The fifth entry into the bladder-weakeningly popularFinal Fantasy series and the second of the 16-bit games.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 Doe, an amnesiac old man who follows a Gut Feeling that he has to save the crystals,
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) and 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.
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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).
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.
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.
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.
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.
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.
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.
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 but not impossible if you equip a fleeing ability 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Necrophobe: Enough of this! Now die! *hits Gilgamesh with Flare for minimal damage* Gilgamesh: *snort* I believethat'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.
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.
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.
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.
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).
It also 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.
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 FatherFaris 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...
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.
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.
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 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.
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 changedrastically.
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.
Non-Elemental: Several spells, including Comet and Meteor, the Flare family, and, even more bizarrely, Aquabreath.note Although it deals greatly increased damage against desert monsters.
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.
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.
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.
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.
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.
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.
Your vehicles embody this trope. You go from an animal-drawn wooden ship to a steam-powered ship that's wooden above and futuristic factory below to an ancient wooden airship (that also has a high-tech underpinning) to a high-tech submarine to finally being able to transform your half-wooden airship into an identical high-tech sub.
And that doesn't even count any of the Advanced Ancient Acropolises. Nor how the makers of the steam-ship and submarine live in waterside medieval stone castles, even though all wooden-decked boats in the game are armed with cannons which render them obsolete.
Schmuck Bait: A side path in a cave where the player seems to randomly acquire 1 gil, and double the previous amount every few steps if they continue (2, 4, 8, 16, etc.) may lead greedy/genre blind newbies right into the maws of the Gil Turtle - an optional boss that, while manageable if you know what to expect and prepare accordingly, is sure to catch said newbies off-guard.
Sealed Evil in a Can: The Great Forest of Moore once had a tree that was used to seal away countless evil souls and monsters. Eventually, the concentrated evil within the tree turned the tree evil. It became sapient, twisted into a human shape, and left the forest to terrorize the world. That tree is Exdeath, who itself was later sealed by the Warriors of Dawn.
While it doesn't look like a big, fluffy dog, this is the only FF where you ride a flying dragon.
The game's ending copies the movie's as closely as copyright laws allow it. The world has been consumed by Nothing, leaving the heroes floating through space. Luckily the Mac Guffins they had with them the whole time restore it. Cue flash forward with sequences of zooming across the landscape on a dragon, complete with waving to friends on horse(?)back.
Tech Points: Job skills are learned with ABP (Ability Points). Once a skill is learned, it can be assigned to the empty ability slot for any other job, whether it's active or passive. It isn't always proportional to Experience Points, so you need to go to a different Peninsula of Power Leveling to gain in each.
Theme Music Power-Up: For Gilgamesh during an optional fight near the end of the game, and for the Dawn Warriors when saving the party from the Void just before the final battle.
Famed Mimic Gogo, sort of; you have a time limit on the whole dungeon, and you can only win the battle by waiting it out.
The castle that's burning down and only gives you a set amount of time to escape also gets topped off with a boss; Iron Claw.
Tiered by Name: In the remake, there is Omega Mk.II, which is not only stronger than the original Omega but is also 22 levels lower than the original.
Time Master: Time Mages make their first appearance in the series here, and are arguably more powerful than in any future game due to Game Breaker spells like Return (which resets the battle to the beginning), and Quick (which lets you do two actions in a row, instantly, without interruptions).
The Level 2 Old, Level 3 Flare, Level 4 Demi, and Level 5 Death spells only hit monsters whose levels are multiples of the appropriate level. This is probably why the Blue Mage gets the ability Scan, but until that you need to rely on the Libra spell or bestiary.
Since you get your full party early and all start at Level 1, Level 5 Death is likely to cause instant game over the first time you encounter it. Worse, to learn the spell, you have to have a Blue Mage with a level x 5, so the only way to learn it is to unbalance your party levels.
The Mix command.
True Companions: The party, helped by the fact that there isn't any switchout as there is in later games. At least, not in the same way.
Two Halves Make A Plot: Each of the two parallel worlds has one half of an ancient book. When the worlds merge, the two halves do likewise.
The Unfought: In Istory Falls, it looks like you're about to get into a Boss Fight with an unnamed minion of Exdeath, then Leviathan, the Istory Falls' real boss, appears and one-shots him.
Universal Driver's License: This game averts Final Fantasy's common use of this for watercraft (one member of the party is a pirate and thus can be assumed to know what they are doing), but plays it straight for the airship and submarine for that matter.
Bartz and Faris. Strictly speaking it was all on Bartz as he is infatuated by her beauty several times in the game, but it's not reciprocated. Each time happens when her Bifauxnen facade is pierced.Galuf doesn't count because he only shows interest once and never again.
Oddly, this game is the only main series game after FFIV's romance arc to lack one completely. Unsurprisingly, they're the couple who gets the most focus in fanart.
Updated Re-release: Three. the Playstation version adds an FMV introduction to the game, as well as the first (and widely maligned) English translation. The GBA version adds four new job classes and some bonus dungeons to the mix, along with a much better-regarded English script. The iOS/Android port has redone sprites and spell effects but otherwise is nearly identical to the GBA release.
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.
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 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.
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 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.