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The Laws of Final Fantasy
With all the new people showing up on alt.games.final-fantasy with the release of Final Fantasy 8 in the United States, I thought that perhaps it was time to revise the Laws of Final Fantasy again and spread some additional enjoyment of this apocryphal textbook for the Final Fantasy series. With this latest update, I think I've finally fixed all of the inconsistancies between the Laws and Final Fantasy VIII. There are a couple things still at odds with Final Fantasy V. As always, The Laws of Final Fantasy are ever-changing (contributions welcome) and free of legal restrictions on its use (copy as you like). If you put a copy of this up on your Web page, try to add something original to it that I can copy (pictures would be nice) and let me know (not that you have to, but it would be nice). The newsgroup alt.games.final-fantasy always gets the latest version of this first (though postings of it there are few and far between), and the Console RPG Info Place always has an updated version in the Apocrypha shortly after that (same day, usually same hour). As for other versions of this list, I really don't know where they are anymore. I know that they've been spreading at least a little bit by e-mail. By all means, if you know someone who would enjoy getting this, copy and paste part or all of this document into your e-mail program and send it out to everybody you know.
This is a compilation of laws originally started by me on alt.games.final-fantasy which has been added to by many (or few) others. This list eventually grew to the point that it became completely unmanageable and full of minor errors and repetitions. Nonetheless, a partial compilation was put on Illucia in bilingual format and some time later, Bologna Cow dug up a complete list and put it on the alt.games.final-fantasy page. It was going to be on the Unofficial Squaresoft Homepage, but the maintainer at that time did not want to duplicate content already at Illucia (despite all the flaws with the Illucia version). It turns out that this list did manage to spread beyond AGFF in many different formats, one of which eventually did show up temporarily on what became of the Unofficial Squaresoft Homepage. The explaination of the history of the Laws of Final Fantasy there was riddled with errors because the maintainer of the column it appeared in never bothered to ask anybody involved in the creation of the list. I responded to clear up these mistakes, however the author never bothered to respond to me, much less upload a correct version of the story. After a while, I decided to actually get around to updating and organizing and generally repairing the Laws of Final Fantasy. While I was at it, I figured I might as well name the laws.

The Laws of Final Fantasy
 1. Dragoon's Law: A person can fall any distance without getting hurt provided they are ready for it. This is a result of gravity being a constant and not an acceleration. If a person is not ready, the worst thing that could happen is becoming unconscious. Amnesia is also a possibility.
 1.1. Dragoon's Corollary: A person, when skilled enough or magic assisted, can jump to any height. (Example: Dragoons, Dragoon boots)
 1.2. Dragoon's Second Corollary: When a person jumps and the battle ends before they land, they don't come back down. Instead, as soon as the party is about to morph back into one person, a space warp appears putting the person back into the party just in time.
 2. Umaro's Law: A person can push any size weight provided that the story gods permit it.
 3. Square Law: ERAU QSSI DLRO WEHT. This is shown by perfect maps. It is required for Kefka to be able to zap any city in the world. It is required for all the water in the oceans to go the same way. The ability to move past the edge of the world and water not all falling away is the result of space warps placed by the story gods.
 4. Coneria's Law: Any group of people exceeding eight living together in a town instantly generates a force field that completely repels any kind of monsters. For that reason, no monster can ever enter a city's limits. (exception Zozo, Midgar, any time the story requires it.)
 4.1. Coneria's Corollary: A town's number of houses NEVER match the number of inhabitants. In fact, the largest towns only have about a dozen people living in it. Heck, the WHOLE WORLD is populated by only about a couple dozen people while monsters roam about in an unlimited number.
 5. Rydia's Law: Time is variable. Different amounts of time can pass in what seems to be the same amount of time. If the "player" doesn't do anything, time, for all practical purposes, stops.
 5.1. Rydia's Corollary: Unless the "player"-controlled heroes do something, nothing ever happens. Years, even centuries (in theory) could pass with nothing happening. The situation of the world does not continue to get worse. (exceptions: prologues, cinema scenes, places where the hero is required to do something that the "player" would not be able to do quickly enough, people walking about aimlessly, and special timed events)
 5.2. Rydia's Second Corollary: Night comes whenever it is convenient.
 5.2.1. Rydia's Second Corollary's Corollary: The sun is a fixed point. In order to achieve night or sunsets, the story gods must simply tilt the world.
 5.2.2. Rydia's Second Corollary's Second Corollary: Sleep is not needed. People in the Final Fantasy worlds do not have REM sleep and do not get fatigue. People may, however, lie about this to advance the story, or be magically manipulated so as to leave their body to approximate a state of sleep.
 5.2.2.1. Rydia's Second Corollary's Second Corollary's Corollary: No matter how many beds there are in the inn in Final Fantasy IV, everybody will sleep in the same bed regardless of how many people and of what gender these people are in your party.
 5.3. Rydia's Third Corollary: Metal does not rust over time. (exception: Zozo where you use RustRid (the Zozoans are cheap and didn't properly treat the metal with RustRid right away)).
 5.4. Rydia's Fourth Corollary: Save spots are special places where time and space are altered allowing the dead to come back to the living at a time when they were not dead, but with all thier memories so that they can be better prepared for what will happen.
 5.5. Rydia's Fifth Corollary: The clock in a character's head shows not how much time has really passed, but how much time the "player" has experienced over all sessions of activity in that world.
 6. Rydia's Second Law: The story gods may cause a character to cast any spell required, without loss of MP.
 7. Cid's Law: An airship is restricted to a low altitude, but can go higher if required by the story. This is because it takes more energy to go higher, but at low altitudes, airships can generate more power than it needs to run the ship in case it is needed later. Also, if the airship designs of the story gods permits it, the "player" can control the speed of the airship to some degree. (Some airships might have a fixed altitude and variable speed. Others might have fixed altitude and speed.)
 7.1. Cid's Corollary: Airships run on highly efficient breeder cells and air. They may also run strictly on magic. (exception: FFA, Glaive's airship)
 7.2. Cid's Second Corollary: High technology can happen without the availability of the knowlege and resources required for such things to exist. (examples: airships, MagiTek)
 8. Uematsu's Law: Music is created by the story gods and is heard the same all over the world.
 9. Edward's Law: A scrawny kid or a spoony bard can have more HP than a grown knight.
 10. Boco's Law: Black chocobos can fly and yellow ones can't because the black chocobo traps heat from the sun, making it lighter than it was already so it doesn't need to exert much work of its own to be able to fly.
 10.1. Boco's Corollary: The non-yellow chocobos in Final Fantasy VII have been painted. They are not really born this way.
 11. Boco's Second Law: Whenever a creature leaves the main worlds, a new species eventually replaces it. (elves, all chocobos except yellow, imps, replaced with moogles, sasquatch, cetra, etc.)
 12. Town Size Rule: When a person enters a town, they shrink. This explains large towns being not much larger than a person when viewed from outside. People get larger when leaving towns.
 12.1. Town Size Corollary: People can walk faster when they are outside towns when compared to speed inside towns.
 13. Obviously: All heroes have 360° vision.
 14. Obviously 2: Normal people never lock thier houses (exception: Fireburg, Narshe)
 14.1. Obviously 2 Corollary: Nobody cares when you enter their house uninvited, locked or unlocked. (Excpetions: some people care, but they don't do anything about it.)
 15. Obviously 3: Characters do not eat. The party never starves. (few exceptions)
 16. Obviously 4: There is no injury or wound so severe that a good night's sleep won't cure. Of course, if the character is dead (not "wounded" or "swooned"), then sleeping obviously won't do a darned thing. Does not apply to characters who leave the party or story related injury.
 17. Obviously 5: Nobody EVER needs to excrete waste. There may be toilets and people may use them, but no waste is eliminated. This is not surprising because people don't eat, but it also explains why nobody ever wipes.
 18. Obviously 6: Characters never get dirty and never need to clean. Bacteria and micro-organisms are much smaller than a single pixel, thus they do not exist.
 19. Obviously 7: MP is required to use Magic
 19.1 Corollary to Obviously 7: There are different kinds of MP. These are "General Purpose MP", "Level Restricted MP", and "Spell Restricted MP". General Purpose MP may be used for any spell and are generally labled simply as MP. Level Restricted MP may be used to cast more than one spell, but may not be used for any spell (example: Final Fantasy). Spell Restricted MP may only be used for the spell to which it is restricted (example: Final Fantasy VIII). Level and Spell Restricted MP are generally not labled as such.
 19.1.1. Corollary to the Corollary to Obviously 7: Because it is not labled as MP, people in worlds with only Spell Restricted MP will not believe that they are using MP even though they really are. This is due to null space between worlds which almost always prevents any two Final Fantasy worlds to cross over into each other.
 19.1.2. Second Corollary to the Corollary to Obviously 7: Spell Restricted MP may be converted from one form (spell binding) to another.
 20. Class Law: All classes have a dress code which must be followed (regardless of individual will which does not exist) at all times. Note from FF6 on, classes have been systematically eliminated and blurred so that this no longer applies. The Class Law reapplies itself in Final Fantasy Tactics for non-main characters.
 21. Book Law: There is a maximum of one readable book per person width on each book shelf. Even in the largest libraries there are only a few readable books.
 21.1. Book's Corollary: There may only be a few sentances of text contained in a book. The rest of the book must be blank pages.
 21.2. Book's Second Corollary: Books can only be read as the story gods dictate.
 22. Magic Mechanics: Magic gives you neat special effects. This is because the power is coming from the gods of magic designated to that particular world. This means if magic is destroyed in one world, there are other worlds where magic can still exist.
 23. Magic Mechanics 2: Using magic, it is possible for a huge explosive tidal shock wave or an endless frenzy of giant meteors from space to completely destroy the enemy and leave your party without a scratch.
 24. Magic Mechanics 3: Unless it's listed under the Magic menu, it isn't considered magic.
 25. Magic Mechanics 4: If magic is sold in stores, it can be used by anyone provided they have MP.
 26. Light Warrior's Law: Up to three, four or five (depending on the world) people can all meld and take the form of one person, until such time as they need to split up.
 26.1. Light Warrior's Corollary: No matter what armor is worn, a person is always seen wearing exactly the same clothing. This is so the story gods can recognize you. (Exception: Gerad or Edgar in FF6, the Moogle suit in FF6)
 26.1.1. Light Warrior's Corollary's Corollary: All weapons and armor worn by characters merge with what the character looks like he's/she's/it's wearing. Weapons can be separated to attack.
 26.1.1.1. Light Warrior's Corollary's Corollary's Corollary: There is no limit to how much a character can wear, given the appropriate circumstances. (Example: a character can wear Sprint Shoes and Marvel Shoes on the same two feet) Dependant on the type of equipment available on each world.
 26.2. Light Warrior's Second Corollary: If one member of a party has increased mobility powers, then everyone else in the party magically gains this ability as well, or else they can simply traverse such obstacles without the aid of such devices.
 27. Intangir's Law: Unless a monster is somehow blessed and is important enough to be seen, all monsters are invisible until the moment you fight them. (Exception: Final Fantasy Mystic Quest)
 27.1. Intangir's Corollary: There is an infinite number of source-optional (there may be a source, but there usually is not) monsters. They never overwhelm you in their sheer numbers because they all travel in packs that never intersect.
 28. Namingway's Law: When a person's name changes - via Namingway, Rename Card, or whatever - everyone who knew the old name knows the new name. This is because all people have small radio recievers and transmitters in thier heads to communicate this sort of thing.
 29. Sephiroth's Law: Boss characters always get larger and more destructive with each new world.
 29.1. Sephiroth's Corollary: Evil monsters are always larger than good creatures (exception: Kefka vs. Gestahl in Final Fantasy 6). If two evil characters are fighting each other, the greater evil is larger. (exception: summoned creatures are large during combat. Note: generic monsters are not necessarily evil, nor are characters who once were in your party)
 29.1.1. Sephiroth's Corollary's Corollary: Evil enemies are only seen larger during battle.
 29.1.1.1. Sephiroth's Corollary's Corollary's Corollary: Any evil monster that becomes good instantly looses its ability to grow larger in battle. The reverse is usually true, too. (exception: Kain)
 29.1.1.1.1. Sephiroth's Corollary's Corollary's Corollary's Corollary: Your enemies may become your friends at any given time, usually by providing the player with information or by joining the party. By doing this, they become good and all past crimes are forgiven.
 29.2. Sephiroth's Second Corollary: Evil monsters may always achieve far greater HP totals than good guys. Conversely, the same attacks always do less damage to good guys than evil monsters.
 29.3. Sephiroth's Third Corollary: Evil monsters may always achieve far greater MP totals than good guys. However, spells cost the same MP for both.
 29.3.1. Sephiroth's Third Corollary's Corollary:Monsters may have access to an unlimited supply of MP provided the God of Monsters wills it so.
 29.4. Sephiroth's Fourth Corollary: Monsters may grow stronger or weaker with the party, but are seldom enough to completely overwhelm them.
 29.4.1. Sephiroth's Fourth Corollary's Corollary: Only a small part of the world's population can build up levels, and those invariably become the heros or the final boss. (exception: In Final Fantasy 8, anything priveleged enough to enter the combat dimension may level up. The average shop keeper, however, cannot)
 30. Mog's Law: The weather is always the same in a given region unless a condition in combat causes it to change.
 30.1. Mog's Corollary: The climate is usually temperate. The characters almost never have to worry about armor scorching or having to buy furs to keep warm. There are some variations in climate depending on region.
30.2. Second Corollary to Mog's Law: Snow will fall in any area constantly and forever, but will never actually pile up to a dangerous level. There are no avelanches. This is because they are actually two dimensional flakes of plastic, hence they are neither cold, nor do they pile up. The ground does become discoloured because of their presence, though.
 31. Pig's Law: If an animal is a member of your party (Interceptor for example) you will not be able to choose that member as the seen member and they will stay out of battles until certain things happen and even that is random (exception: Pig)
 32. Amano's Law: Each new world has a higher visual quality than those preceeding it.
 33. Inventory Law: The "player" is really the entity with the items. This explains why characters cannot use items without "player" persmission and why under the most unlikely circumstances, whoever is being controlled by the "player" has access to all of the items.
 33.1. Inventory Corollary: Each party member has a magical knapsack through which party members can access "player" items.
 33.1.1. Inventory Corollary's Corollary: Through the magical knapsacks, a character can access a nearly unlimited number of bulky items provided that the number does not exceed 99 of one type of item. A character can carry 99 cabins and 99 potions, but not just 100 potions. (exception: glitches are known to occur. Change all 99's to 100's and 100's to 101's for Final Fantasy 8)
 33.2. Inventory Corollary #2: Incapacitated party members (swooned, wounded, dead, turned to stone, etc.) do not affect a party's mobility one bit; the party can still fight, move about on the map, climb stairs, and run away from battles with the party member in tow without any loss of speed or efficiency. That party member is temporarily stuffed into the magical knapsack. (in worlds without character melding and in instances where an incapacitated party member is needed for story advancement purposes, a false projection of the incapacitated member is sent from the magical knapsack (it's magical, afterall. It can do that.)
 34. Popular Law: Everyone in towns will, without question, converse with you, cut to the chase and give you immediate advice that pertains to your mission, more often than not, not even requiring that anything be said by you. Either that, or they will simply ignore you for being so rude as to expect them to talk to you without your speaking first.
 34.1. Popular Corollary: Town members are always content to allow the heroes to take their belongings knowing that they'll never need things like cure potions. (exception, the guy with the Owl's tears in Timber in FF8, he doesn't like you swiping his money, it seems)
 34.2. Second Popular Corollary: All that the stores carry are items which can be used as tools out in combat, potions, etc. There are no convenience stores, grocery stores, general stores, department stores, etc. This is party because people do not need to eat, and as such do not need to buy food.
 35. Locke's Law: No one has ever opened the chests in any area, no matter how well-traveled (few exceptions).
 35.1. Locke's Corollary: Any cave or dungeon that contains unlimited monsters must also contain chests no matter whether the area is natural or artificial. (exception: Final Fantasy 8)
 35.1.1. Locke's Corollary's Corollary: Everything you could ever find; if not located somewhere else; is inside a treasure chest.
 36. Royal Law: Kings have advisors that can turn evil (or be replaced by evil) fairly easily.
 37. Combat Mechanics: All damage is applied as a whole. There is no such thing as fractional damage.
 37.1. Combat Mechanics Corollary: There is no such thing as dismemberment or decapitation. A character will be perfectly fine until reaching a Near Fatal status at which time the way in which that character stands is affected until the character recieves enough damage to become unconscious.
 37.1.1. Combat Mechanics Corollary's Corollary: The main playable characters never die. They just become unconscious and are later nursed back to health (exceptions: Whenever the story gods require it).
 37.1.1.1. Combat Mechanics Corollary's Corollary's Corollary: Dead characters can always be brought back to life somehow (maximum of one exception per world).
 37.1.2. Combat Mechanics Corollary's Second Corollary: Even if a party member is killed by a completely destructive spell (ie: Rub, XXXX, Break), his or her body will remain intact.
 37.1.3. Combat Mechanics Corollary's Third Corollary: A character can be hit hundreds of times and still be alive provided that character still has a positive HP value.
37.2. Combat Mechanics Second Corollary: In FF6 and FF8, characters are actually more effective in combat when near fatal status. This is not because they don't want to die, as free will does not exist, but rather because the story gods are attached to the heroes, and don't want to see them defeated.
 38. Combat Mechanics #2: An attack is not required to hit the victim in order to do damage.
 38.1. Combat Mechanics #2 Corollary: Whenever a shuriken-type weapon is thrown and it hits the monsters, it splits into many stars all of which are already embedded in the monster's flesh. This is because objects are not allowed to hit monsters without the aid of warp gates which may cause odd effects. The warp gate problem seems to have been solved from Final Fantasy 7 on.
 38.1.1. Combat Mechanics #2 Corollary's Corollary: When engaged in battles space warps form at the edges of weapons so that the enemy may be hit from any distance. The enemy uses these same warps.
 39. Combat Mechanics #3: A character can be asleep and still get up and start celebrating at the end of battles without being waked. This is because the sleeping characters are awoken by the victory music
 39.1. Combat Mechanics #3 Corollary: Anytime someone is happy, surprised, etc., they are required to jump in the air extremely high and spin around. May not apply after World #6.
 40. Combat Mechanics #4: Often times when a character (good or bad) is about to make a special move or cast magic of some sort, a floating sign materializes in the sky telling everybody what is about to happen.
 40.1. Combat Mechanics #4 Corollary: During a battle, the ground in front of where the battle takes place changes to odd windows with commands on them. People don't think anything of this as it happens quite often. Also, sometimes a big wall will appear showing everybody what the party has for inventory.
 41. Sailor Moon Says: All characters can only face four directions. May not be valid after World #6.
 42. Gil's Law: Store owners are the greediest people in the world. Even though the heroes are saving the world as they know it, they cannot be brought to donate a sword, armor, or item. The reason for this is that the store owners know that nobody else needs the STEEL SWORD.
 43. Sabin's Law: As characters go up in levels they hit harder.
 44. Water's Law: All bodies of water in a dungeon are at mid-waist height. This enables characters to breath and never drown (exceptions: uncrossable waters, waters with turtles, waters that are puddles).
 45. Random Monster's Law: No matter how insentient or unintelligent, monsters will always carry money (few exceptions). Note: In Final Fantasy 8, the monsters carry Lunar Money which, being useless to the Party, is promptly ignored.
 45.1. Random Monster's Corollary: Monsters may also carry items such as Tents and Sleeping Bags, which they no doubt regularly use.
 46. Garland's Law: At the beginning of any adventure, you will begin as far away from the goal as possible. Far refers both to geographic location and time.
 47. Illuminati's Law: The main playable characters are easily manipulated by the "players" and are only able to do what they are told to do by the players most of the time. These characters do not know they are being controlled.
 48. Barret's Law: A gun will never run out of ammo, no matter how often a character uses it. (also applies to Edgar's tools). However, special ammo may be available in limited quantities.
 Credits: In some particular order
Neal Wilson
Scott Schimmel
Dan Posluns
General Geo
Joshua
Evil Incarnite
Bologna Cow
Peter Keyel
Id
 To do:
I believe with this latest update I've fixed flaws that prevented FF8 from conforming to the Laws (Thanks, Id, for pointing some of these out). However, not everything that I would like to have covered is, and I suspect there are things I haven't thought of that would make a nice addition (despite record-low suggestions last time this was posted to alt.games.final-fantasy). And then, of course, there's Final Fantasy 9 which will no doubt require a few tweaks here and there.
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