game as a bunch of nobody kids, but you managed to kick the tail of the kingdom's greatest swordsman and prove you've got what it takes to save the world.


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* The awesome Masamune, which is the [[InfinityPlusOneSword Infinity+1 Sword]] of the original game, is usable by anyone. White Wizard wielding a powerful katana, anyone?
* In ''Dawn of Souls'' and ''Anniversary'', you'll have four new dungeons to explore in addition to the main game. Each one pits you against their own set of challenges while having you face off against some of the most iconic bosses from [[VideoGame/FinalFantasyIII FF3]], [[VideoGame/FinalFantasyIV FF4]], [[VideoGame/FinalFantasyV FF5]], and [[VideoGame/FinalFantasyVI FF6]]. Beating these dungeons is pure badassery.
** While each one has its own treasures for you to acquire, most of which are unique to these dungeons, the ultimate reward for defeating Deathgaze on the lowest level of Whisperwind Cove, the fourth unlockable bonus dungeon? The almighty [[InfinityPlusOneSword Ultima Weapon]], which can be used by anyone and whose attack power is equal to 10% of your current HP. If you didn't feel like a badass before, you will now.
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** And, also the idea that in other franchises, "save the princess" is the Goal of the game. Here, it's simply EasingIntoTheAdventure.
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just putting this here for future editors

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'''As a Moments subpage, all spoilers are unmarked [[Administrivia/SpoilersOff as per policy.]] Administrivia/YouHaveBeenWarned.'''
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Moments pages are spoilers-off.


* One of the RPG world's first {{Evil Plan}}s (albeit a very simple one): when [[spoiler:Garland]] reveals, at the end of the game, that he [[spoiler:created a time loop by sending the Fiends 2000 years forward so they would send his body back 2000 years to allow him to transform into [[OneWingedAngel Chaos]], and live forever]].
** [[spoiler:Oh, he doesn't care overmuch about ''living'' forever, he wants to ''kill the Light Warriors forever''. After they killed him as Garland, he hates them so much that killing them once just wouldn't be ''enough''. He wants to spend eternity killing them over, and over, and over, and over, and over again. Then, of course, there is the severing of said time loop by the Light Warriors, which also redeems Garland by undoing his original FaceHeelTurn.]]

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* One of the RPG world's first {{Evil Plan}}s (albeit a very simple one): when [[spoiler:Garland]] Garland reveals, at the end of the game, that he [[spoiler:created created a time loop by sending the Fiends 2000 years forward so they would send his body back 2000 years to allow him to transform into [[OneWingedAngel Chaos]], and live forever]].
forever.
** [[spoiler:Oh, Oh, he doesn't care overmuch about ''living'' forever, he wants to ''kill the Light Warriors forever''. After they killed him as Garland, he hates them so much that killing them once just wouldn't be ''enough''. He wants to spend eternity killing them over, and over, and over, and over, and over again. Then, of course, there is the severing of said time loop by the Light Warriors, which also redeems Garland by undoing his original FaceHeelTurn.]]
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* In the NES and MSX versions, when you teleport from the Mirage Tower to the Floating Castle, you find that the Castle is, in fact, a ''space station''.
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* The iconic bridge-crossing scene, which signals the real beginning of the game.

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* The iconic bridge-crossing scene, which signals the real beginning of the game. It's right then and there that it sinks in that the Warriors of Light, having saved a princess, are now out to save the ''world''.

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** [[spoiler:Oh, he doesn't care overmuch about ''living'' forever, he wants to ''kill the Light Warriors forever''. After they killed him as Garland, he hates them so much that killing them once just wouldn't be ''enough''. He wants to spend eternity killing them over, and over, and over, and over, and over again.]]
** [[spoiler:The severing of said time loop by the Light Warriors may also count, if you actually care that much about the story to such a simple game.]]

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** [[spoiler:Oh, he doesn't care overmuch about ''living'' forever, he wants to ''kill the Light Warriors forever''. After they killed him as Garland, he hates them so much that killing them once just wouldn't be ''enough''. He wants to spend eternity killing them over, and over, and over, and over, and over again.]]
** [[spoiler:The
Then, of course, there is the severing of said time loop by the Light Warriors may Warriors, which also count, if you actually care that much about the story to such a simple game.redeems Garland by undoing his original FaceHeelTurn.]]
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* This game's very existence really. [[Creator/SquareEnix A dying company]]'s employee makes one last ditch attempt at a good game. His only real standard: show up ''DragonQuest''. Instead of [[ItsUpToYou one character]], choose any combination of four from six unique classes. Instead of less than a dozen boring spells, choose any 24 from at least 36 options. Instead of a handful of equipment, dozens of pieces that match the class options. ''And'', most importantly, do it with an interface and controls that anyone could understand.[[note]]Games like ''{{VideoGame/Ultima}}'' or ''{{VideoGame/Wizardry}}'' or [[VideoGame/GoldBox AD&D Gold Box]] all had ''options'' this robust, but required decent home [=PCs=], hours of manual reading, and/or extensive existing knowledge of the game system in question to actually make any ''use'' of these options. And, counting [=FF1's=] Japanese release date, Gold Box came ''after''.[[/note]] It doesn't seem like much today, but back then, it was miles above what anyone thought a game could be. It saved a dying company and spawned one of the [[CashCowFranchise most famous video game series in the world]].

to:

* This game's very existence really. [[Creator/SquareEnix A dying company]]'s employee makes one last ditch attempt at a good game. His only real standard: show up ''DragonQuest''.''VideoGame/DragonQuest''. Instead of [[ItsUpToYou one character]], choose any combination of four from six unique classes. Instead of less than a dozen boring spells, choose any 24 from at least 36 options. Instead of a handful of equipment, dozens of pieces that match the class options. ''And'', most importantly, do it with an interface and controls that anyone could understand.[[note]]Games like ''{{VideoGame/Ultima}}'' or ''{{VideoGame/Wizardry}}'' or [[VideoGame/GoldBox AD&D Gold Box]] all had ''options'' this robust, but required decent home [=PCs=], hours of manual reading, and/or extensive existing knowledge of the game system in question to actually make any ''use'' of these options. And, counting [=FF1's=] Japanese release date, Gold Box came ''after''.[[/note]] It doesn't seem like much today, but back then, it was miles above what anyone thought a game could be. It saved a dying company and spawned one of the [[CashCowFranchise most famous video game series in the world]].
Is there an issue? Send a MessageReason:
None


* This game's very existence really. [[Creator/SquareEnix A dying company]]'s employee makes one last ditch attempt at a good game. His only real standard: show up ''DragonQuest''. Instead of [[ItsUpToYou one character]], choose any combination of four from six unique classes. Instead of less than a dozen boring spells, choose any 24 from at least 36 options. Instead of a handful of equipment, dozens of pieces that match the class options. ''And'', most importantly, do it with an interface and controls that anyone could understand.[[note]]Games like {{Franchise/Ultima}} or {{VideoGame/Wizardry}} or [[VideoGame/GoldBox AD&D Gold Box]] all had ''options'' this robust, but required decent home [=PCs=], hours of manual reading, and/or extensive existing knowledge of the game system in question to actually make any ''use'' of these options. And, counting [=FF1's=] Japanese release date, Gold Box came ''after''.[[/note]] It doesn't seem like much today, but back then, it was miles above what anyone thought a game could be. It saved a dying company and spawned one of the [[CashCowFranchise most famous video game series in the world]].

to:

* This game's very existence really. [[Creator/SquareEnix A dying company]]'s employee makes one last ditch attempt at a good game. His only real standard: show up ''DragonQuest''. Instead of [[ItsUpToYou one character]], choose any combination of four from six unique classes. Instead of less than a dozen boring spells, choose any 24 from at least 36 options. Instead of a handful of equipment, dozens of pieces that match the class options. ''And'', most importantly, do it with an interface and controls that anyone could understand.[[note]]Games like {{Franchise/Ultima}} ''{{VideoGame/Ultima}}'' or {{VideoGame/Wizardry}} ''{{VideoGame/Wizardry}}'' or [[VideoGame/GoldBox AD&D Gold Box]] all had ''options'' this robust, but required decent home [=PCs=], hours of manual reading, and/or extensive existing knowledge of the game system in question to actually make any ''use'' of these options. And, counting [=FF1's=] Japanese release date, Gold Box came ''after''.[[/note]] It doesn't seem like much today, but back then, it was miles above what anyone thought a game could be. It saved a dying company and spawned one of the [[CashCowFranchise most famous video game series in the world]].
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* "[[MemeticMutation I, GARLAND,]] [[GoodBadTranslation SHALL]] [[NeverSayDie KNOCK YOU ALL DOWN!"]]

to:

* "[[MemeticMutation I, GARLAND,]] [[GoodBadTranslation SHALL]] WILL]] [[NeverSayDie KNOCK YOU ALL DOWN!"]]
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None


* This game's very existence really. [[SquareEnix A dying company]]'s employee makes one last ditch attempt at a good game. His only real standard: show up ''DragonQuest''. Instead of [[ItsUpToYou one character]], choose any combination of four from six unique classes. Instead of less than a dozen boring spells, choose any 24 from at least 36 options. Instead of a handful of equipment, dozens of pieces that match the class options. ''And'', most importantly, do it with an interface and controls that anyone could understand.[[note]]Games like {{Franchise/Ultima}} or {{VideoGame/Wizardry}} or [[VideoGame/GoldBox AD&D Gold Box]] all had ''options'' this robust, but required decent home [=PCs=], hours of manual reading, and/or extensive existing knowledge of the game system in question to actually make any ''use'' of these options. And, counting [=FF1's=] Japanese release date, Gold Box came ''after''.[[/note]] It doesn't seem like much today, but back then, it was miles above what anyone thought a game could be. It saved a dying company and spawned one of the [[CashCowFranchise most famous video game series in the world]].

to:

* This game's very existence really. [[SquareEnix [[Creator/SquareEnix A dying company]]'s employee makes one last ditch attempt at a good game. His only real standard: show up ''DragonQuest''. Instead of [[ItsUpToYou one character]], choose any combination of four from six unique classes. Instead of less than a dozen boring spells, choose any 24 from at least 36 options. Instead of a handful of equipment, dozens of pieces that match the class options. ''And'', most importantly, do it with an interface and controls that anyone could understand.[[note]]Games like {{Franchise/Ultima}} or {{VideoGame/Wizardry}} or [[VideoGame/GoldBox AD&D Gold Box]] all had ''options'' this robust, but required decent home [=PCs=], hours of manual reading, and/or extensive existing knowledge of the game system in question to actually make any ''use'' of these options. And, counting [=FF1's=] Japanese release date, Gold Box came ''after''.[[/note]] It doesn't seem like much today, but back then, it was miles above what anyone thought a game could be. It saved a dying company and spawned one of the [[CashCowFranchise most famous video game series in the world]].
Is there an issue? Send a MessageReason:
None


* This game's very existence really. [[SquareEnix A dying company]]'s employee makes one last ditch attempt at a good game. His only real standard: show up ''DragonQuest''. Instead of [[ItsUpToYou one character]], choose any combination of four from six unique classes. Instead of less than a dozen boring spells, choose any 24 from at least 36 options. Instead of a handful of equipment, dozens of pieces that match the class options. ''And'', most importantly, do it with an interface and controls that anyone could understand.[[note]]Games like {{Franchise/Ultima}} or {{VideoGame/Wizardry}} or [[VideoGame/GoldBox AD&D Gold Box]] all had ''options'' this robust, but required decent home PCs, hours of manual reading, and/or extensive existing knowledge of the game system in question to actually make any ''use'' of these options. And, counting [=FF1's=] Japanese release date, Gold Box came ''after''.[[/note]] It doesn't seem like much today, but back then, it was miles above what anyone thought a game could be. It saved a dying company and spawned one of the [[CashCowFranchise most famous video game series in the world]].

to:

* This game's very existence really. [[SquareEnix A dying company]]'s employee makes one last ditch attempt at a good game. His only real standard: show up ''DragonQuest''. Instead of [[ItsUpToYou one character]], choose any combination of four from six unique classes. Instead of less than a dozen boring spells, choose any 24 from at least 36 options. Instead of a handful of equipment, dozens of pieces that match the class options. ''And'', most importantly, do it with an interface and controls that anyone could understand.[[note]]Games like {{Franchise/Ultima}} or {{VideoGame/Wizardry}} or [[VideoGame/GoldBox AD&D Gold Box]] all had ''options'' this robust, but required decent home PCs, [=PCs=], hours of manual reading, and/or extensive existing knowledge of the game system in question to actually make any ''use'' of these options. And, counting [=FF1's=] Japanese release date, Gold Box came ''after''.[[/note]] It doesn't seem like much today, but back then, it was miles above what anyone thought a game could be. It saved a dying company and spawned one of the [[CashCowFranchise most famous video game series in the world]].
Is there an issue? Send a MessageReason:
None


* This game's very existence really. [[SquareEnix A dying company]]'s employee makes one last ditch attempt at a good game. His only real standard: show up ''DragonQuest''. Instead of [[ItsUpToYou one character]], choose any combination of four from six unique classes. Instead of less than a dozen boring spells, choose any 24 from at least 36 options. Instead of a handful of equipment, dozens of pieces that match the class options. ''And'', most importantly, do it with an interface and controls that anyone could understand.[[note]]Games like {{Franchise/Ultima}} or VideoGame/Wizardry or [[VideoGame/GoldBox AD&D Gold Box]] all had ''options'' this robust, but required decent home PCs, hours of manual reading, and/or extensive existing knowledge of the game system in question to actually make any ''use'' of these options. And, counting [=FF1's=] Japanese release date, Gold Box came ''after''.[[/note]] It doesn't seem like much today, but back then, it was miles above what anyone thought a game could be. It saved a dying company and spawned one of the [[CashCowFranchise most famous video game series in the world]].

to:

* This game's very existence really. [[SquareEnix A dying company]]'s employee makes one last ditch attempt at a good game. His only real standard: show up ''DragonQuest''. Instead of [[ItsUpToYou one character]], choose any combination of four from six unique classes. Instead of less than a dozen boring spells, choose any 24 from at least 36 options. Instead of a handful of equipment, dozens of pieces that match the class options. ''And'', most importantly, do it with an interface and controls that anyone could understand.[[note]]Games like {{Franchise/Ultima}} or VideoGame/Wizardry {{VideoGame/Wizardry}} or [[VideoGame/GoldBox AD&D Gold Box]] all had ''options'' this robust, but required decent home PCs, hours of manual reading, and/or extensive existing knowledge of the game system in question to actually make any ''use'' of these options. And, counting [=FF1's=] Japanese release date, Gold Box came ''after''.[[/note]] It doesn't seem like much today, but back then, it was miles above what anyone thought a game could be. It saved a dying company and spawned one of the [[CashCowFranchise most famous video game series in the world]].
Is there an issue? Send a MessageReason:
None


* This game's very existence really. [[SquareEnix A dying company]]'s employee makes one last ditch attempt at a good game. His only real standard: show up ''DragonQuest''. Instead of [[ItsUpToYou one character]], choose any combination of four from six unique classes. Instead of less than a dozen boring spells, choose any 24 from at least 36 options. Instead of a handful of equipment, dozens of pieces that match the class options. ''And'', most importantly, do it with an interface and controls that anyone could understand.[[note]]Games like {{Franchise/Ultima}} or VideoGame/Wizardry or [[VideoGame/GoldBox AD&D Gold Box]] all had ''options'' this robust, but required decent home PCs, hours of manual reading, and/or extensive existing knowledge of the game system in question to actually make any ''use'' of these options. And, counting FF1's Japanese release date, Gold Box came ''after''.[[/note]] It doesn't seem like much today, but back then, it was miles above what anyone thought a game could be. It saved a dying company and spawned one of the [[CashCowFranchise most famous video game series in the world]].

to:

* This game's very existence really. [[SquareEnix A dying company]]'s employee makes one last ditch attempt at a good game. His only real standard: show up ''DragonQuest''. Instead of [[ItsUpToYou one character]], choose any combination of four from six unique classes. Instead of less than a dozen boring spells, choose any 24 from at least 36 options. Instead of a handful of equipment, dozens of pieces that match the class options. ''And'', most importantly, do it with an interface and controls that anyone could understand.[[note]]Games like {{Franchise/Ultima}} or VideoGame/Wizardry or [[VideoGame/GoldBox AD&D Gold Box]] all had ''options'' this robust, but required decent home PCs, hours of manual reading, and/or extensive existing knowledge of the game system in question to actually make any ''use'' of these options. And, counting FF1's [=FF1's=] Japanese release date, Gold Box came ''after''.[[/note]] It doesn't seem like much today, but back then, it was miles above what anyone thought a game could be. It saved a dying company and spawned one of the [[CashCowFranchise most famous video game series in the world]].
Is there an issue? Send a MessageReason:
None


* This game's very existence really. [[SquareEnix A dying company]]'s employee makes one last ditch attempt at a good game. His only real standard: show up ''DragonQuest''. Instead of [[ItsUpToYou one character]], choose any combination of four from six unique classes. Instead of less than a dozen boring spells, choose any 24 from at least 36 options. Instead of a handful of equipment, dozens of pieces that match the class options. It doesn't seem like much today, but back then, it was miles above what anyone thought a game could be. It saved a dying company and spawned one of the [[CashCowFranchise most famous video game series in the world]].

to:

* This game's very existence really. [[SquareEnix A dying company]]'s employee makes one last ditch attempt at a good game. His only real standard: show up ''DragonQuest''. Instead of [[ItsUpToYou one character]], choose any combination of four from six unique classes. Instead of less than a dozen boring spells, choose any 24 from at least 36 options. Instead of a handful of equipment, dozens of pieces that match the class options. ''And'', most importantly, do it with an interface and controls that anyone could understand.[[note]]Games like {{Franchise/Ultima}} or VideoGame/Wizardry or [[VideoGame/GoldBox AD&D Gold Box]] all had ''options'' this robust, but required decent home PCs, hours of manual reading, and/or extensive existing knowledge of the game system in question to actually make any ''use'' of these options. And, counting FF1's Japanese release date, Gold Box came ''after''.[[/note]] It doesn't seem like much today, but back then, it was miles above what anyone thought a game could be. It saved a dying company and spawned one of the [[CashCowFranchise most famous video game series in the world]].
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Didn\'t realise where that quote was from, sorry


* "[[MemeticMutation I,]] [[spoiler:[[MemeticMutation GARLAND,]]]] [[GoodBadTranslation SHALL]] [[NeverSayDie KNOCK YOU ALL DOWN!"]]

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* "[[MemeticMutation I,]] [[spoiler:[[MemeticMutation GARLAND,]]]] I, GARLAND,]] [[GoodBadTranslation SHALL]] [[NeverSayDie KNOCK YOU ALL DOWN!"]]
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* [[GoodBadTranslation "I, GARLAND, SHALL KNOCK YOU ALL DOWN!"]]

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* "[[MemeticMutation I,]] [[spoiler:[[MemeticMutation GARLAND,]]]] [[GoodBadTranslation "I, GARLAND, SHALL SHALL]] [[NeverSayDie KNOCK YOU ALL DOWN!"]]
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* One of the RPG world's first {{Evil Plan}}s (albeit a very simple one): when [[spoiler:Garland]] reveals, at the end of the game, that he [[spoiler:created a time loop by sending the Fiends 2000 years forward so they would send his body back 2000 years to allow him to transform into [[OneWingedAngel Chaos]], and live forever.]]

to:

* One of the RPG world's first {{Evil Plan}}s (albeit a very simple one): when [[spoiler:Garland]] reveals, at the end of the game, that he [[spoiler:created a time loop by sending the Fiends 2000 years forward so they would send his body back 2000 years to allow him to transform into [[OneWingedAngel Chaos]], and live forever.]]forever]].
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* [[GoodBadTranslation "I, GARLAND, WILL KNOCK YOU ALL DOWN!"]]

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* [[GoodBadTranslation "I, GARLAND, WILL SHALL KNOCK YOU ALL DOWN!"]]
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* [[SoBadItsGood "I, GARLAND, WILL KNOCK YOU ALL DOWN!"]]

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* [[SoBadItsGood [[GoodBadTranslation "I, GARLAND, WILL KNOCK YOU ALL DOWN!"]]
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* "I, GARLAND, WILL KNOCK YOU ALL DOWN!"

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* [[SoBadItsGood "I, GARLAND, WILL KNOCK YOU ALL DOWN!" DOWN!"]]
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* How about the iconic bridge-crossing scene, which signals the real beginning of the game?

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* How about the The iconic bridge-crossing scene, which signals the real beginning of the game?game.
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villain plan is evil plan


* One of the RPG world's first {{Xanatos Gambit}}s (albeit a very simple one): when [[spoiler:Garland]] reveals, at the end of the game, that he [[spoiler:created a time loop by sending the Fiends 2000 years forward so they would send his body back 2000 years to allow him to transform into [[OneWingedAngel Chaos]], and live forever.]]

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* One of the RPG world's first {{Xanatos Gambit}}s {{Evil Plan}}s (albeit a very simple one): when [[spoiler:Garland]] reveals, at the end of the game, that he [[spoiler:created a time loop by sending the Fiends 2000 years forward so they would send his body back 2000 years to allow him to transform into [[OneWingedAngel Chaos]], and live forever.]]
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YMMV sinkhole


* "I, GARLAND, WILL KNOCK YOU ALL DOWN!" Though YourMilageMayVary on that.

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* "I, GARLAND, WILL KNOCK YOU ALL DOWN!" Though YourMilageMayVary on that.
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* "I, GARLAND, WILL KNOCK YOU ALL DOWN!" Though YourMilageMayVary on that.

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