When they return to Castle Sasune, he's informed of the hidden rebel base to the east of their current location. Unfortunately for him, those same rebels just tried to kill him. Again. This time with a bomb on the Airship he was a half-second away from boarding. Having avoided death for the second time, he ventures off to make sure they'll pose a threat no more.
Final Vision utilizes simplistic 2D graphics and old-school music. If you were expecting an epic story about rebellions and royalty, however, you'll be disappointed: there's definitely an Excuse Plot going. Although it seems like it could be a vast, expansive world of Final Fantasy characters and locations, it's actually fairly short.
There are five classes to choose from, with the option to select one being presented upon your rescue. They are:
Fighter: Utilizes swords and armor, and can cast White Magic. One of the classes recommended for beginners.
Red Mage: Utilizes rods and robes. This class has a mastery of both White and Black Magics, meaning it can heal itself and thrash enemies with ease.
Summoner: Rods and robs. Think Rydia, as far as its powers. Or just, you know, read what the class is called.
Dragoon: Spears and armor. Allows you to jump higher than normal (see Character Select Forcing) and attack in mid-air, which other classes cannot do. The other class that's good for new players.
None: Swords, armor, and nothing else. Meant for those that like more of a challenge.
Tropes used in Final Vision:
- Always Check Behind the Chair: only once, when you have to escape the rebel prison.
- Absurdly High Level Cap: In comparison to the standard Final Fantasy cap of 99, most certainly. You can go well over level 100 with minimal effort.
- An Adventurer is Our King
- Anti-Climax Boss: both bosses are pretty pitiful if they're bombarded with summons like Leviathan.
- Character Select Forcing: The only way to get the uppermost treasure chest in the rebel hideout is by playing as a Dragoon.
- The Cameo: Sonic the Hedgehog; he tells you how great Narshe is for earning experience and money. There's also Frodo, who is in Garland.
- Ear Worm: If you can't call the music outright Awesome, it's at least catchy.
- Experience Points
- Fantasy Character Classes
- Fridge Logic: If anyone can pilot an Airship, why do you have to go and get it yourself, when you're the king?
- Game-Breaking Bug: After winning the game, the knight west of Castle Sasune will resume acting like you haven't beaten Dead Rebel yet. The only way to pass him is with your Airship.
- Global Airship: In classic Final Fantasy fashion. There are only a few plateaus it can't get over, and you can just leap from the ship to reach them.
- Good Bad Bugs:
- If an enemy attack tries to poison you while you're already poisoned, you're actually cured of the malady instead. The Armur sewer's Grimy Water doesn't function this way, however.
- After defeating the Final Boss, go back to Dead Rebel's Boss Room. His dialogue will play again, despite him not actually being there, or engaging you in a second fight. Gives new meaning to his name, huh?
- Grimy Water: the Armur sewer.
- Healing Potions: Potion, Hi-Potion, Ether, and Elixir.
- Level Grinding: You're actively encouraged to do so, even if the Boss Battles are incredibly easy regardless.
- Magic Antidote: Remedy.
- Magic Knight
- Mutually Exclusive Magic
- Peninsula of Power Leveling: Narshe, which can only be accessed by flying as far to the left as possible.
- Piñata Enemy: the above Peninsula of Power Leveling is comprised of them.
- The Red Mage: one of the classes.
- Royals Who Actually do Something: the Player Character, actually.
- Summon Magic: utilized by the Summoner class.
- Trauma Inns, which charge 28 Gil. In a game where, by the point you actually need to use an inn, you're smashing enemies that drop upward of 30 Gil in one go.