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Contested Sequel: Still a controversial sequel, especially from the people who really rejected the Lighter and Softer tone contrasted against Final Fantasy X. Possibly the rest of the series too, aside from Final Fantasy V anyway. Interestingly, both games share gameplay mechanics.
Ear Worm: Has probably the goofiest Chocobo theme in the whole series, but boy is it catchy!
Yuna's Theme. Throw in the fact that it's used so frequently in the game, and you'll never get it out of your head.
Game Breaker: An accessory that makes all hits do max damage when on low health, combined with the Gunner class's technique that hits an upwards of 20 or so times. What's more, this attack can be done during 1000 Needles, which lasts a good 10-20 seconds, and ensures the enemy can't attack. It's possible to string these together multiple times in a row for ridiculous amounts of damage one after the other. Yet, this is almost necessary to get through the Bonus Dungeon. There's a reason this game allows you to add an extra 9 to the damage cap. Un-broken in the International version, in which it also grants the user Auto-Berserk status, thereby preventing use of multi-hit abilities (although the Thief still gets two hits per turn, which helps).
Well, it's unbroken in the International release due to the fact that the Monster Arena is where the game gets to be so broken. Get Strongest Shinra and you can wipe out anybody, INCLUDING Major Numerus, provided you know how to control monster units.
Lady Luck's Random Reels ability, lining up three 7s using a combination of carefully timed pauses. This activates an ability called CONGRATS! which will bribe any bribable target (including all Via Infinito bosses except Trema) and give the player gil and all of the items, gil and EXP they would normally win for winning the battle. It's a cheap and easy way to win just about any battle, hampered only by the disadvantage that it takes a long time to activate and you have to survive until it does in order to use it.
The alchemist class has free healing potions as well as mixes that make you invincible. First strike, Smooth Sailing and Adamantine can turn a songstress into a tank and her terrible agility allows her to spam her songs the entire battle.
Two Dark Knights spamming Darkness + an Alchemist spamming Mega Potions = most enemies/bosses not exclusive to the Bonus Dungeon go down like chumps.
Yojimbo's Zenmato does the same thing. Unlike the Magus Sisters, that attack was actually worse when he was on your side, but justified in that keeping it that way would've made the boss fight with him next to impossible.
That One Boss: Far too many of the bonus bosses than should be healthy.
Nooj deserves special mention. Lightfall is what you NEVER want to see hit you. Not only does it drain MP, but it hits HP pretty heavily too.
Azi Daharka the penultimate boss. His normal physical attack drains your HP and his Damocles Photon attack does 50% of your max HP, not current.
That One Sidequest: The matchmaking/publicity sidequests, which basically require you to walk up to random NPCs and pick from a list of five statements, which will prompt either a positive or negative response from the NPC. The problem is, you're given absolutely no clues whatsoever as to which statement to pick for which NPC, and if you want the best results for either sidequest (which is required for One Hundred Percent Completion), you have to be near perfect. In a sidequest involving the worst kind of Trial and Error Gameplay imaginable. You're thus reduced to either consulting a guide or Save Scumming to oblivion.