"Home is a name, a word, it is a strong one; stronger than any magician ever spoke, or spirit ever answered to, in the strongest conjuration." - Charles Dickens (the game's opening quote)
Bittersweet Ending: We get to see all the small changes you made to Willow Town. What makes it touching is that, combined, they seem to be a great change altogether. Then we cut to Farrah's funeral decades later and Danais telling his granddaughter about the adventure.
Duel Boss: Almost every single one in the first half of the game.
Easing Into The Adventure: Overdone! Cavorting about, buying birthday presents, chasing chickens! However, you are made aware that a thief is skulking around town the whole time.
Giant Space Flea from Nowhere: Though many of them are somewhat explained in the Willow library, many of them still come off as nothing more than excuses for boss fights.
Where the hell did the giant fly boss from the crop garden come from, anyway?
Global Currency: Averted. Only the hard-to-get Flibbit Coins are accepted in the swamp.
Glowing Eyes of Doom: The serpent's eyes in the background when climbing the Rain Tree. Oh, they also shoot lasers at you.
Live Item: Kahvi's Dog. Lampshaded in the description ("Who knew a dog could fit in here?!").
Loads and Loads of Characters: The non-playable cast. In the second half of the game, you must interact with and keep track of approximately twenty townspeople. Just remembering their names can be a task for some. Fortunately, the Quest Log helps.
Mirror Boss: Rorrim. A literal "mirror" boss that sends reflections of yourself to kill you during battle.
Match Maker Quest: You have to help Scott express his feelings for Anaya.
Rainbow Speak: Important characters, locations and items are given different highlighted colours.
Rare Candy: Orange Salmon and Cascaduras, two rare fish that increase MP and HP, respectively. Interestingly, they can be obtained in unlimited amounts.
There are also power-ups floating around in certain areas that improve the main characters' HP, attack, or defense when touched.
Shout Out: There are numerous references to Banjo-Kazooie, including the music used for some areas. The swamp is named Bubblegloop Bayou, presumably after BK's Bubblegloop Swamp, and contains Flibbit Coins (Flibbits were enemies in BK's Bubblegloop Swamp). There is also a shaman named Jinjo.
The scene with the mayor getting swarmed with requests from the townspeople, as well as the layout of his office, is copied almost verbatim from Majora's Mask.
Simple Staff: The siblings' only weapon throughout the game.
Soft Water: How Danais survives a fall from a cliff.
This is actually pretty clever if you really think about it!
Sorting Algorithm of Evil: Averted. You may fight any enemy or any boss at any time in the second half of the game. A good example would be the giant fly in the crop garden in Willow. You obviously can't kill it right away.
Standard RPG Items: Tonics, potions, etc. They're just named differently.
Talk to Everyone: A requirement to complete the second half of the game.
Title Drop: At the end. We are meant to think the "home far away" referred to Everdale, where Danais and Farrah are trying to get back to. But at the end, we find out the "home far away" is actually in Willow Town, when Danais is recalling his tale to his granddaughter, as he claims to have gained a lot of life lessons there.
Verbal Tic: A lot of characters speak in an odd manner. The pirate crew. The Poet speaks in a rather verbose tongue. The Merchant speaks in a strange broken dialect. The Shaman speaks-ah like this-ah.
Workaholic: The Postman runs about town during the entire day, determined to get all that mail delivered. And what does he do at night? Sit around and worry about the mail that is not being delivered.