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0100010101000111000000101010000100100010000100100100
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____________________________________________________
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Display in a monospaced font, at least 72 columns.
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____________________________________________________
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Encrypt Magazine Vol.1 #6
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Breath of Fire Supplement
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Published By Jay McGavren
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E-mail: TheSpook1@aol.com
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_______________________________________________________________________
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BREATH OF FIRE WALKTHROUGH
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_______________________________________________________________________
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By The Spook
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Contributions by:
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Chaos: peltona@ucsu.Colorado.EDU
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Donald Yee: dyee1@gl.umbc.edu
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Todd Manookin: dmanook@peruvian.utah.edu
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AUTHOR'S NOTE: Boy, did I go overboard! Virtually every secret and every bit
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of the plot is revealed in this FAQ. I recommend referring to these pages
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only once you have beaten the game, are really, really stuck, or want to save
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70 bucks and skip buying the game altogether.
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Game Genie codes:
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35BF-CFD9 + D7BF-CF09: Create new character with 999 maximum HP
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EEBF-C7D9 + EEBF-C709 + 66BF-C769: Start with millions of EP; fully
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powered up after first battle
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Drogen:
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-The Dark Dragon clan set fire to Drogen, your village, in an attempt to
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destroy you and the other Light Dragons. A brave mage named Sara turned
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you and your people to stone to protect you from the flames and
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sacrificed herself to lead the enemy troops away from you. Now you go to
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seek revenge.
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-Buy a few Antidotes and perhaps a few Herbs before leaving Drogen.
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You'll need them until your level increases.
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-Don't bother buying better weapons or armor; you'll find a BronzSD, a
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SuedeCP, a Gauntlet, and a Visor in chests in the castle basement.
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Camlon:
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-Head to the castle of Camlon in the northeast. Refugees from the
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occupied town of Nanai sought shelter in the castle but have been forced
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to take shelter in the town ruins by monsters.
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-You'll find several springs inside which will heal you and purge you of
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poison. Hover near one of these, fighting monsters and building up your
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level, and return to it each time you are injured.
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-The leader of the monsters is a giant frog. Go into the battle with
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several Herbs, and don't hesitate to use one if your HP drops below 25.
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Aside from that attack steadily and you'll defeat him easily.
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Nanai:
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-As you emerge victorious from the castle an earthquake rattles the
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walls. The King of Nanai realizes this means the Dark Dragons have the
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Quake Controller and asks you to stop them from using it.
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-Before leaving for Nanai you should stock up on Antidotes in your home
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town if you've run low.
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-Any attempt to enter the town during the day is useless; soldiers block
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the entrance. Wait outside the town for nightfall and many of the
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soldiers will go to sleep.
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-Once inside the town you find some soldiers are still awake, so sneak
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behind their backs or stay a respectful distance away. If you're seen
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you'll be kicked out but can go right back in. Wander about for a bit.
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The soldiers aren't very good at pillaging; some houses contain chests
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with gold and Herbs. You may want to buy a better sword. It's the best
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weapon you'll be offered for a while.
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-Once you're prepared enter the castle (which is empty since the King
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has been exiled) and head into the fiery dungeon.
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-You'll meet a lot of PBugs. Run from them when possible to conserve
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Antidotes, but if they poison you just stay and fight.
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-You'll find an ArmPd in a chest near the stairs leading to the control
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room.
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-A knight will be at the Quake Controller. He's tough and you'll need
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several Herbs and the BStone and FStone you found in the dungeon to beat
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him.
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-When the knight is defeated you will find a key in the Quake
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Controller. Take it and the terrible quake that results will crush the
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town and all the soldiers inside.
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-This E-Key can be used in battle repeatedly to do 30 damage to each
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enemy.
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Winlan:
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-With Nanai out of the way you can travel east over its ruins to Winlan.
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-Once you enter the palace and speak to the minister, she will confer
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with Princess Nina and tell you to wait for an audience with the King of
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the Wing Clan. What she doesn't tell you is that the King has been
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poisoned and needs the Remedy. You are given a room and bed and promptly
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go to sleep.
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-You must now play the part of Princess Nina and seek out the Remedy for
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her father. Since Nina has access to almost all areas of the castle, you
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should walk around and collect Herbs and Antidotes from the various
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chests.
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-Don't worry about buying armor or weapons. The armor you find in the
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castle and early in the cave and the weapon you start with are as good
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as anything you'll find in the shop.
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-When Nina leaves town a cave, your destination, will appear to the
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southwest. When Nina enters the cave two Wing Clan soldiers will appear
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and insist on going with her. Since Nina is by far the weakest of the
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three be sure to place her in the back row and between the two soldiers.
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-Be sure to check all chests in the cave; one contains the I-Ore which
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you will need later.
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Romero:
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-After passing through the cave they will come upon the town of Romero.
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-The villagers tell them of zombies that roam the town at night. If they
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wait outside the town until nightfall and reenter they will be able to
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talk to some of these zombies. The villagers retreat inside their houses
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at night.
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-Nina should consider getting the SilkGN in the weapons shop.
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-There is an uncovered trap door in one of the cottages. If they drop
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into it you will find a hideout for some of the villagers. Push the pots
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and barrel aside to find the world Map.
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Twin Towers:
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-When the party is prepared they should leave by the west path
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(preferably during the day) and continue walking into the forest where
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they will find a trail.
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-If they eat the red mushrooms along the trail (they can be picked as
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often as needed) they'll regain 10 HP, but the yellow mushrooms are
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poisonous.
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-At the other end of the trail are twin towers. The party will find
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springs right inside the door of the first.
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-A nasty specter guards the second floor. If the soldiers attack it
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while Nina heals them, they'll make relatively short work of it.
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-After defeating the first specter and gathering most of the treasure,
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they might want to return to town and save before continuing.
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-They must dive into the right (not left) hole on the third floor to get
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to a second specter, who guards the bridge to the other tower. Before
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fighting him they should be sure to take the stairs down and get the
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Life2 Potion; they may need it.
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-The second specter is even worse than the first. Nina should know Fort
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and Atk-Up by now; have her use them on the two soldiers (who should
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still be in the front row). The specter hits hard so she will also need
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to keep casting CurA on the soldiers (and herself if the specter breaks
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through their guard).
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-At the gap between the towers they can step on the switch to form a
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bridge. First they should head up a floor to refill your life and save,
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then work their way down the second tower.
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-Once they reach the basement and go to collect the remedy, the evil
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wizard will appear behind them. He releases a gas which drains the life
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of bird creatures. Fighting him is futile, so they should run
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immediately. Only one of the soldiers will be able to escape, though, so
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Nina and the other soldier must try to buy him some time. They can fight
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as hard as they like but shouldn't waste any magic on healing or use any
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herbs, as they will fall in the end anyway. Nina and the soldier are
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captured but the other soldier escapes and hurries to Winlan to seek the
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help of you, the stranger in the castle.
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-You agree to join the rescue party and fly with the Wing Clan soldiers
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to the twin towers. The soldier birds are ambushed by dragons, however,
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and only you and one wizened soldier make it to the towers.
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-You land on the second tower, so fight your way down as you did before.
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The soldier will leave you once you reach the room filled with poison
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gas, as it would kill him.
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-Cross to the opposite side of the room before approaching the cauldron.
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There you will find a chest with the Rang weapon. A trap on the chest
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will refill your life.
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-With the Rang to aid you defeating the wizard should be easy. Just
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attack him repeatedly and use an Herb if you need it.
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-With the wizard defeated you carry Nina to safety. The fresh air
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quickly revives her. Together you return to Winlan on birdback. Nina
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rushes to her father with the Remedy and he is soon well. At your
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request he opens the passage to the eastern bridge. Nina asks to go with
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you and he allows it.
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Tantar/Tuntar:
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-After crossing the bridge head to the southeast to the twin villages of
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Tantar and Tuntar, where the Forest Clan lives. The river that these
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villages depend on for water has been dammed up by the Dark Dragons.
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They demand that the villagers give up their magic Ring in exchange for
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the water. Strangely enough the Chief of Tuntar seems to be cooperating
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with the Dark Dragons...
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-You should have with you the I.Ore, which you retrieved from a chest
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earlier. Talk to the blacksmith in one of the houses and he will make a
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Saw for you.
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-Head back to the forest near the bridge and you'll be able to use the
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Saw on a giant tree which blocks the path into the forest.
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-Go to the northeast part of the forest to find a dungeon where the true
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Chief of Tuntar is being held.
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-Three sets of guards block the way at various points. Keep your Rang
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equipped for the first two battles. Have Nina concentrate on the pikeman
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as he wears down much more quickly.
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-In the basement near the entrance you will find a group of chests, one
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of which contains the LongSD. Although it is stronger than the Rang
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don't equip it immediately as it only damages one enemy at a time.
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-Watch out for bats hanging in archways; pitfalls lie under them. There
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are also a few pitfalls in empty corridors. Keep in mind that the long
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way around is usually safest.
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-In the basement of the second area you'll find a chest containing a
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WolfHT. It has a Fire trap on it which will do 50 damage but it's well
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worth it once Bo joins you.
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-Once you defeat the guards the freed chief will offer to take you to
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the weapon stores. If you follow him (you can refuse and skip to the
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General) he tricks you and traps you in a cage with a two-headed Pog,
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which you must fight. After you defeat the Pog Bo will open the cage for
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you and join you in a battle against the fake Chief who has revealed
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himself as a Dark Dragon General.
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-Nina should use Fort and Atk-Up on you as you will take most of the
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hits, and heal as necessary. You and Bo should attack steadily.
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-After the battle Bo will join the party. Be sure to equip him with the
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WolfHT you found earlier and to place him at the front of the party and
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in the front row.
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-With Bo in the lead you can travel through any forest. He can also
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shoot down deer for Antlers and wild boar for Meat. If you should see a
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rare white stag drop everything, use a Mrbl3, and hunt it. You'll need
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the W-Ant you get from it later.
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Agua:
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-Rumors in the twin villages lead you back to Romero in search of a way
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to Agua, which holds the key to the mysterious stone robot to the north.
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-Enter Romero at night and speak to the old woman in the graveyard. She
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and her husband, who is now a zombie, will give you the WaterJr. You
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must take this jar to the southwest cave and retrieve the Cleansing
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Water to purify the soil in Romero.
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-Work your way downwards. The spring is in the lowest level of the cave,
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but before you retrieve the water be sure to head up the nearby stairs
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and collect the BronzeHT.
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-Step into the lake and press a button to collect the water. You can
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return here and refill the WaterJr later, then use it in battle to bring
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all your party members back to full HP and AP, even if they've
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collapsed.
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-You will be returned to Romero where you pour out the water. The soil
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is immediately revived. In gratitude the Chief of Romero gives you the
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Tablet, which you can use to enter the floating city of Agua to the
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north.
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-The floating platforms aren't too difficult to negotiate, but you may
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need to make several trips over them to collect the various pieces of
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armor.
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-Approach the pedestal at the top of the tower and a spirit will appear
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to test your strength before giving you the key. He's not that
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difficult; just be sure you and Bo are in the front row and Nina is in
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back, and have her cast spells to strengthen you as before.
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-Once the spirit is defeated you will receive the KngKey.
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-Head back to Tuntar and rest up, then proceed north to the stone robot.
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Enter its left leg and head upwards.
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-The Dark Dragons will be waiting at the heart of the robot. Equip
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yourself with the Rang to take out the two pikemen easily, then
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concentrate on the General.
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-Once they are out of the way you are free to use your key to start the
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robot up. Use the telepads to reach the control room and collect a few
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treasures along the way. From the control room you command the robot to
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take you to the dam and destroy it. The water rushes forward into the
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dry stream bed, reviving the twin villages.
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Cave of the Ring:
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-Talk to the Chief of Tantar on your return. He'll tell you where the
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Ring is located and give you a key to the cave that contains it.
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-When the dam was broken the water that had flooded the cave north of
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Tuntar drained out, so you will be able to pass through and get to the
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second cave.
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-Be sure to collect the SkySH for Nina in the second cave.
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-When you collect the ring a transporter that can take you back to the
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entrance will be activated.
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-The Ring can be equipped to add to your attack power.
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-When you return to Tuntar you will find it empty, as everyone is in
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Tantar preparing for a wedding. Go to Tantar and congratulate the
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newlyweds. The Chief will inform you that you can use the stone robot to
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reach the port town.
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-You exit Tantar to find the stone robot standing before Tuntar, with a
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Dark Dragon at its controls. At the General's command it destroys the
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empty village of Tuntar. The General tries to destroy Tantar as well,
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but the robot hesitates. Take your chance and board the robot.
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-Teleport to the control room as you did before. The General confronts
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you and reveals himself to be a giant gremlin. Have Bo use the Frost
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spell on him as many times as possible and have Nina use Fort and Atk-
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Up. The gremlin keeps attacking long after his HP runs out. Keep Nina
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using Cura or Cura2 steadily or he'll get the better of you. Using the
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C-Stn, B-Stn, and F-Stn will help wear him down.
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-With his last strength, the gremlin tries again to get the robot to
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destroy the village, but again fails and dies. The robot moves southward
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to an active volcano and you climb out. It casts itself into the crater,
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perhaps to avoid being used for evil purposes again. The resulting
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eruption sends lava flowing into the river which cools, forming a bridge
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for you to cross.
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Dragon Training Shrine I:
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-South of the lava crossing is the first Training Shrine. You must enter
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alone and test with a dragon spirit to gain new powers.
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-Be sure you're equipped with the LongSD, lots of healing items (Herbs
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will work if you use them frequently), and maybe even some Mrbl1s.
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-Watch your HP closely in the battle and heal when you drop below 30,
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otherwise just attack. It will take some patience but you'll steadily
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wear the spirit down.
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-Your reward is your first set of spells which will enable you to
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transform into Snow, Flame, and Thunder dragons.
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Auria:
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-The cave south of the Shrine is a passage to the port town of Auria.
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-The city guards are highly suspicious of any strangers and arrest you
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the moment you enter the town. You'll be thrown into the jail.
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Fortunately the thief in the cell with you is a master lockpick and will
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open the door for you. Strangely enough he goes right back to bed! Home
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sweet jail...
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-You can pick up some PrisonCL from the basin in the corner, which
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increase your Luck.
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-Once back on the street you should avoid the guards' notice or you'll
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be thrown back in jail and will have to get the thief to let you back
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out.
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-Head straight for the shop to the left of the jail. You'll need to buy
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one of the Gold Bars for later, which means collecting quite a bit of
|
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cash.
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-In the item shop buy some Vitamins and take them to the hiccup-stricken
|
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man in the tavern upstairs. He'll give you a handsome reward of 5000 GP.
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-Push the chest of drawers in the tavern aside to reveal a secret room.
|
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-If you place Nina in the lead and talk to the old man upstairs in the
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house to the right of the large mansion, he'll ask you to heal his sore
|
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back. If you do so he'll give you a still more handsome reward of 20000
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GP.
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|
-Talk to the woman whose son is missing then return to the forest near
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the Training Shrine. Walk into the small clearing full of flowers. The
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faeries there will agree to release the boy from the spell they have
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placed him under if he will stop cutting trees. Head for the small
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circle of flowers where they trapped the boy in the open area southeast
|
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of the clearing. They will release the boy, who returns home. His
|
|
grateful mother will give you 20000 GP when you return.
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-Sell off your unneeded weapons and armor, especially the GTiara, to
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raise a little more cash.
|
|
-You'll find some excellent weapons in the weapon shop, so be sure to
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outfit all your party members. Also be sure to buy a Rod1, a Worm or two
|
|
as bait, a Pouch, and lots of Acorns from the item shop.
|
|
-The wealthy owner of the ship will give you passage to Scande if you
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free his daughter, who has locked herself in a vault in the basement.
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|
You'll need the help of a thief to pick the locks, though, so continue
|
|
through the cave to the town of Bleak, which is teeming with thieves.
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Bleak:
|
|
-Beware the fortune teller and magician, since the value of their
|
|
services is questionable.
|
|
-If you stay at the Inn the innkeeper will try to steal your money. If
|
|
you have the pouch, which has a string attached to deter thieves, you'll
|
|
catch him and the Innkeeper will pay you 5000 GP to keep quiet.
|
|
-The good citizens of Bleak inform you that the master thief Karn has
|
|
left for Krypt in the southern desert.
|
|
-Take the gold bar to the old man in the large house, and he'll give you
|
|
the Icicle, which you need to cross the desert.
|
|
-Once you have the Icicle you can pass through the cave southwest of
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Bleak to the desert.
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Arad:
|
|
-You'll need the Fife to form a bridge over the quicksand and get to
|
|
Krypt. The mayor of Arad promises to give it to you if you rid the
|
|
village of a giant sand worm that appears at night. You wait in his tent
|
|
until dark. Head for the goat pen and the sand worm will appear.
|
|
-You should transform into the Thunder Dragon. Have Bo cast Fry as many
|
|
times as he can. Nina should as usual back you up with Fort and Atk-Up.
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Krypt:
|
|
-Stand on the platform and you will play the Fife, forming a bridge.
|
|
-Bypass most of the treasure for now, but be sure to get the HeadGear
|
|
near the floating eyes. It should probably be given to Nina.
|
|
-An EyeSpy will confront you early on. Transform into a Snow Dragon and
|
|
have Bo cast Flame. Be warned that once the floating eyes that surround
|
|
the EyeSpy are all destroyed it will begin casting a lightning spell
|
|
that will hit every member of your party.
|
|
-When you reach the treasure room be sure to collect the various
|
|
helmets. The blue chest will activate a trap, but Karn appears and
|
|
disables it. He'll go downstairs and if you talk to him he'll join you.
|
|
You'll need to continue downstairs after a book which will teach Karn
|
|
how to pick the locks on the safe.
|
|
-Be sure to give him one of the SkullHTs as his other armor is very poor
|
|
quality. You may want place him in the back row.
|
|
-Once Karn joins you backtrack to retrieve the other treasures with him
|
|
in the lead. He can avoid traps on the chests and trap doors easily.
|
|
-Now would also be a good time to return to the places that had locked
|
|
doors you couldn't open before (see below).
|
|
-A couple floors further down you will find a large room with 8 caskets.
|
|
Open all 8 to find the Book, which will teach Karn a valuable lesson.
|
|
-Return to Auria and open the vault in the mansion basement. The old
|
|
man's daughter will be free, but won't budge because her father wants to
|
|
give the LtKey to the Dark Dragons. She says that if her mother were
|
|
still alive she might talk some sense into her father. You'll need the
|
|
magic Mirror to arrange a meeting between the couple, so head for the
|
|
Dark Tower.
|
|
|
|
With Karn in the lead go back for:
|
|
-In the hideout in Romero there is a man waiting behind a locked door.
|
|
He knows an old mage who may be in Bleak.
|
|
-The top floor of Agua has a locked door which hides a chest with the
|
|
FlameSD, and higher up a shrine to the goddess Tyr. Search the bases of
|
|
the two statues to the left and right to find the powerful IcyDR and the
|
|
incredibly strong LifeAR.
|
|
-In the passage to the bridge in Winlan a locked door guards a treasure
|
|
room with a FlameRP and Turban.
|
|
-The cave east of Auria contains a G-Bar, which you can sell at the
|
|
price you bought one at, or keep it since you'll need it later.
|
|
-You can get into the Dark Tower, where you'll find various bits of
|
|
armor.
|
|
|
|
Dark Tower:
|
|
-The old man on the second floor promises to give you his treasure if
|
|
you prove yourself worthy by defeating the spirit at the top of the
|
|
tower.
|
|
-The spirit is much the same in terms of difficulty as the one you
|
|
fought in Agua. Transform into a Snow Dragon and have Bo cast Frost.
|
|
Nina should use Atk-Up on Karn and Fort on everyone.
|
|
-Your reward is the DkKey. When the old man sees you have beaten the
|
|
spirit he will give you the Mirror.
|
|
|
|
Light Tower:
|
|
-Go to the old man in Auria with the Mirror and you will be able to show
|
|
him the spirit of his wife. The old man reveals that the Dark Dragons
|
|
have threatened to kill his daughter unless he gives them the LtKey. But
|
|
his wife's spirit reminds him that with the LtKey in the hands of the
|
|
Dark Dragons their daughter would not be safe anyway. The old man
|
|
realizes his mistake, and his wife's spirit returns to the netherworld.
|
|
-Return to the basement and tell his daughter of her father's change of
|
|
heart and she will ask you to take the LtKey and guard it from the Dark
|
|
Dragons. She will step back from the entrance to the Light Tower at the
|
|
back of the vault, allowing you in.
|
|
-Surprisingly there are no monsters in the Light Tower, so you are free
|
|
to retrieve the LtKey and leave.
|
|
-At last, you head for the dock and your hard-earned passage to Scande.
|
|
But the captain meets you at the edge of the dock and warns you of Dark
|
|
Dragons by the ship. Fortunately, it's only a Knight and his archer
|
|
henchman, which can be easily defeated by a Thunder Dragon and a few Fry
|
|
spells.
|
|
-Unfortunately, when they are defeated they signal their main forces,
|
|
who destroy the old man's ship.
|
|
-The captain suggests you surprise the enemy by going through the
|
|
western passage in the cave to the north.
|
|
-One of the fish merchants offers to give you some GnPwdr, which can be
|
|
used to blast away the rocks blocking the passage, in exchange for a G-
|
|
Bar. Retrieve the G-Bar from the cave to Bleak if you haven't yet, or
|
|
buy one if necessary.
|
|
|
|
Enemy ship:
|
|
-When you board the ship you'll face three battles with small groups of
|
|
pikemen and bowmen. Attack the weaker pikemen first. Don't bother
|
|
wasting AP on these easy battles.
|
|
-Enter the cabin and you'll meet again with the knight, who will
|
|
transform into a squid. Again, the Thunder Dragon will make short work
|
|
of him. Have Bo help out with his Fry spell.
|
|
-Return to Auria for a rest at the Inn and to save, then talk to the
|
|
captain when ready to sail for Scande on the stolen Dark Dragon ship.
|
|
Gobi, the merchant who sold you the GnPwdr, will ask to come along.
|
|
-Once out to sea you will be attacked and boarded by Dark Dragon ships.
|
|
The commander of this small fleet is the brother of the knight you
|
|
defeated earlier, out for revenge.
|
|
-The battles are similar to those you faced before; pikemen and archers
|
|
at first which you should use the Snow Dragon on, followed by the
|
|
captain himself who turns into a squid like his brother. And like his
|
|
brother, the Thunder Dragon will defeat him easily.
|
|
-The captain sets fire to the huge store of gunpowder on the ship in an
|
|
attempt to take you down with him. You jump overboard, however, and
|
|
watch as the gigantic explosion destroys your ship and the entire enemy
|
|
fleet as well. You manage to swim to a nearby island, where Gobi tells
|
|
you and the others to wait while he goes to the undersea town of Prima
|
|
after Gills so you can breathe underwater. Though he asks for all your
|
|
cash in return it's nothing to worry about; you'll have control of it
|
|
again once he joins your party. You take control of Gobi as he sets out
|
|
alone.
|
|
|
|
Prima:
|
|
-If Gobi walks off the beach and into the sea, he'll descend to the sea
|
|
bed. Head west to Prima.
|
|
-Gobi doesn't stand a chance against the powerful sea creatures alone,
|
|
so run whenever possible.
|
|
-Prima consists of almost nothing but shops, and it can be a bit
|
|
overwhelming at first. Gobi's first destination should be the weapon
|
|
shops to buy a PowerSD for you and a PoisonBW for Bo.
|
|
-Be sure to check the coral chests for the TideHT, and the EchoHT which
|
|
reflects enemy spells back at them.
|
|
-If Gobi steps behind the empty counter at the market he can open up
|
|
shop. Traders will approach and either sell or buy from him. If you know
|
|
the value of various goods you'll make a good profit by reselling them.
|
|
You can also obtain rare items in.
|
|
-If Gobi talks to the Guild owner he'll send him south to get Goods from
|
|
the town of Gant before he'll hand over the Gills.
|
|
-Go south from Prima on the ocean floor and search for a break in the
|
|
cliffs, which indicates a beach Gobi can climb onto land from. Once on
|
|
land follow the winding mountain path west to Gant.
|
|
-Talk to the man in one of the northernmost houses in Gant to receive
|
|
the Goods. Return to Prima and take them to the Guild owner and he'll
|
|
give Gobi the Gills.
|
|
-After Gobi talks to the Guild owner the sound of explosions is heard on
|
|
the surface, and a commotion outside. A ship has been attacked by the
|
|
Dark Dragons and its occupant has been pulled to safety by a rescue
|
|
team. But they seem to be too late, because the man is dying and a
|
|
spirit has come to take his soul away. After negotiating a price for the
|
|
service, Gobi heads back to the surface to bring the others to drive the
|
|
spirit away.
|
|
-Gobi should go back east the way he originally came to meet up with the
|
|
party. When wearing the Gills you can travel underwater.
|
|
-Since only 4 characters can be in the fighting party at one time, you
|
|
must decide whether Gobi should replace one of the others or stay on the
|
|
sidelines. Replacing anyone but Karn in a major battle is not
|
|
recommended for now.
|
|
-Once the party is safely back in Prima and has been to the dragon
|
|
shrine, go to the second floor of the Inn and confront the spirit. The
|
|
Flame Dragon and flame spells are most effective against it.
|
|
-With the spirit gone, Ox awakens, and tells you of the invasion of his
|
|
town. The Dark Dragons have captured all the young men and are forcing
|
|
them to build a secret weapon in a fortress to the west. You agree to go
|
|
save them and he joins your party.
|
|
-Ox is extremely strong and can break walls and rocks that were in your
|
|
way before. You may want to head back to some of the places outlined
|
|
below to collect the items.
|
|
|
|
With Ox in the lead go back for:
|
|
-Behind a breakable wall in Agua you'll find the SilverBR and 5000 GP.
|
|
-In the cave east of Auria an A-Ptn and W-Ptn lie behind a breakable
|
|
wall.
|
|
-In Krypt you can go back for the B-Rang which was trapped in a rock.
|
|
Before you can use it you must take it to the old weapon smith in Gant
|
|
to be repaired.
|
|
|
|
Mountain Fortress:
|
|
-Place Ox in the lead whenever you need to smash a rock or wall, but Bo
|
|
should lead the rest of the time since Ox tends to run into a lot of
|
|
enemies.
|
|
-Early on you'll find the GiantHR, which Ox can use.
|
|
-Several pikemen with strong armor guard the main room. You may want to
|
|
transform into a Snow Dragon for each of these battles.
|
|
-The knight who guards the prisoners transforms into a giant frog. Use
|
|
the Thunder Dragon and Fry spells.
|
|
-When you defeat him and free the prisoners you find out that the main
|
|
group of prisoners has been taken to a castle north of the fortress.
|
|
It's strongly fortified so you'll need to find a way in.
|
|
|
|
Gant:
|
|
-Search all the chests of drawers in the town. You'll find the HrGlas,
|
|
which can be used as often as you like to reverse night and day. Use it
|
|
to make traveling safer, since you encounter fewer enemies during the
|
|
day.
|
|
-The weapon shop sells the extremely powerful and extremely expensive
|
|
SpineHR.
|
|
-Push aside a chest of drawers in the old weapon smith's house. In the
|
|
secret room you find, have Ox break the rocks, and have Karn talk to the
|
|
wizard. He will teach Karn how to fuse Gobi and Bo into Shin, whose
|
|
arrows when used for hunting fly faster than Bo's.
|
|
-As the metal smith suggests head east of Gant's beach to seek the
|
|
advice of an old dragon knight.
|
|
-While you're at the knight's tent be sure to have Ox punch one of the
|
|
palm trees a few times until you get the C-nut. You'll need it later.
|
|
-The old knight tells you of a strange bird called the GrimFowl which
|
|
flies into a rage when its eggs are disturbed. He suggests you use these
|
|
birds as a weapon.
|
|
|
|
Mountain Castle:
|
|
-Pass through the fortress and head north. Woods block the pass. When
|
|
you enter you will find a clearing with several GrimFowl.
|
|
-Go up and touch the egg in one of the nests. A GrimFowl will attack
|
|
you. Use the Thunder Dragon and Fry spells. Ox and a SpineHR will be of
|
|
help as well.
|
|
-When the bird is defeated the others draw close but are too frightened
|
|
to attack you. Take the egg and slowly move out of the clearing. the
|
|
birds will follow. Don't exit unless the birds are directly behind you.
|
|
-Slowly approach the castle. The birds should be right behind you.
|
|
You'll toss the egg over the castle wall and the birds will rush in to
|
|
regain it. The guards at the gate will be too busy running from the
|
|
furious birds to stop you.
|
|
-The general escapes but leaves three of his soldiers as company for
|
|
you. They transform into giant slimes and attack. Use the Flame Dragon.
|
|
When the three slimes are defeated they'll meld into one gigantic slime.
|
|
The huge slime does a lot of damage so Nina will need to heal each
|
|
person that's hit, but it only hits one person at a time so it should be
|
|
easy to beat.
|
|
-You free the prisoners, including Ox's wife, then try to catch up to
|
|
the general, but fail.
|
|
-The general leaves by ship with the secret weapon to destroy Prima. You
|
|
hurry to the Guild owner to consult with him on how to stop the Torpedo.
|
|
He sends you to talk to the sleeping man upstairs. The man will let you
|
|
take a statue which allows entrance to Wisdon, where you can find a
|
|
sorceress who may be able to help.
|
|
-Return to the castle before continuing to find several power-up items,
|
|
including a Clog you can find by searching at the end of the Dock.
|
|
|
|
Wisdon:
|
|
-Warp to Arad and head for the moving town of Wisdon just north of it.
|
|
You'll have to travel through a dungeon to get to the temple, then fight
|
|
three spirits who guard the sleeping sorceress to prove your worth.
|
|
-The spirits will attack in three consecutive battles. Use the Thunder
|
|
Dragon.
|
|
-Once you have proven your worth the spirits will give Bleu a rude
|
|
awakening. She'll give you the Old Egg, which should be able to drive
|
|
the Dark Dragon ships away. It must incubate in a warm place before it
|
|
can hatch, however, so take it to the volcano north of Prima.
|
|
-In the volcano, follow the currents (indicated by the way the bubbles
|
|
and seaweed are moving) to get to the lava pool. Move onto the small
|
|
rock platform that juts out over the lava and drop the Old Egg in.
|
|
-You'll return to Wisdon and ask for further help from the sorceress.
|
|
She'll join you and you'll go to Prima to help the defense forces.
|
|
-You'll ride on fishback to the surface, where Bleu will summon the
|
|
typhoon bug from the Old Egg. The bugs destroy half the ships, but you
|
|
must fight the remaining forces, who have traveled to the sea bottom.
|
|
-Prima's army fights off the enemy troops, but your party must take on
|
|
the General, who has transformed into a crab. Place yourself, Bleu, Ox,
|
|
and Nina in the party.
|
|
-You should transform into the Thunder Dragon. Have Bleu use Boom or
|
|
Fry. Nina should Shield the party and use Atk-Up on Ox, who should
|
|
attack. The crab is surprisingly easy to beat.
|
|
-Return to Prima and talk to the Guild Master and he will give you the
|
|
Sphere, which will allow Gobi to turn into a fish.
|
|
-Place Gobi in the lead and press a button when underwater to transform
|
|
into a giant fish. This will let you swim over the northern chasm to
|
|
several beaches, including one near Gust.
|
|
|
|
Dragon Training Shrine II:
|
|
-Stop at the first beach you come across and climb onto land.
|
|
-You'll be at Tunlan. You can do little here now, but if you enter the
|
|
palace and head past the group of flutists, downstairs, and approach the
|
|
left chest in the treasure room, one of the stone guardians will push
|
|
you into a trap door.
|
|
-Push the lower right box aside to find the Rod5.
|
|
-Then push the lower left box aside to reveal an escape hatch.
|
|
-Once outside the city warp to Romero, then travel west until you come
|
|
across a crumbling stone well.
|
|
-Place yourself in the lead and equip yourself with the Rod5 and some
|
|
type of bait.
|
|
-After fishing for a bit you will reel in the powerful DragonSD.
|
|
-Warp to Gant, travel through the mountain fortress, and take the
|
|
southern pass to find the shrine.
|
|
-Equip the DragonSD. Place yourself in the lead and speak to the sage,
|
|
and he will allow you to enter alone.
|
|
-The dragon spirit will transform into a type of phoenix. Transform
|
|
yourself into a Thunder Dragon. Enter Auto Battle mode if you like and
|
|
attack repeatedly until your life drops near 50. Use a Cure or two on
|
|
yourself then continue attacking until the bird is finished.
|
|
-Once the firebird is defeated you gain the ability to transform into
|
|
the Ice, Fire, Bolt, and Gold dragons.
|
|
|
|
Gust:
|
|
-To say the people of Gust are acting strangely is an understatement.
|
|
Fortunately the weapon and item shop owners seem all right, so be sure
|
|
to equip yourself.
|
|
-Check the chest of drawers in the Inn for the Sash, which can be
|
|
equipped to increase attack power.
|
|
-In the house of the flutemaker check under the bed for the Maestro
|
|
flute, which will enable you to talk to the people of Tunlan.
|
|
-Also push one of the crates aside to reveal a trap door. Dive in and
|
|
place Karn in the lead. Push the barrels aside and talk to the man you
|
|
find there and he will teach Karn to form Debo.
|
|
-When you're ready head through the northern gate to the pass. You won't
|
|
go far before you encounter a strange flower. The pollen makes you feel
|
|
giddy, and you realize that this flower is driving the villagers mad.
|
|
Head into the dungeon just beyond it to find out how to stop it.
|
|
|
|
Gallery of Rogues:
|
|
-Each of the treasure chests is guarded by a troll. They're really not
|
|
worth the effort, so avoid the rooms to either side of the main passage.
|
|
-Once you head up the stairs you are confronted by a strange wizard. He
|
|
tosses a shrinking potion on you, and you slowly shrink to the size of a
|
|
mouse.
|
|
-You're too small now to climb down the steps, so hurry for cover in a
|
|
nearby mousehole. One of the mice will let you rest there and recover.
|
|
-The furry inhabitants are being tormented by hostile (shudder) roaches.
|
|
You'll find the leaders of these roaches north of the mice. The three
|
|
King Roaches attack at once, but fortunately your new found dragon
|
|
powers can injure all enemies at once. Transform into a Fire Dragon.
|
|
Have Nina cast FortX to defend everyone, and of course heal where
|
|
needed. You may want Ox and Bleu as the other party members.
|
|
-Once the roaches are defeated the mice will in gratitude give you a
|
|
cure for the shrinking potion. You hurry out of the mouse hole and use
|
|
the potion, and grow back to full size.
|
|
-A little farther on you'll encounter the same wizard, with a strong
|
|
troll guarding him. He'll leave the troll to deal with you while he
|
|
escapes.
|
|
-Transform into an Ice Dragon. Nina should FortX everyone. The other
|
|
members are up to you.
|
|
-When the troll falls it turns back into Nicholie, the boy who went
|
|
searching for the cause of the people's madness and was transformed by
|
|
the flower. He is seriously wounded and Nina's spells are unable to heal
|
|
him. Bleu knows a remedy, though, and being an all-powerful sorceress
|
|
used to giving orders she sends you after frog oil from the Frog Cave.
|
|
She stays behind.
|
|
-First stop into the cave at the west side of Gust to get the G-Fly.
|
|
Past experience may tell you that flies require more than a swatter, and
|
|
this is the worst of its kind. Transform into a Fire Dragon and use fire
|
|
spells on the fly.
|
|
-Take the fly's body underwater and have Gobi transform and carry you
|
|
south to the beach by the Frog Cave. Give the lead frog the fly and
|
|
he'll give you the Oil in exchange. Take this back to Gust and give it
|
|
to Bleu.
|
|
-Nicholie recovers enough to warn you that the flower could spread its
|
|
seeds all over the world if allowed to. Bleu stays behind again to speed
|
|
his recovery, and you head north to take on the flower. Use the Bolt
|
|
Dragon and you won't have too rough a time. Be prepared to heal poisoned
|
|
party members.
|
|
-When you return to town and enter his house you find Nicholie has
|
|
reverted to a troll, and must fight him again. Use the same technique as
|
|
last time.
|
|
-Nicholie comes to his senses again when you defeat him. He goes to
|
|
repair the bridge while you stay in town and rest. Bleu rejoins you. The
|
|
next day you head for Scande only to find Nicholie lying wounded on the
|
|
bridge with the same wizard standing over him. The wizard transforms
|
|
into a horned toad and attacks you.
|
|
-Use the Thunder Dragon and Fry spells. The toad will try to stomp on
|
|
your characters one at a time, doing heavy but manageable damage. Once
|
|
you wear his HP down to 0 he will start doing a quake attack which
|
|
damages each party member. Ox and Nina can help with their Cura3 spells
|
|
at this point.
|
|
-When the villagers regain their sanity be sure to stop by the
|
|
flutemaker's house and get the Maestro flute.
|
|
|
|
Gramora:
|
|
-As you pass through the desert west of the bridge you spot a strange
|
|
creature beckoning you towards a hole in the ground. You follow it to an
|
|
underground town of mole people.
|
|
-In one of the dwellings you'll find a comatose mole and his worried
|
|
family standing around him. You'll need the Bolster to enter the young
|
|
mole's dream and save him from the spell the Dark dragons have him
|
|
under.
|
|
-Get the Cowl from the woman and warp to Tunlan. (See below)
|
|
|
|
Tunlan:
|
|
-Now that you have the Maestro flute and Cowl you can understand the
|
|
people.
|
|
-Another empty counter where Gobi can open up shop can be found in the
|
|
market.
|
|
-In one of the houses you'll meet a girl who looks surprisingly like
|
|
Nina. Though you can't do anything for her amnesia now remember where
|
|
she is for later.
|
|
-You learn that the princess is in love with the leader of the Dark
|
|
Dragons and has been promised eternal youth if she gives them her Key.
|
|
-The old woman you meet in the palace realizes the danger in this and
|
|
asks you to talk the princess out of giving up the key. The princess
|
|
won't hear of it, so the old woman asks you to help her get the key
|
|
secretly.
|
|
-Leave town and re-enter at night (use the HrGlas). There is a crack in
|
|
the wall you can slip through by the stairs leading to the vault. From
|
|
behind the potted plants you can observe the princess bathing. You take
|
|
note of the marks on her back and head for the vault.
|
|
-The marks on the princess' back are the combination needed to open the
|
|
vault. Unfortunately you enter it incorrectly and are trapped by the
|
|
stone guardians. The princess and her guards come for you, and she
|
|
orders them to capture you, but Bleu despite Nina's warning uses a spell
|
|
to blast open the vault. This allows Cerl, one of the Dark Dragon Jade's
|
|
henchmen, to sneak in and steal the key. Nina, Bleu, and the Princess
|
|
fall to quibbling over whose fault this is and in the ensuing cat fight
|
|
everyone is knocked cold. You'll wake up in the palace bedroom. The old
|
|
woman directs you back to the vault to get the Bolster.
|
|
-Fill the WaterJr and buy plenty of supplies before returning to
|
|
Gramora.
|
|
|
|
Mogu's Nightmare:
|
|
-Talk to the old woman and she will ask if you are ready to enter Mogu's
|
|
dream. Be sure before you answer Yes because once in there is no return.
|
|
-You will awaken in a small town complete with Inn and Dragon Shrine.
|
|
Mogu's personality traits are in distress because Mogu's Courage is
|
|
gone. They point you to the northern tower.
|
|
-Head east then north to reach the tower. Finding your way through the
|
|
dream tower is tougher than you might expect because switches in the
|
|
floor can turn the walls invisible. Once you near the man in the center
|
|
start pressing against the walls and find a passage to get to him.
|
|
-If you talk to him he will ask if you want to fight. He warns that he
|
|
is unbeatable while Mogu's personality is divided, and he's right. Agree
|
|
to fight if you want to get an idea what you'll be up against later,
|
|
since you can run anytime you wish.
|
|
-You'll have to return south to look for Mogu's Courage. The southern
|
|
bridge will be repaired, so head west then south of the town to the
|
|
southern cave.
|
|
-A geyser field full of dangerous enemies lies before the cave. If you
|
|
try to cross any of the hidden geysers it will erupt, injuring you. Try
|
|
to guess where the walls of these geysers are and work your way around
|
|
them.
|
|
-Most of the skeletons mark a geyser, but near the entrance a few of
|
|
those indented slightly from the others will be safe to pass over. You
|
|
can get to the treasure chests from these.
|
|
-If you get to the cave Mogu's Courage will join with his other traits
|
|
and Mogu himself will appear and join the party. Now you must head back
|
|
to the northern tower and face the giant moth.
|
|
-This is the first battle where switching characters will be really
|
|
necessary. Start out with yourself, Nina, Bo, and Mogu. Transform into a
|
|
Fire Dragon. Have Nina cast protection and powerup spells on everyone.
|
|
Then switch Nina with Bleu, and have Bleu do her worst. As Bo and Mogu
|
|
wear down switch them with Gobi and Ox.
|
|
-Once you defeat the moth Mogu's nightmare will fade and he will awaken.
|
|
Hmmm... scenes stolen from Scarface and now the Wizard of Oz... Mogu
|
|
will ask to join you in your quest. His digging abilities will come in
|
|
handy.
|
|
|
|
With Mogu in the lead backtrack for:
|
|
-Dragon mark north of Nanai. Once inside place Karn in the lead and talk
|
|
to the wizard to learn a spell to fuse Bo and Ox into the superstrong
|
|
Doof.
|
|
|
|
As Doof backtrack for:
|
|
-Heavy boxes which can be pushed in the Bleak fortune teller's house.
|
|
Under one you find stairs to get the ClearCL, and under the other a trap
|
|
door. Have Karn talk to the wizard you find there and learn to fuse into
|
|
Puka.
|
|
-""Gust
|
|
|
|
As Puka backtrack for:
|
|
-The cave north of Auria, which holds the DarkBR. Karn can equip it to
|
|
increase his ACT and MAG.
|
|
-The cave west of Gust, which holds the LoveBR.
|
|
|
|
Spire:
|
|
-The Spire south of the town of Spring influences the seasons. It has
|
|
gone out of control, however, casting Spring into eternal winter.
|
|
-Stock up on Mrbl1s before entering.
|
|
-Place Mogu in the lead and dig at the dragon mark by the tower to find
|
|
your way into the basement.
|
|
-Lots of ability-enhancing items lie in the basement, be sure to collect
|
|
and equip them. You'll find two items hidden behind pillars near the
|
|
stairs.
|
|
-Once in the tower itself you will find yourself in vast rooms with
|
|
nothing in them but the stairs to the next floor. The stairs usually lie
|
|
within view of one of the walls, so walk around the edges.
|
|
-At last you will reach the weather control. The pillar next to it holds
|
|
the SkyKey. Unfortunately Mote, the Dark Dragon henchman responsible for
|
|
Mogu's nightmare, is waiting for you at the pillar. He transports you to
|
|
the World of Dreams, which he controls.
|
|
|
|
World of Dreams:
|
|
-You appear in a small town filled with other people Mote has captured.
|
|
Be sure to stop by the Inn and to save.
|
|
-Head south to find a pass to the northern cave.
|
|
-You'll find more ability-enhancing items in the cave, though one has a
|
|
trap on it which Karn can't avoid. (It's an L-Ptn so it's worth it.)
|
|
-You will encounter Mote's conscience, who will point you to Mote. Be
|
|
sure to refill your party's HP and AP at the spring and save before
|
|
continuing.
|
|
-In the area of crystal bridges it's extremely easy to get lost, since
|
|
every time you step on a mark the whole area spins around. Keep in mind
|
|
that you yourself do not spin and will be facing the same way once you
|
|
stop.
|
|
-On the second floor of the area with the pads that injure you there is
|
|
a hidden trap door you must dive into.
|
|
-Only the bottom right stairs on the third floor lead to Mote. The
|
|
others will transport you back to the first floor.
|
|
-Have Karn fuse into Puka and place Mogu, Nina, and yourself in the
|
|
party. You should remain in human form.
|
|
-When you first fight Mote you will be unable to damage him, so place it
|
|
on Auto Battle. Eventually Mote's conscience will appear and drain
|
|
Mote's resolve so you can attack.
|
|
-At first Mote is invulnerable to magic, so have everyone attack. You
|
|
and Karn (Puka) should use Mrbl1s. As you wear him down he will begin to
|
|
solidify. Once he is totally solid normal attacks will do little damage,
|
|
so move Bleu into the party and have her use her worst (probably NovaX).
|
|
His magic shield will form again and he will again be susceptible to
|
|
weapons, but not magic.
|
|
-When Mote is defeated his world will dissolve. You are free to get the
|
|
SkyKey from the pillar and use it on the weather control.
|
|
-With the weather control back to normal Spring will unfreeze.
|
|
-Equip the Rod5 and fish from the pier in Spring to find the DragonAR.
|
|
Equip it and sell the LifeAR.
|
|
|
|
Tower of Tock:
|
|
-Pass through the cave behind the waterfall in Spring to Carmen.
|
|
-The entire town is frozen in time, except for one man who has returned
|
|
from traveling. He mentions the tower of Tock to the east.
|
|
-Check the chest of drawers at the Inn and under the barrel in the
|
|
windmill with people in it.
|
|
-Before going to the tower head farther east to find a dragon mark and
|
|
dragon tile.
|
|
-You'll find a spring near the entrance.
|
|
-Stepping on the arrow tiles can warp you through a wall.
|
|
-Search an area thoroughly before stepping on a tile if there is no way
|
|
back.
|
|
-The EvilCN lies on the first floor.
|
|
-In the area covered with arrow tiles you'll find the WolfSkin and
|
|
GuardSH in chests. Work your way in from the top to collect these, then
|
|
go back to the top to get to the stairs.
|
|
-At the top of the stairs waits Cerl, who is in control of the tower.
|
|
Cerl distorts space to show you Carmen, which is frozen in time. But
|
|
then she sees Alan, the man who isn't frozen, who she apparently knows.
|
|
She is so upset that she loses control of the spell and you are pulled
|
|
into the space distortion.
|
|
-Most of the party falls to earth near Carmen, but you are dropped by
|
|
the great tree south of the tower. You must work your way back to Carmen
|
|
alone. Though the journey isn't long there are many strong enemies, and
|
|
you may want to run from most.
|
|
-You meet back up with the party in Carmen. They have been talking to
|
|
Alan and have learned that he's known Cerl since childhood. Alan is
|
|
concerned about Cerl and goes to Tock to see her. Hurry to the tower to
|
|
catch up.
|
|
-When you return to the top you find Alan talking to Cerl. Though she
|
|
remembers him it does no good; she wounds him and goes after you. Use
|
|
the Bolt Dragon, Puka and Bleu's BoltX and after a bit she'll break off
|
|
fighting.
|
|
-She opens another portal and again you see Carmen. At Cerl's will the
|
|
people begin aging before your eyes. She threatens to speed up time
|
|
until they die, and you are forced to back off. You are again pulled
|
|
into the portal, and again most of the party lands in Carmen, but you,
|
|
Nina, and Cerl fall by a castle in the southeast. Cerl retreats into the
|
|
castle and seals the door with her will.
|
|
-You can return to Tock one more time and get the MystSD at the top of
|
|
the tower. It's light not as strong as the DragonSD.
|
|
|
|
Cerl's Castle:
|
|
-Since Nina is with you this time returning to Carmen is a simple matter
|
|
of using the Warp spell.
|
|
-Return to Alan's house. Cerl injured him badly and he is bedridden, but
|
|
he forgives her. He suggests you take the Fruit of the tree near the
|
|
town where they grew up to remind her of old times so that she will let
|
|
you talk to her.
|
|
-Go to the ruins south of Tock and have Ox punch the tree to get the
|
|
Fruit. Then head east to the castle.
|
|
-Cerl will open the door when she smells the Fruit. Go upstairs (there
|
|
are no enemies) and talk to her. She feels terribly sorry for hurting
|
|
Alan and thinks he will never forgive her. She gives up the TmKey
|
|
without a fight and asks you to restore time in Carmen. Sadly Goda, one
|
|
of the Dark Dragon henchmen, is watching and when he sees Cerl has
|
|
betrayed them, attacks her. Cerl holds Goda off and warps you outside of
|
|
the castle with the TmKey. Alan limps up to the castle and rushes in the
|
|
door before you can stop him. A time distortion swallows the castle with
|
|
Cerl and Alan inside.
|
|
-You carry out Cerl's wish and return to Tock to restore time in Carmen.
|
|
Nina takes the TmKey to the controls and brings time back to normal. But
|
|
when she tries to take the key out she accidentally opens a second time
|
|
portal and is pulled in. You dive in after her and land in Tunlan in the
|
|
past.
|
|
-This explains the appearance of the girl who looks like Nina; it IS
|
|
Nina. She lost her memory when she fell from the portal. A dark (and
|
|
vaguely familiar) figure tells you to to seek the help of a doctor in
|
|
Carmen.
|
|
|
|
Carmen:
|
|
-You'll appreciate how essential Nina was as a party member when you
|
|
have to return to Carmen on foot and without defense spells.
|
|
-On the way stop by one of the strange plants in the southern part of
|
|
Gramor Desert and have Mogu dig for the Root.
|
|
-When you get back you'll see the same dark figure standing well apart
|
|
from the others. Talk to him and he'll tell you to search where he's
|
|
standing, and disappears. You'll find the Pass where he stood.
|
|
-The doctor can easily make a potion to cure Nina's amnesia, but he
|
|
needs the C-Nut, W-Ant, and Root, which you should already have, and the
|
|
P-Fish which you'll need to go to the red water near Scande to get.
|
|
-Head east to the place where Cerl's castle stood, and you'll be able to
|
|
pass through.
|
|
-To the south lies a broken bridge which you can fish from. Get the
|
|
P-Fish and return to Carmen.
|
|
-When you have all the ingredients talk to the doctor and he'll make the
|
|
potion. Take this back to Nina in Tunlan and she'll drink it, restoring
|
|
her memory.
|
|
-The time warp seems to have had strange effects on Nina, and she seems
|
|
considerably older. Best of all, she now has the ability to fly that
|
|
members of her clan gain when they come of age. Place her in the lead
|
|
while in the overworld and press a button and she will transform into a
|
|
giant bird.
|
|
|
|
Places accessible only by flying:
|
|
-A little northeast of Romero you'll find a dragon mark where Mogu can
|
|
dig to find two powerup potions and a Sash.
|
|
-On an island with two towers directly north of Agua search behind the
|
|
taller one to find the Tri-Rang, which is more powerful than the
|
|
DragonSD. Also, if you walk around for a bit you'll find the giant
|
|
MSlime. It's easy to defeat and you gain 9999 EP and 9999 GP.
|
|
Unfortunately you can only fight a limited number.
|
|
-Directly east of Gramora is a well you can fish in to find the
|
|
DragonSH.
|
|
-Another well southwest of Arad holds the DragonHT.
|
|
-On an island a little southeast of Tantar lives an old woman who
|
|
collects weapons. She has an item she needs identified and would like to
|
|
talk to another weapons collector. Take several messages back and forth
|
|
between her and the old dragon knight (he advised you to use the
|
|
GrimFowl) who lives due south of her and eventually the knight will give
|
|
you the I-Claw.
|
|
-Far southeast of Scande is a dragon mark where Mogu will find the
|
|
powerful one-handed MystCW and several other items.
|
|
|
|
Dragon Training Shrine III and IV:
|
|
-With the DragonAR and flying ability you can enter the Training Shrine
|
|
north of Gust.
|
|
-The dragon spirit will take the form of an Avian. Transform into a Bolt
|
|
Dragon and enter Auto Battle if you like until your HP drops below 100,
|
|
then heal yourself (a Cure potion will do).
|
|
-Once the bird is defeated you'll be given the ability to transform into
|
|
the mighty dragon Rudra.
|
|
-Fly east to the cave of the spring near Romero. Now that you have the
|
|
Gills you can enter the spring. You'll find another Dragon Shrine at the
|
|
bottom. With the DragonHT and all the shrines completed you can enter
|
|
and learn to transform into the fearsome Agni.
|
|
|
|
Scande:
|
|
-Once you are prepared fly south of Tock to the final step of your long
|
|
journey, the tower of Scande.
|
|
-With the Pass the dark figure gave you in Carmen the guards at the
|
|
bridge will let you enter. After talking to a few people in Carmen you
|
|
learn that the tower climber you met in Mote's dream world scaled the
|
|
tower a while back and stole the Parts to the elevator.
|
|
-Return to Spring and talk to this man and he'll give you the Parts.
|
|
They're broken, but he old weapon smith in Gust can repair them for you.
|
|
-Return to Scande with the repaired Parts and place them in the wall
|
|
panel by the elevator. Then climb on and ride to the top.
|
|
-You meet the dark figure again at the top. He tells you of a legendary
|
|
weapon found in Tunlan.
|
|
-Return to Tunlan and talk to the flutemaster near the steps into town.
|
|
Though she doesn't know it, she possesses the legendary weapon, a song
|
|
known as the D'Hrt which keeps dragons at bay. The song will injure any
|
|
member of the Dragon Clan who hears it. The flutemaster places the song
|
|
in a bottle and gives it to you for use against the Dark Dragons.
|
|
-When the flutemaster plays the D'Hrt you are badly injured, so be sure
|
|
to stop by the Inn or the healer to recuperate before leaving. When you
|
|
use the D'Hrt later remember that it will have the same effect.
|
|
-Return to the tower and you will find the way open. Though you travel
|
|
through the same room, the trap doors require that you take the left
|
|
path on the first floor to get to the stairs to the throne room.
|
|
|
|
To avoid spoiling the ending, the remaining bosses are not referred to
|
|
by name, but as Bosses 1, 2, 3, 4, and 5.
|
|
|
|
Battle Finale:
|
|
-Cross the bridge to the throne and you meet with Boss 1. If all your
|
|
party members are alive and unjoined you can transform into Agni, and
|
|
Boss 1 will not have a chance. The Boss does so little damage that you
|
|
won't even need to heal yourself.
|
|
-In the room where you become trapped press against the southernmost
|
|
wall to advance. Talk to all the people in the room you fall to and they
|
|
will help you escape.
|
|
-Head to Agua and go to the shrine at the top. A transporter in the
|
|
shrine will take you to another dungeon.
|
|
-In this dungeon you encounter a similar door-and-switch puzzle; just
|
|
remember that the path you travel and the order in which you press the
|
|
switches decides whether you can reach the stairs.
|
|
-While passing through one of the rooms you will hit a shield that
|
|
drains all your characters to 1 HP. The shield will be released and you
|
|
should immediately heal yourself. You'll encounter Boss 2. Use the D'Hrt
|
|
and any character will be able to finish Boss 2 with one blow.
|
|
-Travel to the end of this dungeon and you will be returned to Drogen.
|
|
Fly to Gramor and have Mogu talk to the Master Digger in the upper left
|
|
dwelling to learn to use the I-Claw.
|
|
-Fly back to the location of Scande and land on the object you see
|
|
there. Place Mogu in the lead and go to the crack in the floor inside
|
|
the temple and he will dig his way in.
|
|
-Inside you will encounter Bosses 3 and 4. Transform into Agni and you
|
|
will defeat these bosses as easily as Boss 1, though you might want to
|
|
use a Cure or Cure2.
|
|
-Search next to the throne in the room you fight Boss 4 in to find the
|
|
EmperorSD. Search the columns to find the StarHR. Then step on one of
|
|
the switches and an elevator will take you down to fight Boss 5.
|
|
-Answer Yes to the first question you are asked and your HP and AP will
|
|
be refilled. Then answer No and you will attack Boss 5, but the boss
|
|
will not fight back. You will back off; answer Yes to the next question
|
|
(since you have no choice). Transform into Agni when the battle begins
|
|
(if you don't you will get the bad ending) and you will leave battle and
|
|
enter again with Boss 5 in its true form.
|
|
-Transform again into Agni and attack repeatedly. The boss has tens of
|
|
thousands of HP and though Agni wears down very slowly you'll die once
|
|
or twice before Boss 5 is defeated. Allow yourself to die, have Nina
|
|
bring you back to life, and call Agni again and Agni will be restored to
|
|
full HP. If you fall again let one of the other characters (who will
|
|
return to normal when Agni falls) use the WaterJr to refill everyone's
|
|
HP and AP and revive you. Soon after with steady attacking Boss 5 will
|
|
fall. Sit back and enjoy the ending.
|
|
|
|
|
|
This FAQ is brought to you by the staff of Encrypt! Magazine, the maintainers
|
|
of the Breath of Fire FAQ, and the ever-patient Andy Eddy who maintains the
|
|
Netcom FTP site and puts up with sloppy submissions by inexperienced
|
|
filesenders. :)
|
|
|