Video Game: Final Fantasy V
The fifth entry into the bladder-weakeningly popular Final Fantasy
series and the second of the 16-bit
The story, while being almost ridiculously simple compared to other installments, is nonetheless well-loved for being just plain fun
. It involves a world where the forces of nature are sustained by four magical crystals. When a mysterious force starts destroying the crystals, several strangers join forces to prevent it. They gain powers from the spirits of ancient heroes contained within the crystals (thus explaining the job-changing system). These heroes (who are the game's playable characters) are:
- Bartz Klauser, a wandering warrior often accompanied by his trusty chocobo, Boko,
- Galuf Doenote , an amnesiac old man who follows a Gut Feeling that he has to save the crystals,
- Faris Scherwiz, a seemingly bishonen pirate who joins for personal reasons,
- Lenna Charlotte Tycoon, a plucky Friend to All Living Things princess, and
- Krile Mayer Baldesion, a young spellcaster.
The heroes discover that the destruction of the crystals is part of an evil sorcerer's plan to escape his imprisonment. In the past, he came close to conquering his own homeworld, only to be stopped and sealed away by a team of warriors. Now, the madman is looking to return and conquer both worlds.
This game featured the return of Final Fantasy III
's Job System
, as all your characters were basically carbon copies of one another in battle (each character has his or her boost of 2-4 points in a stats, but it doesn't really affect anything beyond who moves first when sharing a job). You were allowed to assign them various jobs (Knight, Dragoon, White Mage, etc.) to give them varying skills. As expected, it was a Thief's job to steal, a Summoner
's to summon, etc. This was also the first incarnation of the job system that let you assign skills "learned" from other jobs to the character regardless of current job. Mastering any job would give the character all
of the job's passive skills (Counter
, Sword Clap
, Dual Wielding
stat boosts when switched back to "freelancer/bare". Active skills such as magic would still need to be equipped.
At its time of release, Squaresoft was hesitant to release the game outside of Japan, believing it to be far too complicated for western audiences
. At one point, there were plans to release the game as Final Fantasy Extreme
, being specifically marketed as a "hardcore" Final Fantasy
game to contrast Final Fantasy Mystic Quest
, a game created specifically for the western market. The original Super NES version was only available to the English-speaking fandom as a fan-translated ROM, and when it finally received a PS1
release, the terrible loading times and "Blind Idiot" Translation
pretty much prevented anyone from really enjoying it the way it was meant to be enjoyed. The GBA version finally
gave us a great translation
that runs with the story's lack of seriousness with added humor (see page quote for an example), fixed what needed to be fixed and, along with Bartz's and Exdeath's appearance in Dissidia: Final Fantasy
, made Final Fantasy V
's increasingly positive reception possible.
This is also one of the few games of the main series, and certainly the earliest, to have its universe expanded. In 1994, a four episode OVA entitled Final Fantasy Legend Of The Crystals
was released, set 200 years after the events of the game and focusing on Bartz's descendant.
The game was ported to iOS and Android in April 2013, with enhancements such as analog control and redrawn job sprites and spell effects.
You can read a full synopsis here
This game contains examples of:
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A - C
- Absurdly High Level Cap: Leveling up is so infrequent in this game that Level 99 is pretty much an impossibly far number... unless you mod the game to get tons of free EXP.
- Actually Four Mooks: Played straight with the battles against Gilgamesh's mooks at the Big Bridge and Xezat's fleet, but actually inverts it when you leave castle Bal for the first time; three monster sprites come charging at you, but only one enemy is actually fought.
- Advanced Ancient Acropolis: Both Catapult and the Ronka Ruins, which were constructed by the Ancients. Ronka Ruins flies and has missile/laser defense cannons as well as a teleportation pad (although it breaks after being used for the first time in a thousand years).
- Affectionate Parody: This is not a game that takes itself seriously, especially with the Game Boy Advance release's spin. Exdeath seems to have been turned into a generic Evil Overlord for the purpose of poking fun at how outrageously hammy and over-the-top such characters tend to be. There's also a fair bit of Lampshade Hanging, especially when Guido expresses his distaste for Parrot Exposition and Idiot Heroes.
- All Love Is Unrequited: A female NPC in Bartz's hometown very clearly loves him but Cannot Spit It Out.
- All There Is to Know About "The Crying Game": Faris is a girl. And the Big Bad is a tree. These are pretty much the two things people tend to know about the game before playing it. Oh, and Galuf dies.
- All The Worlds Are A Stage: The final dungeon is a conglomeration of various places that were sucked into the Void.
- Alternate World Map: Partway through the game you end up on a new planet with a new world map. Then both of those planets are merged into one planet with a third map.
- Already Done for You: Exdeath sends out a number of demons to guard the tablets the party needs for their Infinity Plus One Swords. When you get to the bottom of Istory Falls, Leviathan takes care of the problem for you and becomes an optional boss battle if you want him as a summon.
- Ambidextrous Sprite: Whether the pirates are looking left or right, their eye patch is always on the visible eye.
- Amnesiac Hero: Galuf.
- And Now for Someone Completely Different: Galuf has to go through Castle Exdeath alone because the other three have been captured and he's rescuing them. This can be problematic if you haven't given him a good build for soloing.
- Another Dimension: The final dungeon takes place in the Interdimensional Rift. Time doesn't pass inside and it's full of places that were consumed by the Void.
- Apocalypse How: The breaking of the Crystals throws the elements all out of whack, which would gradually result in a Class 6. Exdeath gaining the Power of the Void threatens a Class X (which is fitting).
- Arc Number: 5. This is the fifth installment in the main series, it has five playable characters, and each of them have five-letter names, at least in the GBA version.
- Not to mention the number of characters who show up to help you start the final battle equal to five as well.
- There are five different battle themes as well: Random Encounter, Boss Battle, Decisive Battle, Clash on the Big Bridge, and Neo Exdeath.
- Meta version: This game was originally released five years after the original game.
- Armored Villains, Unarmored Heroes: Exdeath is a Tin Tyrant and The Dragon Gilgamesh is in samurai-esque armor. Although it doesn't apply for the whole game thanks to many heavy armor jobs, Bartz and co. are liable to go through the final dungeon in their Freelancer outfits.
- A Storm Is Coming: The precredits sequence alludes to this. The beginning cutscene of the game has several characters realize that the wind has stopped, heralding the disaster to come.
- Avoid the Dreaded E Rating: Averted with the E-rated GBA version (IV and VI were E10+), despite at least one instance of profanity (see Precision F-Strike below).
- Automatic New Game: The SNES version puts you right into the opening cutscene, but this was changed for the remakes.
- Awesome but Impractical: There is nothing a Black Mage can do that a Mystic Knight can't, and for less MP cost to boot.
- Babies Ever After: Not any of the Light Warriors—Boko and Koko.
- Background Music Override: During the battle with Necrophobe the boss music is immediately overridden with Clash on the Big Bridge when Gilgamesh arrives to help the party.
- Back from the Dead:
- Hiryu and Syldra come back as summons after the worlds merge, the former as Phoenix, the latter as herself.
- Any party member(s) killed in the final battle will be revived during the ending.
- Backup from Otherworld: The Warriors of Dawn and King Tycoon hold off Exdeath's attack to allow the party to take him on.
- Badass Princess: Lenna, despite being a Princess Classic in demeanor, never shrinks from action. Her sister Faris is this too, even if she doesn't want to admit it at first. Oh, and then there's Krile, at Galuf's side on Big Bridge long before she gets his party slot.
- Barehanded Blade Block: The Samurai class's Shirahadori ability.
- Barrier Change Boss: Archeoaevis, Melusine and, in the GBA Updated Re-release, Omega Mk.II. In an example of Guide Dang It and Trial-and-Error Gameplay, whenever the bosses change weaknesses, they slide off screen and then back on, the direction indicates the new elemental weakness. For the first, the weakness is hardly an issue, especially since you can Learn 1,000 Needles in the same area, the 2nd form can be killed via Level 5 Death.
- Not that much of an issue for Omega Mk.II either - if you're using the Rapidfire-Dual Wield-Spellblade combination, it goes down pretty much as easily as the original.
- Behind the Black: As with the previous two games, hidden passages are found by running into the right patch of wall. One of the Thief class's passive abilities is making them visible.
- Bequeathed Power:
- In a sense, the Crystals give the heroes the powers of the ancient warriors after they shatter, via job classes in shards.
- More traditionally, Galuf grants Krile all of his experience and job levels after he dies.
- Deader Than Dead: The party tries to use healing spells and items to bring Galuf back, including Raise and Phoenix Down, but they don't work.
- Big Boo's Haunt: The enemies in the Ship Graveyard are mostly undeads, making it a cross between this and Gangplank Galleon. (The skeleton monsters are clearly drowned sailors).
- Big "YES!": The "victory" message in the PSX version.
- Big Damn Heroes:
- Krile's arrival at the Ronka Ruins' Crystal Room, and then again in the Guardian Tree. Unfortunately, things don't go entirely to plan on either occasion. She does free King Tycoon of his possession, but Exdeath breaks the crystal anyhow, then when she saves the main party in the Guardian Tree, Exdeath recovers almost immediately and starts blasting the hell out of Krile, eventually leading to Galuf's Heroic Sacrifice.
- The Dawn Warriors and King Tycoon get one at the end. Or rather, their spirits do when they rescue the party from the Void and hold it back long enough for the final boss fight to get started.
- Bilingual Bonus: The boss "Azulmagia". His name consists of two Spanish words, "azul"="blue", "magia"="magic". See Power Copying below.
- Lenna's name is changed to Reina in Anthology. Reina is Spanish for "queen".
- "Blind Idiot" Translation: The script for the US PS1 release is quite lacking.
- "Lenna" becoming "Reina".
- "Sarisa" becoming "Salsa".
- The "Wyvern" enemy becoming "Y Burn".
- The "Adamant Golem" enemy becoming "Adamngolem".
- Translating Karlabos (which in itself is supposed to be "Karabos", an archaic Greek word for "crayfish") as "Karl Boss".
- "Tonberry" was translated into "Dingleberry".
- The unofficial SNES ROM translation wasn't free of face-palming errors by a longshot either. Examples include calling the Circlet helmet "Socklet" and several errors that reveal that the dialog and battle/menu translation teams weren't on the same page, such as the boss "Stoker"/"Stalker."
- Bond Creatures: Most of the summons (the ones you don't buy in the shop) work like this, lending the party their powers after a battle to prove their worthiness.
- Bonus Boss: Omega and Shinryu. The re-release's Bonus Dungeon has upgraded forms of these two, as well as a host of others, including Enuo.
- Books That Bite: All the enemies in the Library of the Ancients. It's not the books themselves as much as the fact that demons have got into the lower stacks and attack from books.
- Border Patrol: You can entered the Sealed Castle long before it becomes relevant to the plot, but it's trickynote to get past that damn Shield Dragon, which is very hard to kill until you're an appropriate level.
- Boss Banter: Gilgamesh is the most talkative enemy, but Exdeath and some of his demon minions can be pretty chatty as well.
- Boss Bonanza: There are numerous bosses for the final dungeon. You got Calofisteri in the forest area, optional boss Omega in the waterfalls, Apanda in the library, Azulmagia, Catastrophe, Halicarnassus, Twintania, and as well as six Alte Roite mini bosses in the castle area, then Necrophobe and final boss Exdeath in the last area.
- Boss in Mook Clothing: The Red/Blue/Yellow dragons, when you first encounter them: they've all got upwards of 6,000 HP at a point when the party is dealing about 500 per hit. That's not too bad, but they can hit back really hard. Fittingly, they are located in Castle Exdeath.
- Also, Prototypes.
- Jackanapes, found in the basement of Walse Castle. These devils have attacks can easily kill or severely weaken party members. Their evasion and defense stats are also high, and they absorb all but one element. Oh, and they give only 1 gil for your hard efforts, so it's better to run away... unfortunately, Jackanapes takes too long to run from and will kill someone before escaping.
- There's also Dhorme Chimera in the desert north of the library. Their physical attacks do insane damage; they hit for 450 HP of damage when you have about 400. They then cast Aqua Breath, dealing 300 HP of damage to the entire party. That being said, Aqua Breath makes a great Disc One Nuke if you can get hit with it and live.
- The Sandcrawlers in the second world. They have absurd amounts of HP for the area they're in, 15,000 to be precise. They also frequently use Maelstrom to reduce the party's HP to single digits.
- Mercifully, they go down with two uses of Aqua Breath after residual damage from your other party members.
- Ditto with the Tot Aevis. The amount of HP it has is more than TWICE that of the Sandcrawler!
- Skull Eater. While they only have 1 HP and often flee from battle, when they DO choose to attack, somebody WILL die. They hit for 4 digit damage at a time when most party members will be in the 400 or 500 range. Attacking them with physical attacks is futile, as they have high evasion and even if you do connect, it's often blocked for 0 damage.
- Boss Rush: The Cloister of the Dead in the GBA re-release.
- A Boy and His X: Every party member except Galuf has an animal companion that they bonded with sometime before the game—Bartz and Boko, Lenna and Hiryu, Faris and Syldra. Krile gets two, her wind drake and her moogle.
- Brainwashed and Crazy: Exdeath loves this. He forces it on an NPC guard, the Queen of Karnak, and King Tycoon to get them to break the Crystals. Later, Melusine the demon does this to Lenna.
- Bread, Eggs, Breaded Eggs: "Now it's time we fight like men! And ladies! And ladies who dress like men!"
- Breaking the Fourth Wall: One pub dancer directly addresses the player and tells them to join in.
- Breather Episode: For the Final Fantasy franchise at large; this lighter, more gameplay-focused title fits right between two epic-style installments.
- Brutal Bonus Level: The Sealed Temple in the re-release.
- Build Like an Egyptian: The Ancients' architecture in general, and in particular the Pyramid of Moore (in the Shifting Sand Land, of course).
- Came from the Sky: Galuf arrives via meteor. So do three other characters later on, each of them trying to get to a Crystal before it shatters. Apparently it's the standard method of interplanetary travel; they never explain how they got the idea.
- Cave Behind the Falls: One of the tablets is located behind Istory Falls.
- Central Theme: Legacy.
- Changing Clothes Is a Free Action: Not to the extent that later games do it; every character is in their job outfit on entering battle and can't change during. However, they remain in their civilian clothes outside of battle and revert back immediately if they get KOed.
- Chemistry Can Do Anything: Chemists get double healing from potions & ethers, and can combine items to emulate Black, White, and Time magic.
- Chekhov's Gun: At one point, Krile mentions she got a splinter. A while later, the villain Exdeath transforms and reveals he was hiding as the splinter the whole time.
- When the Water Crystal breaks into shards, there's one shard that you aren't able to reach, due to it being on a ledge. The tower sinks without you getting that shard. Much later in the game, when you have access to a submarine, you can revisit the sunken Walse Tower, and fight Famed Mimic Gogo for that shard you weren't able to get before. Turns out it contained the Mime class.
- Chronically Crashed Car: In a way. Let's just say that you go through vehicles in this game at the same rate that you do characters in Final Fantasy IV. Having your current mode of transportation get destroyed tends to keep you going where the story wants you to go, but it's still irritating when the ship you just got three minutes ago is fated to be lost right when you reach your intended destination.
- Clean Dub Name: Butz became Bartz for the English releases.
- Collapsing Lair: You have to rush out of Karnak Castle in ten minutes, although it's because someone else broke the crystal instead of the boss battle you just won.
- Comm Links: The Whisperweed.
- Cool Chocobo: Boko. He can carry three people, while jumping over chasms, and is a ladies man.
- Cosmic Keystone: The crystals.
- Conveniently an Orphan: Bartz has no attachment to his hometown thanks to his parents' separate deaths. Every party member is eventually orphaned completely by the time the game ends, but it ties into the theme of legacy rather than being a handy way to get them into the quest.
- Crutch Character Class: Red Mages, the jacks of all trades. They can use most heavy weapons and armor, can cast the first three levels of Black and White magic spells (and you get a grand total of 1 spell above that level for very large chunk of the game) and have mostly above average stats. Late in the game, they suffer from being masters of none side of things, especially once Black and White Mages get access to 5th level spells, which are over three times as powerful as anything a Red Mage can cast, although mastering the class does provide Magikarp Power in the form of Dualcast.
- Cutscene Incompetence: By proxy of You Can't Thwart Stage One, this is in full effect for most of the game from the beginning.
D - F
- Dance Battler: This game introduced the Dancer class - and, surprisingly, it's actually really, really good. The "Dance" command is almost stupidly handy.
- Dark Is Evil: The Void that Exdeath is after. It's a hungering entity that nearly destroyed the world in ages past. However, the ending narration reveals that the Void is where everything came from in the first place.
- Death Mountain: North Mountain is a little unstable and full of poison flowers. Drakenvale has this reputation in the game thanks to its zombie dinosaurs and man-eating plants.
- Deconstructive Parody: The Tin Tyrants, Parrot Exposition, and foolish heroism from the previous four games are continued here, but the Tin Tyrant is absurdly bombastic, points out that the heroes have no idea what they're trying to even stop him from doing, and the Mr. Exposition complains that the protagonist keeps repeating everything he says.
- Depending on the Artist: All of the main characters look very different from their concept art (Yoshitaka Amano) to the in-game art (Kazuko Shibuya).
- The Dev Team Thinks of Everything: In the remote chance that someone should get all the way to the final boss, listen to his speech, watch several locations get sucked into the Void, get sucked into the Void themselves, escape, and then NOT fight the final boss but instead backtrack all the way to the entrance of the final dungeon you'll see a message explaining that time reversed, so you can still visit the places Exdeath sucked into the Void during his speech.
- Derelict Graveyard: The Ship Graveyard.
- Diabolus Ex Machina: The second two crystal shatterings. You do manage to reach the Fire Crystal in time to stop the possessed person trying to destroy it—and then a new possessed person breaks it anyway. At the Earth Crystal, the touching family reunion is interrupted because the heroes didn't hit the "off" switch on the machine in time.
- Disability Immunity: Galuf's amnesia saves him (and the rest of the party) from the Siren, since he doesn't recognize the illusory loved one she shows him.
- Disc One Final Boss: The battle against Exdeath at the end of the second world, complete with the early plot segments in the third world being almost like a playable epilogue. That said, Exdeath is the final boss... just in a different battle.
- Disc One Final Dungeon: The flying ruins, and Castle Exdeath.
- Disc One Nuke: Death Claw, a Blue Magic spell which can be learned from the game's sixth boss, reduces the target's HP to single digits and inflicts paralysis. Quite a few bosses aren't immune to it.
- The Berserker job, which is fairly powerful when you get it. Barehand or Two Handed doubles their attacks for low ABP. Then there's Haste. However they still can't compete with ninjas' Dual Wielding and high speed stat, or the game breaking Magikarp Power combos that become available later in the game.
- 1000 Needles. Doing 1000 damage is great when most non-boss monsters have triple digit hit points.
- The Fire Rod, Ice Rod, and Thunder Rod. You can buy them from Karnak (the 4th town in the game), and at first they seem useless. If you use an equipped rod as an item (pressing up at the top of the items list using the items command to find the equipped rod), you can break it for an instant -ga spell. If you didn't break the rods, you'd only be at the second tier of the spells, picked up at the same point. There are a few more items throughout the game, like the Staff of Light which drops from only one enemy and not commonly, you can break a Staff of Light for a free casting of Holy.
- Dismantled Macguffin: It turns out the entire planet was split as a way to seal the Void.
- Doomed Hometown: Lix (Bartz) and Castle Tycoon (Lenna and Faris) both get cast into the Void late in the game. Castle Tycoon also becomes the entrance to the final dungeon.
- Dragon Rider: Tycoon's royalty keeps a friendly dragon (wind drake), which becomes a vehicle for the party. When they meet Krile later, she also has a wind drake that the party uses as a vehicle. Both wind drakes play significant roles in the characters' backstories.
- Elaborate Underground Base: The Catapult is located under the mouth of Crescent Island's bay, a handy place for your airship to dock and for the party to get some free lodging.
- Empty Levels: Contrary to some other games in the series, you do not gain stats upon leveling up. Leveling up only raises HP, MP, and determines what you call down when using the !Animals and !Gaia commands. Stats are determined by your current gear and the maximum stats of the strongest classes you have mastered (and as such, you only need to master Monk, Thief, and Oracle to do this.)
- Endgame Plus: The Sealed Temple added in the GBA re-release. It was also included in the mobile version.
- Enthralling Siren: The Siren of the Ship Graveyard uses illusions of the party's loved ones to steal their souls.
- Epilogue Letter: Written by Krile. Or, if she fell in the last battle, someone else.
- Escape Battle Technique: Thieves can learn the Flee command, which allows you to escape instantaneously without fail. Great for getting past all those damn Jackanapes in Walse Castle.
- Everything's Better with Princesses: All of your female party members are princesses. By the end of the game, this amounts to 3/4's of your party being princesses.
- Everything's Better with Samurai: A Samurai job in a western setting. Zeninage makes for a nice Disc One Nuke if you've been saving your money.
- Everything's Nuttier With Squirrels: The Jachol Cave is almost exclusively populated by Nutkins, laughably-weak squirrels with a high AP yield. Spend too much time down there though, and you'll run into their homicidal, grayscale variant, the Skulleater.
- The Bonus Dungeon in the re-releases adds a blue cousin called the Soul Eater.
- Evil Cannot Comprehend Good: When fighting one-on-one against Galuf, Exdeath mistakenly assumes that he is being driven by anger and hatred. Not so.
- Evil Laugh: Exdeath, every other line.
- Evil Plan: The game is split into two of these by Exdeath (the first to free himself, the second to rise to power).
- Evil Tower of Ominousness: The four Barrier Towers that generate the shield on Castle Exdeath; fortunately you only need to enter one. The game has a few other tall tower dungeons, but they're not evil.
- Evolving Weapon The Brave Blade and Chicken Knife make their debut here. The Brave Blade weakens every time you run from a fight (including the ones before you get the sword) and the Chicken Knife gets stronger; you have to pick one or the other.
- Fairy Battle: The elixir-demanding Magic Pots first appear here. Appeasing them nets you 100 ABP
- Female Feline, Male Mutt: For the Berserker job, all of the women have tiger pelts and the men have wolf pelts, which, ironically, would imply that the women are more brutish, because a tiger is bigger and harder to kill than a wolf.
- Final Boss, New Dimension: The Void left over Castle Tycoon is a gateway to the final dungeon, the Interdimensional Rift.
- Find the Cure: The party has to enter Drakenvale (where no one has ever returned from) to find dragon grass so they can heal Krile's wind drake. Also, King Tycoon spent much of his time trying to find a cure for his terminally-ill wife when Faris and Lenna were children. The only cure they do find is the tongue of a wind drake, and she refuses to kill it because it's the Last Of Its Kind.
- Fire/Water Juxtaposition: One of the ways in which Faris and Lenna are foils is their elemental affinity. Brash, coarse, pirate Faris is Fire, which represents Courage. Polite, kind, princess Lenna is Water, which represents Devotion.
- Flower from the Mountaintop: The dragon grass required to cure wind drakes grows only on certain mountains.
- Four Element Ensemble: Each character represents one of the elements and its corresponding essence. Lenna is Water/Devotion, Faris is Fire/Courage, Galuf is Earth/Hope, and Bartz is Wind/Passion.
- From a Single Cell: Or rather, a single splinter.
- From Bad to Worse: The game's plot. The heroes always get everywhere just in time to see the villains screw everything up before their eyes, meaning both that the world is screwed as the elements die and the Big Bad is freed from his prison. One of your party dies fighting him, and said villain gains the power to suck up existence into a big vacuum of nothing. However, none of these failures ever discourage the heroes. Amusingly, the basic "heroes lose every time" structure of the plot very closely resembles Final Fantasy IV.
G - I
- Gag Dub: The GBA translation works to make the script much funnier than it has been in the past. Given Final Fantasy V is one of the least serious games in the franchise, this isn't a problem.
- Game Breaker: Dual Wield + Rapid Fire + Spellblade is so well known for being this, Dissidia makes it Bartz's Limit Break as an invoked Ascended Meme.
- But it's far from the only trick you can do to break the game's difficulty. Final Fantasy V is infamous for giving the player an incredible amount of ways to remove difficulty. The various jobs almost all have at least one point where they are by far the best choice for a fight, with the infamous example being the Great Sea Trench, an area filled with tricky undead monsters that can be completely steamrolled with a group of Bards.
- Besides that, though, the items in Final Fantasy V can be just as broken as the classes. It says something that the Berserker job is considered the most useless solely because the player can not control them.
- Gameplay and Story Integration: The heroes try using Phoenix Downs, Potions, and the Cure spell on the victim of a Plotline Death. Subverted when it doesn't work.
- Getting Crap Past the Radar: Torna Canal, an early area, has a monster population that consists entirely of squid and octopi. They only target your female party members.
- An obviously drunk NPC in Carwen confesses to the party that "Knights do it two-handed!"
- The ESRB seemed to have been asleep when going over a piece of dialog containing the word "ass" (see Precision F-Strike).
- There is a sequence in one of the pubs where it appears that the entire party gets lap dances (since the dancer sprite overlays the player sprite, and there are exactly four dancers involved). Interestingly enough, you HAVE to do this to get the Hero's Rime, since otherwise the dancers are blocking the piano.
- When the ship sinks Bartz invokes this literally.
- Gimmick Level: The sunken Walse tower. It's underwater, so you have seven minutes to get through it.
- Gratuitous Japanese: The GBA version leaves the Samurai's abilities untranslated. (At least it romanized them...)
- Great Big Library of Everything: The Library of the Ancients. It apparently predates the World Sundering that happened a thousand years ago and has information on everything from the ancient warriors to airships. It also has a number of demon-infested books that will attack you (and teach you Blue Magic).
- Green Aesop: Do not overexploit natural resources, especially when you do not understand them very well.
- Guide Dang It:
- Inverted with the official strategy guide released with the Final Fantasy Anthology collection, as the guide was absolutely useless. Instead of general strategies for boss battles with a balanced party, for instance, it gave you gems of advice like, "First, have everyone master Ninja, then turn everyone into a Dragoon dual wielding the strongest spear in the game and have them jump constantly," basically asking you to grind for dozens of hours to beat a boss that takes a half-hour or so with a balanced party.
- Played straight with most Blue Magic, at least as far as getting it at a decent point in the game goes. While some of the spells are flat out told to you in some way such as via a book or from the tutorial guy, most aren't.
- Hanging Our Clothes to Dry: After swimming through a flooded area in the Ship Graveyard, Bartz and Galuf do this—which is how the party finds out Faris is a girl.
- Hello, Insert Name Here: A strange case for the Final Fantasy series where you usually get to name everyone, in this game specifically you only get to name Bartz. This also serves as the name for your save file.
- Helpful Mook: The Magic Pots in the Phoenix Tower. Give them an elixir and they give you 100 AP.
- Heroic Sacrifice:
- Galuf while fighting against Exdeath.
- Xezat in the Barrier Tower.
- Gilgamesh near the end of the game:
Necrophobe: Enough of this! Now die! *hits Gilgamesh with Flare for minimal damage* Gilgamesh: *snort* I believe that's MY line! *Self-destructs for 9999 damage*
- Hopeless Boss Fight: An exceedingly rare inversion that the fight is hopeless for the boss, not you. It's all but impossible for Exdeath to defeat Galuf when Galuf fights Exdeath alone.
- Another one is the fight where Gilgamesh uses Excalipoor and does piddling damage to you. Sure is hopeless for him, at least...
- How Did We Get Back Home?: The party finds themselves outside Castle Tycoon after the second boss battle against Exdeath. Subverted in that they didn't travel back home; the two worlds were combined. Also, the story is only two-thirds done.
- HP to One: Moves like Death Claw and Maelstrom reduce your HP to single digits.
- Hyperactive Sprite: This was the last main-series title to have the NPC sprites "marking time" while standing still. This makes the state of the Phantom Village obvious—all the merchants and townspeople are standing perfectly still because they're outside the flow of time.
- If It Swims, It Flies: The airship comes pre-installed with the ability to both sail and fly. (Later, Cid and Mid give it a submarine function as well).
- Impassable Desert: The Desert of Shifting Sands. You have to go through a boss fight to get across. It later becomes a casualty of the Crystals' destruction when the party visits it again and finds that the sands have gone still.
- Improbable Age: Actually downplayed compared to many of the other games; Lenna is the youngest Light Warrior at eighteen and Galuf is a Badass Grandpa who is actually at a plausible grandfather age. However, Faris is noted to be the youngest pirate captain ever. And fourteen-year-old Krile later takes Galuf's place.
- Improbable Weapon User: The Samurai class's Zeninage command, which throws coins at the monsters, and is one of the most powerful abilities in the game.
- Incoming Ham: Gilgamesh's speech before the battle on the Big Bridge.
- Incredibly Lame Pun: Several.
Galuf: Listen up - before you knew me as a king, you knew me as a friend. Just "Galuf" is fine.
Bartz: Understood, Just Galuf!
Galuf: ... Don't push it, kid. Here in Bal, bad jokes like that will get you PUNished...
- Inescapable Ambush: Gilgamesh locks the party into the tower on Big Bridge.
- Infinity–1 Sword: The Twelve Legendary Weapons count, given that they are readily available through normal gameplay whereas better weapons can be found mostly through side quests. To wit, they are:
- Excalibur, the Legendary Sword.note Holy-elemental and increases Strength by 5.
- Masamune, the Legendary Katana. Like all katanas, it has an inherent Critical Hit chance, but also casts Haste when used as an item and allows its wielder to invariably go first.
- Holy Lance, the Legendary Spear. Holy-elemental and increases Strength by 3.
- Rune Axe, the Legendary Axe. Consumes MP to deliver an automatic Critical Hit.
- Sasuke's Katana, the Legendary Short Sword. Increases Speed by 1 and gives a chance to automatically parry a physical attack.
- Assassin's Dagger, the Legendary Dagger. Increases Speed by 1 and has a chance of inflicting a One-Hit KO.
- Fire Lash, the Legendary Whip. Fire-elemental, and has a chance of casting Firaga upon attacking.
- Yoichi's Bow, the Legendary Bow. Increases Strength and Speed by 3, and has a chance of inflicting Critical Hits.
- Apollo's Harp, the Legendary Harp. Deals extra damage to Undead and Demons.
- Gaia's Bell, the Legendary Bell. Has a chance of casting Quake, as well as magnifying Earth-elemental damage.
- Sage Staff, the Legendary Staff. Casts Raise when used in battle, deals extra damage to Undead, and increases Holy-elemental damage.
- Magus Rod, the Legendary Rod. Increases the damage inflicted by elemental attacks, except for Water- and Holy-elemental attacks.
- Injured Vulnerability: The Beastmaster's Catch ability. Monsters need to be at very low health for it to work, but an equippable item will allow you to capture at half health instead.
- Inn Between the Worlds: Phantom Village, which vanished a thousand years ago. It got caught in the Interdimensional Rift when the world was split in two and reappears when Exdeath puts them back together.
- Instant Awesome, Just Add Mecha: The Mecha Heads in the Pyramid of Moore and the Bonus Boss Omega. Both are probably left behind from the technologically-advanced Ancients.
- Interface Spoiler: A few of the first job classes have Faris following the female pattern (e.g. wearing the hood up on the White Mage outfit). The unfilled magic slots in the menu also make it clear that Castle Exdeath isn't the final dungeon.
- Involuntary Group Split: Subverted in the Ronka Ruins. Galuf is separated during the fall into the dungeon, so the others decide he'll catch up later and start to go off on their merry way—which Galuf overhears. He quickly finds a way into the room.
Galuf: That was an awfully quick decision to ditch me!
- Item Amplifier: The Chemist job doubles the effect of HP and MP restoring items.
- It's Personal: When Bartz witnesses Exdeath chuck his hometown into the Void towards the end of the game, he goes nuts, temporarily forgetting his fear of flying and blasting the airship around the planet at high speeds until the rest of the party calms him down. Cue last leg of quests to open the Very Definitely Final Dungeon.
J - L
- Job System: As detailed at the top of the page.
- Killer Rabbit: Skull Eater, a gray palette-swap of the much wimpier squirrel monster Nutkin that can be found in the cave Northeast of Jachol. It does ~1000 damage at a point where your max HP is going to be roughly half that. On the other hand, it has a chance to use Escape immediately after you run into it, granting your party 5 ABP for free.
- Legendary Weapon: The twelve legendary weapons. They are weapons. They are legendary. There are even twelve of them.
- Leitmotif: Aside from Gilgamesh's famous theme, there's Big Bad Exdeath's theme, The Evil Lord Exdeath. It's also heard in his boss fight theme.
- Lethal Joke Character: Geomancers retain their mook-shredding abilities from Final Fantasy III, albeit toned down, and they make Castle Exdeath a little easier to traverse. On that same note, Chemists die in two hits from a stiff breeze but their action ability contains several Good Bad Bugs.
- Lethal Joke Item: Excalipoor can be thrown as a shuriken and will deal several thousand points of damage. It can be equipped to a Blue Mage (even though Excalibur itself can't) and will let Goblin Punch deal a lot of damage (Goblin Punch and Throw use separate damage calculation methods that skip the "always do 1 damage" part, preferring to focus instead on it's listed attack power, which is surprisingly decent).
- Then there's the fact that "always does 1 damage" is literal - it never misses when used with the Fight command, making it an awesome weapon against Skull Eaters, who only have One HP, but a ridiculously high evasion.
- Let's Split Up, Gang: Fork Tower requires the party to split in two, with one team using only physical attacks and the other using only magic.
- Level Grinding: If you want to master a few Jobs before entering the final dungeon (where you can find enemies that give a lot of AP but no EXP), expect to do a lot of this. It isn't required if you don't run from most battles/use smart class setups though.
- Level-Map Display: The map is a special item you need to find on the Ship Graveyard. However, once obtained it can be accessed anywhere.
- Lighter and Softer: Compared to its predecessor and successor, but it still isn't all happy.
- Lost Forever: There are the summons/weapons/anything else that vanish once you switch planets. Ramuh is actually available in the final dungeon if you missed him early on, but he's the only one; Shiva, Carbuncle, and Catoblepas are truly gone forever if you didn't get them sooner.
- The Lost Woods: The Great Forest of Moore, which is only accessible by submarine and requires a magic "key" in the form of a branch to properly enter.
- Luke, I Am Your Father Faris is Lenna's sister. And while Bartz knows the identity of his father ahead of time, he doesn't know that he's a hero from another world who fought alongside his companion Galuf.
M - O
- Magical Library: Library of the Ancients, where there are possessed books, a book split in two by the splitting of the worlds, and a book that burns other books...
- Magikarp Power:
- The Freelancer class starts out with mediocre stats and no special abilities but has the ability to equip every possible weapon, armor and accessory. Mastering the other jobs will give it any passive abilities and stat boosts those classes have to offer, which results in it being the best class in the game for melee fighters towards the end. Similarly, the Mime class's only command is Mimic (which, admittedly, can be very useful), but since it does the same thing and has three open command slots on top of that, it's the class of choice for spellcasters, since it allows for the use of Dualcast and any two magic types.
- The Chicken Knife. You may think it's not worth using at first, but it actually increases in power the more you run from battles, eventually becoming one of the most powerful weapons in the game. An inverse of this is the Brave Blade, which decreases in power the more you run from battles... meaning that if you've run from only a few fights (if any at all), the Brave Blade can be the strongest weapon in the game for you. Strong enough that "Brave Blade" is the finishing blow for Bartz's Limit Break in Dissidia. The Chicken Knife's power stems from its damage multiplier, which uses the wielder's Strength and Agility (by contrast, even the Advance-exclusive Ultima Weapon with its much higher attack deals slightly less damage than a full-powered Chicken Knife) instead of just Strength.
- Mastering the Ranger class teaches Rapid Fire, which a character to make four half damage attacks against random targets, and mastering the Red Mage class teaches Dualcast, which allows two Black, White, Time or Summon spells to be cast per turn.
- Magitek: The Crystal machines in the Wind Shrine and Walse Tower, the Fire-Powered Ship before the Fire Crystal breaks, and a third crystal machine in the Ronka Ruins that allows the place to fly.
- Man-Eating Plant: Dragon grass in the Second World, which led to the extinction of wind drakes there. It goes back to normal after the party beats it, but Krile's wind drake still requires heavy persuasion to eat it.
- Mascot Mook: Tonberries and Magic Pots are introduced in this game.
- Meat Moss: Castle Exdeath.
- Merchant City: Phantom Village. It's packed full of merchants, and you can buy the best gear in the game there.
- Merged Reality: Subverted. This is Exdeath's goal, because the world was split by ancient heroes to seal away the destructive power of the Void. It also involves destroying the Crystals, which screws over everyone.
- Metal Slime: The 'Skull Eater' enemy is nearly impossible to hit, has a remarkably high attack, and is generally nigh-impossible to defeat unless you use a Geomancer's ability - and get lucky, use the Blue Magic spell "1000 Needles", use Control to make it eat its own skull (don't think too hard about how that works), or attack it when equipped with an Excalipoor. Its encounter also gives 5 AP, more than any other non-boss monster in the First World. Oh, and it also summons four more if you attack it with a magic based attack that can't kill it.
- Or, Guide Dang It, throw a Lightning Skill scroll to exterminate the lot.
- Movers, found in the final dungeon, also count. 6% encounter rate, 10,000 HP and they instantly end the battle if you don't kill them fast enough. They also give you 199 ABP and 150000 Gil if you manage to both find and kill a pack of Movers before they run away on you. Of course, in the Game Boy Advance version, there's an exploit that lets you encounter Movers whenever you want...
- The Stingray, a rare enemy in the lake near Carwen in the Merged World, which can drop one of the strongest whips in the game, and has a valuable Blue Magic spell to teach. Like with the Movers, you can use a to find them easily.
- Mistaken for Granite: The stone gargoyles guarding the four tablets.
- Mistaken for Spies: The party is imprisoned in Karnak for purportedly being in league with the Werewolf that came out of the meteor before. (But it turns out the Werewolf wasn't even an enemy to begin with).
- Money for Nothing: Averted. Once you run out of things to buy, you can throw the rest at monsters.
- Monster Misogyny: The monsters in Torna Canal will only attack the female party members. (Which foreshadows Faris' true sex).
- Mortality Ensues: Apparently a consequence of wielding the Void.
- Multiple Endings: Unique in that depending on which of the four characters are left capable of fighting at the end of the final battle, the ending changes, with any actions taken or abilities gained before that point having no bearing on the ending whatsoever. Any characters who were Dead or Petrified at the end of the fight lack the strength to actually escape the void with the rest of the party. While the actual graphics for each ending are similar (many are scenes with the same general movement), the implications behind each scene change drastically.
- Mundane Made Awesome:
- "You have mastered the piano!!! All others quake in fear at your superhuman keyboard manipulation skill!"
- Galuf regaining his memories fully is accompanied by a dramatic fanfare and announcement. It makes the following scene all the more touching.
- Mythology Gag:
- Bartz's Dragoon outfit resembles Kain almost exactly. His and Galuf's Mystic Knight duds also resemble Minwu's. Krile's White Mage outfit also resembles a Devout.
- Final Fantasy Tactics has a few shout-outs to Faris and Bartz in their designs. Final Fantasy Tactics A2 is heavily inspired by this game, as well, featuring nearly all of its classes, including the rarely seen since Berserker and Cannoneer.
- Faris resembles another purple haired pirate girl from a previous game, Leila from Final Fantasy II.
- Nice Hat: Besides the already appeared Red Mage, Cannoneers in the GBA version sport this (oddly enough, except Faris).
- That might count as Fridge Brilliance: The hats the other three sport look like they're from Royal Navy officers, the traditional "enemies" of pirates in the pirate movies. Of course Faris won't wear them!
- Nice Job Breaking It, Hero: The fight against the Crystal seals. Exdeath has a good hearty laugh at the Light Warriors after that one.
- No Hugging, No Kissing: The strongest relationships in the game are the familial bonds between the party members and the heroes that came before. Apart from a Stupid Sexy Flanders moment involving Faris and a couple of very minor Ship Tease moments, there's no Official Coupling.
- Non-Elemental: Several spells, including Comet and Meteor, the Flare family, and, even more bizarrely, Aquabreath.note
- NPC Roadblock: One of the more patently ridiculous examples to this date: after defeating the boss in the Water Crystal chamber and watching the crystal shatter, the beaten-up soldier there manages to get back up... only to collapse right in the doorway, calling out his last words to Galuf before dying. Now, corpses serving as roadblocks in a Doomed Hometown and the like are commonplace, but this is an insignificant character was made for the sole purpose was to moving into that spot and then expiring there just so you couldn't leave.
- Oculothorax: The boss Catastrophe found in the Rift.
- Ominous Floating Castle:
- The Ronka Ruins, large enough to count as a Floating Continent as well.
- The castle in the Interdimensional Rift. There are parts where you have to walk over empty air.
- One-Hit KO: Odin's Zantetsuken, the Samurai's Iainuki command and the Death, Banish and Level 5 Death spells.
- Our Werewolves Are Different: The werewolves of Quelb aren't Baleful Polymorphs, just humanoid wolves with a touch of Proud Warrior Race Guy. They're allies to the party.
- Outside-the-Box Tactic: The only practical way to defeat Bonus Boss Odin is to use petrification attacks, which will instantly kill him.
- Overnight Age-Up: The Old status effect.
P - R
- Parrot Exposition: Lampshaded by Ghido when Bartz starts doing it to him, prompting him to notice, "It seems there is quite the echo in here".
- Passing the Torch: A theme within the game is the Warriors of Dawn passing down their duties to the Warriors of Light, which is further driven home right before the Final Battle.
- Peninsula of Power Leveling:
- The First World has the Jachol Cave, populated by weak (as in 20HP total; a mage physically attacking for a 10th the damage of a dedicated battler will almost always kill them) "Nutkin" that always give 2 AP. Staying too long will cause Skull Eaters, a nigh-unkillable foe that can be near guaranteed to kill a party member in 1 hit and will typically move first, but can be killed by a thrown scroll, which are always dropped by the common "Thunder Anemone" enemy.
- There is a literal peninsula in the First World, the southern one by the western entrance of the Torna Canal, where it is possible to encounter a party of three Bandersnatches which will give 3AP and a decent amount of experience points. It's a good spot for getting a job level or two in early before moving ahead in the game.
- Bal Castle's basement, the perfect spot for Job grinding. There's only 1 enemy type, and it's vulnerable to Lvl 5 Death, the Soft/Golden Needle item, and has an elemental weakness to thunder. It is slow but can easily wipe out your party without said spell/item, though.
- The area just before Exdeath: every encounter yields at least 30 AP, and if you're lucky, as much as 100.
- The Pirates Who Don't Do Anything: When you reach the first town in the game, all that Faris' crew seems to do is go to the bar and get drunk.
- Player Headquarters: The Catapult.
- Please Wake Up/Please Don't Leave Me: Krile says this to Galuf. The first while he's dying, the second after he's dead, and then she begs him to come back when his spirit speaks to her.
- Plot Coupon That Does Something: The Crystal shards become the foundation of the battle system. They also re-form as the Crystals in the end, restoring the worlds' ecosystem.
- Powers as Programs: The Job system.
- Power at a Price: In the backstory, Enuo lost his invulneribility when he gained the Power of the Void, allowing heroes to defeat him. When Exdeath is defeated in his tree form, he loses control of the Power of the Void, transforming into Omnicidal Maniac One-Winged Angel Neo Exdeath, which probably caused him to lose his Healing Factor.
- Power Copying: This is the first game in the series to feature Blue Mages. Also inverted by a boss in the final dungeon - he's also a Blue Mage, so any Blue Magic you use against him will immediately be used by him, save two, provided he doesn't already have access to it.
- The battle script displays a message saying he learned it.
- The Power of Love: Strongly implied to be what spurs Galuf on to fight Exdeath to the end, despite being at 0 HP.
- Power of the Void: Trope Namer.
- Precision F-Strike: In the Game Boy Advance version, Galuf calls Xezat an ass. That version is E-rated, despite the GBA versions of IV and VI being E10+, in which "ass" would be less of this trope.
- Precursor Heroes: The four Dawn Warriors (of whom Galuf is one) who sealed Exdeath thirty years ago and help the party. Also, Enuo and the Void were sealed by twelve legendary heroes who left their weapons behind, and the job classes are also based on the abilities of ancient heroes.
- Primordial Chaos: The Void.
- Punctuated! For! Emphasis!: "I AM... PIANO... MASTER!!!"
- Puzzle Boss: From 6 enemies that will revive each other if you kill them one at a time (requiring you to beat them all at once, or keep killing them until they run out of MP), to Barrier Change Bosses (and there are a lot of them), to the most annoying of all, a boss who will create clones of himself that he will rapidly switch between. Since you can't tell which is which though, you'll have to resort to guesswork or multitarget attacks... which you shouldn't use because then the boss will counter with his own Party Wipe attack. And in the GBA re-release, it gets even worse in the Bonus dungeon, where you have a boss that will revive itself over and over again. The only way to defeat it is to heal it to death, or hammer/drain away all its magic.
- Real Men Hate Affection: Although they don't seem to actually hate it, Bartz, Galuf, and Faris are all absolutely terrible at expressing it towards each other. When Galuf questions Bartz about why he, Lenna, and Faris left their world without a way back to help Galuf protect his, Bartz can only manage to mutter "...no particular reason." They're not nearly as awkward when they talk to Lenna or Krile.
- Rebellious Princess: At the end of the game, Faris leaves Tycoon Castle to return to piracy.
- Recurring Riff: "Ahead on Our Way".
- The Red Mage: One of the Job classes.
- Revive Kills Zombie and Soft Kills Statue. Used to incredibly painful effect by a boss in the Bonus Dungeon - curative magic is the only way to effectively damage him, as he counters every attack with casting Death on himself, fully healing him.
- Roaming Enemy: Type 1. Omega roams around the waterfall cliff in a random pattern so it's possible (if ticklish) to sneak around him. The Mecha Heads in the Pyramid of Moore behave in a similar manner, but given the narrow confines not as easy to avoid. The Aspises in the same location are Type 3, triggered when walking past a certain type of wall panel.
- Royals Who Actually Do Something: Lenna. And Faris. And Galuf. And Krile. And if Bartz's father had stayed on his world Bartz would have been a prince, so he kind of counts, too. So basically, everyone in the party.
- Rules of the Game/Let's Split Up, Gang: In Fork Tower, the party splits up to climb two towers. In one of the towers, everyone has incurable silence status, making them incapable of using magic. In the other tower, every monster automatically counters any physical attack by resetting the battle ([[Take a Third Option unless you disable their counterattacks with the Berserk spell).
- Rush Boss: Uniquely for a series otherwise famed for its use of Damage-Sponge Boss, bosses in Final Fantasy V can typically be killed in a few turns (especially the ones with a weakness or if the player has a strong party set up, a good chunk can be done in 1 if you have the right ability), but can kill the party just as quick. This makes it surprisingly well suited to a portable format.
S - U
V - Z
- Void Between the Worlds: The world was split in two for the express purpose of keeping the Void between them, otherwise it would be too accessible to villains and consume everything.
- Wave Motion Gun: The Soul Cannon, and the Updated Re-release's Guardian.
- Weapon of Choice: Each Job class has its own selection of weapons. The Freelancer can equip all weapons.
- Heroes Prefer Swords: Knights, Blue Mages, Red Mages, Mystic Knights, Cannoneers, and Gladiators.
- Knife Nut: All jobs except Monks, White Mages, and Oracles.
- Magic Wand: Black Mages, Blue Mages, Red Mages, Time Mages, Summoners, Mimes, and Necromancers.
- Simple Staff: White Mages, Red Mages, Time Mages, Chemists, Mimes, and Oracles.
- Bare-Fisted Monk: Monks. Giving this ability to anyone makes it a Disc One Nuke.
- An Axe to Grind/Drop the Hammer: Berserkers and Gladiators.
- Dual Wielding: The Ninja's specialty.
- Whip It Good: Beastmasters.
- Musical Assassin: Bards. On the other hand...
- Instrument of Murder: Geomancers whack foes with long-ranged bells.
- Archer Archetype: Rangers and Gladiators.
- Katanas Are Just Better: Samurai and Gladiators.
- Blade on a Stick: Dragoons and Gladiators.
- Precision-Guided Boomerang: Throwing weapons (and the Twin Lance) are exclusive to Thieves, Ninja, and Mimes.
- Where It All Began: The quest starts in the Kingdom of Tycoon. The entrance to the final dungeon is the Void that engulfed Tycoon. There are several other Void spaces around the world, but Tycoon's is the only portal to the Interdimensional Rift.
- The World Is Always Doomed: The loss of the Wind Crystal alone puts the world in serious peril, due to the damage it would do to the ecosystem. Then the loss of the Water Crystal means marine life is going to go extinct, making the future even more grim. Then the Fire Crystal is lost, pretty much guaranteeing that all life will freeze to death in a century or so. Then the Earth Crystal gets destroyed. Unbelievably, things get worse from that point. Galuf's World gets doomed in much the same fashion, and after that Exdeath gains the power of the Void. Then things get even worse... then it gets better in the Twist Ending.
- The World Tree: It houses the crystals of Galuf's World. Since evil creatures couldn't get inside it, they were perfectly safe there, until the heroes broke the seal.
- It probably wasn't all that safe after Exdeath burned the forest to the ground.
- The Geomancer class, which is strange since IRL geomancy is basically feng shui.
- The Necromancer class is also added in the GBA version, although it's more of a Bragging Rights Reward since you only get it after the end of the Bonus Dungeon. There's a gauntlet dungeon after that, but you don't get to use it in the main story of the game.
- White Mage
- World Sundering: The two worlds were originally a single one.
- You Are Not Alone: Done in the ending to Krile by the other heroes.
- You Are Too Late: This trope is pretty much the plot of the game.
- You All Look Familiar: There is only a single sprite each for young girls, young boys, male townsfolk, female townsfolk, soldiers, old men, old women, scholars, werewolves, etc. Several named characters get the same generic sprite as everyone else, including young Bartz & young Faris and Bartz's mother. The odd implication of this is that Faris had brown hair as a child, and Bartz had green hair.
- All ships share the exact same upper deck plan, not counting whether the doors or stairs below go.
- You Can't Thwart Stage One: Bartz and company's habit of arriving just a second or so too late is uncanny.
- You Shouldn't Know This Already: Late in the game, the Greenhorn's club will, if you tell them that you're not new to this adventuring thing, tell you the secret benefits of the Freelancer and Mime classes. If you give them this answer early in the game, the receptionist will tell you that they can't have pros scaring the newbies, and literally kicks you out of the club.
"Boko, let's go!!"