Final Fantasy VI



"The ancient War of the Magi... When its flames at last receded, only the charred husk of a world remained. Even the power of magic was lost. In the thousand years that followed, iron, gunpowder, and steam engines took the place of magic, and life slowly returned to the barren land. Yet there now stands one who would reawaken the magic of ages past, and use its dread power as a means by which to conquer all the world. Could anyone truly be foolish enough to repeat that mistake?"

- Opening Narration, GBA version.

The sixth entry into the testicle-explodingly popular Final Fantasy series, and a source of nostalgia for the SNES generation. Popular gaming site IGN ranked Final Fantasy VI as the #1 Final Fantasy game. Final Fantasy VI has also made countless top 10 Games of All Time lists. It was even one of the featured covers of Game Informer's 200th issue. The game was originally marketed outside Japan as Final Fantasy III, because only the first and fourth games had been marketed internationally at the time.

The story takes place in a world where, one thousand years ago, a war between three deities devastated the world. During this "War of the Magi", the Warring Triad of deities turned many humans into Espers (entities endowed with incredible magical powers), who then shared their magic with humans in an effort to recruit more soldiers for the war effort. At the war's conclusion, the three deities of the Triad sealed themselves and their powers away in the interest of preventing future conflicts (since the War of the Magi had left the world in ruins). The remaining Espers joined the Triad, while the few remaining magically-gifted humans remaining were persecuted and hunted into extinction. As a result, magic was lost to human civilization.

In the present day, human civilization has rebuilt itself with the aid of technology, and magic is known only as myth and legend. Emperor Gestahl of the southern continent believes the legends, though, and has built himself an army of conquest based on a new technology -- the fusion of machinery and magic known as Magitek. Three army leaders (two of whom are magically enhanced) help him in his war: the brave general Leo, the conflicted general Celes Chere, and the mad general Kefka Palazzo, a Psycho Prototype bent on godhood who's slowly gaining power...

Standing against Gestahl is a ragtag band consisting of a thief (err, treasure hunter), a king, the king's runaway twin brother, a ninja, a samurai, two children, a gambler, some animals, an old mage, a mime, and -- most importantly -- a frightened young woman with no memory and unexplainable powers at the center of it all...

With fourteen playable characters, Final Fantasy VI boasted one of the largest rosters of any RPG at the time -- and provided nearly all of them with unique spotlights in the plot, to boot. The game is well-loved for its use of Mood Whiplash, constantly bouncing back and forth across the Sliding Scale of Silliness Versus Seriousness, and giving every character their sincere Tear Jerker moments alongside (at times very cartoonish) comedy scenes.

The main characters are:
 * The amnesiac Terra Branford, whose own magic frightens her.
 * Locke Cole, a Loveable Rogue with a tragic past resulting in a bad case of Chronic Hero Syndrome.
 * Edgar Roni Figaro, the King of Figaro and a Chivalrous Pervert who has a knack for technology and engineering.
 * Sabin Rene Figaro, Edgar's twin brother, a musclehead to the core who didn't like his highborn status.
 * Celes Chere, a former general of the Empire seeking to atone for her sins, who becomes Locke's Love Interest.
 * "Shadow", a Ninja mercenary with a deeply traumatic past and a pet dog that's Made of Iron.
 * Cyan Garamonde, a Shell-Shocked Veteran and old-fashioned Samurai who's terrified of magic.
 * Gau, a young boy who was Raised by Wolves after being thrown out by his insane father.
 * Setzer Gabbiani, a seemingly uncaring suave gambler who has something of both The Ace and The Dandy.
 * Mog the Moogle, the game's mascot character.
 * Strago Magus, an old but powerful Blue Mage and grandfather of...
 * Relm, a cute but foul-mouthed orphan girl with a knack for painting.
 * Umaro, an unintelligible sasquatch and Secret Character #1.
 * and Gogo, Secret Character #2, a mime whose identity has been the subject of massive Internet debates, but is most likely a Mythology Gag carried over from Final Fantasy V.

Like Final Fantasy IV, the game was subject to Nintendo's censorship -- but it still managed to tackle quite a few controversial (for the time) topics: genocide, slavery, and even genetic engineering are seen in their full, gruesome (16-bit) detail. The original English translation was done by Ted Woolsey and is widely regarded by fans as one of the best translations of the 16-bit era... if not necessarily the most faithful (Woolsey himself was the Trope Namer for Woolseyism, after all).

Originally released on the Super Nintendo, Final Fantasy VI has been ported twice since then (using the original title). The first port was on the Play Station; this one added a number of CGI cutscenes throughout the game, though it made no other alterations (aside from severe slowdown and sound emulation issues). The other port was on the Game Boy Advance and was much more technically competent; while it had no additional cutscenes, it included new dungeons, gear, and Espers, as well as a new translation (the PS 1 port recycled Woolsey's script) that was more faithful to the original script while retaining many of Woolsey's original lines and all of his name changes. The GBA port also fixed many bugs, rebalanced the battle system, made the graphics much easier on the eyes and featured slightly remixed music (which is a source of contention for some fans). The SNES version has been re-released on the Virtual Console in Japan, Europe, and North America, and the Play Station port is available on the PlayStation Store.

This game is the Trope Namer for:

 * Floating Continent (sharing credit with Final Fantasy III)
 * Magitek
 * Sprint Shoes
 * Laughing Mad (Derived from the song "Dancing Mad")

This game contains examples of:
""...N.o...e.s.c.a.p.e...!""
 * Action Bomb: The usual ability of enemy bombs. Strago can get it as a Lore and Gau can do this when he imitates a bomb.
 * Action Prologue
 * Adam Smith Hates Your Guts: Averted with Figaro Castle's merchants, who don't feel comfortable charging Edgar or Sabin and want to give them items for free: Sabin and Edgar settle on a discount since the guys have to support themselves. Justified in the World of Ruin: sure, item prices skyrocket, but the world has gone to hell and the cities need that cash to rebuild themselves.
 * Advancing Boss of Doom: The Phanton Train, sort of.
 * Aerith and Bob: Allow me to introduce the royal twins of Figaro, Edgar and... S-Sabin? Sabeen? Saybeen? Soybean? Uh... Muscle Guy.
 * The latter's Mash in the Japanese version. Still an odd name, but at least it's easy to pronounce.
 * Mash is short for the Spanish name Macías, fitting into the Western theme naming of all the other characters. If there is any example, it's Strago(s) and Relm (pronounced Rilm).
 * Afterlife Express: And the Phantom Train really doesn't care for its living passengers...

"III Atma Weapon: "My name is Atma... I am pure energy... and as ancient as the cosmos. Feeble creatures, GO!"
 * After the End: The World of Ruin.
 * AI Roulette: Damned Colosseum AI. It's worse when you've been training a character with Espers, because each spell is another option your character could randomly choose. Gogo and Umaro can forgo this, because Umaro always attacks and Gogo's action menu can be customized.
 * The Alliance: The Returners have long been secretly backed by Figaro; later, Narshe joins the alliance as well.
 * All Part of the Show: The Opera scenes.
 * All Your Base Are Belong to Us: Kefka tries to do this twice, first with Figaro Castle and then with Narshe.
 * Also Sprach Zarathustra: The opening piece and the piece before fighting Kefka seems to be inspired by it.
 * Alternate World Map: World of Ruin.
 * Always Check Behind the Chair: There are Elixirs in almost every grandfather clock, and in the game's only alarm clock.
 * Always Close: Played with in Shadow's case and averted in Sabin's.
 * Amazing Technicolor Battlefield: Final Battle: Going from Twisted Demonic Darkness to Heavenly Light.
 * Amnesiacs Are Innocent: Terra.
 * An Aesop: Your life doesn't have to have some grand impact on the world to be worth something, just having love and friendship and the will to continue living make it special and worth protecting.
 * And Man Grew Proud: The War of The Magi.
 * And Now for Someone Completely Different: When you are given a choice between three scenarios.
 * Anticlimax:
 * Anvil on Head: During the Opera, Ultros tries to drop a four-ton weight on Celes.
 * Apocalypse How: Planetary Societal Collapse, with a risk of Total Extinction if left unchecked. At the beginning of the World of Ruin, Cid says that the world itself is slowly dying, as if plants and animals have lost the will to live, and while most of the towns still exist, a few have been wiped out and the surviving towns are much less populous. Then the party pisses Kefka off even more, and he decides to screw it and go for annihilating the universe.
 * Apocalypse Wow: The creation of the World of Ruin, which also includes an apocalypse montage.
 * Arbitrary Headcount Limit: This is the first Final Fantasy that allows the player to form a party from whatever characters are available, instead of having the plot shuffle them around. It becomes most noticeable on the Floating Continent, where you're only allowed to bring three characters instead of the usual four with no explanation. True, it's so that you have room for Shadow and, later, Celes, if you didn't bring her to begin with, but it's still a little jarring.
 * Aristocrats Are Evil: The nameless blueblood who lives in the mansion in South Figaro is responsible for giving the Empire vital information in exchange for money, thus allowing them to take over the city. Speaking to him later as Locke during the city's occupation reveals he regrets his decision. Much later on in Jidoor, however, the citizens actually went so far as to remove the entire lower class from their city, likely by force, and they find the world's destruction as being nothing more than a concept to make art about.
 * Armor of Invincibility: The Paladin Shield, which gives very, very good bonuses, and immunities on top of the already high defense. Have fun uncursing it from the Cursed Shield by fighting 256 times with it equipped, which is the worst shield in the game with lots of negative status changes.
 * The Snow Scarf has a defense rating of 128. For a point of comparison, the Behemoth Suit has the second-highest armor rating aside from the Reed Cloak (see below) and has a defense rating of only 96. Unfortunately it's exclusive to Mog, Gau and Umaro, who are balanced out by poor usefulness otherwise.
 * The Minerva Bustier, Behemoth Suit, Red Jacket, Cat-Ear Hood, and as always the Genji equipment, have excellent defensive benefits and also give nice boosts to basic stats.
 * The Imp Equipment set will max out all defenses, but their scores only take effect on an Imped character, making it an Awesome but Impractical set of gear.
 * Armor-Piercing Attack: Several attacks and spells ignore defense, like Edgar's drill.
 * At the Opera Tonight
 * Auction: You can participate in the auctions held at Jidoor's Auction House to get Magicite and relics, although there are also a couple of items that you will never be able to purchase.
 * Audience Murmurs: When the Opera gets derailed with the unforeseen entry of Ultros, Locke & co.
 * Autobots Rock Out: Most of the Dancing Mad remixes, both official and by fans, uses the guitar through out the track and adds a additional guitar solo segment in the (relatively) peaceful part of the 4th Movement.
 * Awakening the Sleeping Giant: When the party tries to open the Esper gate.
 * Awesome but Impractical: Meltdown, Quake, Whirlwind and the Crusader esper do great damage, but hit your own characters as well. Meltdown and Quake can be avoided with specific character builds.
 * Back From the Brink: The second half of the game.
 * Badass Boast: Atma/Ultima Weapon gives this:

III Atma: "I'm Atma... Left here since birth... Forgotten in the river of time... I've had an eternity to... Ponder the meaning of things... And now I have an answer..."

VI Ultima Weapon: "My name is Ultima... I am power both ancient and unrivaled... I do not bleed, for I am but strength given form... Feeble creatures of flesh... Your time is nigh!""

"Kaiser Dragon: "Humans and your insatiable greed... Your lust for power leads always to a lust for blood... This place is a sanctuary for wayward souls... What business have you filthy creatures here? You slaughter my brethren, and befoul their rest with the profanity of your continued existence... You should not have come here. In the name of all dragonkind, I shall grant you the death you desire. I am the dealer of destruction... I am the font from which fear springs... I am Kaiser... And your time is at end.""
 * Also, Dummied Out from the game but still impressive is Czar Dragon's quote: "Mwa, ha ha... humans and their desires! I'm free at last! I bring you destruction... I bring you terror... I am Czar... Prepare yourselves!"
 * In the GBA version, where he was reinstated as a Bonus Boss:


 * Sabin and Duncan also give us the line, "Did you think a little thing like The End of the World as We Know It would be enough to do me in?"
 * Bad Guy Bar: The South Figaro Inn. While it notably features Shadow and his monstrous dog, Interceptor, it also has several rough looking NPCs who wear eye-patches and bandanas, who are also used to portray drunkards, thieves, prisoners, and even ninjas.
 * The Bad Guy Wins: This is one of the most well known examples where the villain actually succeeds in taking over, or in this case, destroying the world. The entire last half of the game is dedicated to trying to undo it.
 * Bag of Sharing: Taking into the account the timescale during the three scenario segments, this particular bag can transfer items across both space AND time.
 * Baleful Polymorph: Imp/Kappa form. There is specialized equipment that makes that form stronger, not to mention Cyan's infinite counter bug in his imp form. Add the Dragon Horn or Dragoon Boots and you'll acquire the dreaded Death God Dragoon Imp.
 * Bandit Mook: Harvester enemies in Zozo will steal from your party if you try to steal from them, later, there's the money stealing bears in Mt. Zozo.
 * Barrier Change Boss: Number 024 in Magitek Research Labs and the Magi Master on the top of Fanatics Tower. Also, Kaiser Dragon, the Bonus Boss in the GBA remake.
 * Beef Gate: The difficult monsters and bosses in Kefka's Tower can be fought as soon as you get the second airship. Averted in Speed Run routes, as everything is squishy to Joker Doom.
 * Beyond the Impossible: Sabin can suplex a train. He can also suplex himself.
 * BFS: Several, with the Atma/Ultima Weapon being the most notable.
 * Big Boo's Haunt: The Phantom Train in the World of Balance. Later on, there is Daryl's Tomb, Owzer's Mansion, and Cyan's Soul.
 * Blow You Away: Several enemies can permanently blow the party members away from battle, with Chupon being the most infamous example.
 * Bonus Boss: The Eight Dragons, Atma Buster, and many other bosses from the World of Ruin.
 * Intangir is something of a Bonus Boss in Mook Clothing; he's hard to find, completely optional, and tougher than almost anything else in the World of Balance.
 * Bonus Dungeon: The Fanatics' Tower. The GBA remake adds two additional ones, the Dragon's Den and the Soul Shrine. Technically, everything after getting the Falcon is optional, too.
 * Border Patrol: The Guardians.
 * Boss in Mook Clothing: The invisible Intangir on the Triangle Island of the World of Balance, and the infamous Brachosaur in the World of Ruin.
 * Boss Remix: "Dancing Mad", which mainly uses Kefka's Leitmotif, but it also has parts taken from the opening theme, "Catastrophe" (that plays when you confront Gestahl and Kefka on the Floating Continent), and "The Fierce Battle (Fight to the Death)".
 * Bragging Rights Reward: In the GBA version, by the time you get all the really powerful weapons in the Dragon's Den, your characters are so strong they don't really need them anyway.
 * Breaking the Fellowship: By the breaking of the airship they were currently on.
 * Breaking the Fourth Wall: Locke does this to the in-universe opera to save the show.
 * But Thou Must!: Played with when Terra joins the Returners. She gets a different item depending on her initial response. One's a gift and the other's a bribe.
 * By Wall That Is Holey: Use those to bypass the descending ceiling inside Zone Eater.
 * Canon Name: During the credits.
 * Capital City: Vector for the Gestahl Empire and South Figaro for, not surprisingly, Figaro. The former is wiped out along with its ruler when the world is destroyed, though the various towns formerly occupied by the empire are still around (albeit with Maranda ending up on a different landmass). In contrast, South Figaro's citizens are perfectly willing to rebuild if Kefka destroys their hometown. As mentioned in the game, Tzen became occupied by the Gestahl Empire after its royal family was overthrown by imperial forces, so in the past it probably would have fit this trope.
 * Captain Obvious: The Cursed Shield is cursed. So is the Cursed Ring.
 * Captured Super Entity: The Espers held by the Empire. Ramuh will ask the party to free them. Terra herself might be counted as one.
 * Celebrity Resemblance: Celes resembles the opera singer Maria. Because of this, she becomes a drop-in replacement for the original singer, as part of a plan to obtain an airship. Setzer noticed the difference only after bringing her aboard.
 * Censor Steam: Chadarnook's goddess mode.
 * Central Theme: Love, in all its different forms.
 * Character as Himself: The ending sequence, assuming you kept their default names.
 * Cleaning Up Romantic Loose Ends: Late in the game,.
 * Climax Boss: Atma/Ultima Weapon.
 * Cognizant Limbs: Several bosses like Number 32, Air Force/Fortress, Engine room tentacle monster and others.
 * Colour-Coded for Your Convenience: The Magic: White for Healing, Black for Killing and Grey for status changing/effect spells.
 * Combat Tentacles: The engine room monster and, of course, Ultros.
 * Contractual Boss Immunity: Infamous for unintentionally averting this thanks to the Vanish/Doom bug and X-Zone.
 * Contrived Coincidence: So, Celes happened to look exactly like the renowned opera singer Maria, who was stalked by the man named Setzer who, in turn, owned the world's only (active) airship, which the party needed to get to the South Continent? And, more importantly, she happens to have a world-class operatic soprano with no formal training!
 * Convection, Schmonvection: In the cave that leads to the Sealed Gate. Falling into the lava will only bring the party to the beginning of the cave.
 * Cool Airship: Two airships: the Blackjack, and later the Falcon.
 * Cool Shades: In the SNES version, blindness does nothing in-game because Accuracy and Evade are useless. It does, however, make your characters look like they are wearing these... sometimes.
 * Cosmetic Award: In the GBA version, The Master's Crown, "a ceremonial crown awarded for overcoming the challenges of the Soul Shrine".
 * Cosmic Keystone: The sealed statues of the Warring Triad.
 * Costume Porn: Somewhat evident in-game, but most evident in the Yoshitaka Amano art.
 * Cover Drop: When the logo is blood red on the cover and flaming in-game, complete with ominous thunderclouds spewing lightning, you know it's not gonna end well...
 * Cowardly Boss: Doom Gaze.
 * Crapsack World: The World of Ruin.
 * Credits Medley: It uses the Leitmotif of each character, regardless of whether you recruited them or not, along with "Final Fantasy", the series main theme.

"Gau: Terra...she okay?
 * Crutch Character: Cyan and Edgar, but only his Tool skill. Sabin also warrants a mention, especially as soon as he gets the Fire Dance/Rising Phoenix Blitz during the first part of the game.
 * Curb Stomp Battle: The out of control Espers do this to the Empire, then later Kefka returns the favour.
 * Cutscene: Pretty much started the "long Final Fantasy cutscene" trend.
 * Cutscene Incompetence: Basically, any time after the Narshe Battle Sequence, if the party runs into Kefka, they're gonna get their asses beat like a group of red headed stepchildren. Justified Trope when you encounter Gestahl on the Floating Continent. The first thing he does to you is use the very source of magic in the world to paralyze you.
 * Cutting the Knot: The boss Wrexsoul can be rather complicated to defeat; you're supposed to kill your own party members until he emerges from hiding, and then attack him. Or, you know, you could just cast X-Zone, that works just as well (if you don't mind not getting the Item Drop).
 * Cyborg: Sergeants/Commandos and Belzecues/Garms in the Magitek Factory. In addition to utilizing programs to attack the party in battle, they are weak to Water and Lightning elemental attacks, just like machines, and they have high defenses. They are also stated to have been infused with Magitek, though it's not exactly clear why simple dobermans get the same kind of cybernetic enchantments/replacements and battle programs as the high ranked and heavily armed officers of the Empire.
 * Darker and Edgier: Final Fantasy VI is by far the darkest of the franchise's 2D games, and a contender for darkest of the series. The game constantly bombards you with party members that have had loved ones die, sometimes just before they joined you, the central antagonist is a quintessential Complete Monster with multiple counts of genocide on his hands, and of course The End of the World as We Know It with the game picking up After the End amongst the ashes of what's left. Up until then the atmosphere is still very bleak, characters fearing an upcoming war that will cause said apocalypse, and when you get a Hope Spot that maybe it's all over, Kefka bounces in and commits his most vile act since Doma. In fact, one of the game's main themes is that life is full of pain and suffering and death, but you have to move past it and find joy and hope to hold on to, even if you know it won't last.
 * Darkest Africa: The Veldt with Mobliz at its edge. Thankfully avoids this trope's more Unfortunate Implications concerning race.
 * Darkest Hour: After the world is rent asunder, the heroes scattered to the winds, and the last remaining player character loses the one person left whom she could consider family (though the last event is up to the plaer's actions). This also sets up a Tear Jerker, see below.
 * Dark Reprise: "Epitaph", a tearjerking variation of Setzer's Theme.
 * Also, "Metamorphosis", a suspenseful and fast-paced variation of "Terra", appropriately used for instances filled with danger.
 * The beginning of Dancing Mad's first tier is a Dark Reprise of the already dark "Catastrophe."
 * A Day in the Limelight: Many quests in the World of Ruin.
 * Dead Character Walking: Has a couple of bugs that allow you to walk around with an all-dead (Or all-zombie) party. Of course, it's Game Over if you enter a fight, but hey.
 * Dead Person Conversation: Cyan's family during his nightmare, and before that, in the Ghost Train Station.
 * Death by Childbirth: The mothers of Gau, Relm, Edgar, and Sabin.
 * Death Mountain: Mt. Kolts, the Esper gathering site, and Mt. Zozo.
 * Defeat by Modesty: A rare male variant. How does Locke steal someone's whole outfit in one go anyway?
 * Degraded Boss: Besides the usual boss-turned-mook routine, some early bosses will appear on the Veldt as regular enemies, including one of the eight dragons.
 * Demi Human: Some Espers are like this, but not all. The backstory states that Espers are former humans transformed by the Warring Triad for purposes of war.
 * Descending Ceiling: Inside of Zone Eater. Failing to dodge it correctly results in an instant game over.
 * Desperation Attack: How the Limit Breaks work, but the chances of activating them are extremely low, to the point where few players have even seen them.
 * The Dev Team Thinks of Everything: If you got to the room holding Ramuh and Esper Terra for the first time with a solo-Gau party, this happens:

Ramuh: Her life is in no danger. She simply used a power she didn't know she had, and it overwhelmed her. Now her body won't listen to what she's telling it to do. As for myself, I am Ramuh--the esper, Ramuh.

Gau: Espers...live other world...right?"

""This is heavier than I thought! It'll take me 5 minutes to drop it!""
 * And so on. Eventually they stop trying to rewrite dialogue for every character, though.
 * Diabolus Ex Machina: Following the Strictly Formula plan, we save the wor-- WHAT DO YOU MEAN, "WE FAILED"?!
 * Dialogue Tree: The dinner party. It all leads to the same place, but different choices gave you rewards based on your etiquette during the dinner.
 * Difficulty Spike:
 * Zozo. Enemies suddenly have enough HP to survive more than one round from you, they begin using magic attacks regularly, and one type of enemy can even use items to heal itself or allies.
 * The Floating Continent: the random encounters are much stronger than you expect (if the party had trouble beating the Air Force/Fortress boss they fought earlier, they should get off the continent and start grinding), and on top of that, Atma/Ultima Weapon is That One Boss.
 * Dinosaurs Are Dragons: People refer to the Dinosaur Forest enemies as dragons. Also, the designs for dinosaurs are used as Palette Swaps for actual dragons. They also have some incredible attacks.
 * Disc One Final Dungeon: The Floating Continent. Even before that, the game attempts a (brief) Disc One Ending Sequence, complete with everyone laughing and Locke waving to the camera. And then Kefka shows up...
 * Disc One Nuke:
 * Edgar. Auto-Crossbow will end most enemy encounters instantly, up until you get to Zozo anyway, at which point you find the Chainsaw Good which can inflict a One Hit KO and otherwise does insane damage. Sabin likewise begins with powerful Blitzes and will unlock Rising Phoenix at about the time Auto-Crossbow's usefulness starts to wane.
 * In South Figaro, if you know where to look, you can find two excellent Relics on the first visit, the Gigas Glove which boosts all physical damage, including from special attacks, by 25%, and the Hermes Sandals which cast Haste on the wearer. Oh Edgar, got some new accessories for you to try on!
 * Gau, if you put effort in getting his Rages. You have easy access to rages that deal 4x physical damage or can cast Fire2, Bolt2, or Cure2 long before you're supposed to have them. Stray Cat alone will carry you up until the Floating Continent.
 * Discretion Shot: When Doma is poisoned, Cyan can explore the rest of the castle, where he can find the last of the living soldiers near the barracks door staring at the wall saying "...We are finished". Entering the barracks makes Cyan stop just before entering the room, staying there for the few seconds, close the door, barely move back and say "...Here too."
 * Disposable Superhero Maker: How the Empire was making its magitek knights before it became obsolete with the discovery of magicite (of course, you destroying the Magitek Research facility didn't help either).
 * Driven to Suicide: The survivors of the world's destruction who ended up on Solitary Island. Over the course of a year, they all lost their will to live and threw themselves off a cliff into the rocks below. If Cid dies, Celes herself follows in their footsteps, though she doesn't succeed.
 * Dual-Wielding: The Genji Glove relic enables it. Combine it with Offering/Master's Scroll and Two Infinity Plus One Swords and we got a Game Breaker.
 * Dummied Out: Bosses like the Czar/Kaizer Dragon and Colossus. The former would later appear in the GBA remake as a Bonus Boss.
 * Dungeon Town: This game, next to Final Fantasy VIII, contains some of the most prominent examples of this trope. You begin the game stepping on Narshe guards with your Powered Armor in the city streets, which culminates with a trip through Narshe's mines. Later on, you are forced to infiltrate an occupied South Figaro as Locke, having to solve some logic puzzles in order to get from the east side of town to the west. Once you pick up Celes, the under works of the town become a traditional combat-oriented dungeon. Sometime afterwards, you have to go to the dangerous and run-down Zozo and deal with armed homeless men and magical prostitutes before dealing with a gang-leader named Dadaluma. And after that, there's Vector, where guards will be eager to boot you out of the upper part of town. In the World of Ruin, Narshe is all but abandoned, and monsters swarm the streets, and Owzer's House is invaded by a haunted painting.
 * Earn Your Happy Ending: Probably one of the kings of this trope - after all the world ends halfway through the game. Yet by the time the credits role, most of the main cast has resolved their core conflicts and can move on with their lives (once they've dealt with the problem of the vicious godlike entity that blew up the world in the first place.)
 * Earthquakes Cause Fissures: The earthquake spells make holes instead of fissures. Played straight when the world ends.
 * Earth-Shattering Poster: Halfway through the game, you get a nice space-view of the world getting nuked all over... including a fear-inducing image of a continent getting split in half.
 * Eldritch Abomination: The three tiers at Kefka's Tower, which is pretty much a huge demon, a tiger head, four clones of Kefka, an engine, a woman, a reclining Kefka clone, and the angelic bust of a woman resembling the Virgin Mary, all stuck to the very top of Kefka's Tower. The reason of why they exist at all is not given. The Warring Triad counts as well.
 * General fan consensus is that they exist as a parallel to The Divine Comedy.
 * Elemental Powers: Like most of its siblings in the series, this game, too, features elemental powers.
 * Empty Levels: It is advised not to grind too much until you get the best status-giving Espers.
 * Enemy Summoner: Satellites among others.
 * Energy Beings: Various monsters, such as the monsters of the Floating Continent, including Atma/Ultima Weapon, which specifically describes itself as "pure energy". In an example of Gameplay and Story Integration, if you force these monsters to run out of Magic Points, it will die.
 * Said gimmick is necessary to beat one of the reborn Eight Dragons in the Dragons' Den.
 * Encounter Repellant: One item reduces battles, another stops them.
 * The End of the World as We Know It: Halfway through the game, it actually happens.
 * Enormous Engine: The engine powering Figaro Castle -- while it's small compared to the castle, the characters are dwarfed in comparison (and they even have a boss battle on top of it).
 * Enter Solution Here: The World is Square.
 * Epic Fail: When the house bursts into flames in Thamasa and the fire's too strong to put out, one of the villagers says: "Maybe it's because of all the Flame Rods kept in the house."
 * Epic Rocking: "Dancing Mad", a classically-styled piece with four distinct movements, each with their own theme and variation on different Leitmotifs from throughout the game. The full song stretches to about seventeen minutes long (compare to "One-Winged Angel", which only reaches half of that). The end theme's no slouch either.
 * Eternal Engine: The Magitek Factory and its remains in Kefka's Tower. Figaro Castle also counts, particularly it's massive basement which holds the engines themselves.
 * Everybody's Dead, Dave: At the start of the game's second act, this is assumed by Cid, since as far as he can see, all that's left of the world is the tiny island the player is on. If Cid ends up dying, too, Celes tries to commit suicide out of the despair of this fact. She is quite shocked when after surviving, she sees a bandaged bird- meaning that, somewhere, people live.
 * Everything's Worse with Bears: Bears that steal lots of money. And then run away. And Vargas' bodyguard bears! And Sabin, according to Terra.
 * Everything's Better with Dinosaurs: The best source of grinding.
 * Evil Empire: One of the clearest video game examples you'll ever find.
 * Evil Tower of Ominousness: The magic-only Fanatics Tower and, of course, Kefka's Tower.
 * Evil Versus Oblivion: The reason Emperor Gestahl and Kefka turn on each other.
 * Exact Time to Failure: The fall of the Floating Continent and the collapse of the Tzen mansion, among others. Ultros arguably does a bit of Lampshade Hanging when he tries to drop a 4-ton weight onto the opera scene:

"GBA Edgar: If it's heads, you win. Tails, I win. The winner chooses whichever path he wants... no regrets, no hard feelings.
 * Faceless Goons: Almost every human enemy in the game has their face covered or otherwise obscured in some way, and as a result some of them barely even look like humans.
 * Fairy Battle: The urns in Fanatics Tower would use items on you instead of attacking.
 * Fight Woosh: Pixelation variant. Zooming when on the world map, and more flashy in GBA version. In the Play Station port, the effect is a strange side-to-side split of alternating lines that feels like it takes forever.
 * Final Boss Preview: Actually a subversion. You battle Kefka several times throughout the game, but he's assumed to just be The Dragon, and beaten relatively easily. The Final Boss is his One-Winged Angel form, and shows just how much more powerful he's become.
 * First Town: Narshe and South Figaro. You do show up at Narshe first, but since it's a combat venture when you first arrive, no services are provided that you would expect in your standard town.
 * Fishing Minigame: Cruelly, doing poorly results in the moment cited on Tear Jerker.
 * Flunky Boss: Lots of them, including That One Boss Wrexsoul.
 * Flying Seafood Special: The Veldt in general. Lots of weird stuff there... yeah.
 * Follow the Plotted Line: Sabin's scenario feels like this, except nobody bothered to tell him that the direct pathway to Nikeah is blocked by the landslide.
 * For Doom the Bell Tolls: Heard in the opening theme when the opening narration talks about the destructive War of the Magi. This trope later reappears in the first world map music in the World of Ruin and "Dancing Mad," the final boss theme, and is also present in The Empire's theme. The first three also overlap with Ominous Pipe Organ (The Empire's theme opts for brass instruments instead).
 * Forbidden Fruit: Banon tells a Pandora's Box-like story to Terra. Otherwise, there is no clear example of this trope, unless the magic itself/Warring Triad statues count.
 * Foreshadowing: When the opening narration says "Yet there now stands one who would reawaken the magic of ages past, and use its dread power as a means by which to conquer all the world," watch the bottom right corner of the screen--you'll catch a brief glimpse of Kefka.
 * Follow the Plotted Line: "Hey! We can get in right here!"
 * Free-Fall Fight: When riding the waterfall, and later when fighting the Air Force/Fortress.
 * From the Mouths of Babes: Locke & co. get some plot-relevant foreshadowing and some pretty clever hints from the rich man's child daughter in South Figaro.
 * It's also how Relm  "And as foul mouthed as ever"
 * Frothy Mugs of Water: The Pubs/Bars were changed to Cafes in the SNES version. There's one interesting example though, see Getting Crap Past the Radar.
 * Game Breaking Bug: The U.S. SNES release had an incredible amount of bugs in it. Relm's sketch ability missing on the wrong monsters can lead to unpleasant side-effects, the worst of which being deletion of savegames. However, it can also fill your inventory with zillions of copies of the game's best equipment. Also, killing Doom Gaze with the Vanish bug prevents the boss from dropping the Bahamut magicite because the drop is triggered by a counterattack script and X-Zone and similar abilities prevent counterattacks from being triggered.
 * There was also a bug where, in the World of Ruin, the player could re-shift the world back to the World of Balance. This was done by abusing a script during the Opera House event where the player didn't get a game over if they died, they were merely teleported outside. Thus if the player leaves one of the unique rat enemies in the rafters alive until the World of Ruin, then went up, fought them and lost, the script would put them back outside in the World of Balance. Though it does simplify the saving-the-world idea, the player is without an airship and several critical locations no longer exist, including the final dungeon, so the game is pretty much unplayable from then-on.
 * Gameplay and Story Segregation: General Leo and Rachael's deaths is yet another example of this in the series.
 * Gateless Ghetto: Vector. The city looks different from the other towns on the world map, and the PSX cutscenes and game art show that it's a massive industrial town with many interesting looking buildings and machines, but when exploring the actual town, there's only six little buildings, a bunch of metal supports, a few boxes, and a railroad to the Magitek Factory, all surrounded by an unnecessary bottomless pit. The Imperial Palace, however, which is actually rather large, shows a dreary and polluted skyline full of factories and fires.
 * The Gay Nineties: Reflected in household technology.
 * Genre Shift: The first half of the game (the World of Balance) is a typical Japanese RPG with a linear progression. The game shifts to a non-linear format in the World of Ruin, giving the player a massive open world to explore at their whim, even allowing The Very Definitely Final Dungeon to be accessed even when doing so isn't a good idea.
 * Get Back Here Boss: Doomgaze.
 * Getting Crap Past the Radar:
 * At one point in the game you have to fetch the cider for a old geezer. In real life there are 2 types of cider: Non-alcoholic and alcoholic. Intentional, considering the censorship at the time, or mere coincidence?
 * They managed to get an instance of Teen Pregnancy past the censors, likely because the characters are minor NPCs and their ages are revealed in a throwaway NPC line long before the event.
 * Terra's Esper form is Naked on Arrival and the Goddess is not very clothed. The final boss is also a giant man wearing naught but a loincloth.
 * If the party arrives at Maranda shortly after the Espers attack Vector, the player can witness a dog-fighting tournament with various people making bets on which of the dogs will win.
 * Giant Space Flea From Nowhere: Some of the bosses are just there for no particular reason, with Ultros being the most hilariously notable.
 * Gladiator Subquest: The Colosseum.
 * Goggles Do Nothing: Quite literally, in the SNES version of the game. The Evade stat was useless due to a glitch, so the Blind status ailment didn't impact the characters in any way (except Strago, who wouldn't learn Lores when Blinded; for everybody else it just made them look like they're wearing Cool Shades), so the Goggles that prevented blindness... you get the idea.
 * Goggles Do Something Unusual: They will protect from blindness, which is actually useful if it's the newer (or fan-patched) version of the game.
 * The Good Chancellor: The Chancellor of Figaro.
 * Goldfish Poop Gang: Ultros and Chupon/Typhon; Kefka is an arguable subversion.
 * Gotta Catch Them All: Gau's Rages, Strago's Lores, Mog's Dances, Edgar's Tools, Cyan's SwdTechs, Sabin's Blitzes, Magicites, and your own party members in the World of Ruin. There's a lot to catch. The fact that some of them (such as one of Strago's Lores, one of Mog's Dances, and some Magicites) are Lost Forever if you don't do stuff right can be painful. The Advance version added a Bestiary, which adds in the challenge of killing at least one of every creature.
 * Green Rocks: Magicite, literally. They have a bit of red in them, too.
 * The Grim Reaper: Every time someone casts a Doom spell.
 * Grim Up North: Subverted; once all misunderstandings are cleared, Narshe becomes the closest thing to the HQ that the heroes have. Played straight in the World of Ruin.
 * Guest Star Party Member: Biggs, Wedge, Banon, Leo, the ghosts on the Phantom Train, and the ten moogles.
 * Guide Dang It: The game never tells you that the Jump command from the Dragoon Boots is more powerful when the Jumper is wielding a spear. Knowing this makes Edgar and Mog much stronger post-Apocalypse.
 * Most likely a case of Continuity Nod and You Should Know This Already.
 * Happily-Failed Suicide: Depending on how things play out, Celes may attempt suicide, but fail... happily, because from where she lies, she sees evidence that one or more of the others may have survived, which gives her the will to live.
 * Happy Fun Ball: This is a point in the series where the Improbable Weapon User trope starts to show, and there is also a Superball item that damages enemies.
 * Harmless Freezing: The frozen Esper in Narshe. Once unfrozen, it gives up its life willingly after noticing that the world is in the same ruined state it was in when it was frozen. One of the status effects also causes this.
 * Heads or Tails: Edgar and Sabin flip a coin to determine who will be king of Figaro and who will have the freedom to live the life they want. Edgar "lost", by using a Two-Headed Coin, in order to keep the burden off his brother's shoulders.
 * The SNES translation was somewhat inaccurate on this point:

SNES Edgar: If it's heads, you win. We'll choose whichever path we want, without any regrets."

"Celes: Heads, you take us to the Empire's capital. Tails, I agree to marry you."
 * Later, Celes borrows the same coin against Setzer. He falls for it.

"Ziegfried's Contradiction: Just because someone is weird doesn't mean they're important."
 * Heroic BSOD: Happens to a few characters, but Cyan gets the lion's share, in several very emotional moments.
 * Heroic Rematch: With Kefka in the World of Ruin.
 * Hidden Elf Village: Thamasa, inhabited by the descendants of mages that were persecuted in the aftermath of War of the Magi.
 * High Altitude Battle: The battle with the Imperial Air Force/Fortress, and later, Doomgaze.
 * High Speed Battle: The fight with the Phantom Train, and on the mine cart while escaping the Magitek Factory.
 * Honor Among Thieves: "I prefer the term treasure hunter!"
 * Hope Sprouts Eternal
 * HP to One: Several examples, most notably Kefka's Fallen One/Heartless Angel.
 * Humans Are Bastards: The Espers lived in a lush and fertile world in peace and harmony with themselves and their surroundings despite the fact they can use their magic powers for destruction, while the humans drain the power of the Espers into delicious whiffs of magic purely for warfare and personal gain, going as far as to modify their own bodies with a sickening blend of their own technology and their magic extracts of the Espers. The two largest human cities in the game, Zozo and Vector, are also completely terrible places and both have little to no redeeming qualities within them whatsoever.
 * Humongous Mecha: The Magitek armor, of course, gives up some giant robot action, but Alexander, one of the Espers, is based off of the concept art of the Giant of Babil from Final Fantasy IV, and as such, he looks like a city on top of a giant destructive robot.
 * Hypno Trinket: Terra's slave crown.
 * I Call Him "Mister Happy": In the GBA version, a bargirl in one of the towns refers to her "twins" as Humpty and Dumpty. Much to Cyan's chagrin.
 * Identical Stranger: Celes and Maria. Duncan is a palatte swap of Banon's sprite.
 * I'm a Doctor, Not a Placeholder: Courtesy of Woolsey's Kefka. "'Wait' he says. Do I look like a waiter?"
 * Improbable Weapon User: Not yet at the level of some later installments in the series, but still, Setzer fights with cards, darts, and dice, Relm uses a paintbrush, Mog dances to inflict status effects, and Umaro just throws your other party members at the monsters.
 * In a Single Bound: The Dragoon Boots relic. Guess what it does.
 * Industrial Ghetto: Vector.
 * Infallible Babble: Averted by the Zozo thieves, who are all pathological liars by nature.
 * Infinity+1 Sword: All characters get one specifically for them in the Gameboy Advance remake. However, they're yet shamed by the Lightbringer/Illumina from the original release which is still present. +7 to all stats, +50% Evade and Magic Evade, max attack power, when attacking it consumes 20 MP to deal an instant critical hit, its unblockable and ignores row, and randomly casts Holy when attacking. The Gameboy Advance remake made it effectively farmable, as it's obtained by betting the Ragnarok sword (formerly one of a kid) in the Coliseum, and the final boss has a Ragnarok to be stolen and can now be fought over and over.`
 * Inn Security: A lot:
 * When Kefka sets Figaro Castle on fire.
 * Vector's Inn is free, but the innkeeper will steal some gil while you're asleep.
 * When sleeping in the Thamasa Inn, you are awakened by Strago in the middle of the night because his granddaughter, Relm, is trapped in a burning building.
 * During the second half of the game, sleeping in Doma when Cyan is in your party will take you to a Battle in the Center of the Mind.
 * Instant Messenger Pigeon: Averted in places with Mail offices, played straight with everywhere else.
 * Interface Spoiler: Y'know, the World of Ruin would have come as a much bigger surprise had the "esper" menu not been visibly half empty. Even worse in the original U.S. release, where the map of the World of Ruin included spoiled the game once the box was opened.
 * The same menu lists the commands Blitz, Bushido, Rage, Dance and Lore, so you know sooner or later someone with said skill will join up.
 * It is made clear early on that magic was incredibly rare in the setting, implying that few aside Terra and Celes could hope to use it. But every character has a missing space for it in the command list. Inverted with Terra, who has the magic command but the slot where her unique ability should go is empty.
 * Early in the game, you control eleven Moogles to fight to protect Terra. Most of them are low level with no ability, and you can't change their equipment. But one of them, Mog, is at a much higher level, he has the ability Dance, and you can unequip him freely. Guess who joins the party later on?
 * If a character has a name before you meet them, they will not join your party. Thus you know when you meet General Leo that he will not be a permanant character. Same goes for Banon.
 * Interspecies Adoption: In the World of Ruin, Terra adopts all the kids in Mobliz after the town was destroyed by Kekfa's Light of Judgement. The kids don't know she's half-esper, which is a major source of inner conflict for her.
 * Interspecies Romance: Besides Terra's parents, there is also an example during the War of the Magi between Esper Odin and a human Queen.
 * Involuntary Group Split: Happens to Sabin on the raft early on in the game, and then the entire party when their airship literally splits in half at the climactic midpoint.
 * It Is Pronounced "Tro-PAY": Celes is supposed to be pronounced like "sel-ees." There are also arguments over Gau, Cyan, and Umaro. The Ultimania guide has answers, though it doesn't help for those characters whose name was changed from the Japanese version.
 * Actually, the names are pretty easy to pronounce - in German.
 * It's All Upstairs From Here: The Fanatics' Tower. Inverted by Kefka's Tower, in which you start at the top and go deeper into the center.
 * It's Personal: Half of the party was in one way or another screwed over by the Empire and/or Kefka: Terra and Celes were tools of the Empire from birth, Locke's girlfriend was put into a coma after an Imperial attack, Cyan had everything he loved annihilated, Edgar's castle was attacked, and it is implied they killed his father, (which also covers Sabin), and Shadow was used and discarded on the Floating Continent.
 * It's Up to You: While the story tends to focus more on Terra, Celes, & Locke, there is no single main character. A lot of the FMVs in the PS 1 port focus on Celes... but by the time of Dissidia Final Fantasy, Terra is considered the main character as she is the game's representative in the cast. Kitase has stated in an interview that he "wanted to create many characters that could all stand up to be main characters".
 * I Will Wait for You: One of the central themes of the Dream Oath Opera.
 * Kappa: The result of Baleful Polymorph, translated as "Imp" in the English scripts. However, in the GBA release, the exclusive Kappa Gear is more obviously themed to them, including a cloak made of reeds and a saucer as a helmet.
 * Killed Off for Real: Leo and, depending on the player's actions, Shadow and/or Cid.
 * The Kingdom: Figaro and Doma. Tzen was one until it was sacked by The Empire, which assassinated its royal family.
 * Knights and Knaves: The whole town of Zozo is like this, except there is only one knight.
 * La Résistance: The Returners.
 * Laser Blade: The Atma/Ultima Weapon.
 * Last Ditch Move: Several, but the most notable is the Magi Master, who will cast Ultima. Really annoying, since the Fanatics Tower is a Scrappy Level for many.
 * Strangely, a monster in the World of Ruin will cast Cure, Cura, or Esuna on your party as its final attack if you kill it.
 * The Law of Conservation of Detail: Subverted with Ziegfried. This was notable enough that the entry on The Grand List of Console Role Playing Game Cliches was named after him:


 * Law of Inverse Fertility: Duane has issues with Katarin being pregnant. Fortunately, he gets over it.
 * Leitmotif: One of the earliest examples where almost everything got its own theme.
 * Les Collaborateurs: The reason South Figaro falls to the Empire.
 * Lethal Joke Character: Gau, Relm, and Mog are among the most hideously underrated and overlooked characters in the series, even though all three of them can be utterly devastating when raised properly, and they all have access to some of the game's best armor and weapons. Using such equipment, Gau and Mog can easily max out their defense, and Relm has the highest magic stat in the game. Yes, even more than the half-esper Terra!
 * This is especially true of Gau. For those who are too lazy to build his list of Rages, he'll be very weak compared to everyone else, but if you take some time to get some of the better Rages, Gau becomes an extremely powerful character with a Rage for every situation, giving him access to very powerful magic that doesn't cost a single mp and various immunities and automatic statuses, with the only downside being that he becomes uncontrollable once a Rage is chosen and can't change it. And then there's Wind God Gau; give him a Merit Award and an Offering and Cyan's Tempest weapon and use Stray Cat, and you have a 50% chance to deal four incredibly massive hits that damage everything on screen, making Gau by far the strongest character.
 * Raised properly, Gau can also mimic an enemy who themselves mimic Guest Star Party Member Leo's Shock ability.
 * Lethal Joke Item: The Imp Equipment.
 * Lethal Lava Land: The Sealed Cave and the Phoenix Cave.
 * Let's Split Up, Gang!: In the Phoenix Cave and the Kefka Tower, you are forced to form two and three teams, respectively. The game makes you do this whether you want it or not early on, when Locke goes off to stymie the Empire and then Sabin attempts to beat Ultros down... in the water...
 * Lightning Bruiser: A veritable legion, as due to bugs in the game, half the characters have the ability to become invincible to attacks, run like the wind, and hit in the tens of thousands every round.
 * Limit Break: In the form of Desperation Attacks and occurring entirely "under the hood;" you certainly didn't get a chance to choose them, and they're so rare that most people have only seen them during a Tool-Assisted Speed Run of the game . However, they get an honorary mention because they were expanded into the mechanic we all know and love during the development of the Trope Namer, Final Fantasy VII.
 * Linear Warriors, Quadratic Wizards: Zig-zagged. Magic is almost always more powerful than physical attacks, but most of the characters also have a specialized skillset (like Tools or Blitz) that develops throughout the course of the game, and usually doesn't lag too far behind magic (and most of them don't cost MP either). But by the endgame, you get weapons like the Fixed Dice or Valiant Knife that deal obscene amounts of damage and ignore defense and evasion, and can be coupled with relics that attack multiple times... and then you get magic like Ultima and Quick that pretty much remove any difficulty left from the game.
 * Load-Bearing Boss: Kefka's Tower, a rare Justified Trope example, as it's literally held together by the will of the boss in question.
 * Locked Door: Abandoned Narshe is full of these. As one might guess, they can only be opened by Locke-picking them, not by blowing them up or smashing them with a weapon.
 * Locomotive Level: The Ghost Train.
 * Lost Forever:
 * If you don't save Shadow on the Floating Continent, he's gone from the game for good. There are also some weapons and armor that can vanish from the game if you don't get them when they're first available.
 * If you leave some chests un-opened that can be opened later, their contents will be upgraded. (The Figaro cave is a nice example.)
 * The GBA version has a bestiary. For 100% completion, once you enter the World of Ruin, pretty much the only time you'll ever meet any of the monsters from the World of Balance again is on the triangle island, and even then, you will only encounter the ones you encountered in the World of Balance itself.
 * Lost Tribe: The Espers.
 * The Lost Woods: The Phantom Forest.
 * Love Will Lead You Back: One of the themes in the Opera.
 * Low Level Advantage: Some magicite will give a stat bonus when leveling up, so if you want to engage in Min-Maxing, it's better to grind as little as possible until you have the appropriate ones.
 * Luck-Based Mission: Betting at the Colosseum due to the AI Roulette the game imposes on you. You can score some rare and unique items if you wager one of equal worth, but you are forced to use only one party member and the AI controls them. Because your party members are under AI Roulette control, they can either win battles effortlessly or waste turns casting spells on themselves that have absolutely zero effect, such as casting Esuna when the character isn't under any status ailments. Characters like Mog and Gau are horrible to use for colosseum battles due to how their Dance and Rage moves makes them be stuck with a set of certain list of moves and can't change out of it.
 * Mage Tower: The Fanatic's Tower.
 * The Magic Comes Back: The initial premise of the game, with The Empire discovering magic and using it to take over the world.
 * The Magic Goes Away:
 * Magic Knight: Terra and Celes. Every character except for Umaro can be turned into this with the use of Espers (Relm, Strago and Gogo require the additional use of the Merit Award).
 * Magical Land: The world of the Espers.
 * Magikarp Power: The Cursed Shield nerfs all your stats and inflicts every status ailment in the book on you... but, if you survive 256 battles with it equipped, it transforms into the Paladin Shield, the best shield in the game.
 * The Ultima Weapon is found about a third of the way through the game. However, its power depends on the maximum HP of the user, so it doesn't start dealing the damage you'd expect from the Ultima Weapon until around the end of the game.
 * Mana Burn: Rasp.
 * Mana Drain: Osmose.
 * The Man Behind the Man: Averted: Kefka and Emperor Gestahl both make an appearance in Terra's flashback at the beginning of the game. Kefka also makes a blink-and-miss-it appearance when you see Vector for the first time in the opening cutscene, making him the first main character you see.
 * Meaningful Echo: Celes' Tear Jerker moment almost exactly mirrors the movements she goes through during the opera scene. The part where she throws the flowers from the balcony takes on a whole new meaning once you compare it to her throwing herself from the high cliff.
 * Meaningful Name: Terra's mother's name is Madonna/Madeline. Hmmm....
 * Mega Manning: Has a traditional Blue Mage Strago, somewhat different Gau who learns monster attacks by living with them and Mog who learns new dances... from the environment.
 * Don't forget Gogo, who can use the abilities of his/her/it's teammates.
 * Market-Based Title: In the west it used to be III.
 * Mascot Mook: Cactuar's first appearance.
 * Meta Powerup: The Experience egg.
 * Metal Slime: The Solitary Island upon which Celes awakens after the destruction of the World of Balance is covered in Peepers and Land Rays, from which Locke can steal Elixirs and Megalixirs, respectively. Unfortunately, they only have 1 HP and the Sap status, so they self-destruct almost as soon as you start fighting them. They also have two of the best defensive Blue Magic spells for Strago to learn - getting them to use said spells before they die on their own is nigh impossible.
 * Mind Control Device: The Slave Crown.
 * Monster Arena: The Colosseum.
 * Mood Whiplash:
 * First, you eat in a Soul Train's board restaurant and then suplex said train. And then the train picks up Cyan's deceased family and he gives them a last goodbye.
 * During the journey to Thamasa. Terra conversing with Leo and Shadow about love and her ability to feel it is followed immediately by Locke having a good puke into the sea.
 * Mook Bouncer: Guards in Vector.
 * Mugged for Disguise: Locke's story path dumps him in South Figaro. The only way to traverse the city, which is under military occupation, is to "Mug" merchants and low-ranking troops for their threads.
 * Multi Mook Melee: The falling battle against the Air Force/Fortress. In the GBA version, The Soul Shrine.
 * Multiple Endings: The general scenario doesn't change, but several characters' endings change slightly depending on whether you found certain other characters. For instance, Celes's ending changes if you don't find Locke, and Relm's ending changes if you don't find Strago.
 * Musicalis Interruptus: Ultros tries to do this by dropping a 4-ton weight onto the stage. If you manage to stop him, he and your party both end up falling from the rafters, landing on and knocking out several important actors in the process.
 * Mutually Exclusive Powerups: Choosing between Ragnarok magicite or the sword made out of it.
 * You also have to choose between Odin and Raiden.
 * My God, What Have I Done?: According to the Esper legend, the Warring Triad experienced a brief moment of clarity when they realized the horror they had brought upon the land, leading to their decision to seal themselves, and their magic, away from the world.
 * Gestahl seems to undergo one of these as well. After the escaped Espers raze the city of Vector, and realizing he helped unleash a power beyond his comprehension, he calls a truce and asks the party to help him make peace with the Espers. Unfortunately, it was just an act to get Terra to help him track down the Espers, turn them to Magicite, and resurrect the Floating Island.
 * My Name Is Question Marks: The "passenger" ghosts of the ghost train if one of them joins you. Also Terra during her first trip to Narche under Biggs' and Wedge's command (she's amnesiac, after all).
 * Mythology Gag: This game's Cid is the only Cid from the numbered series (or at least from the Sakaguchi-produced ones) who does not have any connection, even a tenuous one, with airships. But there's a scene (that you have to get out of your way to watch) in which Cid is conversing with Setzer about his airship and even suggesting some modifications (which Setzer disregards).
 * A Nazi by Any Other Name: The Gestahlian Empire is essentially the game's equivalent of Nazi Germany: Ruthlessly conquering various countries, the various soldiers wearing mostly brown, their doing a Nazi Salute at one point, experimenting on and killing off an entire race, and plans for two Magitek Knights to breed to produce a superior human (who uncoincidentally has blonde hair and possibly blue eyes, and is enhanced).
 * Near Villain Victory: Averted. With a bang. And laser beams.
 * Never Say "Die": Due to Nintendo's censorship policies. This limitation initially provides an atmosphere that suggests we won't be seeing too many on-screen deaths. This does not hold true later in the game. Even when Cid mentions how the other survivors left in Solitary Island committed suicide, he "softens" the blow by saying they took leaps of faith off the cliff, which "perked 'em right up!" even though it's extremely clear what happened to them.
 * Exception: After Kefka gives Celes a sword on the Floating Continent, he tells her, "Kill the others and we'll forgive your treachery! Take this sword! Kill them all!"'
 * Nice Job Breaking It, Hero: The players' entry into the Magitek Factory in Vector is what tips the Empire off to how to use Magicite.
 * Nigh Invulnerability: Guardian in the World of Balance. Also Chupon in the Colosseum, and even if you do manage to kill him, all you get is a paltry Elixir. If you can kill Chupon, you don't need Elixirs anymore.
 * The Intangir is also nigh-invulnerable; it's immune to almost everything you can throw at it.
 * No Name Given: Unless you look in the manual, you won't know the surnames of the characters until the credits roll.
 * No One Gets Left Behind: Can be played straight or averted, depending on the player's actions on the Floating Continent.
 * Non-Human Undead: Several monsters, including one of the 8 Dragons.
 * Nonstandard Game Over: Botch the opera scene four times.
 * Or lose Banon in battle.
 * Noob Cave: Mines of Narshe, both with & without Magitek Armor.
 * No Pronunciation Guide: Celes, Cyan, and Gau, to name a few.
 * Not Completely Useless: Rasp and Osmose. Those who know the ins and outs of the spells in question (mentioned by one random NPC and that's it) wonder what everyone complaining about a Difficulty Spike and That One Boss are talking about. In fact, Osmose renders Ethers pretty much obsolete.
 * Nothing Is the Same Anymore: Because someone shattered the world.
 * Not the Intended Use: Vanish, which makes you immune to physical attacks. Nice, but it makes the next magic attack hit. This leads to the Vanish/Doom combo, an instant death attack that will even defeat the Big Bad.
 * Olive Garden: The look and feel of Renaissance Italy is sprinkled through much of the game, and most so in South Figaro.
 * Ominous Latin Chanting: "Dancing Mad" has been performed by live orchestra, and the old synth vocalizations have been given actual lyrics.
 * Ominous Pipe Organ: Two words: Dancing Mad (also see For Doom the Bell Tolls above).
 * One-Hit Kill: Doom/Death spell, weapons that randomly cast Doom (Doom Darts, Soul Sabre) and weapons that randomly instant-kills foes (Striker/Shadow, Assassin, Scimitar, Wing Edge, Trump). One of Cyan's bushido/swordtech moves will do this too.
 * One-Scene Wonder: Siegfried, Lone Wolf, and Kappa, all of whom end up being completely unimportant to the story.
 * One Stat to Rule Them All: Magic is the most important stat. Not only will end-game spells easily outstrip the most powerful weapons, tools, or bushido, Sabin's Blitzes mostly base their power on magic. The fact that a relic that reduces MP costs for all spells exists just makes it more apparent.
 * One Year Retirement: Almost all of the party after the World Sundering. Some were more actively trying to strengthen themselves or get the group back together, others were more passive.
 * Opening the Sandbox: Late in World of Balance and basically the whole World of Ruin.
 * Opera: The famous Opera scene. Some say that the game itself is opera-like but without the singing.
 * Optional Character Scene: Inevitable with so many characters and the ability to put whomever you want in your party most of the time.
 * Optional Party Member: Gogo and Umaro are never even seen unless you explore their homes in the World of Ruin. Mog and Shadow only have short story appearances and can be missed as party members by the player's choices. Everyone except Celes, Edgar and Setzer are optional in the World of Ruin.
 * Our Zombies Are Different: The only undead enemies that have a real humanoid appearance are the "Still Goings" or the "Living Dead", and they are simply recolors of the Narshe guards. The rest of the undead enemies look far more skeletal or ghost-like in appearance.
 * Overly-Long Fighting Animation: While definitively nowhere as long as in the later games, the attacks are noticeably longer than in the earlier ones. This can be used to get around Cyan's Crutch Character status.
 * Party Scattering: The Player Party is scattered upon entering the World of Ruin.
 * The Password Is Always Swordfish: In order to get to the Rich Man's house in South Figaro, Locke must tell a Password: "Courage". It also serves as a Shout-Out to Final Fantasy II, since one of the other options is "Wild Rose" (changed to "Rosebud" in English releases).
 * Patrick Stewart Speech: The party responds with one following Kefka's rant against human existence. To which Kefka infamously replies, "This is pathetic! You all sound like chapters from a self-help booklet!"
 * Peninsula of Power Leveling: The Dinosaur Forest and the Maranda Desert.
 * Person of Mass Destruction: The Espers, as explicitly stated by the game. Since Terra is a human/Esper hybrid, the Empire considers her this as well, as evidenced by her vaporizing several squadrons in seconds. In gameplay terms, she's also the only character who can learn Ultima naturally, not to mention she arguably has the best equipment list, stats, and Special Command in the game.
 * Pimped-Out Dress: Maria's costume during the opera. The FMV on the PlayStation version takes it Up to Eleven.
 * Polluted Wasteland: Vector is a massive city full of pollution, factories, and machines.
 * Portal Picture: In Owzer's Mansion.
 * Port Town: South Figaro, the trading city of Nikeah and the Empire-occupied Albrook.
 * The Power of Friendship: The common component of the party's Patrick Stewart Speech against Kefka.
 * The Power of Love: The Memento Ring, described as being powered by love from Relm's late mother, prevents instant-death moves from working on the two characters who can equip it. The fact that only Relm and Shadow can equip the ring is one of the many clues provided as the identity of Relm's father.
 * Powered by a Forsaken Child: The magic powers of Magitek Knights and Magitek Armor are drained essence of living Espers. Later we get access to magicite, the crystallized remains of dead Espers, which is even more powerful.
 * Powers as Programs: Every party member except Gogo and Umaro could be equipped with Magicite. Gogo takes it a step further - he/she/it can equip almost every ability in the game, up to three to be used in battle. If Magic is equipped, Gogo can use any spell usable by the other active party members.
 * Precursors: The Warring Triad and the Espers fit the description, even though they are not exactly this.
 * Press X to Not Die: During the opera scene, the game prompts you to pick the next line in the lyrics out of a choice of three. If you're too slow, the game picks whatever your cursor is hovering over.
 * Pure Magic Being: Espers.
 * Putting the Band Back Together: Celes traveling the second half of the game trying to reunite the party.
 * Putting on the Reich: The Gestahlian Empire bore several similarities to Nazi Germany, including unethical experimentation on an intelligent species, genocide, most of the footsoldiers' uniforms being brown, constant displaying of their symbols, and technology advanced enough to allow themselves to start conquering various kingdoms.
 * Not to mention "Gestahl" sounds a little too similar to "Gestapo".
 * Puzzle Boss: There are a remarkable number of bosses, and several Mooks, rather vulnerable to the seemingly-useless Rasp spell. Not surprisingly, people who miss the hint given in-game about this tend to find them That One Boss. Additionally, the method to defeat Wrexsoul is fairly obscure. Unless you X-Zone the Soul Sabers. But that's admittedly very cheap.
 * Quad Damage: Offering/Master's Scroll, the relic/accessory that allows the four hit combo.
 * Which leads to the above-mentioned Game Breaker; Offering + Genji Glove + a combination of any two Infinity-1 Sword swords + character with decent physical stats + high enough level = EIGHT successive hits and defeating just about any boss in one or two attacks.
 * Rainbow Pimp Gear: Most of the best attacks in the game were magical in nature rather than physical, so the most effective way of boosting damage was to make everybody wear earrings.
 * Ragtag Bunch of Misfits: The cast of heroes is certainly this -- we have everything from a king right down to a random whelp from the Veldt. And a moogle and a yeti.
 * Real Is Brown: The colour scheme used in most of the parts of the World of Ruin.
 * Reduced Mana Cost: The cost-halving Gold Hairpins as usual, and the 1-mp-cost-Ultima-Spam Economizer.
 * Religion of Evil: The cult of Kefka. Despite the fact he rules the world at that point, the cultists really don't do much harm at all, and it's not for certain if the enemies on the Fantatics Tower are cultists themselves. It's also hinted that the cult of Kefka only serves Kefka out of fear of being killed if they don't, or in the case of Strago, being too broken by loss of your loved ones to resist.
 * Rescue Introduction: Celes.
 * Revive Kills Zombie:
 * Famously used to defeat the Phantom Train in one hit.
 * This property is actually glitched in the game, leading to ghosts that somewhat hilariously kill themselves a little each turn from what was supposed to be the undead equivalent of Regen. Djibriel of Gamefaqs put it best: Instead, due to a bug, Whispers just waste away in their own misery.
 * The quickest way to defeat Wrexsoul? Banish.
 * The Mage Master at the top of the Cultists' Tower is capable of casting some nasty, nasty spells. The safest way to take him down is to Berserk him (he's actually susceptible and a bit of a wimp), Invis your entire party (making even his ineffectual physical attack useless) and Rasp/Osmose him to death (he can die if he runs out of MP, and this also denies his last-gasp Ultima, which is really freakin' powerful).
 * This works admirably well on the Atma Weapon, as well, as opposed to the standard "beat him down, let him heal, beat him down again" tactic. Of course, anything claiming to be pure energy is asking for it.
 * Also inverted: As with other games in the series, most instant-death attacks will fully heal undead targets. But not all of them: Banish/X-Zone and the "Cleave" type attacks (including the Odin/Raiden summon and the Zantetsuken sword) will work on undead. So, a subversion of an inversion?
 * Roof Hopping: Or Traintop hopping. In Zozo, you are forced to jump from holes in the sides of buildings.
 * Sad Battle Music: In one of the battles vs. Ultros, when Relm joins the party, the boss theme is replaced by her theme.
 * Scary Black Man: Vargas and Dadaluma. Both are skilled in martial arts and bare-fist fighting, and they both also try to kill the party members for no reason whatsoever, though they are still relatively easy to defeat. Inverted by General Leo - his sprite is pretty pale but his character portrait not so much.
 * Vargas is likely very very tan, since both his parents have light skin. So unless he's adopted and we just never hear about it...
 * Scenery Gorn: Vector. In the lower part of the city, the streets are dark and are surrounded by a black pit, there's unfinished and abandoned scaffolding everywhere, Imperial Troops are all around, and the stores and services are mediocre, and it all gets worse when the city gets set on fire. The Magitek Research Facility starts out in a pit full of rotting esper corpses, and the Imperial Palace has a view of what Vector really looks like - An industrial hellhole with a firey orange sky set over a brown cityscape.
 * Schizo-Tech: There is a mechanical castle capable of traveling underground, The Empire has a monopoly in Magitek and Steampunk mechs (and, apparently, flying robot satellites), and magic is considered a myth by most of the world before the game begins. Yet not only are firearms an extreme rarity, but apparently only one man in the world has figured out how to use a crossbow, and the rest of the world is functionally stuck in the Middle Ages with a Victorian skin. Also, Siegfried is the only person seen with a revolver, and he doesn't even use it until the Colosseum. It's also debatable whether or not Edgar is the only one capable of using crossbows and so on. You don't get much chance to see Figaro in action, and the only other countries in the world are the Empire (with its mecha that fire laser beams and missiles) and the various medieval-level countries. Which probably explains why the Empire takes them over so easily.
 * Schmuck Banquet: The Dining Cart of the Phantom Train, and it actually refills your HP. Cyan questions the... freshness of said food. He'll still eat it if you put him at the head of the party, though.
 * Scripted Battle: Several.
 * The fight with Vargas in the beginning is a one-on-one battle. The only commands available to Sabin are Attack and Blitz, and you don't know how to use Blitz until a conversation when the battle's almost over, after which you defeat Vargas by using Raging Fist.
 * The third battle with Ultros is a normal boss fight until Relm shows up, and then, after a conversation, you win the battle by having Relm use her Sketch ability to paint a picture of the boss. Though you can kill him the usual way as well.
 * The first random encounters you come across in the World of Ruin have Sap and very low HP, so they tend to immediately die off on their own; this illustrates the bleak state of the new world.
 * Self-Imposed Challenge: FFVI has a number of popular ones.
 * At least two, Natural Magic and CES (Celes/Edgar/Setzer), are unique to this game.
 * Natural-magic low-level game.
 * There are also a few hardtype hacks. Some of them are very succesfull at making the game both harder and more balanced.
 * Sequence Breaking: Feeling like really giving yourself a hard time? It's possible to completely skip rescuing Celes in South Figaro with Locke. If you do so, she's replaced in the party by one of the Moogles who fought with Locke and Mog, which presents several problems. Said Moogle can never change its equipment or equip Espers, and eventually what equipment it has is taken away.
 * Sequential Boss: Not only do you fight Kefka's tiers in succession, but if he kills your characters they will also be replaced in succession.
 * Shapeshifter Mashup: The lead up to the final boss battle.
 * Ship Tease: In the very beginning of the game, the dialogue writing made it look like Terra was going to be Locke's love interest, but then he met Celes and basically forgot all about his vow to always protect Terra until she actually got into serious trouble.
 * Shout-Out:
 * Star Wars ones all around: Biggs and Wedge. "Aren't you a little short for a soldier?" And, Kefka throwing Gestahl much like Darth Vader does to Palpatine.
 * "Fire! Fire! Heh, heh, heh..."
 * In the Gameboy Advance remake, Celes' new ultimate weapon is Save The Queen.
 * The entire final battle against Kefka is derived from Dante's Divine Comedy.
 * The Air Force/Fortress boss boasts a wave cannon and a minor enemy called a Bit that absorbs attacks, just like the R-9 starfighters in R-Type.
 * The Three Dream Stooges (which are named Moe, Larry and Curly in the SNES, and Curlax, Laragorn, and Moebius in the GBA)
 * Also to opera, especially Wagner.
 * Siegried is a mini-boss in the early game, and Bruin is a bear enemy (in the opera Siegfried, Bruin is his pet bear)
 * Also, Edgar's castle is in Figaro (as in the Marriage of Figaro)
 * The Show Must Go On: After the Party & Ultros crash into the scene.
 * Show Within a Show: The opera, again.
 * Single-Stroke Battle: The Espers Odin and Raiden when summoned, as well as Cyan's Cleave and Shadow during the Anthologies ending cinematic against some spectral mooks.
 * Sinister Subway: Well, it is a Train Station for the "departing" people.
 * Smash Mook: Gigas enemies. Having the appearance of tall and incredibly muscular humans bound in broken chains, they fight with their bare hands and their own strength.
 * Sneeze of Doom: Chupon/Typhon, and other reptilian enemies.
 * Sole Entertainment Option: The player has to lead Celes through an opera in order to entice Setzer and his Airship to where the party is. This really is the only form of entertainment, other than the Colosseum, that the world will experience.
 * Speedy Techno Remake: Techno de Chocobo, without the speedy part.
 * Spell My Name with an "S": Numerous examples due to a combination of official Japanese romanizations and two different English translations. Exmaples include Nalsh vs. Narche vs. Narshe, Lock vs. Locke, Mt. Coltz vs. Mt. Koltz vs. Mt. Kolts, Cefka vs. Kefka, Cayenne vs. Cyan, Bannan vs. Banon, Stragus vs. Strago, Orthros vs. Ultros, and Typhon vs. Chupon. A guard in Figaro Castle in the World of Ruin even lampshades this by mentioning how some of the members of the Cult of Kefka insist on spelling his name with a C instead of a K.
 * Sphere of Destruction: The Ultima spell, Crusader. There's also lots of them during The End of the World as We Know It.
 * Spooky Painting: Owzer's Mansion is full of these. One of them attempts to eat your head party member, and the end boss of this sidequest is the queen mother of these.
 * Squishy Wizard: Terra, Celes and eventually almost everyone else avert this with the ability to equip heavy armor and weapons except for Relm and Strago, who play this trope straight for most of the game.
 * Steampunk: Has elements of this, most notably in Narshe, Figaro Castle, and Vector. Jidoor and the Opera House also both have Victorian era themes.
 * A Storm Is Coming: The opening cinematic even has a thunderstorm foreshadowing how the first act does not end well.
 * Storming the Castle
 * Summon Magic: Possibly the weakest in series, although it's justified in that we summon the dead Espers, and the fact that the main point of Espers, or rather the magicite, is to enable the use of magic by normal people.
 * This game should also get props for having the most variety in its summons. It has the traditional "major elemental attack" set (Ifrit, Shiva, Ramuh, etc.) and status inflicting ones (Stray Cat, Shoat, Phantom, etc.). Then it has a few oddball ones, like Golem, which acts as a physical damage absorbing shield till he runs out of HP, or Palidor, which initiates a full party jump attack. You may only get to summon an Esper once per character per battle, but they at least serve more strategic roles than arguably any other game in the series.
 * Tactical Suicide Boss: Ymir (also known as Whelk in the SNES and PSX versions) in the Narshe mines.
 * Take That: In the GBA version, a Figaro guard mentions that there were some Kefka worshippers who insist on spelling Kefka's name with "C's" which is both a reference to Kefka's Japanese spelling of his name, as well as poking fun at certain fans who insist on spelling Kefka's name the Japanese way.
 * Take Your Time: Averted in World of Ruin, where Kefka is not in a hurry himself.
 * Taking You with Me: Several bosses, the most annoying example being the Magi Master on the top of Fanatic's tower. Life 3 is your friend.
 * Talking Is a Free Action: If Terra casts magic during the second boss battle against the two Magitek Armors, Edgar has a minor freak-out which leads to Locke having one as well, leading to an in-combat cutscene. The whole thing lasts about two or three minutes depending on your reading speed, if you don't just button-spam through the resulting dialogue. Meanwhile there's these two Imperial soldiers with heavily-armed battle tanks, sitting there and patiently waiting...
 * A Taste of Power: At the beginning, you control Terra and two soldiers, all in suits of powerful Magitek Armor. It lasts for about 5 minutes until the two soldiers are killed and Terra's armor is destroyed.
 * Tears From a Stone: In the Ancient City, the petrified Queen cries a tear that transforms the Esper Odin into Raiden.
 * Tech Points: How you obtain magic in this game.
 * Technicolor Death: Enemies vanish in a purplish fade, and bosses flash and turn red before shaking away noisily, or they sometimes just dissipate in a sort of wave which represents escaping.
 * Teen Pregnancy: Two background NPCs, Katarin with Duane's child. The subject is touched upon very briefly and without any of the themes associated with the trope.
 * They Still Belong to Us Lecture: Kefka at one point tries to convince the party that Celes has been a mole in their ranks since joining (she's not). His bluff doesn't really work at all, though.
 * Actually, it does. He manages to plant some seeds of doubt in Locke, causing her to become somewhat distant from him later on. Why Locke would listen to anything Kefka says, of all people...
 * The Three Faces of Eve: Terra as a Mother, Celes as a Lover (arguably), and Relm as a Child.
 * Throwaway Country: Doma. The sacked cities on the southern continent also count.
 * Throw It In: In-universe example: After stopping Ultros from attempting to drop a 4 ton weight on Celes, Locke accidentally ends up briefly ruining the opera by knocking out the male star and his rival suitor, and had to improvise for the mishap as best as he can by making it seem as though Ultros' duel was part of the play.
 * Time Keeps on Ticking
 * Timed Mission: Many, among them stopping Ultros before he drops the 4-ton Weight on Celes, talking to Imperial soldiers before the banquet preparations are complete, escaping the collapsing Floating Continent, and others...
 * Time Skip: The second half begins with Celes awakening from a Convenient Coma one year after the cataclysm.
 * Touched by Espers: First by draining them, then by holding their remains.
 * Traintop Battle: During the Ghost Train sequence.
 * True Companions: The Ragtag Bunch of Misfits eventually transforms into a close family.
 * Tutorial Failure: Many, many players struggled to perform Sabin's Blitzes. The in-game tutorial says "Choose Blitz, press the Control Pad left, right, left, then press the A button!" While technically correct, the game fails to mention that you're supposed to input the command while an otherwise innocuous arrow is pointing at Sabin. Most new players will try instead to press A while the arrow's up (since the arrow is usually the means to select the target character of a given action), then hastily input the Blitz, which is already way too late. The game will never try to correct your timing even after dozens of failed attempts, so naturally, many players just think they haven't inputted the button combination fast enough.
 * Two-Headed Coin: Used twice against Setzer and once by Edgar to guarantee him both the throne and his brother's freedom.
 * Two Lines, No Waiting: Early in the game, Locke goes to South Figaro to stall the Empire, and later when going through the Lete river Sabin is separated from the party. You are then given the choice on who to play first: Locke, Sabin or the rest of the party.
 * Underwater Boss Battle: Against Leviathan in the GBA Remake.
 * Unexpected Gameplay Change:
 * Actually manages to shift RPG genres between Eastern and Western during the World of Ruin, where pretty much every section besides Kefka's Tower is not necessary to complete the game once you get your airship.
 * "Hey, who put this Opera in my Final Fantasy? Oh, who cares; Celes' Opera solo is a thing of beauty."
 * Universal Driver's License:
 * It's debatable if Setzer was giving the tutorial of the airship controls to the party and everyone can pilot it, or it was simply for the player's benefit and he still controls it. In the straight case, everybody seems to know how to pilot the Magitek Armor. Sabin does pilot it at some point, though (he crashes, but it's not really his fault).
 * In the SNES version, there is a scene with Sabin and Cyan where the player is lead to believe that the Magitek armor's controls are largely intuitive... for anyone who's not a complete luddite (as demonstrated by Cyan's spastic donuts in the Empire's camp after the poisoning of Doma Castle).
 * Upgrade Artifact: Magicite, though it's more of a case of speeding up the training instead of instant powers.
 * Urban Segregation: Jidoor is an extreme case, where the middle class live in the south of the town and the rich live in the north of town, and the richest man in town stays in a very large mansion at the very north. The poor faced endless pressure by the other citizens, and they eventually left and founded a town in the mountains, named Zozo, which ended up becoming a total hellhole. Later, Vector is split into three parts. The bottom is inhabited by Returner sympathizers and thieves, the upper part is patrolled by Imperial soldiers, and the top holds the massive Imperial Palace.
 * Vertebrate with Extra Limbs: Several monsters, most notably Atma/Ultima Weapon.
 * Vice City: Zozo and Vector. Zozo is full of burglars, insane mechanics, spellcasting dancers, and even giants, all of whom attack you in random encounters, and in Vector, there is a rather roguish man who might steal your money (1000 gil) if you sleep at his inn.
 * Video Game Stealing: Including clothes, which is necessary for Locke's sub-plot in South Figaro.
 * Video Game Cruelty Potential: Some players deliberately let Cid die, claiming it gives Celes more development. Whether this is true, or that it justifies letting him die, is hotly debated.
 * And of course, Video Game Caring Potential. Some of us saved and reloaded SEVERAL TIMES while figuring out the game, to make sure he lived.
 * Villain Opening Scene
 * Villain World: In the World of Ruin, Kefka is God.
 * Violation of Common Sense: Lampshaded when choosing to jump or not to jump into the huge waterfall, where refusal is titled "Are you crazy!?"
 * Visible Invisibility: The Invisible party members are visible as outlines. The enemies on other hand are completely invisible.
 * Waiting Puzzle: On the Floating Continent involving Shadow.
 * Wake Up Call Boss: At Narshe, Kefka prominently uses a very powerful Blizzara spell, a Drain spell to heal himself, has a decent physical blow, and a fair amount of HP. Up until him a few other bosses used magic too, but they had various weaknesses (poor HP, Revive Kills Zombie, etc) that made them less of a threat than they would be otherwise. Kefka did not suffer these problems, and unless you brought Celes to the fight so she could Runic his spells, he is very powerful. You're also penalized that you may not have a full party, unless you planned to fight through all his troops with one group of allies instead of dividing the load, which can potentially leave you drained of MP and/or healing items by the time you get to him.
 * Walk It Off: The Tintinabar/Tintinabulum relic, which restores a bit of health for the every step the wearer takes.
 * Warmup Boss: Ymir (also known as Whelk on the SNES and PSX versions) the giant lightning-absorbing snail.
 * Water Is Air: Besides the need of diving equipment, fighting in the serpent trench is the same as above water. One should also ask how three men are sharing a single diving helmet.
 * Water Source Tampering: Early in the game, Kefka does this to the village of Doma.
 * Wave Motion Gun: Kefka's "Light of Judgment". Magitek Armor's basic attacks are elemental versions of this. Air Force and a couple other mooks use the Wave Cannon attack, a Lightning-based attack.
 * Whammy Bid: In the Auction House, if the kid wants something, expect his father to pull this off.
 * Wham! Episode: The events on the Floating Continent.
 * And before then, after the Esper Cave.
 * What Happened to the Mouse?: You could easily be forgiven for wondering this about Siegfried/Ziegfried.
 * Banon and Arvis are nowhere to be found in the World of Ruin. It's likely they were killed when the world was demolished, or by Gestahl if they were still in Vector when he dropped the Heel Face Turn facade.
 * Vargas is another possibility. While it's likely he was killed in his One-Scene Wonder, he didn't have the usual death animation of most enemies. Nonetheless, he's never seen nor mentioned again after that.
 * Wide Open Sandbox: The entire World of Ruin is nothing but voluntary character-centric sidequests, which was a really big deal at the time. However, this required the complete removal of anything like a central plot.
 * Wolf Man: Lone Wolf the Thief, and a few Espers.
 * Womb Level: The Zone Eater's Belly. Kind of. The place isn't very organic, since it looks the same as any other cave and features the most random of enemies, like ninjas, dancers, frogs, thieves, demons, cursed samurai, and even flying zombies.
 * Woobie, Destroyer of Worlds: It's hinted that Kefka doesn't destroy because he finds it fun, but because he's so insane from Magitek experiments corroding his mind that he can't feel love and friendship anymore, and now causing death and destruction is the only thing that can make him happy.
 * The World Is Just Awesome: The Ending sequence.
 * The World Mocks Your Loss: Celes is this trope embodied for Locke.
 * World Sundering: World of Ruin. "On that day, the world was changed forever...".
 * Wretched Hive: Zozo, a town far up in the rainy mountains where corpses and garbage rot in the streets, and there are actually random encounters, both indoors and outside, and even an end boss.
 * Wutai: The Kingdom of Doma is a technologically simplistic yet respectable nation guarded by samurai like Cyan. Later on, there's the Ancient Castle, where the ghosts of long-gone Samurai warriors can be encountered in random battles, along with the eastern-looking Blue Dragon and the recurring summoned character Odin making an appearance.
 * Ye Olde Butcherede Englishe: Cyan in the US version. It's fixed up in the GBA version. Really well, too. His thee/thou differentiation is accurate much of the time.
 * You Are Number Six: Two bosses in the Magitek Lab, both presumably Magitek creations of Cid.
 * You Have Waited Long Enough: Part of the Opera play.
 * Your Princess Is in Another Castle: Before disc changing became a norm, the Floating Continent gave all the signs of The Very Definitely Final Dungeon. All the empty spaces in the menus and the entire other side of the map packed in the game usually give it away, though.

"MOTHERFUCKER SUPLEXED A TRAIN!"