======================================================================= ``````````````````````````BREATH OF FIRE III``````````````````````````` `````````````````````Strategy Guide & Walkthrough`````````````````````` ```````````````````````Version 9.0 by DavidK519```````````````````````` `````````````````````````E-mail- DKK5@aol.com`````````````````````````` ````````````````````````Updated August 16, 2003```````````````````````` ======================================================================= ================= Table of Contents ================= 1- Version History 2- Introduction and Character Bios 3- Game Systems A- Controls B- The Main Menu and World Map Interface C- Camping D- The Battle Menu and System 4- Rules of Thumb 5- The Walkthrough: I- Hoodlums in the Woods II- The Balio and Sunder Saga and the Contest of Champions III- Journey to Angel Tower IV- Revenge V- Problems at the Plant VI- Freeing Deis VII- To Cross the Sea VIII- Technology of the Lost Shore IX- Dragnier X- The Desert of Death XI- Myria Station XII- Eden XIII- The Final Confrontation 6- Dragons and Their Genes 7- Spells A- Character Spells B- Spell List 8- Masters 9- Side Quests A- Fishing B- Faerie Village C- Hide & Seek D- The Tower's Crystal Challenge E- Long Trips in the Desert F- Challenge Monsters 10- Acknowledgments and Closing ======================================================================= 1. Version History ======================================================================= Updated to Version 9.0- I completely reformatted the entire guide. I've added lines to all the sub chapters to make things a lot easier to read, as well as moved the Version History to after the Table of Contents. I also reformatted my header to make it look nice and spiffy. Added a little bit of information about the Black Ship Crane items. Thanks Michael, for reminding me to add this in. Updated to Version 8.0- Reformatted some of the earlier sections into sub sections under Game Systems, as well as added a Camping section to it. Added the levels at which Rei learns Silence, Speed, and Lightning. Added some information to the Arwan boss stats. Also fixed the directions for getting the Royal Sword in the Long Trips in the Desert section. Updated to Version 7.0- Added information about the Black Ship crane items, submitted by Niclas Silfverduk Updated to Version 6.0- Made a correction about the Faerie Village copy shop, submitted by . Updated to Version 5.0- Added a spell to the spell list and did a thorough final error check. Updated to Version 4.0- Added more spells to the spell list and corrected some technical errors Updated to Version 3.0- Added alternate Desert of Death directions and more spells to the spell list Updated to Version 2.0- Added statistics for the Master's Rod and Ding Frog. ======================================================================= 2. Introduction and Character Bios ======================================================================= After a great war hundreds of years ago, the Brood, a race of dragon people, was forced to the brink of destruction. But Ryu, supposedly the only survivor of the dragon race, was encased in chrysm ore for centuries. After he reawakened from his long imprisonment and was discovered in the Dauna Mine, he gets taken under the care of a poor thief named Rei, who was already taking care of another orphan as well. Ryu discovers his dragon descent shortly after being separated from his friends, and on his journey to find out more about the ancient dragons, he makes new friends and gains helpful and knowledgeable allies. Later, Ryu must journey to see the god of the guardian race to find out why his ancestors were destroyed. ~~~~~~~~~~ Characters ~~~~~~~~~~ Ryu- Ryu is a blue-haired young man with a moral heart. He is the only known survivor of the dragon race the Brood, and he uses his strength and dragon abilities to help his companions. Ryu learns a good set of healing and assist magic, and putting that together with his dragon abilities make him the most valuable member of your party. Teepo- Teepo, like Ryu, is an orphan who is being taken care of by Rei. Besides Rei, of course, he hates it when people tell him what to do, and he is apathetic toward his thieving lifestyle. Although Teepo is strong for is age, his arrogance does nothing but get him in trouble. Teepo learns a decent set of attack spells that are very useful early in the game. Rei- Even though Rei is a thief, he has a wholesome heart and doesn't like the idea of hurting others. While taking care of Ryu and Teepo, Rei is very responsible and always does what's in their best interest. He appears to be holding back some kind of hidden power so that Teepo and Ryu don't get hurt. Rei acquires a nice arsenal of electric spells and learns some assist magic as well. Although his attack power is miniscule compared to Garr's, his speed and incredible accuracy make him a very strong party member. Nina- Nina is the princess of Wyndia, but she is getting tired of the royal lifestyle and being controlled by her parents. At the beginning of her travels with Ryu, she is a bit helpless in the face of danger and thinks of Ryu as her hero, because he's always saving her from dilemmas. Nina has little to say in the area of HP and physical strength, but she naturally learns the most powerful attack spells of anyone in your party and learns a few handy assist spells also. Momo- Momo is an independent scientist who knows just about everything about machines and chrysm. She has a chrysm-powered assistant named Honey to help her. Her extensive knowledge proves useful time and time again while traveling with Ryu and his friends. Momo wields a huge bazooka as her weapon and it packs a wallop, but it isn't very accurate. She learns a few powerful attack spells, as well as some healing and assist magic, making her a vital member of your final line-up. Peco- Peco is a little onion-like creature that was created from an experiment at the Plant. Although he doesn't seem to have strong ties with humans, he is very in-touch with nature, especially the Yggdrasil tree. He learns a unique set of breath attacks and has the ability to regenerate a small amount of HP every turn. Peco can be a good party member if he's at a high level, but he's best left out of your final team. Garr- Garr is a member of the guardian race, and has been the victor in the Contest of Champions years running. When he meets Ryu, he seems intrigued by his dragon abilities and seems to know more about the ancient Brood than he lets on at first. Garr's attack power is like no other, and he has HP to burn, making him the heavy artillery of your party. He acquires a wide set of fire spells, but doesn't have the intelligence level to put them to good use. Besides that, though, his only downfall is his low agility. ======================================================================= 3. Game Systems ======================================================================= ~~~~~~~~~~~ A. Controls ~~~~~~~~~~~ X button- Talk, confirm, execute, examine, cast (while fishing), reel in (while fishing) O button- Walk (hold down if auto run on), run (hold down if auto run off), speed up boat Square button- Bring up main menu Triangle button- Undo, exit, use personal action (different with each character) R1- Change camera angles (hold down and press D-pad) L1- Switch lead character R2- No function L2- No function D-pad- Move, scroll, select battle icon ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B. The Main Menu and World Map Interface ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Pressing the square button while on the world map, in camp, or just about anywhere outside of battle, can access the main menu. When you access the main menu, you'll see a brief status screen for each of you currently active party members, your game time, your total amount of zenny (money), and a horizontal row of icons to choose from. From here you can select icons to make decisions and customize your game: "Vase" icon (items)- Here you can view all of your items, and your weapon inventory. You can use, sort, and drop/toss items you don't need. "Rod" icon (abilities)- This is where you can view each party member's abilities and magic spells. You can use an ability (such as a healing spell) outside of battle, you can sort your abilities, and you can send skills back to the skill notes. The dragon gene list can also be viewed here. "Sword" icon (equip)- Here you can view your currently equipped weapons, armor, and accessories, and change your equipment by swapping equipped items with weapons and armor from your inventory. "3 Circles" icon (tactics)- Here you can change your party's battle formation to your liking, and, if you're on the world map, you can select Ally and change party members. "Person" icon (status)- This is where you can see everyone in your party's full status, including each person's stats, HP and AP, exp, and equipped items. "Controller" icon (configure)- Here you can configure the controls, and customize your game. "Tent" icon (camp)- Select this while on the world map to make camp. While camping, you can rest, save your game, change party members, check the master list, and change skill notes. You can also converse with your party members while camping. On the world map, there are some things that may pop up that all players should be familiar with. The main thing you should know about is the box that is always in the upper-left corner of the screen. In the box, you should see: X- Enter, /\- Guide, and START- Camp. When any of these words is highlighted in the box, you can press the corresponding button to perform the button's function (Enter- enter the area, Guide- get a brief description of the area, Camp- to set up camp). Along with this, symbols should appear above Ryu's head: [Name of place]- Usually appears when you are at a town, road, or a fishing spot. The name of the place appears in a box overhead, and Enter and Guide are usually highlighted. ! (Exclamation point)- Often appears while anywhere on the world map. Indicates a random battlefield, and Enter should be highlighted. [?]- Indicates an unnamed area that isn't a normal random battlefield (although in some cases there aren't even any random battles to fight). Enter and Guide should be highlighted. ? (Unboxed question mark)- Appears when you're standing on a ring of flowers. These flower rings can be found all throughout the world but don't come into play until later in the game. ~~~~~~~~~~ C. Camping ~~~~~~~~~~ You can set up a campsite just about anywhere on the world map by pressing the Start button, or by selecting the Tent icon on the main menu. While camping, you will be able to talk with all of your party members (sometimes getting hints about where to go in the process), as well as perform some other important functions. To access the camp main menu, go inside your tent and examine the blue journal on the table: Rest- Choose this to restore all of your party member's HP and AP. Keep in mind that resting during camp will not restore any character under the effect of Temporary Maximum Health Point Decline. To restore TMHPD, you must rest at an inn. After resting, you will break camp as soon as you leave the tent. Save- This option lets you save your progress, it's as simple as that. Change party members- Selecting this option allows you to switch out your current party members. Look at Skill Notes- This allows you to view and change all of the skill abilities that you have learned. Select Look from the sub menu to view and sort all of the skills you have in your Skill Notes list. The Skill Notes list is simply where all of your skills that aren't assigned to your characters are kept. If you select Change (Chng) from the sub menu, you can reassign your skills. However, to do this, you must have an item called Skill Ink. You can see how many Skill Inks you have in the box labeled Ink. To change around your skills, simply scroll from character to character using the d-pad and give them skills from the Skill Notes list. To give a character a skill that another character already has, put the skill on the Skill Notes list, and then you may assign it to whomever you like. You can change around your skills as much as you like using only one Skill Ink. However, don't exit until you're completely done altering your skills, as you will be forced to use another Skill Ink if you leave. Look at Master List- Here you can view information about the various masters that you've encountered throughout the game. To see a master's stats, simply select that master by hitting X. Here you can also see the master's location and the characters whom you have apprenticed under that master. If a master has a star next to their name on the list, then that means you have learned all of the skills they have to offer. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D. The Battle Menu and System ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Breath of Fire 3 has a turn based battle system that is common to many RPG's. BoF3's battle system has everything expected of a stereotypical, basic turned based system plus some other unique features as well (also common in RPG's). The following are the icons that will appear at the beginning of every turn in battle. Collectively, these make up the battle menu, and they are arranged in a + shape. You must hold down a directional button on the D-pad to highlight a battle icon. "Sword" icon (middle)- This is the command to perform a normal attack. Normal attacks don't consume AP and don't have any special affects by themselves. "Rod" icon (up)- By selecting this you can bring up the list of spells and skills for that character and use these abilities. Most abilities consume AP, so if you don't have enough AP, you can't use abilities. For Ryu, you can access Accession on the ability list and transform into a dragon. "Shield" icon (right)- Select this and the character will go into a defensive pose, lessening physical attack damage taken for the remainder of the turn. "Vase" icon (down)- Like on the main menu, this command lets you access and use the items in your inventory, as well as change your equipment. "Eye" icon (left)- This is a feature that is completely unique from any other game. By selecting this, the character carefully watches the selected enemy and if the enemy uses a learnable skill during that turn, the observer might learn it. The higher your intelligence and overall level, the better chance you have of learning a skill while examining. You cannot learn a skill that anyone in your party has already learned or acquired. If you learn a skill while examining, an exclamation point will appear over the person's head and a brief message will follow. If you examine a skill that cannot be learned, a question mark will appear over the person's head and a message will come up saying that the skill can't be learned. "Twin Swords" icon (brought up by holding down L1)- This commands everyone in your party to use normal attacks until otherwise directed. You can gain control again by pressing Triangle. "Boot" icon (brought up by holding down R1)- You can flee battle by using this escape icon. Escaping doesn't always work though; you won't always escape on your first attempt. If your party fails to escape, the enemy will get the rest of that turn to attack. These icons will show up in the form of the battle menu every turn for each member of your party. The name of the character that you are commanding will appear above the battle menu. In the BoF3 battle system, if any character in the battle (including enemies) has a significantly higher level of agility than their opponent, they will get an extra turn in which the opponent cannot attack. Extra turns are marked by "Ex" in yellow letters next to the character's name above the battle menu. If any characters have enough agility for an extra turn, the extra turn will be granted after each regular turn. Outside of battle, you can determine who gains the initiative right before you fight by the !'s that appears over each character's head (assuming there are three members in your party). Anyone who has the initiative automatically gets an extra turn at the very beginning of the battle: If 1 or 2 party members get !'s above their heads, than neither you or your opponent will have the initiative. If all 3 party members have !'s above their heads, than you'll have a 1 in 4 chance of having the initiative. If no one in your party has an ! above their head, the opponent will have a 1 in 4 chance of having the initiative. Also, if a character dies in battle and is not somehow revived before the battle ends, that character will fall victim to TMHPD (Temporary Maximum Health Point Decline). TMHPD is a drop in the affected character's maximum HP until he/she rests at an inn, not just by camping. This temporary drop in max HP is marked by the character's HP status highlighted in yellow on the main menu. TMHPD is temporary because your original max HP can be restored, but once again, you can only do this by resting at an inn. ======================================================================= 4. Rules of Thumb ======================================================================= Here are just a couple of basic tips to get you off on the right foot: If you're stuck on something, seek outside input- A cardinal rule in every RPG is to talk to everyone you can, especially when you arrive in a new town so you can get the scoop on what's going on. You can almost always find out where to go or what to do by talking to everyone you meet. Use your camera angles- Adjust your camera angles often so you can see behind every corner and ledge you come across so you don't miss any hidden items. You will in some cases even have to use your camera angles to find hidden objects vital to your progress. Don't fight stubbornly- If you're clearly outmatched in a random battle, run away or defend and heal. Don't just go on attacking if your party is getting butchered or your offensive is having no effect. There's a difference between being stubborn and being persistent. Play the master system strategically- Be careful when selecting which character you want to have study under each master. Make sure you weigh the character's current status against the affects the master will have on those stats. Also take into consideration anyone among your group that might benefit from a master's special effects. There are basically two ways to approach the master system, and they'll be explained in more detail in the Masters section. Don't limit yourself to a single style of fighting- This game has a vast variety of enemies and situations for those enemies to appear in. There is no single strategy that is effective against every enemy in every kind of situation, so you must learn to adapt to many different styles and strategies of fighting. This goes especially for bosses, and at the end of the game, you'll want to develop several more different strategies to use against the Challenge Monsters. Get involved in the side quests- There are many side quests and mini games in BoF3 to participate in. Most of these side quests you'll find to be well worth your trouble once you reap the rewards. A little leveling up never hurt anyone- If you've just lost to the same boss for the second or third time, or if you are finding yourself struggling against the random battles in a new area, then spend some time increasing your level. There are plenty of benefits to leveling up such as increasing your stats, gaining new skills from masters, or acquiring a good item or weapon from a defeated enemy. The only apparent downfall to leveling up is that it consumes time. These tips will help you get through the game without having to read the entire walkthrough. ======================================================================= 5. The Walkthrough ======================================================================= Here's the walkthrough that will help you get through game if you get stuck somewhere. I've divided up the major sequences of events into chapters and have provided sub-chapters for each mission in each chapter to make it easier to find what you're looking for. And whenever I'm talking about a direction (e.g. left, right, up, down, north, south, ect...), I mean your perspective of the screen (e.g. the top of your screen = north/up). ----------------------------------------------------------------------- I. Hoodlums in the Woods ----------------------------------------------------------------------- In the caverns of Dauna Mine, two workers have been ordered to detonate a large piece of chrysm ore. When the explosion goes off, the baby dragon that was inside of it will be awakened. Immediately the two workers will attack you and the battle menu will appear. Select Whelp Breath under abilities to incinerate these foes. After you kill them, you'll have control of the dragon. First go inspect the corpses of the two fried workers to get the Melted Blade. Since there are no more items to find throughout the rest of the area, you can basically just leave through any of this room's exits. Once you leave the room, follow paths going for the most part right and downward. Unless of course you go down a side path with a dead end, all of the main paths eventually empty out into the room you're heading for. If you encounter anyone along the way who tries to fight you, just kill them with Whelp Breath. Once you reach the room with the giant green skull on the wall, you'll confront a big worker and have to fight him. Once you try to use Whelp Breath, a voice will tell you to stop, and a crane operator will knock you out. You'll now be captured, caged, and put on a train heading east. Once you regain control, shake the cage by moving the D-pad rapidly, and the cage will come loose from the train cart. Meanwhile, down below in Cedar Woods, you'll see that some fellow just missed out on a meal because of some racket. He goes over to your crash landing site and scares away some wolves that were eating you. This guy happens to be Rei, a thief who lives in these woods. Even though Rei doesn't think he can afford another mouth to feed, he takes you home with him anyway. Teepo, another orphan Rei is taking care of, is waiting at home hoping for some food when Rei gets back. They put you to bed and then leave to let you get some sleep. You'll then have a strange and sort of beckoning dream. When you awake and gain control of Ryu, go over to the blue book in the bedroom and save your game. Then proceed downstairs and pick up a Vitamin and Worm from the cabinets there. Go out the front door and follow the path around the house until you reach the dirt path going down to a bridge. Cross the bridge and pick up a Skill Ink in the treasure chest on the hill adjacent to the house and use your camera angles to check behind the trees to the left of the chest to get an Ammonia. ---------------------- McNeil and Yraall Road ---------------------- Return to the dirt path and take it to the left and then upwards to reach the left exit of this area. Head back to the big tree where Rei first found you and check behind it for a Green Apple. Take the path south from there and pick up satchel containing another Green Apple along the path. There are no more items to get in Cedar Woods so keep going south into the next area and continue south from there until you exit the woods and appear on the world map. Go south on the world map until you reach a town called McNeil; enter it. Right when you enter town you'll witness Rei and Teepo getting chased out of someone's house. Once they see that you're finally out of bed, Teepo proposes that you help them "work". Now head south a little ways until you reach the weapon shop. Rei will go inside to get you some equipment, but meanwhile when making conversation with Teepo, he'll casually call you by your name. But how does he know your name, weird isn't it? Once that's over Rei will come bolting out of the weapon shop after snatching some equipment for Ryu, and all three of you will head down to the farm just south of McNeil. After waiting for Ryu to catch up, Rei and Teepo explain what they do for work, which is mugging people at Yraall Road. Rei will suggest that you go to Yraall Road to do some work right now. Now you have control of the whole party and can bring up the main menu for the first time. Before going to Yraall Road, though, I would suggest that you return to the world map and enter some random battle sites to do some leveling up and to get a feel for the battle system. Whenever your party gets low on health though, make sure you make camp, rest, and save your game. Once you accumulate a good amount of zenny (money), you can go back to McNeil village to buy some new weapons, armor, or some items to stock your inventory. Also make sure to check all of the houses and buildings in McNeil for a Healing Herb, Antidote, and Molotov. There's also a bag containing a Vitamin in the garden to the left of the inn. McNeil Item Shop McNeil Weapon Shop ----------------- ------------------- Healing Herb- 10z Ballock Knife- 100z Croc Tear- 5z Bronze Sword- 240z Antidote- 12z Leather Armor- 180z Eye Drops- 20z Bracers- 30z Molotov- 10z Cloth Shield- 150z Ammonia- 200z Bandana- 30z Wooden Rod- 40z Brass Helm- 120z Worm- 20z Toad- 20z Old Popper- 20z Sinker- 20z If you talk with some of the people in McNeil and at the farm you'll find out that there's been a very poor harvest this year and also that most people don't appreciate Rei and Teepo's line of work. Anyway, once you've leveled up to about level 4 or so, head down to Yraall Road. Once you enter Yraall Road, take the path down until you reach the T junction. There Rei and Teepo will spot a place for the three of you to hide, so go over to that spot. In a little while you'll spot someone coming, and since Ryu is hesitant to attack him, Teepo offers him a great shove down the hill where Ryu slams into the guy. It turns out that this is a guy named Bunyan, a very strong woodsman who lives in the southeast corner of Cedar Woods. Bunyan just sort of shrugs off this little attempt at robbing him, but he leaves Ryu with a threat to Rei and Teepo. After a little suffering of defeat, Rei realizes that if Bunyan is out here than that means there's no one guarding his house. So it's decided that you go hit Bunyan's house. Before leaving Yraall Road, make sure you pick up the satchel containing 40z near your hiding place. Now head to the southern most entrance on the east side of Cedar Woods (just above the little hut on the world map). Once you enter Cedar Woods, just take the path downwards to reach Bunyan's house. Switch Rei into the lead position and have him pick the lock on the door. After you're inside the house and you gain control of Ryu, go down the ladder in the northeast corner of the room. Pick up the Beef Jerky from the cabinet down there. Now Rei and Teepo will come down to see if you've found anything. Victory for finding food, though, is short lived when you hear the door creak open upstairs. Rei will go up to see what's going on, and after a monkey-like scream, Teepo will follow. Now have Ryu go upstairs and out the front door to get a free five-finger sandwich, complements of Bunyan. When you wake up, all three of you will be tied up and you'll get a lecture about stealing. Bunyan will tell Rei to go to Mt. Glaus and in the meantime, have Ryu and Teepo do some honest work for a change; chopping wood. Listen to the directions Bunyan gives you and then start the game. This wood chopping mini game is all about timing; once you see the log tip, swing. You have to cut a certain amount of logs within the time limit to gain freedom, but don't worry, because this mini game is very easy and you should be able to win on your first try. Once Bunyan sets you free, Teepo suggests that the both of you go up to Mt. Glaus to meet up with Rei. Exit Cedar Woods and take the path on the east side of the woods north until you reach a boxed "?" area on the path. This is the road to Mt. Glaus. ----------------- Road to Mt. Glaus ----------------- The road to Mt. Glaus is pretty short but don't rush through it because there are a lot of useful items to pick up along the way. Start out by crossing the bridge straight ahead and going right just a little ways to see a huge boulder. Have Teepo kick out the small stone from under the boulder so it will roll into the stream and dam it up. Now walk right until you can enter the dried up stream. Go right and then follow the path up that leads to a chest with a powerful Weather Vane inside. Return to the area where the boulder initially was and take the main path upwards. In the next area and throughout the rest of the road you'll see rocks scattered on the ground. Make sure you have Teepo kick over all of the rocks you see because some of them have holes under them. Inspect the holes to find a Vitamin, 120z, and a Coin. The main path goes northwest all the way to the exit, so continue north until you find a chest under a tree containing 80z. From here just head west until you reach the exit (Note- Once you make it through this road once, you can just walk through it on the world map from now on). If you need to rest or do any shopping at McNeil, now's the time. After you've rested up and done any last minute leveling up, follow the path the rest of the way to Mt. Glaus. ------------------------- Mt. Glaus and the Caverns ------------------------- When you first enter Mt. Glaus, cross the big bridge and immediately turn left and walk down to a path that doubles back to the right toward the bridge. Pick up the Antidote in the bag and return to the bridge. Head north until you reach a steep, light colored incline with ledges sticking out of it. Go up the ramp to the immediate left of this incline until you reach the top. You'll soon find out that if you try to go down the light colored incline, you can only go down it, not up it, and you can't maneuver while going down. To get the two satchels on the ledges, you have to slide down the incline right above the ledges. You don't have to guess at it though because there are indentations in the incline that mark where the ledges are. Slide down at the two right places to pick up a Heavy Caro and a Cloth Shield. Once this is done, head right from the top of the incline and cross the bridge there. You'll then see the sun setting and Teepo decides that you should spend the night in the cabin that's directly ahead. When you go inside the cabin you'll find that Rei is staying there also. Rei explains that there have been rumors of a monster living near Mt. Glaus, and that Bunyan sent him here to kill the monster. After this discussion, everyone agrees that they should get some sleep. In the morning, you're awakened by a terrible noise. Go outside and you'll see the monster, who looks like a monkey and chimera combined. It'll jump down from the ledge to confront you and a fight will begin. Just hit it with normal attacks and have Rei use Pilfer so you might be able to snatch a Power Food from it. The Nue will run away after a few turns, so you have to chase it down. Follow the path of broken trees to the right of the cabin upwards and you'll see a cave entrance. Ignore it for now and take the path going left all the way up to find a bag containing Vitamins. Now it's time to hunt down the Nue, so return to the cave entrance and proceed inside. The caverns are pretty straight forward, considering that you have a trail of blood to follow. Start up the trail and detour at your first left and go through the passageway. Inside the sub cave, inspect the huge pile of bones to find a Bent Sword. Return to the blood trail and follow it until it leads into a cavern to the left of the main path. Enter the cavern and follow the path all the way up until you see the blood trail end. Check the skeleton for 200z and exit the cavern. When you exit, Teepo will say that he thinks the monster jumped into the water in that cavern to cover the trail. Once that's done, return to the T junction in the main path and heat north off of the blood trail. Take the path at the first right to a skeleton carrying a Ballock Knife. Return to the main path and take the next right to a skeleton you can inspect for a Talisman. Once again, return to the main path but take the left trail at the very end of the main path and enter the cavern there. Now Teepo will explain that if you jump into the water from here, you can ride the current down to the spot where the blood trail ended. So when you're ready to proceed, dive into the water and the current will dump you out into a cave hidden behind the waterfall. Now follow the trail of blood upwards until you confront the Nue. Boss fight: Nue HP- 280 Exp- 96 / Zenny- 50 / Item- Power Food Recommended team- Ryu, Rei, Teepo Recommended level- 6 Notes- Like in most RPG's, the first boss is usually fairly easy to beat, and the Nue is no exception. Just hit him with your normal attacks, and if Teepo is at level 7 or higher, you can use Simoon to make the battle ridiculously short. The only two attacks you have to be aware of are Chlorine because it poisons, and Jolt because it does about 10-15 damage to all of your party members. The Nue also has a high reprisal rate so expect him to attack you more than once per turn.***Extra Note- You can steal Power Food from the Nue twice with Rei's Pilfer ability; during the battle when the Nue runs away, and during this battle*** After the battle, inspect the Nue's body and you'll enter the cave it was guarding. It turns out that the monster was bringing food to her cubs, but she didn't know that the cubs were dead. Now exit the cave and dive back into the water and the current will take you out of the cave. Once you leave the cave, Bunyan will be waiting for you outside, and he will commend your strength and bravery. After your conversation, the scene will fade out and time will pass. ---------- New Spring ---------- With the Nue gone, there's been plenty of food now for everyone to outlast the fall depression, and now that spring has arrived, a new harvest has brought prosperity to the Yraall Region once again. After Teepo returns from the woods with some food, he'll suggest that you all go into town to hear what everyone's saying about them. If you haven't already done so, go down to the storage room in your house to pick up a Healing Herb and then head out of Cedar Woods and go to McNeil village. When you arrive in town, it'll appear deserted (it seems that Teepo's been letting his ego run loose lately). But then people will start coming out the their homes with shovels, rakes, and sickles in hand, but don't worry because they're just farmers. A crowd will gather around you, and the village elder will come and commend your efforts to save the town from the Nue. The crowd will then disperse and life will go on as usual, except now the people in town will treat you with the up most respect. Now that it's spring, you now have some new areas to explore in the Yraall Region. Buy a Wooden Rod and some fishing lures from the McNeil item shop and go enter the fishing spots along the river to the west. Fishing is the first side quest you can experience and even at this point in the game it has its rewards (for more on fishing see the Fishing section under side quests). Also check out the new [?] area northwest of McNeil to find the game's first master, Mygas. Make sure, though, you spend all of your zenny at McNeil before talking to Mygas (to learn more about him and all of the other masters check out the Masters section). Now's also a good time to do some leveling up along side of fishing. You've probably noticed that after you killed the Nue and the people congratulated you and everything, there's been a shifty looking character in a green cloak following you around whenever you visit McNeil. Once your party is at level 8 or so, talk to this guy. It turns out his name is Loki, and he starts right off saying how strong and brave you are, but he'll beat around the bush a little bit before he asks you for a favor. Say that you'll help him and he tells you to meet him in the shed down at the farm. Make sure that you have a good supply of healing items and zenny before you go to see Loki, but once you're ready, head down to the farm and enter the hut on the right side of the path going south. When you enter, Loki will explain that Mr. McNeil, the mayor of McNeil village, has been overtaxing the villagers, and he thinks that you should take back some of the tax money and return it to the villagers. Teepo, of course, agrees immediately and is followed by the slightly reluctant Rei and Ryu. Loki suggests that you should go tonight, so the scene will then end and night will fall. -------------------- Outside McNeil Manor -------------------- When you arrive just outside of McNeil manor, your party will split up looking for a way to get in. First, follow the path you're on upwards and search inside the hut on the side of the path for a Vitamin. Exit the hut and detour to the north off the path until you come to the outer wall of the manor. Walk along this wall until you find a section of the wall that stands out from the rest of the wall and examine it. Rei and Teepo will join you, and when Rei leans against the newly fixed section of wall it'll topple over, giving you guys a way in. When you get in you'll find the place swarming with guards. First, search behind the hedge to the left to find a guy who looks like Loki who gives you 50z for keeping quiet about him to the guards. Exit the ledge and continue upwards until you confront a guard who, realizing he's no match for you, let's you pass for 50z. Pay him and continue straight ahead and go up the stairs. Head left from the top of the stairs and use your camera angles to check behind the corner there to find a wallet. Go right past the stairs and give the guard standing there his lost wallet and he'll let you go by. Keep going right and then head down the stairs, making sure not to let yourself be seen by the guards holding lanterns (because if a lantern guard sees you, you'll get thrown out and you'll have to pay the initial guard another 50z). Now go south until you reach a tower with a bell on it, so climb up the tower and use Ryu's sword to ring the bell. This will cause a lantern guard to leave his post so you can walk by, so climb down the tower and go right until you reach a courtyard. Speak with the guard who's sitting in the middle of the courtyard smoking, and he'll tell you to take out the guard dog keeping watch at the front gate so it'll look like the dog's fault if you break in and not his (it seems that half the guards here are nothing but slackers). Take the path south from there to fight the Pooch (Note- You can have Rei steal a Vitamin off the Pooch). Make short work of the dog and continue to the right from the courtyard and double back around the hedge downwards of you to find two people eloping behind it. Talk to them and then talk to guard who's standing in front of the shed to the right of the hedge. He'll leave his post when you tell him what's going on so enter the shed he was guarding. It turns out to be a chicken coop, and when Teepo tries to steal some eggs, a big a** rooster named Rocky will come out and give you some attitude. The fight with Rocky isn't too hard just watch out for his Ovum attack (Note- You can have Rei snatch a Life Shard from Rocky). Once you've dealt with Rocky, the chickens will go crazy, and almost all of the guards will be too busy chasing chickens to notice you sneaking around. From the coop, go up following the wall to the right until you reach a stair set. Go up the stairs and head left to find a chest containing a Firecracker. Now go back to the courtyard and cut through it to the left and go up the stairs. Then head right towards the main door to find it heavily guarded. Rei decides to act as a diversion so that Ryu and Teepo can sneak in the front door and meet up with him later. Once Rei leads the guards away from the door, Ryu and Teepo enter McNeil manor. ------------------- Inside McNeil Manor ------------------- When you first enter the house, go right and enter the door there to wind up in a room full of portraits hung on the walls. You'll both start to receive some bad vibes from this place so exit this room and walk to the large stairway in the middle of the hall. A strange force will stop you from going up the stairs, and then a ghost will appear, telling you that he is a spirit of one of the old McNeil's, and he doesn't want you to challenge the McNeil clan. Torast will then challenge you to a fight. Just use your strongest attacks against him when you can because Torast tends to use Sleep a lot (Note- If you've acquired the Sliver Knife by fishing you can do serious damage to ghosts with it). Once you defeat Torast head up the big stair set and take the path right. Go down and enter the doorway to the right and collect the item in the room above you (Remember to use your camera angles to find cabinets hidden behind walls). Now return to the top of the big stairway, but this time go left. Walk through the doorway on the left and pick up Gems in the 2nd room (going right to left) below you and a Vitamin in the 2nd room above you. Head out the north end of the room with the Vitamin to confront Mr. McNeil, or so you think. Ryu sees through this McNeil ghost's disguise and reveals him to be the ghost of Kassen McNeil. Fight Kassen, who shouldn't be any harder than Torast, and then continue to the right down this hall. Enter the room below you at the end of the hall and check the drawers for a Panacea. Try to go down the stairs in this room, but you'll be halted by Galtel, another McNeil ghost. Eliminate him and continue down the stairs. From here, walk to the left past the beds and collect a MultiVitamin from the drawer. Continue through the lower doorway and through the next doorway as well. Head left and get a Healing Herb in the kitchen drawer and continue left and go up the stairs to find 600z in the bedroom. Go back down the stairs and enter the lower hallway to confront another ghost, Doksen. Teepo seems to be getting tired of all the talkative ghosts so he cuts right to the chase. Once you've taken care of Doksen, continue down the hallway and head right after entering the next room. Take the elevator there up and then go up the next stair set to find a room where you can rest and save your game. After you've rested up, go up the ladder to reach the roof. Now that you're finally on the roof, go up and to the left until you get to the end of the roof (Also make sure to check behind the chimney stacks on both roofs to find a Broad Sword. Thanks to my brother for finding this one). On the incline of the roof you'll see green moss that, like the slope at Mt. Glaus, lets you slide down but not up. Slide down the roof's side in the right spot to get the grappling hook. Once this happens Rei will show up, and now that you've found his grappling hook, you can cross over to the adjacent roof where Mr. McNeil is. After a little guilt trip, courtesy of Teepo, head upwards and walk down any of the narrow stairways slanting down the roof. Go up the narrow gutter-like area on the edge of the roof to find a satchel containing a Swallow Eye. Now return to the area where you crossed over from the other roof, search for a ladder (not a staircase) going down into the house, and head down it. Check this area for items and then return to the roof. Now search for a staircase going down into the house and walk down it to enter Mr. McNeil's bedroom. After barging in on his fun, you'll have Mr. McNeil cornered and cowering, but then the ghosts that you defeated (plus another that you didn't fight) will appear and they will fuse into one big ghost in an attempt to prevent you from destroying the dignity of the McNeil clan. It's time to fight the McNeil's once and for all. Boss fight: Amalgam HP- 550 Exp- 210 / Zenny- 200 / Item- Magic Shard Recommended team- Ryu, Rei, Teepo Recommended level- 9 Notes- Amalgam isn't too tough to beat, but this fight will take a little longer than the fight with the Nue. Just have Rei stick to his regular attack and Pilfer, Teepo should use Simoon, and Ryu should just use regular attacks and heal the party when needed. This guy's a ghost, so any regular attack by someone equipped with the Silver Knife is going to do major damage. The only attack you need to watch out for is Astral Warp, which can do 15-20 damage to a single character. Once you defeat Amalgam, you'll walk in and steal the money easily from the sobbing Mr. McNeil, but through his tears he makes a threatening promise of revenge. --------- Aftermath --------- Later, back at your home in Cedar Woods after you've left some of McNeil's money at everyone's doorstep, Teepo thinks that the three of you should go into town again to see the reaction of the town's people. Make sure you've collected all of the items in your house and then head over to McNeil. Talk to the people in town, and you'll find out that everyone is mad at you again for stealing, and also that they all gave the money back to Mr. McNeil. Now that this plan blew up in your face, go down to the farm and talk to Loki, who's hiding behind a cart to the side of the road. He appears to be a bit paranoid about people hearing their conversation so he asks you to meet him in the hut again. Go to the hut and wait for Loki, but instead of him, Bunyan comes in with a cow. Bunyan will indirectly tell you that Loki didn't know until now that Mr. McNeil has strong ties with a mafia group who didn't appreciate getting stolen from, uh oh! Now that he's got things figured out, Rei suggests that you all should get back home as quickly as possible to lie low until this whole thing gets forgotten. When you exit the hut, Loki is nowhere to be found, so when you're ready, head back to your house in Cedar Woods. When you return to your home, you'll find it set on fire, and you'll also find the two arsonists as well. News got out fast and the gang of crooks McNeil works for already sent two of their toughest guys, Balio and Sunder, to kill you. Unless your level is something amazing, your party will be wiped out in about three turns, so don't waste any items in this battle (although you can have Rei use Pilfer to try to snatch an item or two off of them). ***Note- This is the most controversial battle in BoF3 because only those who have witnessed someone beating Balio and Sunder in this fight know for sure that it's possible to win this battle. My friends and I did a little experiment to see if it is possible to beat Balio and Sunder and we got some pretty interesting results. If you want to know more about our experiment or if you have witnessed someone winning this battle, please e-mail me at DKK5@aol.com and subject the mail "Breath of Fire 3 Guide Questions- Balio and Sunder"*** ----------------------------------------------------------------------- II. The Balio and Sunder Saga and The Contest of Champions ----------------------------------------------------------------------- When Ryu regains consciousness, he finds himself in a bed inside a familiar house. Get out of bed and head out the front door to find Bunyan waiting for you. He says he found you hurt in the woods...alone. It looks like the worst is to be expected of Rei and Teepo, but Ryu believes that they're still alive somewhere. You tell Bunyan that Rei and Teepo wanted to go to Wyndia so he suggests that you head east to Mt. Myrneg. Take his advice, exit Cedar Woods, and head east from Yraall Road to reach Mt. Myrneg (Note- After you've visited the mountain once, go back to Cedar Woods and talk to Bunyan, and he'll become a master). ---------- Mt. Myrneg ---------- When you first enter Mt. Myrneg, take the path to the right and talk to the Tarman named Tallman standing on the path next to a chest containing an Icicle. He'll tell you about enemy weaknesses. After you speak with him, pick up the Icicle and continue right around the first corner and head up the ladder there. Go to the right until you reach a ladder going down. Head down the ladder and take the path right and check around the trees for a satchel containing a Protein. Now go back up the nearest ladder going up. Walk to the right and take the ladder farthest to the right up to a small precipice with another ladder going up; take this ladder up too. Now take the half hidden path on the right to get the Bat Amulet from the chest there. Go back down the two ladders you just took and head left. Take the first ladder you come across up and then go right to another ladder at the end of the path. Climb that ladder and go left up the path (ignore the first ladder to the right of the path) and walk down onto a rock peninsula and pick up the 200z in the bag there. Now go up the ladder you ignored earlier and take the next path up and to the left to reach the last ladder. Climb it and go right to see half the horse duo, Sunder, taking a wiz. Try to get by, and he'll turn around and see you. Sunder gets scared and calls for Balio to come over and help him. Balio figures that they didn't finish you off after your last encounter, so Sunder draws his sword and shafts you right through the back. You then turn into a dragon, and Balio will get the idea to make some money off of you. Balio and Sunder capture you and cart you the rest of the way to Wyndia, where they'll request a hearing before the king of Wyndia. The thugs will go before the king, telling him that they've captured a dragon, but when the cage is unveiled, Ryu has turned back into a boy again. Thinking the three of you are con artists, the king will have you locked up in the dungeon. --------------- Wyndian Dungeon --------------- You're sent to the dungeon and they lock you up in a cell, and Balio and Sunder in another cell. After taking some lip from the horse duo, Nina, the princess of Wyndia, comes in and says she'll let you out because she sorry for the way you were treated. Balio and Sunder lie to convince Nina to bail them out to, and she does... bad move! She lets them out first and they capture her so they can get a ransom. You're left in the dungeon by yourself, so go up to the cell door and examine it. You will now get some options of what to do. Choose to try to break the door down. Your first attempt will fail, but the door will fall down after you ram it twice. Now head right and pick up the Skill Ink from Balio and Sunder's cell (save your game at the journal also). Then follow the path down and through the barred door and go down the stairs. Continue down the stair sets and take the path down to confront Balio and Sunder. They decide to deal with you before worrying about the princess, so now you fight Balio and Sunder. Before you attack them, use a Healing Herb on Nina so she can escape the battle, and then go up to abilities to find that you've acquired the Accession (dragon transformation) ability. Select the Flame gene, the only gene you have right now, and turn into a flame Whelp. Use Flame Breath until the horses begin to run away, that is if you're at a higher level than average. If you're at a low level, you probably won't be able to beat them, but that's ok because you don't have to win this fight (although if you manage to win, you'll get 110 Exp). After the battle, win or lose, Balio and Sunder will have dispersed and Nina will thank you for helping her. She tells you that there's a way to the city through the Catacombs, and so Nina will join your party of one. Now walk down the path and head down the stairs to reach the Catacombs. ----------------- Wyndian Catacombs ----------------- As you first enter the Catacombs, head left and take the concrete path (that seems to be just hovering in the darkness) to a tombstone. Examine it, and it'll tell you about the tombstone puzzle of these Catacombs. Push the "7" on that tombstone and return to the area near the entrance and then head right to reach an area with seven normal tombstones and one big one. The seven smaller tombstones are scattered around the floor in this area, and the big tombstone is up on a platform which you can access by ladder. All of the seven smaller tombstones have two words on them that you can push like a button. Push the wrong word and you will fall through the floor and have to climb back up to the staring area again (that's how you obtain the Glass Domino that's on the raised platform near where you start). Here are the correct buttons to press: "Above or Beneath"- Above "Climbing or Outside"- Outside "This or That"- That "Look or Secrets"- Secrets "Green or Red"- Green "I or You"- You "Is or Not"- Not Once you've hit all of these switches (and picked up the Panacea in the chest at the bottom of the ladder south of the "Green and Red" tombstone), climb the ladder up to the big tombstone and examine it. You'll find that it has seven different sets of buttons to press, so here's the correct buttons to hit in each set: Red, Climbing, I, Is, Look, Beneath, This. If you hit all the correct switches, you'll fall through the floor and land in a small area. Walk down a few steps to fall through a hidden hole in the floor. Nina now tells you that you can reach the city from here. Ryu explains that he's looking for Rei and Teepo, so Nina offers to help you look for them. Continue south from here to this area's exit, but make sure to check behind the tombstones to the left to find a chest with a Wisdom Fruit inside. Go south in the next area to exit the Catacombs. ------ Wyndia ------ As you'll soon find out, Wyndia is a very up-beat, peaceful, and large city (It makes McNeil village look like nothing). Explore every area in town you can to find a Healing Herb, Ammonia, Moxa, and Bread X4. At the ground level of town, there's a couple of weapon and item shops and an Inoculation shop, where you can receive injections that will protect you against certain types of attacks, and even status changes. But the higher your level, the higher the price for each injection, and the effects of the injection wear off after you rest. Near the Inoculation shop, you'll find some kids playing near a fountain. Talk to the leader of the kids and he'll get you to play a game of Hide and Seek. Nina thinks that if you both play, the kids might tell you if they know anything about Rei and Teepo. Here are the hiding places of the kids: -Behind the trees near the Inoculation shop -Behind the left wall near the city's entrance -Behind the weapon shop near where the bum is sitting -Behind the tree in the cafe area After you've found them all, the leader will tell you that he saw some kid rob a man's house here in town, and that he ran off down the road afterwards. So now it's time to go down to Eygnock Road to look for your friends. Before you leave town, though, check out the shops here in Wyndia, and if you got a couple thousand zenny to spare, consider buying some new weapons and armor. If you have little money, save it because you can get supplies cheap in the next town. Wyndia Item Shop Wyndia Armor Shop Toshihiro's General Store ---------------- ----------------- ------------------------- Healing Herb- 10z Leather Armor- 180z Midas Stone- 3000z Vitamin- 50z Leather Apron- 330z Talisman- 500z Antidote- 12z Ranger Garb- 520z Life Sandals- 500z Eye Drops- 20z Cuirass- 620z Molotov- 10z Panacea- 100z Mage's Robes- 610z Dynamite- 200z Ammonia- 200z Gauntlet- 400z Weather Vane- 200z Worm- 20z Bronze Shield- 610z Taser- 200z Toad- 20z Iron Helm- 380z Old Popper- 20z Glass Domino- 450z Sinker- 20z Wyndia Weapon Shop Bakery ------------------ ------ Bronze Sword- 240z Bread- 20z Broad Sword- 600z Claymore- 2500z Mace- 400z After you're finished in Wyndia, exit the city and head south to Eygnock Road. When you arrive there, walk south on the path to the house and go inside. As Ryu walks inside, you'll hear Nina scream, so pick up the Clothing from the dresser and return outside to find the horse duo, Balio and Sunder. You can't do anything to stop them this time so they knock you out and capture you again. The two of you are then taken to a rowdy town called Genmel. ----------------- Arena Town Genmel ----------------- When you arrive in Genmel, Balio and Sunder tie you both up and leave you under the watch of a bartender named Fahl, because they have more important things to do than look after a bunch of kids. After they leave, Ryu decides to try to chew through the ropes that bind him, and he's successful (but you can't see how with that screen in the way). Now that the two of you are unbound, you can make an easy escape from the bar, especially since Fahl has had too much to drink. Genmel Item Shop Genmel Weapon Shop ---------------- ------------------ Healing Herb- 10z / 7z Broad Sword- 600z / 420z Vitamin- 50z / 35z Scramasax - 1200z / 840z Antidote- 12z / 8z Mace- 400z / 280z Eye Drops- 20z / 14z Magician Rod- 780z / 546z Panacea- 100z / 70z Rippers- 600z / 420z Ammonia- 200z / 140z Ranger Garb- 520z / 364z Dynamite- 200z / 140z Cuirass- 620z / 434z Weather Vane- 200z / 140z Breastplate- 1000z / 200z Taser- 200z / 140z Gauntlet- 400z / 280z Bronze Shield- 610z / 427z Glass Domino- 450z / 315z *** Without Flier / With Flier *** Once you have escaped, explore the town (you can find 80z in one building, I think it's the inn) and talk to the people around here. Everyone in town is getting psyched up for the upcoming Contest of Champions, a fighting tournament run by Balio and Sunder. It also appears that Fahl, the bartender, knows some good fighting techniques, but he's too busy drinking to teach them to anybody. If you explore the southwest corner of town and check behind the wall there, you'll find a fish merchant handing out Fliers that can give you a discount at the stores just north of him. Pick up a Flier from him and then check out the weapon and item shop. Once you've taken care of everything in town, exit the town and head north to the Maekyss Gorge. When you get there, you'll find that the bridge is blocked so you're going to have to go the long way around to Wyndia through the mountains. So go back down south and head east past the arena to reach Mt. Boumore. ----------- Mt. Boumore ----------- From the entrance, take the only path up a little ways and walk to the right of the first small ramp you see. Pick up the Panacea from the chest there, and then go up the ramp you just passed. From there, walk to the right and up the next small ramp and then head left. At the first junction, go left until you reach another junction. At this junction head down the upper left path to find a satchel containing 400z behind the corner. Return to the top of this path and walk upwards to a small ramp on the left near a long narrow ledge you can jump off of. Go up this ramp and then climb up the ladder. Head up the path (make sure to ignore the people and their house on the left of the path for now) until you come to a ledge you can jump off of at the end of the trail. Jump off this ledge and then the next ledge also to get the Buckler. Jump off the left side of this ledge and return to the top area where you saw the people before. Talk to the fat guy, and he'll invite you in. Once inside, Nina will tell Mr. Mason that two guys named Balio and Sunder are after you. Mr. Mason will pretend not to know who they are, and he lets you stay the night at his house. Pick up the Bent sword from the dresser in the house and then go into the next room to rest. The next morning when you wake up, you'll find that you've been locked in, and nobody's coming to let you out. Meanwhile, Sunder shows up at the house to capture you again (it looks like you've been betrayed). Exit north from this room to reach the lift area. Nina tells Ryu to get on the lift while she tries to activate the panel with her wand. Now Sunder enters the scene, but when he tries to capture you, Ryu will give him a well deserved swipe with his sword. Now Nina manages to get the lift working, and she jumps onto the lift at the last second. You're safe for now. When the lift finally stops, exit the lift station and head right. Walk down the path past the locked gate to the right and take the path not sloping up to a Life Shard inside a satchel. Now head up the path sloping upward to the topmost area. There you'll find a dead end, and then Sunder will come up from behind you and have you trapped. Just when you think the jig is up, Nina decides that you both should jump. You'll then jump and slide down the side of the mountain. Ryu puts himself in front of Nina and turns into a dragon to break her fall (This will net Ryu the Defender dragon gene). Once you have control again, leave this area to return to the world map. Head south from your current location to reach a [?] area. Enter this area to find a large purple crystal on the ground. Have Ryu examine it, and he'll obtain the Reverse gene. Return to the world map and go up and to the right to reach the Tower. ------------ Momo's Tower ------------ Enter the Tower and Nina will suggest that you both go inside to find someone who can help you get to Wyndia. If you're low on healing items make sure you buy some supplies from the fish merchant. Now, head left and up the big stair set and then walk past the pool with the chest in it to it's left. Go through the doorway directly left of the pool. From here, go up the path and pass the big crystal near the end of the room (unless you want to try the crystal challenge; explained in Side Quests) and go up the stairs to the left. Walk right down this next hall but detour through the big doorway at the bottom of the path. Now go down the small stair set and veer right to pick up a Silver Knife from behind the tree. Return inside the Tower the same way you came out and continue right down the hall and exit through the door at the end of the room. Head up this hallway and up the big stair set on the left side of the hall. Walk to the right to reach a rest and save room, so use this place as needed. After you've rested up, exit the save room and head left to the end of the room and go up the stairs in the northwest corner of the room. Take this next hallway right and then upwards at the end to see a little pink thing walk out of the next room and brace itself for an explosion. Go inside the room to find a scientist named Momo amongst a huge mess. Once you're able to converse with her without yelling at each other (her ears were ringing from the explosion), you'll ask her how to get to Wyndia from here. Better than just tell you, Momo offers to escort you there personally. Momo leaves for a minute to get some things from the merchant outside, but when she gets back, she'll tell you that there are some tough looking guys outside looking for you. Now the only way to escape is to head to the top of the Tower where Momo has an emergency escape. So now Momo joins your party. Once you're in control again, exit this room and head up the hall. Enter the very next door on the left to reach the panel puzzle room. In order to unlock the door in this room you have to make all the panels in the puzzle gray. A panel's color will change if you step on it. You can't walk directly backwards and the puzzle resets itself if you step off it. For more info on this, read the puzzle description that's on the wall near the bookshelf. There are many ways to solve the puzzle and this is one of them (the order in which to step on the panels): LOCKED DOOR B ------------------------------------- O | 1 | 2 | 3 | 4 | O ------------------------------------- K | 12 | 7,11 | 6,10,20| 5,21 | S ------------------------------------- H | 13 | 8 | 9,19 | 18 | E ------------------------------------- L | 14 | 15 | 16 | 17 | F ------------------------------------- Once you've solved the puzzle, go through the door that just unlocked to enter a room with three chests just for you (they contain Skill Ink, Flame Chrysm, and Ice Chrysm). Now exit back into the main hallway and continue along the path and walk up the stairs on the left. From here, head right and go down to the small stair set. Walk up these stairs and head left until you come to a door leading to the next room; go through it. You'll now be in a room with four 3-D cubes lined up across the floor with switches under them. You must hit the switches of the two cubes that are exactly alike (from left to right it's the 2nd and 4th cubes). If you don't hit the right switches, you'll fall through the floor. Now, continue to the other end of this room and head up the next stair set and walk left to a passageway. Take the hall right to another set of stairs. Go up the stairs and through the next door. You'll end up in a room that's broken up into four sections, has two pairs of red and blue switches, and has red and blue platforms floating in the void that separates the four sections. The switches correspond to the floating platform of the same color, so you have to hit the switches to move the platforms to form a bridge across the pit (don't worry, it's easy to figure it out). Hit the switches so that you have access to the door in the right corner of the area. Head through this door and pick up the 800z in the 2nd room you enter. Now go back to the room with the switches and flip the switches so that you can reach the northernmost area. The path from there is pretty straightforward, just follow it to the end of the two hallways to reach a chest containing Moon Tears. Once again, go back to the switch room and hit the switches to reach the stairs in the easternmost area. Walk up the stairs. Now, take the hall right and then downwards to reach a stair set going up; head up those stairs. From here, head up the stairs to the right and walk to the right until you see a floating platform. Get on the platform and it will take you to another part of the room. Once you get off the platform, head up the next stair set and follow the path to reach a big crystal. If you read the instructions on the wall, you'll find out that this crystal controls the floating platform that's near it. It runs on chrysm energy, so use Nina's wand to charge up the crystal. The more times you hit the crystal with Nina's wand, the farther the platform will go before it comes back to where it starts. Hit it two times to reach a chest with a Breastplate, and six times to get a chest with an Ivory Dice. Hit it eight times to reach the stairs in the upper left corner of the room. Go up those stairs, head down the hall, and climb up the stairs at the end of the hall. Now head left and enter the first door you see to get a Bamboo Rod. Exit back into the hall, walk up the stairs to the left, and walk up the next set of stairs after that. You'll now be in a room with laser beams and a purple crystal in the middle of the room. Walk up near the crystal and make sure all of your party members are past the first little machine that looks just like the one that's currently emitting a laser. Hit the crystal with Nina's wand and the middle laser machine will be turned off, and the first and last laser machines will turn on. Make everyone in your party walk past the middle laser machine and then hit the crystal with chrysm again to turn the middle laser back on, and the outside lasers off, allowing you to continue on. Go through the door at the end of the room to reach a library. This was where Momo's father did all of his experiments, so Momo suggests that you look for the escape device. First check the shelves in the upper right corner of the room to get 40z and a Panacea. Now examine the control panel in the upper middle part of the room (from the operators end) to find a button that unveils a huge rocket. Momo thinks this is the escape device so you all get on and shoot out the top of the tower and make a crash landing. After you recover from the crash (and after Momo finds the instruction manual for the rocket), look near the trees next to where you landed to find the Thorn gene. Now exit the crash site onto the world map. --------------- The Coffee Shop --------------- If you head north on the world map, you'll come to a little place called the Coffee Shop. Enter the Coffee Shop and then take the path up to where the cafe area is. Once your party sees the restaurant, the three of you will decide to take a load off here of a bit. While you're resting, you find out that the road to Wyndia and the Eastern Checkpoint have both been blocked off by Balio and Sunder's men. In the midst of trying to think of what to do now, an old man comes over to you and starts talking to Momo. It turns out that this guy's name is Palet, and he runs a plant where crops are grown using chrysm energy; the same plant where Momo's father used to work. He explains that there are some problems down at the Plant, and Momo agrees to help out (you got nothing else to do anyway because the roads are blocked). After your talk with Palet, go inside the Coffee Shop building and pick up a Vitamin in one of the drawers in there. If you have 15 different weapons in your inventory, not counting your equipped weapons, go talk to the tough looking girl on the hill overlooking the Coffee Shop. She's a thief named D'lonzo, and she will let you apprentice under her if you have 15 different weapons. Once you're done here, exit the Coffee Shop and head west on the world map to find the Plant. --------- The Plant --------- When you first arrive at the Plant head left to find a conveyor belt sloping up but running downwards. Flip the switch right next to it and ride the conveyor up. Head right and up the incline and then ride the next conveyor up and to the left. Walk up the narrow path and then to the right. Head up the incline next to the crates and take the conveyor going left. Go past the next chrysm reactor and take the next conveyor going left. Walk down past the next reactor and hit the switch near the next conveyor so that it runs south. Ride this conveyor and head right to yet another conveyor going downwards. Take it down to find Palet. Talk to him with Momo as the lead character, and he'll tell you that there's nothing wrong with the machines here, but during an experiment, an onion-like mutant was created. Palet will tell you that there's been a problem with a big mutant down at the Dump, so he asks you to help. You accept, of course, so Palet sends word to the Dump about your visit. Now go inside the metal building near where Palet is and grab a Ginseng and a Healing Herb from the drawers inside. Once you're done here, exit and just slide down the incline at the southwestern part of the area and leave the Plant. If you haven't rested and saved since Momo's Tower, you better do that now. After you're rested up, enter the Dump that's a stone's throw west of the Plant. Coffee Shop Item Shop Plant Crop Store --------------------- ---------------- Healing Herb- 10z Mandrake- 100z Croc Tear- 5z Antidote- 12z Antidote- 12z Eye Drops- 20z Eye Drops- 20z Molotov- 10z Molotov- 10z Ammonia- 20z Wooden Rod- 40z Worm- 20z Toad- 20z Old Popper- 20z Sinker- 20z *** I put these shops together to save room *** -------- The Dump -------- After you arrive there, take the path to the south and then downwards at the corner. Make the U-turn around the inside wall and head up the path until you reach a T-junction. Detour to the right off the main path at this junction and walk upwards a little ways to find a blue switch. Hit this switch three times and pick up the chest with 1200z in the alcove directly north of you. Now return to the Dump's entrance, but this time head to the north up the path. Walk up the ramp past the giant crates and then go left. Follow the 2nd catwalk down and cross over the crate to get a chest containing High Boots. Jump off the catwalk near the chest and continue up the path. Walk past the crates and exit this area through the cavern on the left. Take the next path left and then head down the small ramp at the end. Walk down this path and take the 2nd right to an area with a red and blue switch and a big lava pit at the end of the conveyor belt. Hit the red switch eight times and head back up the path you just came down. Take the first junction you come to right and then go up the ramp to the left past the conveyor belt. Head down the path and cross the path made by the crates to get the much needed Artemis' Cap. Now go all the way back down to the area with the red and blue switches. Take the path going around the lava pit counter clockwise and pick up the Magic Shard in the chest along the path. Continue around the lava pit until you come across a cave with plants growing out of it. Go inside to find the mutant that Palet was talking about. After some idle chit chat, the mutant will go out of control and attack you. Boss fight: Mutant HP: 550 Exp- 600 / Zenny- 300 / Item- N/A Recommended team- Ryu, Momo, Nina Recommended level- 13 Notes- The Mutant isn't very tough, especially since you now have dragon abilities to use against bosses. The only hard part is that at the beginning of the fight, the Mutant can regenerate 250 HP per turn. But as you'll soon find out, this guy is extremely weak against fire attacks. So have Momo equip her Flame Chrysm, have Nina use Simoon, and have Ryu pound away with Flame Claw in Dragon form (Flame, Defender, and Thorn genes) After a few turns of punishment, the Mutant will lose it's ability to regenerate. Now just continue attacking with fire based attacks until the Mutant goes down. After the fight, the Mutant will apologize for attacking you and will request that you destroy it. The Mutant doesn't think that he/she was ever meant to be created, so hit the red switch to send him/her into the lava. After a word of advice to Momo, the creature will die but then you hear a curious pukueeee sound. Then a mini mutant will jump out of the lava. Momo thinks this is the offspring of the Mutant so she decides that you guys should take it along with you. After deciding on a clever name, Peco, you get the option to change party members. Leave Peco out of your party, and keep him there for a long time because you'll have big plans for him much later in the game. Once you're done with that, exit the Dump the way you came in and head back to the Plant. When you arrive back at the Plant, talk to Palet and you'll tell him that you took care of the problem. As you leave he'll tell you that he knows a way to get to Wyndia, even though the roads are blocked. So Palet lets you stay at the inn tonight for free while he gets everything set up for you to go tomorrow. Now go to the inn to the right and rest. In the morning Palet will have you hide in a hay cart, and have the cart shipped to Wyndia. But when you get to Eygnock Road, half the horse duo will be there checking baggage. You're then found and carted off to the Arena again. ------------------------ The Contest of Champions ------------------------ When you arrive in Genmel, Balio and Sunder will have you tied up and they march you into their office inside the Arena. After they give you some grief and are deciding on what to do with you now, they happen to mention the Contest of Champions. Then Nina tells Balio and Sunder that you want to enter the contest, because the winner can have anything they want, in this case it's freedom. At first the horse duo will be opposed to the idea, but then the thought comes to them that they have another chance to make money off you. Their logic is that people will bet against a bunch of kids like you, thinking that you have no chance to win. But Balio and Sunder have seen how strong you are and the spectators haven't, so when you win, the house will get a lot of income from lost bets. So they agree to let you fight in the contest, and they'll even let you walk around on your own and leave the Arena to level up if you need to. But they make you leave one hostage behind (choose Peco), and they have their men blocking the roads so you can't escape again. So now you're free to explore the inside of the Arena. There's an inn and some shops as well on one of the floors. Take time now to get familiar with where all three fighting areas are, and make sure you check the drawers in all the locker rooms to find a Coin, a Bandana, and 40z. Arena Item Shop Arena Weapon Shop Arena Armor Shop --------------- ----------------- ---------------- Vitamin- 50z Scramasax- 1200z Breastplate- 1000z MultiVitamin- 300z Moon Sword- 2000z Scale Mail- 1450z Antidote- 12z Claymore- 2500z Buckler- 1100z Eye Drops- 20z Knight's Helm- 720z Panacea- 100z Ammonia- 200z Firecracker- 500z Icicle- 500z Napalm- 800z Once you've familiarized yourself with the inside of the Arena, make your way over to the Hall of Fire where your first match is. Go to the Hall of Fire locker room area and enter the southern locker room. Talk to the person inside to get a briefing on the rules of this fight, and once you understand the rules, say that you're ready to fight (but make sure you're rested up). After the introduction to the battle, get ready to fight Patrio's team. Boss fight: Patrio's team HP: Claw- 250, Cawer- 250, Patrio- 300, Dodai- 2100 Exp- Claw- 150, Cawer- 165, Patrio- 200?, Dodai- 3000 Zenny/Item- Claw- 200 / N/A, Cawer- 70 / Dream Ring, Patrio- N/A / Scale Mail?, Dodai- none / N/A Recommended team- Ryu Recommended level- 15 (but higher for option 2) Notes- As you learned from the rules, there are two ways to win this fight; by defeating all three of the team's members, or by taking out the Dodai that holds your opponent's platform. But beating the Dodai is no easy task, so if you're at level 15 or lower I suggest you stick to option 1. Option 1- Against your first opponent, Claw, just use normal attacks and maybe Double Blow if you have it. Claw has some high agility and will often use Blind, so equip the Bat Amulet for this fight. Once you deal with Claw, your next opponent will be Cawer. Cawer will cast assist magic on himself and then hit you with normal attacks and weak magic spells which don't do much damage. Just repeat on him what you did to Claw and he'll go down just as easily. Last but not least is Patrio, and he's no pushover unlike his two teammates. His normal attacks do a lot of damage, he'll often get a Lucky Strike on normal attacks, and he sometimes uses Frost Strike which can put you to sleep. To beat him, just transform into a Flame Dragon with genes of your liking and nail him with Flame Claw until he goes down. Option 2- It's a lot harder to pull off, but if you can take down the Dodai, you'll earn a whopping 3000 Exp! You're going to have to be a couple levels higher than 15 to do this conventionally, because you need a lot of AP for your dragon form and a little extra power and agility. At the very start of the battle (when your against Claw), transform into a Whelp right away using the Flame and Reverse genes so you have access to Frost Claw. The Dodai is obviously resistant to fire (he's standing in lava for crying out loud), but he is very weak against ice. Nail him with Frost Claw for a few turns to get an idea of how much damage it's doing on average. If Frost Claw is consistently doing less than 100 HP of damage per hit, then I suggest aborting option 2 and just do option 1. If Frost Claw consistently does 150-200 HP of damage per hit, then keep it up. When the Dodai sinks lower into the lava, it means he's almost at the end of his rope. Deal out a couple more hits and the Dodai will go down (But if you want the maximum amount of Exp, revert back into normal form shortly after the Dodai sinks lower into the fire, then beat Claw and Cawer, and then transform back into a dragon when you fight Patrio and finish off the Dodai). After winning the fight, and raising a few eyebrows, it's time to go to your next match in the Null Magic Hall. Go to the inn and rest up, and then walk over to the Null Magic Hall locker room area. Walk to the lower locker room and talk to the person inside to get a briefing of your next fight. After you know the rules, say you're ready to go and then wait for the match to start. Right before the match is scheduled to begin, your opponent, Emitai, will come into your locker room to talk with you. He tells you his daughter is very sick, and if he can't win the money needed for her operation, she'll die (basically he's asking you to throw the fight). But you tell him that you're in a jam too if you don't win, so he'll leave at that. But when you meet up again on the battlefield, Emitai will have two huge, green monsters with him. It looks like he means business now, get ready to duke it out with Emitai and the Golems. Boss fight: Emitai's team HP: Emitai- 600, Golems- 750 each Exp- 600 / Zenny- 340 / Item- Magician Rod (Emitai) Recommended team- Ryu, Momo, Nina Recommended level- 15 Notes- The rules say that you can't use magic, but they don't say anything about dragons do they? Your dragon ability will give you the unfair advantage in this fight, so use it. Since there's no magic in this battle, there aren't any attacks you need to watch out for, except maybe the Golems' Spirit Blast. Have Ryu transform using the Flame, Defender, and Thorn genes. Ryu should pound at Emitai with Flame Claw while Momo does the same with her bazooka, and Nina should use Healing Herbs on the party when necessary. Once you've taken out Emitai, the Golems will become disorientated and start attacking each other. This will go on for the rest of the fight, so through your laughter, have Ryu use Flame Breath and Momo should keep shooting away with her gun just to hasten their demise. After the fight, you'll all be feeling pretty down on yourselves for beating Emitai. Sunder enters your locker room to congratulate you on making it to the finals, but you're too depressed to appreciate this right now, even from him. When Sunder returns to his office to tell Balio what's going on, they both are sure that you're not going to win the final match. Back in your locker room, you're reminded that you have to get going to your final match in the Hall of Kings. You hear that Emitai is still in his locker room so pay him a visit. It turns out his daughter isn't sick, and he was just trying to con you into losing the fight. Now rest if you want, and then head over to the Hall of Kings locker room. Once again, go to the southern locker room and talk with the person inside to get a briefing of the fight. Meanwhile in the adjacent room, Balio and Sunder are giving Garr, your opponent, a little prep talk. They mention to him that Ryu's a dragon, and his curiosity is suddenly aroused. After the introduction of both Ryu and Garr, Garr requests that you not hold anything back during the fight. This guy isn't fooling around. It's now time for the finale of the tournament. Boss fight: Garr HP: Infinite Exp- none / Zenny- none / Item- N/A Recommended team- Ryu Recommended level- Any Notes- Although you can't win this battle, it's still fun to try. Garr will sometimes use weak fire based attacks, but will for the most part just hit you with physical attacks. After about seven turns, or after Garr takes about 600 damage, he'll say "Let's Finish This". After this happens, let's just say that you'll be dead in two turns at the most. For this fight just turn into any dragon you want and have a blast. After your defeat, Balio will come out to award Garr his prize of anything he wants. Surprisingly, Garr chooses Ryu and his friends as his prize. Balio is quick to disallow this, but Garr sees to it that he gets his way. Once Ryu wakes up and you are done talking, head over to Balio and Sunder's office to retrieve Peco. After you free the hostage, Garr will tell you that everyone's free to leave. Once you leave the office, talk with Garr and he'll tell you that if you want to learn more about Ryu and the ancient Brood, then travel east to a place called Angel Tower. First, though, you have to get back to Wyndia so exit the Arena, rest up and save your game, and go north to the Maekyss Gorge. When you arrive at the gorge, cross the bridge to find, guess who?, Balio and Sunder. It seems that they're defying Garr's wishes, and they've blocked up all the roads so that you can't escape. They'll then send out three thugs to challenge you. Quickly dispose of them by using Nina's strongest spells. Afterwards, Balio and Sunder will remind you that you're surrounded and there's no way out, but then out of nowhere, Garr shows up (and he's just taken out all the thugs behind you). He'll tell off Balio and Sunder and join your party. Realizing that Garr has broken his alliance with them, the horse duo fuses into one big horse who resembles a certain Japanese superhero. They're out to get rid of you once and for all, so prepare to fight Balio and Sunder's ultimate form! Boss fight: Stallion HP: 1500 Exp- 801 / Zenny- 500 / Item- Life Shard Recommended team- Ryu, Momo, Garr Recommended level- 16 Notes- This guy is undoubtedly the hardest boss yet. Aside from using Barrier to cut down the amount of damage magic does to him drastically, the Stallion will often cast Resist which negates all attacks for that turn. The Stallion also can cast Jolt, but it does minimal damage. The attack you really need to worry about is his Utmost Attack, which does 50+ damage to all party members. Before the battle, select attack formation and put Garr at the point end so his physical attack will do about 80-100 damage each turn. Have Momo cast Speed on Ryu and herself and cast Protect on everyone; otherwise just have her use her normal attack packing Ammo. Ryu should transform into a Dragon from the start (Flame and Thorn), and hit the Stallion with Flame Claw. Just make sure you have Momo keep everyone's HP near full at all times while Ryu and Garr deal out damage, and you'll take Balio and Sunder down slowly but surely. Now that Balio and Sunder are finally out of your way, it's time to go back to Wyndia, not only to return Nina to her home but to pick up some passports for the eastern checkpoint also. But before you exit the Maekyss Gorge, follow the path under the bridge to find a house. Check around the house to find the Frost gene. Once you've done that, exit the Maekyss Gorge and head north to Wyndia. When you arrive in Wyndia (make sure Nina is in your party) hike all the way up to the highest section of town where the castle entrance is located. Have Nina talk to the guard at the door and he'll welcome you in. -------------------- Inside Wyndia Castle -------------------- The next scene begins at a big banquet for Ryu, Nina, and the rest of your party hosted by the king of Wyndia. Nina has just finished explaining everything that's happened since the kidnapping to her father. The king commends Ryu's bravery and apologizes for thinking he was a con artist. And right before Nina spills the beans about Ryu being a dragon, Garr will interrupt and ask the king for some passports so you can get through the eastern checkpoint. He gladly gets some passports made up for you, and Ryu and the rest of the party will head off, leaving Nina behind at the castle. Just when Nina is in her room thinking that it's for the best that she didn't go along with Ryu and his crew, she hears something break along with a scream. You'll have control of Nina now so check the dresser in her room for 120z and then head downstairs. From here, walk left and then up to the dining room with the blue carpeting. Pick up Gems X2 in the drawers in this area and then speak to the lady standing next to the broken dish. She'll tell you that something brushed up against her and scared her. You can assume it was just a mouse until you spot Honey running off somewhere. Now head left to the end of the dining room and you see a guard. Go down the hallway to the guard's right to empty out into a small room. Get the Panacea from the drawer in this room and return to where the guard was standing. Now climb the stairs to the guard's left to enter the king and queen's bedroom. Look in all the drawers in this room and the room above it to obtain Healing Herb X2 and a Coin. After you pick up all the items here, head all the way back to the base of the stairs of Nina's bedroom. Once you get there, walk south to find a stair set going down. In this next room, walk down the stairs in the bottom left corner of the room to reach the kitchen. Now go down to the end of the kitchen and check the drawers there for a Panacea. Afterwards head down the stairs at this end of the room. You'll end up in a room with a bunch of crates. Walk right and head down the small wooden ramp. Use your camera angles to check behind the crates directly below the wooden ramp to find a mouse. Talk to it and answer yes to it's question to get Cheese. Go left from here and use your camera angles to check around the end of the same line of crates that the mouse was behind to find Honey. Talk to Honey and she'll run away again, so go after her. Go all the way back to Nina's room and head through the door inside of her room. Exit this next small room to the left. You'll now be on the balcony and you spot Honey just ahead of you. And while trying to keep Honey from falling off the balcony, Nina will fall off too. But instead of falling to your death, Honey uses her chrysm power to let you both float gently to the ground. After the fall, Honey gets broken so Nina takes her to Ryu's camp just outside Wyndia. Back at camp, Momo has already noticed that Honey has gone missing. Then Nina will arrive at your campsite with Honey in hand, so she and Momo go inside the tent to fix her. Now that they're alone, Garr will tell Ryu that if he travels to the eastern lands with him, then he might die. Nina overhears this and get upset, because she doesn't want Ryu to die. So Nina decides to run away from home again and travel with Ryu to the eastern lands. ----------------------------------------------------------------------- III. Journey to Angel Tower ----------------------------------------------------------------------- When you're ready, head east from Wyndia on the main road and pass into Eastern Wyndia. Keep going east to find the checkpoint. Once you enter the checkpoint, Garr will point out the fact that you might have some trouble getting through the passport check with Nina around. But after some quick thinking, you get past the guards. And after an unnecessary conversation on the bridge, you'll emerge in the Rhapala region (Also, return to the checkpoint later to pick up the 200z and Antidote inside). ---------------------------- Exploring the Rhapala Region ---------------------------- One of the first things you'll probably notice is the [?] hut that's northeast of the checkpoint bridge. Enter that area to find an abandoned fisherman's house. Check inside the house for a Life Shard and use your camera angles to search the area behind the house to find the Thunder gene. Back on the world map you'll find two new fishing spots, a place called Mt. Zublo to the far southeast, and the port town of Rhapala along the central coast. Also since you now have everywhere from the Yraall Region to the Rhapala Region open to you, go back to some places that you've already been to and look for masters and missed items. Now's a better time than ever to sign each of your party members up under a master, because at this point, there are many different masters to apprentice under. ------------------------ The Port Town of Rhapala ------------------------ When you first visit Rhapala, you'll see the same state of peacefulness and rhythm as you witnessed in Wyndia. Rhapala is the home of the porter's guild, so almost everyone you see in town is either a sailor or a fisherman. Take the time now to explore the town and the Wharf and to get the Molotov and Panacea that lie in town. Also if you have the money, visit the shops here to upgrade your weapons and stock up your item inventory. Rhapala Item Shop Rhapala Weapon Shop ----------------- ------------------- Healing Herb- 10z Flame Chrysm- 500z Vitamin- 50z Moon Sword- 2000z Antidote- 12z Long Spear- 1000z Eye Drops- 20z Quarter Staff- 1100z Panacea- 100z Spiked Claws- 1300z Ammonia- 200z Breastplate- 1000z Spirit- 50z Scale Mail- 1450z Baby Frog- 50z Gauntlet- 400z Popper- 50z Buckler- 1100z Float- 50z Glass Domino- 450z Knight's Helm- 720z Once you're done exploring town, go to the porter's guild building near the inoculation shop and talk to the guy behind the counter to see about getting a ride on the boat. He tells you to go talk to the guild master, Sinkar. So head over to the inn and you'll find Sinkar in the pub below the inn (he has a reddish orange beard). Sinkar tells you to speak with his daughter, Shadis, about the boat. So walk down to the Wharf and find Shadis (she's the blonde girl in the pirate getup). Talk to her, and you'll witness a big sailor named Zig beat up on a nerdy guy named Beyd. Afterwards, Beyd will talk to you about the boat. He tells you that the boat is not here right now so he can't give you passage on it. If you want some more information on porter's guild and other things, talk to Beyd again. Once you're done here, head back to town. Before you exit the Wharf, you'll run into Shadis. She apologizes about what happened before and tells you to speak with Sinkar about using the road instead of the boat. So walk back to the pub and talk to Sinkar again. He tells you that because of a recent volcanic eruption, the road around Mt. Zublo is impassible. It looks like you're stuck here until the boat returns to Rhapala, so exit to the world map and you'll automatically set up camp. While your party is thinking about how to get east without a boat, out of nowhere, Nina starts talking soap opera about Shadis and Beyd. She thinks that they both like each other, but Beyd is too shy to tell Shadis how he feels. So she decides to talk to Beyd about it. You're not going anywhere without a boat anyway, so why not go with Nina's idea. After you break camp, go to the Wharf with Nina in your party and have her talk to Beyd. Once you've relocated yourselves, Nina tells Beyd that he should propose, but Beyd claims that he shouldn't because he's not a big strong sailor like Zig. Nina then offers to train Beyd so that he can be strong too, but he refuses and walks away. After you regain control again, head back over to where Beyd, Shadis, and Zig usually are and talk to Beyd. As you've probably already heard, the lighthouse here at Rhapala is broken and full of monsters. Zig has decided to try to fix the lighthouse and win Shadis over. Beyd then reconsiders your offer to train him, and he gives you 1000z to buy him a weapon and a suit of armor. He tells you not to get him anything too heavy, but ignore him and buy the most powerful weapon and the most defensive armor you can afford with indifference to weight (if you just want to give him equipment from your inventory and not spend any money at all, that's fine too). Once you have his equipment, head back to the Wharf and talk to him again. And when you're ready, begin his training. ------------- Training Beyd ------------- At the first training session you have with Beyd, the first thing you should do is equip him with the stuff you picked out for him. You can change his equipment if you want to before you start each training session. Once he's equipped with a weapon and a suit of armor, talk to him and begin the training. The training is set up just like a normal battle with your three party members against Beyd. Each training session will end after 20 turns in battle, if Beyd's HP reaches zero, or if your party is wiped out. To begin another session, just go to the Wharf the next day and talk to him. There are three of Beyd's attributes that can increase during his training; HP, defense, and attack power. You can see how much these stats rise after each session. His stats rise depending on these factors: HP- The more damage (in HP) he takes total, the more it will rise Def- The more hits he takes while defending, the more it will rise Atk- The more damage (total) he inflicts on your party, the more it will rise I'd suggest working on his attack power and HP the first few sessions and then concentrate on his defense for one or two sessions afterwards. While raising his HP, put Ryu, Momo, and Garr in your party. Have Ryu or Momo cast Protect on Beyd once or twice (because he's really weak at the start) and then have everybody attack him with normal attacks until he gets low on health. Then have Ryu or Momo heal him to full (or near full) HP and then start attacking again. Attack and heal Beyd as needed until the session is over. If his HP rises significantly that session, then do the same thing next time but don't cast Protect on him. To raise his attack power, put Ryu, Momo, and Nina in your party. Have Nina cast Weaken on all of your party members and, if she's at level 20 or higher, have Momo cast Might on Beyd. While he's hacking away at you, work on raising is HP by attacking him and healing Beyd and your own party. To raise his defense, put Ryu, Momo, and Garr in your party. Attack Beyd and bring his HP gauge down to about a fifth of it's maximum. When Beyd's HP gets about this low, he'll start to defend. Attack him while he's defending and heal him when his HP is about to reach zero, then do it over again. When you think you've trained Beyd enough, talk to him at the Wharf and tell him to go to the lighthouse. Zig will overhear you and he challenges Beyd to a fight to decide who will fix the lighthouse. Everyone will then go to the town square to watch the fight. It's supposed to be a one on one battle between Zig and Beyd, but when Zig turns his head away and waves, you can help Beyd out by healing him or attacking Zig (but if you trained Beyd well enough, he won't need your help). If you get caught helping Beyd, the fight will be called off, and if Beyd looses, train him a little more and try fighting Zig again. Once Beyd defeats Zig, head back to the Wharf and talk to Beyd. He's pretty banged up after the fight, and he isn't going to fix the lighthouse anytime soon, so he gives you the Guild Badge. The badge shows that you're an associate of the porter's guild, and it'll give you access to the lighthouse. But before you go to the lighthouse, buy one or two extra pieces of Flame Chrysm and pick up the items in the two chests near where Beyd is (What's inside them depends on the equipment he had when he beat Zig. One of them will be the next most powerful weapon, and the other will be the next most defensive armor). When you're ready, head over to the western end to the Wharf to reach the lighthouse. -------------- The Lighthouse -------------- When you first enter the lighthouse, walk off the wooden bridge and go up the stair set just ahead. Head right from the top of the stairs to find some barrels blocking your path. Have Momo use her gun to blow up the barrels and then go up the stairs north of you. Head left from there and climb up another set of stairs. Walk right to find a chest containing a Coin. Now return to the area where you had Momo shoot away the barrels and head right and down the next set of stairs. Walk left on the narrow path just to the left of the base of the stairs to get a Mithrl Shield. Return to the base of the stairs and head down to a wooden bridge. Cross the bridge to reach a concrete island. Head south from here and cross the next bridge and the bridge after that. Climb up the stairs north of the bridge and check behind the ledge left of the barrels to get a Swallow Eye. Now climb up the ladder to the right and go up the small stair set north of the ladder. Then head left from there all the way to the end of the path to find a door leading inside. Once you get inside, go down the stairs to the right and head southwest to a path going left. Follow this path all the way to the end (ignoring the stairs going downward) to get a Skill Ink. Now go down the stairs you ignored before and then head left to a blue switch. Hit the switch and continue down the path to a doorway; head inside. Read the directions on the wall to the right to get a description of what to do here. First, examine the machine to the right of the ladder and put a piece of Flame Chrysm inside of it. Then head over to where the switch in this room is and examine it. You'll then hear a sound like a machine starting up, and a green wave grid will appear on your screen. An arch will start to bounce about the screen, bouncing off the top first and then the bottom. You'll notice that the arch bounces in a pattern; once every four times that it first hits the top of the screen, the arch will hit a mark in the upper middle portion of the grid. In order to stabilize the valve pressure, you need to hit the switch exactly when the arch hits that mark (and it isn't as easy as it sounds). Watch the pattern of the arch a couple of times and then develop a counting rhythm to the arch's first hits against the top of the grid. When you've got a good rhythm down, hit the X button just an instant before it hit's the mark and you will have done it. Try to do it in one try, because you have to sacrifice a piece of Flame Chrysm for each time you try it. If you run out of Flame Chrysm, then read ahead. Once you've opened up the main valve, climb down the ladder on the left and follow the line coming out of the machine (which should be lit up now) out of this room. Follow the lit line to the right and check (using camera angles) near where the line shoots directly upward to find a Dream Ring. Now head through the southern doorway to end up in a small area outside with three chests. They each contain a Flame Chrysm, so if you haven't opened the main valve yet, go back and try again (if you run out of Flame Chrysm again, you have to go all the way back to town and buy some more; you can't complete this mission without opening the main valve). Now head back inside and go up the stairs to the right and hit the blue switch to avert the flow of chrysm energy in the line. Continue up this path and go up the stairs. You should now be near the bottom of the first set of stairs you came down when you first arrived inside the lighthouse. Now take the large northwestern path up and to the left to come across a strange looking lizard creature. You assume that it's harmless so continue up to path until a big omni-optical boulder comes crashing down the stairs (this will happen only if the line leading up the stairs is lit up. If it's not lit, go back to the first blue switch you came across, the one before the main valve room, and hit it). The big mass will then land on the shoulders of the lizard creature and it'll come to life. It's time to fight the Gazer. Boss fight: Gazer HP: 1200 Exp- 1500 / Zenny- 1000 / Item- N/A Recommended team- Ryu, Momo, Garr Recommended level- 17 Notes- This fight's not too tough, but if you don't beat Gazer quickly, you might be in for a small challenge. Gazer's normal attack hits all of your party members for a good amount of damage, and it's Eye Beam attack can do 50+ damage to a single character. It'll also cast Hypnotize occasionally to confuse your party. Have Ryu use Accession right away with the Flame and Thorn genes and pound away with Flame Claw, which does phenomenally in this fight (the flame property also negates the Eye Beam attack). Momo should cast Protect on the entire party and restore anyone who falls under confusion (via Panacea or Remedy) or has low HP throughout the entire battle. And have Garr stick to his regular attacks and the Gazer should be KO'd in no time. After you're done with Gazer, continue up the path and climb up all the stair sets to reach the top of the lighthouse. When you get to the top, hit the switch there to light the bulb of the lighthouse. Once you do this, a faerie will arrive at the scene and attempt to turn off the light again. When it fails, the faerie will get mad at you and it gives you the Faerie Tiara which lets you use the flower rings scattered about the world to teleport to their world. The faerie gives you this so that you can make up for turning on the lighthouse. So after that's over, grab the Eldritch gene sitting behind the lighthouse bulb and leave the lighthouse. Then rest, save, and head over to the nearest flower ring and enter the world of the faeries. ---------------------------- The Fight for Faerie Village ---------------------------- Once you enter the faerie village, follow the path up, and then head inside the hut. Talk to the faeries inside and they'll tell you that there's been some monster threatening them to turn off the lighthouse, so you agree to help kill it for them. After you're done talking, exit the hut and go down the left path to the beach and wait for nightfall. After a while, you'll spot a pink fin in the water, moving toward the beach. When it gets near the shoreline, your party unleashes a huge attack on it. But when the smoke clears, you'll find that you've just attacked a pink, talking dolphin. While your other two party members go to consult the faeries, the dolphin will start cussing out Ryu in Australian. It turns out that the dolphin's mad because the light from the lighthouse gets in his eyes while he's trying to sleep. And when the others get back, the dolphin will go postal and attempt to kill you. Boss fight: Dolphin HP: 1200 Exp- 900 / Zenny- 200 / Item- Fish Head Recommended team- Ryu, Momo, Nina Recommended level- 17 Notes- The Dolphin is pretty easy if you use the right attacks. The only attack you need to worry about is Tsunami, which halves all of your party member's HP (Note- You can learn Tsunami as a skill). Have Ryu cast Shield on the party and then use Accession with the Thunder and Eldritch genes. Then have him beat away with either Thunder Claw or Myollnir if you can spare the AP. Nina should use Lightning and Momo should stick to healing and using her normal attack when she can. Once the battle's over, return to the hut, and the faeries will thank you for helping them. They also show their gratitude by letting you rest here for free, so rest up and then leave the faerie village. When you get back to the world map, go the Wharf at Rhapala and talk to Beyd (he'll be in his usual spot). Beyd tells you that even though the lighthouse is fixed, the boat still won't arrive at Rhapala for a while. He then suggests that you speak with Sinkar about using the road again, so head over to the pub and talk to him. Sinkar reminds you that the road is blocked, but because you fixed the lighthouse, he gives you a letter that grants you access to a shortcut that cuts through Mt. Zublo. So stock up on Healing Herbs, Vitamins, and Panaceas, give you party members each a flame inoculation (Because Mt. Zublo's a volcano, so expect to face fire based enemies), and save your game. Once you're ready, enter Mt. Zublo. --------- Mt. Zublo --------- First, follow the path to the right of the stairs to find a chest with a Protein inside. Now climb up the stairs and go right past the guards. Make another right and take the multiple stair sets along this path up to the shortcut entrance in the side of the mountain. Now that you're inside the volcano, there are a few terrain features that you should be aware of. The first are the patches of molten lava on the ground in most areas of the volcano. If you step on the lava, your lead character will take damage (in HP) for each step you take (but your HP will never get below 1). In most situations, you can navigate around the lava and still get where you need to go. But in order to obtain some valuable items, you'll have to walk over patches of lava and take damage. Just make sure you heal yourself with items afterward, so you don't enter a random battle with low HP. The other hazards in the volcano are the white and yellow geysers that shoot out of the ground and the walls. White geysers just do a small amount of damage to whoever gets hit by them, but yellow geysers induce confusion, which is not much fun to deal with outside of battle because it reverses your d-pad controls. Immediately cure the confusion with a Panacea. Continuing along, follow the first path up and to the right. Then continue to the right, past the big lava patch and a pair of geysers, and head upwards to a cavern on the left. Go inside and pick up the Asbestos Armor in the chest and exit the way you came in. Follow the path north from here, past the lava patch, to get a chest with 800z inside. Now return back down to where the cavern was and head south to a path that leads to passageway; enter it. In this next area, walk past the pair of geysers on the ground and follow the upper ledge on the right going southeast (make sure to time your passes between the yellow geysers that shoot out of the walls along this path). Slide down the ramp along this path to end up on an outside corner of the wall between two yellow geysers. Continue to the right and head down the path just to the right of a small stair set. Slide down the ramp (avoiding the yellow geysers as best as you can, but you're probably going to get hit), to reach a small ledge and a chest containing the Ring of Fire. Equip it to someone and then jump off the ledge (also make sure to cure any confused party members). Now, make your way back up by climbing the small yellow ladders to the left. Climb the ladders and cross the small lava patch to reach the small stair set you saw before. Go up it and exit this area through the cavern at the right. Follow the path in this next area to the right and then downward. Keep going down this path, around the lower section where the dragon gene is, and then southeastwards to reach a junction. Take the northeastern path all the way around until it slopes downward. Walk down and around the lava, hugging the left ledge, to obtain the Miracle gene. If you're bold enough, walk through the big lava patch southeast of there to get the Flame Talons in the chest (make sure you heal immediately afterwards). Now, return all the way back to the main path where the junction was and head southeastward. At the next junction, go down the southwestern path to pick up a Wisdom Fruit, and then return to that junction (heal your party) and head up the northeastern path. As you come across a narrow path between two pools of lava, you'll be halted by a drooling old man who starts babbling something about the tower. He'll then summon two monsters, Scylla and Charybdis, to kill you. Prepare yourself for a huge fight! Boss fight: Gisshan, Scylla, and Charyb HP: Gisshan- 800, Scylla/Charyb- 1000 each Exp- 1500 / Zenny- 1000 / Item- N/A Recommended team- Ryu, Momo, Garr Recommended level- 19 Notes- This is a pretty challenging fight, but if you come well prepared then you'll take control of the battle. Both Scylla and Charyb will sometimes use Wall of Fire (a moderate flame attack) and Snap, but they will most often hit you with their normal attack. Gisshan will either be defending or annoying you by casting Sleep on your party (so equip the Dream Ring) and Vitalize on himself and his cronies. If you haven't rested since your flame inoculations, then you already have complete resistance to their fire based attacks. Even if she's had a shot, have Momo equip the Ring of Fire so that she'll absorb flame attacks as HP, and also equip her with Ice Chrysm. Have Ryu cast Shield on the party and then transform using the Frost and Eldritch genes. Once again, just have Garr use his normal attack. First, focus all of your attacks on Gisshan, and have Momo heal when necessary. After Gisshan dies, have Ryu pound away at the two serpents with Blizzard until his AP gets low (then use Frost Breath). Garr should keep laying into them with his physical attack, and Momo should attack with her Ice Chrysm and keep healing when needed. With another victory under your belt, continue up the path and through the cavern at the end. Now head down this next short path to the exit, but first, use your camera angles to spot a chest containing a Life Shard near the end of the path. ---------------- The Urkan Region ---------------- At this point in the game, the Urkan Region only has a few points of interest. The Urkan Tapa is a little ways east of Mt. Zublo, and Angel Tower is to the southeast of the Urkan Tapa. There's a fishing spot to the south near Mt. Zublo, and Junk Town lies to the far northeast. If you have a good amount of zenny in your pocket (about 15000-25000), then consider going to Junk Town and view the weapon selection in the shop there. The weapons are mighty expensive, but when you see how powerful they are, you'll know why. Once you're done exploring this new region, head over to the Urkan Tapa. -------------- The Urkan Tapa -------------- You'll quickly find out that the Urkan Tapa is a very religious place, and it is also home to the guardians. Take some time to explore the confusing layout of the village, upgrade your weapons and armor, and stock up your item inventory. Urkan Tapa Item Shop Urkan Tapa Weapon Shop -------------------- ---------------------- Healing Herb- 10z Claymore- 2500z Vitamin- 50z Flare Sword- 3200z Antidote- 12z Long Spear- 1000z Eye Drops- 20z Halberd- 2100z Panacea- 100z Mithril Armor- 2100z Ammonia- 200z Mithril Helm- 1100z Spirit- 50z Mithril Shield- 1600z Baby Frog- 50z Popper- 50z Float- 50z While exploring the southeastern part of town, you should come across a building with a large boulder blocking the entranceway. The village elder, Sudama, is meditating inside, so put Garr in your party and have him push the rock aside. Go inside the room, and Garr will talk to the elder about something that you probably won't understand yet (unless you've played the game before). Sudama will then tell you to go to Angel Tower, so exit the Urkan Tapa, and you'll automatically set up camp. While camping, Garr will begin to tell Ryu why he said that he might die, but then he tells you never mind. Once you've broken camp, save your game and enter Angel Tower. ----------- Angel Tower ----------- First, head up the long set of stairs until you come across a break in the railing to the right. Walk through that gap in the railing and jump off the ledge above the chest to reach that chest (it contains Ivory Dice). Jump off that ledge too and then go through another break in the railing to the right. Jump off this next ledge at the outside corner to get a Wisdom Seed from the chest, then jump from that ledge also. Now walk left, following the canal, to reach the beginning again. Climb back up the stairs and go through the break in the railing again. Jettison off the ledge where the Urkan guy is standing and off the next three ledges as well. Then head up the long narrow stair set to the right and go through the doorway. When inside, go down the only set of stairs in this small room. In this next area, continue to the bottom of the stairs and then head left to what looks like a dead end. Have Momo blast away the cracked section of the wall with her gun to reveal an opening. Go through the opening, head down the stairs to the left, and then exit through the next doorway. In this room, head right to pick up a Diamond Ring and some Moon Tears (equip the Diamond Ring to someone because there is an enemy in this place that uses death attacks). Now return all the way back to the bottom of the first long stair set that you came down when you first got inside, and head right. Go around the small inward-jutting wall, and climb down the next set of stairs that you see. At the bottom of those stairs, go up the small stair set immediately to the right, continue up that path, and then exit through the doorway at the end. In this room, you'll see two inclined breaks in the upper section of the room, and a large green block at the east end of the room. In order to get the chest in the upper section of the room, you must have Garr push the green block into the first inclined break going from right to left. If you don't understand these directions, then refer to this crude diagram: upper section chest ====================\ /============\ /============= ====================| |============| |============= lower section ^-<-<-<-<-<-<-<-<-<- [green block] Once you've done this, exit the way you came in , go back down the small stair set at the end of this hall, and go back up the stairs to the left. From the top of these stairs, head right and go through the doorway at the end of the path. You'll now be in the upper section of the room you were in before, and you can now access the chest containing a Mithril Helm at the east end of the room. Again, exit the way you came, return to the bottom section of this room, and continue through the doorway at the right end of the room (directly below where the Mithril Helm was). Follow this next hall northwest, and then go through the doorway near the end of the room. Head left from here, grab the Soul Gem, and then exit this room. Now climb down the stairs directly south of you. In this next area, head down the next stair set you see (to the southwest), and use your camera angles to find a chest containing Napalm near the stairs. Now, continue down the path, past the small stair set on the right to reach a big green block (similar to the one you saw before). Have Garr push it straight against the ledge to the far right and then up two spaces. Return to where you first entered this room and go right. Follow this path to a stair set going down. Head down those stairs to reach another block. Have Garr push it to the left three times and then position yourself north of it to push it southwards all the way it can go (to get north of the block, you'll have to switch your lead character to Ryu, because Garr's too big to get between it and the ledge). Once you've done that, get back to the east of the block and continue down the path, hugging the rightmost wall. Walk to the left and take the upper left path to get behind another green block. Push it up twelve times so that it forms a bridge with the block you pushed before. Now, as you can probably see, you've formed a path to the stairs going down at the east end of the room. Use the path you've made to reach the stairs, and then climb down them. When you get to the basement, Garr will ask your other party member to leave so that he and Ryu can go on by themselves. Now, walk over to the tower in the middle of the room and examine the plaques that rest on each side. Each plaque will have a guardian's name and a number below it. Take a deep breath and examine the plaque on the far side to find Garr's name on it. As Garr will tell you, it turns out that he fought in the dragon war hundreds of years ago, and the number below his name is the number of dragons he killed. The basement of Angel Tower serves as a graveyard for the ancient Brood, and Garr has brought you here to kill you because you're the last of the Brood. Some friend he turned out to be. So get ready for round two against Garr. Boss fight: Garr HP: 300 Exp- 400 / Zenny- none / Item- N/A Recommended team- Ryu Recommended level- Any Notes- This fight is an exact opposite to the first time you fought Garr. Just transform into any dragon you want that has Frost Claw and nail him with it. You can also use the Miracle gene by itself and batter Garr with your normal attack. You'll be slower than Garr, but who needs speed when you have 500+ HP and your opponent is only doing 20 damage to you. Once you make short work out of Garr, he'll ask you why you won't finish him off just before some chaos will erupt. The tower will seem like it's falling apart and the Behemoth Kaiser will come down upon Garr. As Ryu is walking through the darkness, the same Brood warrior, who beckoned him in the dream he had at the beginning of the game, calls to him again. Ryu will then have a seizure, and the scene will fade out. ----------------------------------------------------------------------- IV. Revenge ----------------------------------------------------------------------- About ten years after the incident at Angel Tower, Garr is hired to get rid of a dragon that appeared in Dauna Mine. Garr finds the Whelp dragon and gives it a good whack with his spear. As the dragon reverts back into it's human form, a familiar blue-haired young man appears. It turns out that the dragon is Ryu, and he's grown-up now. Garr explains that he's been searching for you for many years, and he asks you to forgive him (although your answer will have no baring on the game). He'll then give you your equipment, and after Ryu changes into some clothes, you'll have control. Follow Garr by heading down and around the path and exiting at the right (this area should be familiar from the very beginning of the game). When you meet up with Garr again, he'll tell you his doubts about the righteousness of the war he fought in 400 years ago, and he asks you to journey with him to see his god. Your first concern, though, is getting out of the mine, so once you're done talking, continue on. ---------- Dauna Mine ---------- From here, head right all the way to the end of the room and then exit to reach the area with the big green skull. Walk to the leftmost end of this area and climb the stairs there to get to a platform with three chests on it (they contain a Vitamin, Life Shard, and Magic Shard). Now walk back to the eastern end of the room and take a path going downwards all the way to an elevator. Examine the panel and take the elevator up to B1, and as you ascend, you'll be followed by a dark, ghost-like mass. Follow the wooden path right from the B1 elevator, and then go down the wooden ramp. Head left on the mining cart tracks to get the Light Clothing in the chest. Now go back to the wooden ramp and walk to the right on the tracks to exit this area. Follow the tracks through the next two areas to get outside. Head inside the nearby hut and pick up the 200z inside the drawer, and stock up on healing items (especially Panacea) from the fish merchant. After you're done here, return all the way back to the elevator and go to B2. If you walk through the doorway near the B2 elevator, you'll find a room where you can rest and save your game, so use this room as often as you need to. From the elevator, head to the right, past the save room, to reach a small slope going downward. Go northeast from there (don't go down the slope yet) all the way to a doorway at the end of a short hall. Head inside and get the MultiVitamin in the chest, and then exit the way you came. ***Note- When you get Momo back in your party, return to that room and have her blast away the weak section of wall with her gun to reveal a room with the valuable accessory, Coupons, inside***. Return to the small slope back in the other area and go down it to find a mining cart full of explosives on a track. Throughout this area, you'll find switches that change the direction of the track. Walk past the mining cart and hit the first switch you come across along the track. Then follow the track northeast and hit the switch on the right side of the track. Now have Garr push the cart full of explosives, and it should end up forming a small bridge that lets you get to the chest containing a Feather Sword on the ledge. Grab the Feather Sword and then have Garr push the cart back to where it was when you first found it. Then hit the switch to the south of the Feather Sword chest again (the 2nd switch you hit). From that switch, head upwards and hit the switch directly northwest of it. After that's done, push the cart, and it should end up stopping at the left end of the northernmost track. Push it from that location, and the cart should collide with and shatter the big boulder that was blocking the passageway out. But before you can leave, the same dark, disembodied mass that was stalking you before will appear and take shape in the form of the Dragon Zombie. The zombie inquires Ryu about why he is allied with a guardian. And when you refuse to kill Garr, it'll try to kill both of you. Boss fight: Dragon Zombie HP: 2500 Exp- 1000 / Zenny- 300 / Item- Power Food Recommended team- Ryu, Garr Recommended level- 21 Notes- You're going to want to beat the Dragon Zombie as quickly as you can, because this guy is a nuisance fighter. It's Rotten Breath attack is almost sure to poison both your party members every time, and it's worst attack is Bone Dance, which damages and confuses all targets. But if you have a good supply a Panaceas and Antidotes, you can quickly restore your normal status by having Ryu and Garr heal each other. Have Ryu use Shield once, if you want to, and then have him transform using the Flame and Eldritch genes. Then use the Restore spell on the Dragon Zombie to do over 500 damage with each casting. When Ryu's AP gets down to about a third of it's maximum, stop using Restore and start using Flame Claw. Have Garr stick to his normal attacks, as well as curing status changes using items. After you've defeated the Dragon Zombie, a true member of the Brood will come and vanquish it for good. As the evil spirit dissipates, it will release the Shadow gene, and the true Brood spirit will grant you the Fusion gene. Once this is done, exit this area through the cave that you just unblocked. In this next area, follow the tracks up to a junction and head southeast. Take this path all the way to the end and go up the small wooden stair set to exit this area through the doorway on the right. Next, follow the wooden path down and go throught the first doorway you see. Take the next path up and go northwest at the junction to get a Lion's Belt. Return to the junction and head northeast to pick up a Protein, and then exit this room the way you came in. Continue down the wooden path and exit this room through the passageway at the end. Then follow the next wooden path southeast and go through the doorway at the end. Hit the switch inside this room three times and then exit to find the metal bridge raised. Cross over the bridge and leave the inside of the mine. When you get outside, one of the workers will confront Garr and ask him if he got rid of the dragon. Once you're done talking to the chief, head southeast to the area where the two houses are. Enter the leftmost house to talk to the boss and get your reward. Before you leave, the boss tells you about some monster that's been attacking people near the road. Now use the house to the right to save your game and then leave Dauna Mine. You'll automatically make camp, and Ryu will have a reminiscent dream. He wakes up and then goes outside to talk to Garr. Garr will tell Ryu that they must head east to Angel Tower again and then you'll break camp. -------------------------------- Exploring the Dauna Hills Region -------------------------------- Dauna Hills is a very small region compared to other places that you've been to, but there's still a lot to see here. You'll find fishing spots to the south and to the west of Dauna Mine. A little ways southeast of the mine you'll find a [?] hut with a familiar bunch of faces inside. To the south lies Ogre Road, and Syn City is to the southwest. Also, there's at least one flower ring in this area, so check up on the faeries and you can begin building your faerie village (find out more about the faerie village under side quests). When you're done looking around, head over to Syn City. -------- Syn City -------- This place is the headquarters of the blackmarket and the gang that Balio and Sunder worked for and is populated by the same kind of crooks and lowlifes that you saw in Genmel. Take time to check out the shops here, as well as talk to the people in town. The bum sitting near one of the shops will give you information about the blackmarket and the monster at Ogre Road for a small price. Syn City Item Shop Syn City Weapon Shop Sekine's Weapon Shop ------------------ -------------------- -------------------- Vitamin- 50z Silver Knife- 1400z Ashura's Sword- 3600z Antidote- 12z Thieves Knife- 3200z Manly Clothes- 1000z Eye Drops- 20z Wind Cutter- 2200z Panacea- 100z Shotgun Shell- 2200z Ammonia- 200z Rood Spear- 2900z Spirit- 50z Light Clothing- 2700z Baby Frog- 50z Silver Mail- 3900z Popper- 50z Steel Gauntlets- 3000z Float- 50z Gold Hairpin- 2200z When you're done exploring Syn City, go back to the world map and head south to Ogre Road. --------- Ogre Road --------- First, walk down the path to a small incline going downwards. Go down the incline and continue to follow the path around the ledge with the chest on it until you reach a junction. Head northwest a little ways from the junction and have Ryu cut down the strange looking plants to obtain Horseradish. Then go southwest to an incline going up. Head up it and follow the path all the way around to reach the chest containing an Hourglass that you saw on the ledge. Now go back a little ways and jump off the ledge to the right of where the Horseradish was. Now walk southeast all the way to the end of the road, where you'll be stopped by the Weretiger, the monster that's been attacking people on this road. Just hit it with your normal attacks, and after taking a couple hundred HP's of damage, the Weretiger will flee the battle. Then continue downward and exit Ogre Road. The south exit of the road will empty you out into western Yraall Region. There's really isn't anything else here besides a new fishing spot and Mt. Levett, so continue onward to Mt. Levett. ---------- Mt. Levett ---------- Once you enter Mt. Levett, head right and then northeast up a long, steep slope. Go left from the top of the slope and then to the southwest to reach two sliding inclines (like the one you saw at Mt. Glaus except smaller). Slide down the left one to pick up 800z in the satchel and then slide down the next incline. Enter the cave to the right, and follow the path inside up to the exit. Exit the cave and walk right, past the top of the steep slope you went up before, and take the lower path. When you get to the middle of the path, you'll fall through a hole in the ground and into a cave. Pick up the Gold Hairpin in the chest near you and head southwest to exit the cave. Jump off the ledge outside and hike back up the steep slope. Once you're at the top again, walk northwest a small ways and follow the upper path going right. Take this path right and then downwards all the way to the exit. When you get back on the world map, go to the [?] hut north of Mt. Levett. Pick up a Healing Herb in one of the drawers inside, and then continue east. Head across the bridge that was out at the beginning of the game and enter Yraall Road. ---------------------------- Reunion in the Yraall Region ---------------------------- When you enter Yraall Road, head up the path to find Wyndian guards blocking the road. Talk to them and they'll tell you that there's a crime investigation going on, that's why the road is closed. Garr then suggests that you go see what's going on at McNeil village. So enter McNeil and talk to the innkeeper (she's standing right in front of the inn). You'll then go inside the inn and talk about the tiger you saw on Ogre Road. It turns out that the tiger was last seen going into Cedar Woods, and Garr offers to help get rid of it. The innkeeper lets you stay the night for free, so rest at the inn and then go to Cedar Woods ***CAUTION: SPOILER AHEAD***. Enter Cedar Woods and then walk over to the place where your destroyed house is. When you arrive at that area, you have a flashback of when Balio and Sunder came to kill you. Go up to the path leading to your house and Garr will tell you to go on alone. Continue along the path and up to your house to find the tiger. It's Rei! He'll recognize Ryu right away, and he is amazed about how strong you've become. Rei is relieved to see that you're alive, but Teepo is still nowhere to be found. Ever since you were separated, Rei's been hunting down the people Balio and Sunder worked for, and he's been using his power to attack people on Ogre Road. But before you can tell him that you've already killed Balio and Sunder, he tells you that he won't stop until he avenges you and Teepo, and then he runs off. So now, meet up with Garr again and head down to McNeil village. When you get there, you'll see that Rei got revenge on Loki. After talking to a few of the villagers, go to the farm, and from there, go to McNeil manor. Once you're done talking with Garr, you'll witness Nina arresting Mr. McNeil, and after a little confusion, she'll ask you what's going on. The three of you then go to the cow pasture and explain everything that's happened since the separation at Angel Tower. Nina agrees to the idea of Ryu learning more about the Brood, but she insists that finishing the investigation should come first. Nina suggests that you all go to Syn City to finish the investigation, so exit back to the world map and return to Syn City ------------ The Massacre ------------ When you arrive at Syn City, the smell of blood is in the air, so you know immediately that's something's wrong. Walk around town and talk to all the wounded people. It's obvious that Rei came here looking for the boss of the blackmarket. Head over to the other side of the city (which was inaccessible before) and go inside the cave there. Speak with the people inside, and you'll find out that the boss fled from Syn City up to the northwest Checkpoint. So pick up the Old Painting in the chest and leave Syn City. Rest and save your game, and then head over to the Checkpoint to the northwest. You'll arrive at the Checkpoint just in time to see that Rei has hunted down the blackmarket leader, Mikba. After a few cross words, Rei will give Mikba a good slash with his knife, and then your party will show up. But while you're conversing with Rei, Mikba will transform into his fighting form, and he knocks Rei senseless with one blow. He'll then recognize Ryu as the one who killed Balio and Sunder, so he decides to take you out as well. It's time to fight Mikba! Boss fight: Mikba HP: 2500 Exp- 3000 / Zenny- 1500 / Item- N/A Recommended team- Ryu, Rei, Garr Recommended level- 21 Notes- Mikba is no pushover, so don't take him lightly. Aside from using Venom Breath to poison all of your party members, Mikba also has a ridiculously high reprisal rate, and he gets Lucky Strikes very often. The battle will start with Ryu and your third party member at normal health, but Rei will be unconscious. If you choose to revive Rei during the battle, do so carefully because he'll immediately transform into the Weretiger. You will have no control over Rei when he is in this form, and he will also slowly become berserk, which means he might attack his own allies. If you have the Influence skill (learned from Boss Goblins), you can bait Mikba, and this will cause Rei to become berserk much more slowly (or not even become berserk at all). Anyway, have Ryu cast Shield once or twice and then turn into a dragon using the Flame and Eldritch genes, then bash away with Flame Claw. Garr should concentrate on keeping everyone healthy by using Antidoes and Vitamins. Keep everybody's HP near max at all times, because Mikba can attack you several times in one round via reprisals. Once you do about 1000 or so damage, revive Rei and bring him up to full HP (and bait Mikba if you have Influence). The Weretiger will be a huge help if he keeps attacking Mikba and not your own party members. Then continue to have Ryu attack and heal, and have Garr keep healing too, and you'll bring Mikba down. After the battle, Mikba will say his last words and then die. You'll then tell Rei all about what's happened since the incident in Cedar Woods. Then Rei decides to end his reign of vengence and join Ryu on his journey to see god. Once you're all done talking, choose three party members (put Rei in your party) and go inside the hut near you. Pick up a Healing Herb and 80z in the drawers, and then have Rei pick the lock on the locked door to get the Deluxe Rod. Now exit the Checkpoint. ----------------------------------------------------------------------- V. Problems at the Plant ----------------------------------------------------------------------- From the Dauna Hills Region, head east all the way back to Eygnock Road (the main road that's just south of Wyndia), and enter it. As you're walking along, Nina will get an idea. She suggests that Ryu should help investigate and solve the troubles that the Plant has been having lately, so that the king will make new passports for him (apparently the king blames Ryu for Nina's running away all those years ago). Now exit Eygnock Road and head over to the Plant. -------------------- Reunion at the Plant -------------------- When you get to the Plant, familiarize yourself with the area (especially the conveyor belts), and then head over to where the furnace is. There you'll find Momo working on a machine, and with a little help from Honey, she'll pull away from her work to talk to you. You all will then go to the inn to talk about everything that's happened since Angel Tower. Momo tells you that the Plant director, Palet, has gone missing, and that the Plant is in turmoil because of it. Since Palet is the only one who can fix this mess, you decide to go and look for him. But first, you need to go pick up Peco, so exit the Plant and enter the Yggdrasil tree's grove just east of the Plant. When you get there, you'll find Peco hanging out in front of the Yggdrasil tree. Collect him, change party members (make sure Peco's in your party), and then go back to the plant. You'll get the strange feeling that something's wrong when you return to the Plant. Speak with everyone here to find out that things have gone from bad to worse, and Palet still hasn't returned. Now, head up the usual path of conveyor belts (the way you would go to get to the furnace area) to reach two different areas overlooking two greenhouses filled with chrysm gas. You'll probably also notice several stones on the ground, as well as an X on the ground at each spot. Have Peco kick a rock onto the X, and then after a good running start, have him kick the rock off the ledge. If you hit the rock with enough speed, it should jettison off the ledge and break the glass panel in the greenhouse's roof, releasing the chrysm gas. If you mess up, then simply kick another rock onto the X and try again. Do the same thing with the other greenhouse (it doesn't matter which one you do first). Once you've cleared out the gas in both greenhouses, you'll hear a rumbling sound, and then the furnace smoke stacks will start releasing green chrysm gas. So now, go down the next conveyor belt to the furnace building and head inside. Inspect the hatch along the wall to see that it's weak enough for Momo to blast it off with her gun. Have Momo shoot the hatch off, and then walk through the opening (this would be a good time to switch Peco out of your party in exchange for someone more desirable). You'll end up in a very small room with a ladder going down it's center, so climb down it to reach the underground laboratory. -------------------------- The Underground Laboratory -------------------------- After getting over the amazement of finding this place, walk left to reach a door with #1 on it. Examine it, and you'll find that it's locked electronically. Go back and head southeast from the first ladder you came down to find another ladder going up. Climb that ladder and check behind the haystacks in this room to find a satchel containing Skill Ink. Now, go back down the ladder, walk northeast up the hall, and enter the next room. In this room you'll find several computer terminals, and because you will return to this room frequently during the mission, let's call this the "main room". Have Momo examine the computer with the number 1 on the screen. She figures out that these terminals control the electronic locks on the numbered doors in the laboratory, and that you need to input the correct password to unlock the doors. Momo guesses the correct password and unlocks the #1 doors. Exit this room the way you came and go through the #1 door that was locked before. In this room you'll find three doors numbered 1, 2, 3 from left to right, and since you'll be coming back to this room a lot also, let's call this the "3 doors room". Now head through the #1 door. From here, go right and down the stairs. Pick up the Ammonia from the drawer, and then go down the stairs in the southwest corner of the room. This room is flooded with chrysm radiation so you can't stay in here for very long. Run over to the north corner of the room and use your camera angles to spot the Peco-like creature. Inspect it to get a hint for a password, and then return to the main room. Have Momo examine the computer with the number 2 on the screen, and she'll enter the password. The password is correct, so all the #2 doors open. Return to the 3 doors room and go throught the #1 door again. Head down the stairs to the right and inspect the #2 computer in this area to unlock the #2 door next to it. Check behind the boxes in this room for a Silver Mail, go back to the 3 doors room, and exit through the #2 door. Walk along this next path a little ways and enter the next #2 door you see. Follow this narrow area up to a switch; hit it and exit the way you came in. Continue up the path and to the left, past the #3 computer terminal, and down the stairs at the end of the path. From here, head right and follow this path all the way around until you reach a ramp leading up to an AC vent and a doorway to the right. Enter the doorway at the right and head northeast a small ways. Examine the piece of paper on the floor behind the AC vent to obtain the password for the #3 doors. Now, go up the ramp and onto the AC vent. Follow the vent up into the next area, and then keep following it up to reach the Force gene. Return to the room where you found the #3 password, take the conveyor belt to the southeast up, and exit this room to the right. In this next area, grab the Sleep Shells in the chest behind the box, and then hop on the conveyor belt going right. Go back to the main room and input the password to the #3 computer to unlock the #3 doors. After you've done that, walk over to the 3 doors room and head through the #3 door. Go up and to the right past the three flashing panels on the ground. Then walk northwest to see chrysm gas leaking out of a #3 door. Head inside to find some strange creature mutating and getting larger right before your eyes. It's time to fight! Boss fight: Huge Slug HP: 2500 Exp- 2100 / Zenny- 300 / Item- Vitamins Recommended team- Ryu, Rei, Momo Recommended level- 22 Notes- The Huge Slug isn't too hard if you use the right attacks. The only attack you need to watch out for is Syphon, which steals your HP. This guy also has a protective coating that makes him immune to your physical attacks. The coating can be destroyed if you hit the Slug with a flame attack. So, have Ryu cast Shield and then transform using the Force and Flame genes. Momo should cast a few assist spells such as Might and Speed, heal when necessary, and attack packing Flame Chrysm. If you've learned Flame Strike from the Fly Men here, give it to Rei and have him pound away with it (otherwise use Weretiger). Just have Ryu use Flame Claw the entire battle, unless you can spare the AP for a few Auras, and the Slug should go down without much trouble. Once you've dealt with the Huge Slug, exit this room the way you came in and climb up the stairs to the left. Inspect the yellow book on the ground near the flashing panels to get a hint for the last password. The flashing panels on the ground in this room each have a chrysm pressure reading. The password is the chrysm pressure units' numbers (1-5) arranged in order from least to greatest chrysm pressure. You can easily figure out the password yourself, but you don't really have to considering the #4 computer gives you a short list of numbers to choose from (you can just go down the list until you select the correct one). But if you're bent on figuring it out yourself, then I'll just tell you that one of the unit's reading is incorrect, and you have to look around the lab for a clue. Anyway, head right from there and pick up the Wisdom Ring from the chest on the AC vent. Now, once again, return to the main room, and have Momo examine the #4 computer terminal. Like I mentioned before, a list of number arrangements will come up. Choose "other" to bring up a second list. From that list, select the third set of numbers from the top. The #4 doors will now be unlocked, so go through the door behind all the computers to arrive in a rest/save room. Rest up, save your game, snatch the Healing Herb from the drawer, and exit this room through the door on the right. Head up this next narrow hallway and climb up the ladder at the end. Enter the next room through the #4 door at the top of the ladder. In this area, walk right and then up the ramp onto the AC vent. Follow the vent northeast all the way to the end, go right, and then descend down the ladder there. In here you'll finally find the man you've been searching for, Palet. It turns out that, long ago, Palet and Momo's father worked in this lab together, trying to concoct an elixir that would bring the dead back to life. Momo's father quit the experiment, but Palet has still been trying to revive his mother ever since. In order to protect his mother from you, Palet drinks an extract from the Yggdrasil tree and transforms into a huge, mushroom-like creature. It's time to take on Palet. Boss fight: Shroom HP: 3000 Exp- 3900 / Zenny- 300 / Item- Wisdom Fruit Recommended team- Ryu, Rei, Momo Recommended level- 23 Notes- Shroom is probably the toughest boss yet, so if you defeat him easily, you know you're doing well so far. For this fight your going to want to cast Shield at least 3 times, because Shroom's attack power is very high. He also has an attack that damages your whole party, and he can use Restore to heal himself for a good amount of HP. After Ryu is done casting Shield a few times, have him ascend into a Warrior dragon (I prefer the Force, Defender, and Eldritch genes for this fight, but any combo resulting in a Warrior will do fine) and hit Shroom with Aura for however many turns you as can afford to (also use Focus to increase your power if you have it as a dragon). Momo should back up the party by casting Speed and Might on both Ryu and Rei, and by healing when you need to. Have Rei use Pilfer so you can get your hands on that valuable Wisdom Fruit. After you've stolen the Wisdom Fruit, have Rei stick to using his normal attacks. Don't use Weretiger unless it's absolutely necessary. For some reason, Rei goes berserk very quickly in this battle, so if you feel that you really need to use Weretiger, don't use it until the very end of the battle. After you've defeated Shroom, pick up the 400z in the drawer and hit the switch to turn off the machine so Palet's mother can finally rest in peace. Then exit the underground laboratory and leave the Plant, and you'll automatically make camp. While camping, Momo will converse with Nina, and in a nutshell, Momo decides to come with Ryu to the eastern lands. Once you break camp, head over to Wyndia. ---------------------- The Escape from Wyndia ---------------------- When you enter Wyndia, Nina will request that Ryu stay behind while she and Rei go to the castle to get the passports (The logic is that the king thinks that Ryu kidnapped Nina all those years ago, and he'd probably recognize Ryu and his friends if they came to the castle. But he's never seen Rei before, so the king won't know that he's Ryu's friend). Before you head to the castle, walk over to the fountain near the inoculation shop to find four familiar people. Remember when you played Hide and Seek with those kids in Wyndia all those years ago? Well, they're still here and still playing Hide and Seek, but they've tweaked this children's game a bit (to find out more, see the Masters and Side Quests sections). Now go to the castle, have Nina talk to the guard there, and he'll let you in to see the king. At the hearing, Nina explains everything about the blackmarket and the Plant, also saying that she wouldn't have been able to do it without Rei's help. The king commends Rei's actions and agrees to immediately make a passport for him. While the passport is being made, Nina offers to give Rei a tour of the castle. Once you regain control, head right and then southeast from the corner. Then go down the stairs at the end of the path. After Nina tells Rei a little about this area, it's dejavue as Honey comes running up to the two of you. Collect Honey and then go over to the dungeon. Pick up a Vitamin from the drawer at the beginning, and then have Rei pick the lock on the cell door to access the chest containing a Laurel. Now, exit the dungeon and go to Nina's parents' bedroom (it's up the stairs to the left of the dining room in case you forgot). Have Nina talk to her mother, and then exit this room the way you came. When you reach the bottom of the stairs your passport will be done. After you receive it, Nina suggests to Rei that he takes his leave quickly before Ryu is found. But before you can leave, a castle guard alerts the royal family that Rei was seen talking to Ryu in town. Nina tries to explain that Ryu isn't a criminal, but then her mother comes into the picture. And when Rei tries to give his opinion about these family matters, the queen really gets ticked, and the chase begins. You dash for the front exit but it's blocked by guards. Then Honey will start running away, so Nina says to follow her just like she did years ago. Once you follow Honey down the first set of stairs, continue through this room and into the kitchen. Run through the kitchen and down the next set of stairs into the cellar. Make your way through this room and then climb down the ladder at the end, just as Honey does. When you get to the bottom of the ladder, you'll witness Honey trying to break down a door that Rei simply picks the lock to. Honey will go inside, but it looks like the queen and her men have caught up with you. The two of you go inside the next room to find that Honey has activated the alter in here. As Honey shows you, this alter is a transporter so you climb on and vanish from the castle. When you reappear, get off the transporter and climb up the ladder to find that you've been transported to Durandal's hut on the outskirts of Wyndia. Exit the hut, return to the world map, and you'll automatically make camp. You'll then talk with the rest of the group and then rest. You have your passports, but you can't go anywhere near Wyndia for awhile , so it's time to head east. ----------------------------------------------------------------------- VI. Freeing Deis ----------------------------------------------------------------------- Once you break camp, head east from Wyndia to the Checkpoint. Enter the Checkpoint and show the guards your passport, and then pass over into the Rhapala region. As you can see, nothing much has changed in this region over the years, except that the main road around Mt. Zublo is now open. So take the road around Mt. Zublo to the Urkan region, put Garr in your party, and then go to Angel Tower. When you get there, put Garr in the lead position and walk up to the bottom of the big stair set between the two guards. When they see Garr, the guards will ask him about his long sleep. As you climb to the top of the tower, Garr will tell you about how guardians go into a stone sleep when their purpose in life is complete. And after Garr prays before the alter at the tower's peak, the immodestly dressed Deis will appear. She explains to Garr that she's imprisoned here at the tower, and the key to her freedom lies in guardian Gaist (one of the guardians who fought alongside Garr in the war). Once Deis vanishes, Garr suggests that you all go to the Urkan Tapa to inquire about Gaist's whereabouts. So head over to the Urkan Tapa and talk to the elder, Sudama. He tells you that Gaist lives out somewhere to the west. Now exit the Tapa, go west along the southern coastline, and pass back into the Rhapala region to the south of Mt. Zublo. From there enter the Tidal Caves ----------- Tidal Caves ----------- As you'll soon learn from the fish guy sitting near the entrance to the caves, the water level around here changes every few minutes. Walk past the fish guy and you'll see the water level drop. Now, enter the cave at the end of the path. Follow this next path northwest and enter the cave on the right. Take this path up to a junction, head northeast around the corner, and use your camera angles to spot a chest containing a Fish- head. Return to the fork in the path and walk left to reach another fork. Head southwest from there and follow that path down to a passageway; go through it. Pick up the Coin in the chest, exit the way you came, and go back to the fork in the path. Walk northwest and follow this path around to another junction. Go right and then exit through the passageway at the end. From here, go right over to a small wooden dock with a ladder going down it. If that ladder is underwater, go back inside the cave and walk around until the water level drops. Once the water level is down, climb down that ladder and head right to a narrow path going southeastwards. Get the Thunder Ring in the chest at the end of the path, and then return to the ladder you came down before. Climb down the ladder directly under it and go inside the cave to the right. Follow the path inside left, and continue to the left at the first junction. Head northwest at the fork after that and follow this mossy path over to a skeleton holding a Hawk's Ring. Now exit this entire cavern the way you came in. Hop on the raft the the southeast of the cave entrance, and it'll float to the left. When the raft stops, get back on it and ride it again, but this time it'll float to the southeast. After you get off the raft, walk northeast and head through the passageway on the right. Now, go right and then up the slope to a chest containing a Deadly Blade. Return inside, ride the raft again, and it'll float northwest back to the other small dock. Get off the raft and exit this area through the southwesternmost passageway. In this next area, climb up the ladder to the left, and then head right from the top of the ladder to exit the cave. Now walk left, pick up the Gross gene sitting on the side of the path, and then exit the Tidal Caves. Once you're back on the world map, head west a little ways to reach Cliff. ----- Cliff ----- This is a small community composed of outcasts, outsiders, and other people that just can't fit in anywhere else. Explore the village and talk to the people here to find out that Gaist is living here. So put Garr in your party and enter the cave-house at the far northwest end of the village. When you go inside you'll find Gaist. He and Garr will start to talk about to talk about their doubts of the past and the present, and Garr will also tell Gaist about Deis. After a little while, Gaist will want to speak with Ryu alone, so Garr and your other party member will leave. It turns out that Gaist wants to know just how serious Ryu is about learning about his people and journeying to see god. He asks that you go outside and speak with Garr before giving him an answer, so exit his house and talk to Garr. When the choise comes up answer "I must know the truth". Now, rest and save if you haven't done so since you went through the Tidal Caves, stock up on items at the local shop, and then go back in and talk to Gaist. Tell him that "I want the truth", and he'll request that you stand between the two torches in the room. Once your in the right spot, Gaist will transform and challenge you to a fight. Boss fight: Gaist HP: 2500 Exp- 1000 / Zenny- 500 / Item- Beast Spear (check ashes at end of fight) Recommended team- Ryu Recommended level- 25 Notes- Gaist may look mean, but he's not as tough as he looks. His normal attack does a moderate amount of damage, and he occasionally uses Risky Blow and Howling. The only other spell you need to be aware of is Sanctuary, which erases the effects of all assist magic. With that in mind, don't waste time and AP casting assist spells, and immediately transform using the Force, Frost and Eldritch genes. First take out the two torches because they heal Gaist each turn with Flare (they have about 300 HP each). Once the torches are gone, attack Gaist with either Aura or Frost Claw, and he'll go down pretty quickly. After the fight, Garr and your other party member will come in to witness Gaist's last moments. Gaist explains that it had to be this way in order for Deis to be released. He then dies and turns to dust. Now that this is done, Deis should be free so it's time to go back to Angel Tower. ***NOTE: VERY IMPORTANT- Before you leave Gaist's house, inspect his remains to get the Beast Spear, Garr's ultimate weapon*** -------------- Help From Deis -------------- Once you get back to Angel Tower, ascend the main staircase and go through the break in the railing to the right. Jettison off the ledge right next to the narrow stair set that leads inside the tower, and then jump off the next three ledges as well. From there head southeast to a staircase going down. Descend it to find Deis, and she'll be released. After she beats the crap out of Garr for letting her be cooped up in the tower like that and talks with you for a bit (there's also a flashback from the dragon war), Deis will tell you meet up with her at the volcano to the west (she means Mt. Zublo). Once she takes off, exit Angel Tower, and enter Mt. Zublo via the main road. Remember that cave along Mt. Zublo's main road, the one that the guards are standing near? Go inside it and have Ryu examine the wall at the end of the path. You'll then be transported to the place where Deis resides. She'll come out, with clothes on this time, and explain that she can't use her power to it's full extent in the nude. Say "I like you this way" and you'll get a happy response from Deis. Then Garr will appear and ask Deis about finding god. It turns out that she can't take you to see god herself, but she can give you something that will guide you there. Deis will then cast a spell on Ryu, giving him the Eye of God. The Eye will act as a compass that points in the direction of the guardians' god's residence. It then shines and points to the north. So, it looks like you're going to have to cross the sea to find god. After you're done talking with Deis, you'll be transported back to the shrine at Mt. Zublo. You'll be needing a boat to get across the ocean, so exit the mountain and head over to Rhapala. ----------------------------------------------------------------------- VII. To Cross the Sea ----------------------------------------------------------------------- When you arrive at Rhapala, talk to the people here to find out that the ship is broken again. Go down to the Wharf and you'll find Zig, Shadis, and Shadis's new baby. Speak to Shadis and she tells you that Beyd went to Junk Town to investigate the problem with the boat. So, leave Rhapala, head back to the Urkan region, and go to Junk Town (it's northeast of the Urkan Tapa) --------- Junk Town --------- This town is home to the machine guild, which works together with the porter's guild to transport machines. As you can see, the massive piles of machine parts and other junk give this place it's name. Take time to explore the town by talking to the locals and finding the items here; a Green Apple, MultiVitamin, and Tea Cup. Also, check out the shops here for some powerful weapon upgrades. Junk Town Item Shop Junk Town Weapon Shop ------------------- --------------------- Titan Belt- 3000z Flame Chrysm- 500z High Boots- 3000z Ice Chrysm- 500z Wisdom Ring- 3000z Shotgun Shell- 2200z Lion's Belt- 3000z Barbarossa- 12000z Dynamite- 200z Thunder Rod- 9500z Weather Vane- 200z Gigantess- 8800z Taser- 200z Belladonna- 200z Firecracker- 500z Icicle- 500z When you're done exploring, head over to the southwest corner of town to find Beyd talking to a guildsman about the boat. After he leaves, follow him and you'll exit back onto the world map. You can now fully explore the Urkan region. ------------------------- The Northern Urkan Region ------------------------- This part of the Urkan region is a long narrow peninsula that creates a boarder between the Outer Sea and the Middle Sea. The Dock is south of Junk Town, and Steel Beach is just to the north. As you head west along the peninsula, you'll pass a fishing spot, and then you'll find a [?] hut and another fishing spot at the end of it. Go inside the hut, pick up the Swallow Eye from the drawer, and check behind the curtain for the ??? gene. Now, return to the world map and go to the Dock. --------------- Fixing the Ship --------------- Once you get to the Dock, head southwest to find Beyd talking with the mechanic who's trying to fix the ship. It turns out that the engine's busted, and they don't have the right parts to fix it. When you regain control, talk to Beyd with Momo in the lead position and she'll offer to help fix the boat. Beyd will then take you down to the engine room so Momo can see what's wrong. After inspecting the engine, Momo gives you a list of parts that are needed to fix the boat. You're going to have to ask around for a good place to look for parts. So get off the boat and a guildsman will tell you that you should probably get permission from the guild master before you go looking for parts. Talk to the people hanging around the dock to find out that Steel Beach is the best place to find parts. But since you need the guild's permission to access the beach, return to Junk Town and speak to the guild master (he's standing inside one of the houses and wearing a headband). Since the ship will get fixed faster the faster the parts are found, the chief gives you permission to look for parts at Steel Beach. So leave Junk Town and go to Steel Beach. When you get there, follow the wooden path up, and after you've dealt with the guard, exit this cave onto the beach. Head northwest from there to reach the entrance of an old freighter. Try to go inside and the guard there will stop you, saying that you need to prove that you're strong enough to go in because there are monsters inside. He suggests that you speak to the foreman, so head right over to where the little monkey guy holding the flags is standing. Talk to the big guy near him with Garr in the lead, and you'll play the rope pulling mini-game. Listen closely to the foreman's instructions, and remember that the white flag is for the foreman, and the red flag is for Garr. The key to doing this right is to be about a one meter ahead of the foreman, because he doesn't adjust his speed according to the differences in your rope lengths. If you're a meter ahead and you get an extra turn, pull the rope more slowly. Once you've pulled the thing in close to 6 meters the game will be over. But now a new problem has arisen. It turns out that you weren't pulling a machine but a gargantuan fish. Get ready to battle the Angler. Boss fight: Angler HP: 3000 Exp- 3000 / Zenny- 200 / Item- Fish-head Recommended team- Ryu, Rei, Garr Recommended level- 26 Notes- The Angler's not too hard. Aside from Venom Breath, the only spell you have to worry about is Thunder Clap, an electric attack which hits a single character for a good amount of damage. To counter this, have a good supply of Antidotes and equip either Rei or Garr with the Thunder Ring. Start the battle by having Ryu cast Shield, and then have him use Accession with the Force, Frost, and Eldritch genes. Garr should use his normal attack and Gambit (if you're feeling lucky), and he should be equipped with the Beast Spear. Have Rei cast Speed on himself if he doesn't already have an extra turn, and then use Weretiger. Since the Angler has a weakness for ice attacks, Ryu should pound away with either Frost Claw or Aura (whichever does more damage) until the big fish dies. Once you've defeated the Angler, the foreman will give you permission to look for parts in the freighter. But before you go inside the freighter to look for parts, collect the parts that are lying around on the beach. ***Note- Also, pick up the Mutant gene sitting at the northeast end of the beach***. Here are the locations of the parts on the beach: -In the water just north of where the foreman is standing -Behind the southern wall southeast of where the foreman is standing -In the small junk pile south of where the foreman is standing -Behind the ledge southeast of the freighter's entrance -Hidden on the right side of the freighter near the guy using the blowtorch After you find all of the parts on the beach, go inside the freighter to find the remaining parts. When you get inside, first, take this path northwest and check behind the short railing to the left at the end to find a part. From there, keep heading northwest until you find an "H" shaped part on the ground. Pick it up and head back southeast. Go down the stairs to the right, and then climb down the two ladders below it. Then walk left on this narrow path and climb down the next ladder to reach the lower level of the freighter. Head right and hit the blue switch there two times. Now, pass under the beam you just raised and pick up the part to the right. Head left from there to find another blue switch. Pick up the part to its left and the part hidden behind it, and then hit that switch two times. Return to the last ladder that you came down, climb back up it, and head right. Walk across the first beam and pick up the part on top of the crate. Go down the tiny ramp and then northwest across the next beam. Make your way across the beam after that and collect the part on top of the crate. Now, go back to the lower level of the freighter. From the bottom of the ladder, walk northwest to a third and final blue switch; hit it two times. Pass under the beam and check around for the part hidden behind it. Head northwest a little ways and pick up the part hidden behind the crates on the left. Then, check around the crates to the right to find another part and a chest containing a Robe of Wind. Now, once again, climb back up the ladder you took to get down here. Head right and walk across the three beams again to get to the last part. Once you obtain the final part, exit Steel Beach and head back over to the Dock. When you get there, go down to the engine room of the boat and give Momo all of the parts. Very shortly afterward Momo will have the boat fixed. It'll then shove off and head for Rhapala. When you regain control of Ryu, go and talk to all of your party members on the boat. When you talk to Nina on the outside deck, you'll spot something strange in the distance. Meanwhile on the bridge, Beyd speaks to the sailors about the mysterious Black Ship. When you arrive at Rhapala, Beyd will give you full use of the boat. And before he can even assign a sailor to drive it for you, Zig steps in and takes the job quite eagerly. Zig goes up to the bridge to await your orders, so when you're ready, talk to him and tell him that you're ready. You'll then leave Rhapala. Zig will ask you where you want to go once you're out at sea. When you tell him you want to cross the Outer Sea, he'll ask you to talk it over with the rest of your group first. So speak with all of your party members, and then talk to Zig again, telling him that you still want to cross the ocean. You'll then be transferred to the world map where you'll have full control over the boat. Boat controls: Up (d-pad)- move forward Down (d-pad)- move backwards Left (d-pad)- turn left Right (d-pad)- turn right O button- speed burst/dash (engine overheats if you dash too long) Once you get the hang of piloting the boat, head north and cross into the darker colored water. As you try to cross the ocean, the enormous waves hammer your little ship, and you're forced to turn back. When you get back to calmer waters, speak to Zig and he'll tell you that he can't get you across the sea in this boat. He then mentions a sailor named the Legendary Mariner. Unfortunately, Zig doesn't know too much about him. But he does know of someone who can tell you all about the Legendary Mariner; the mayor of Parch. Parch is the town just north of Rhapala, and it can only be accessed by boat. So once you regain control, head over to Parch. ----- Parch ----- You'll soon discover that Parch is a more primitive town than others that you've been to. Their staple product is fish which the people here use as their main source of food and for trade. Talk to the people around here and find a Coin and 400z inside the houses. Also check out the shops here for some weapon and armor upgrades (but I would recommend saving your money because the next town you visit will have even better equipment, and it won't be cheap). Parch Item Shop Parch Weapon Shop --------------- ----------------- Vitamin- 50z Bent Sword- 20z Antidote- 12z Baselard- 6500z Eye Drops- 20z Flying Spear- 5000z Panacea- 100z Ruby Scepter- 3200z Ammonia- 200z Tiger Claws- 3800z Firecracker- 500z Silver Mail- 3900z Icicle- 500z Amber Breast Plate- 6100z Caro- 200z Kite Shield- 4700z Frog- 200z Platinum Helm- 2800z Top- 200z Hanger- 200z Head over to the northeast end of town to find the mayor's house. Talk to him and he'll snap at you. It turns out that the mayor is in a really bad mood because all there is to eat around here is fish, and he hates it. And until this bad morale blows over, the mayor's not going to tell you anything. But he does say something about the Maekyss Gorge, and since this is your only clue of what to do now, go there. Go inside the house near the bridge and talk to the lady inside. You tell her your problem and she suggests you try feeding the mayor shisu to get him to like fish. She'll tell you, in general, how to make the shisu and where to find the ingredients for it. She then asks you to collect all the ingredients before she explains, in detail, how to make it. So grab the 400z from the drawer in this house, and then go find the ingredients. ----------- Shisu Quest ----------- The shisu you're going to make is composed of four ingredients, and this is how and where to find them: Mackerel- A fish that can be caught at the fishing spot right next to the Maekyss Gorge. They're not hard to catch, and any worm-like bait will do just fine for catching them. You only need one. Shally Seed- A rice-like seed that can be found in the tree just behind the shisu lady's house at the Maekyss Gorge. Have Peco kick the tree to make the seeds fall out. Get about twenty. Vinegar- A sour liquid that can be obtained from the well at the Coffee Shop. To get it, though, you must successfully play one of the most annoying mini-games in the game. Put Garr in your party and have him talk to the little cloaked guy standing next to the well. Listen very closely to his instructions, and remember to hit the X button fast enough (that's the most common mistake in this game). You might want to get two helpings of Vinegar just to be safe (in other words, play the mini-game twice). Horseradish- A spicy plant found on Ogre Road. Just cut down the bush with Ryu's sword to obtain it. I'd get about ten of these. After you've obtained all of these ingredients, go back the Maekyss Gorge and speak to the shisu lady. She'll give you a more detailed explanation of how to make the shisu, and she also gives you her recipe. I'd suggest looking at the recipe as a compound porportion: 10 mackerel - 8 shally seed - 2 vinegar - 4 horseradish When you're ready, return to Parch and talk to the mayor's advisor to begin making the shisu. First, select the mackerel and then make your shally seed ball the same size as the mackerel slice. Then add the vinegar in a 1-4 ratio with the shally seed. Add the horseradish in an amount that's either twice as much as the vinegar or half as much as the shally seed, whichever's more. When adding the vinegar and horseradish, keep in mind that you'll loose one shally seed when you knead the shisu. Finally, knead the shisu one or two times and hit end. If you managed to make some substantial shisu, the mayor will love it and be in a good enough mood to talk to you. But if he doesn't like it, you obviously made a mistake, so try again. Now that the mayor is happy, he gives you the Sea Charts which will allow you to navigate the tidal area to the east. The Legendary Mariner lives somewhere in that area. Before you leave, talk to the mayor's advisor and he'll give you a prize depening on how well you prepared the mayor's shisu. I don't have a list of all the prizes you can get, but I know that the worst prize is an Ammonia and the best prize is a Shaman's Ring. When you're done here, exit Parch and head over to the [?] area to the east (it is between the rocks along the line between the inner and outer seas). Because of the tides in this area, you only have twenty-five seconds to get where you need to go. So make sure your ship driving skills are sharp. I'd also recommend that you dash in short bursts to prevent your engine from overheating. And remember that you can only navigate the light colored water. There are three chests in this area containing a Heavy Dagger, Blizzard Mail, and Ice Shield. To get to the Legendary Mariner's house, first, dash to the left and hurry up this channel. Head left again, around the rocks, and then dash to the southwest to reach the hut. When you get there, the Legendary Mariner will invite you inside. You tell him about your mission to cross the ocean, and he explains that it's impossible for a Middle Sea boat to make the trip. He also tells you that he's not really a great sailor, and he came from the other side of the sea as a cast away. But seeing that you're determined to cross the sea, Kukuys tells you about the Black Ship. The Black Ship is a huge ocean transport that came from the other side of the sea. It looks like the only way to cross the ocean is to somehow get aboard the Black Ship. You'll then leave the Legendary Mariner's house and be back in the Middle Sea alongside the Black Ship (Note- Go back to Kukuys's house later to get a Protein from the drawer inside). Momo will shoot at the ship with her bazooka to get it to stop, but that plan fails and the Black Ship retaliates with it's powerful turret gun. After the blast, go talk to your party members. When you speak to Momo, she'll get another idea of how to stop the Black Ship; ram it from behind. Take this idea up to Zig and he'll OK it. You'll then be brought to the world map, and the Black Ship will be patroling the area. If you have any unfinished buissiness, take care of it now. When you're ready, use the dash button to ram the Black Ship from behind. If you do it right, you'll hit the Black Ship with a huge crash. After regaining control, go check on all of your party members to make sure they're alright. Now that you've stopped the Black Ship, you need to find it's bridge so you can program it to head back across the ocean. Choose three party members (be sure to include Momo), go onto the outer deck, and come aboard the Black Ship. -------------- The Black Ship -------------- First, head left and go inside through the door. Once you're inside, head down the stairs next to the door ahead of you (FYI- The inside of the Black Ship is home to the game's most rarely encountered enemy, the Bolt Lord). Take this next path northwest and enter the next room through the doorway at the end. From here, walk to the right and examine the panel at the end of the path (also take note of the brownish-yellow platfom on the left side of the path). Choose the P3 program, and then get on the platform. Ride it three times and then head through the passageway to the right. Examine the panel in this room and turn the crane main switch on. Now return to the previous room and get back on the platform. Ride it twice to get back to where you started. Select the P4 program from the panel and get back on the platform. Ride the platform three times, pick up the Skill Ink in the chest to the right, and then get back on the platform. After riding it once, get off the platform and enter the door to the northeast. Follow this path up to a small panel. Inspect it to find an Id Card. Exit this room the way you came, get back on the platform, and ride it twice to return to the beginning. Now go all the way back to the very first room and head through the doorway next to the stairs to reach the crane room. Examine the panel in this room and operate the crane with the guide to learn how the crane works. The crane is similar to that of a prize grabber machine whereas the first time you hold down X the crane will go right, and the second time you hold down X the crane will go up. After you release the X button a second time, the crane will attempt to grab something. A device in the crane will project an X on the ground directly below the crane's position. When you're picking up crates, get the X to land right in the middle of the crate. Your first objective is to use the crane to pick up the three small crates in the area below. Each time you manage to pick up a crate, the crane will automatically drop it to the right of you. When you've grabbed up all three crates, they'll form a bridge that you can use to cross over into the next area. After you've done that, attempt to grab the crate that's almost hidden amongst the larger crates in this room. The key to getting it is to move the crane to the right for about only a second, and then move it forward. Once you grab this crate, the crane will drop it in front of you. It'll break open revealing a chest containing Protectors. Not only that, but you can also get all three items in one play through. To do this, simply get one of the items and then exit and reenter the room. The crates will be reset, allowing you to pick up another item (Thanks to Michael for reminding me to add this in). Now cross the crate bridge you've made and head northwest to a door. Go through that door and then the door after that. Follow this path northwest and then walk on top of the big crates to reach the Flash Shells. Go back the way you came, through the two doors, and then go southeast. Head past the stair set going down, and then through the doorway at the end of the path. Hit the blue switch next to the door to raise a cat walk between here and the beginning area. Now climb up the stairs near the blue switch to reach the main hallway. Head southwest from the top of the stairs and go through the door in the corner. Follow this path up to the end where you'll find a chest containing Skill Ink. Exit this place the way you came in, and head up the main hallway. Enter the first door on the right and get the Ammonia from the drawer. Return to the main hallway and go through the second door on the left. Check behind the wall for a satchel containing 2400z, return to the main hallway, and continue up the stairs to the northeast. Examine the elevator panel in this room to perform an Id check. Since you already have the Id Card, you can use the elevator freely. Ride the elevator up and head up the stairs to the right to reach the bridge. Have Momo examine the bridge controls and she'll figure out the ship's guidance system. In order to activate the guidance system, you need to run down to the main hallway and check the number on the boost counter (it's in that second door on the right going northwest). The good thing is that you won't have to fight random battles while you're doing this. So go to the boost counter room in the main hallway and examine the panel inside. You'll see that the number on the counter is going up. When you're finished examining the counter (make sure to remember what number the counter was on), you'll hear a consistant beeping. That beeping is keeping time with the boost counter, so if the last number you saw on the counter was 46, then the first beep will be 47, then the next beep will be 48, then 49 and so on. Count the beeps in your head as you make your way back to the bridge. Once you get back to the bridge, wait until the count reaches 100. When beep number 100 sounds, quickly talk to Momo and she'll activate the system. If you did it right the ship will start moving and Momo will call everyone up to the bridge. If not, then try again. Ryu's Eye will shine and point in god's direction once everyone's on the bridge, and then the Black Ship will head out to sea. Since you don't know how long it will take to cross the ocean, all of you party members will just hang out and relax (except Peco who keeps getting chased by Honey). But this placid scene doesn't last for long, as an alarm siren goes off without warning. Head up to the bridge to see what's wrong. Momo will turn off the alarm and explain that something has hit the bow of the ship. She'll then open the door that leads to the front of the ship so that you can go investigate the problem. Choose three party members, head down to the main hallway, and go through the door in the southwest corner of the room. Head up this hall and exit through the doorway that was closed before. Frome here, go down the stairs to the northeast, and then head up the next stair set after that. Walk to the right from the top of the stairs and go through the doorway to the southeast. Pick up the Ivory Dice at the other end of the room and exit the way you came in. Climb down the next stair set, and then up the one after that. Go down the ladder to the left, follow this path all the way around to a door, and go through it. In this next area, head up the stair set on the right. Follow this path northwest to a set of stairs going down. Walk to the left, past those stairs, and follow this path to a chest containing a Soul Gem. Now go down the stairs you passed before and take this path down to another set of stairs. Climb down those stairs and the ladder just south of those stairs. Head right and go up the ladder to get on top of the crates in this room. Walk across the crates to reach a door at the northwest corner of the room. Go through it and climb up the ladder in this tiny area to reach the outer deck. Walk up to the bow of the ship to find two giant sea monsters. Back up to the middle of the ship as far as you can, and then prepare to fight the Ammonites. Boss fight: Ammonites HP: 2500 each Exp- 9000 / Zenny- 1000 / Item- Moon Tears Recommended team- Ryu, Rei, Momo Recommended level- 27 Notes- The Ammonites are a tough pair to cope with. Aside from having incredibly high attack power, these guys also have a nasty arsenal of spells including Multi Strike, Tsunami, Blizzard, and a spell that confuses (either Confuse or Hypnotize). You should start the battle by having Ryu cast Shield three or four times, Rei cast Speed on everyone, and Momo cast Might or War Shout (if you have it) on the party. Once you've pumped everyone up with assist magic, Ryu should transform using the Force, Eldritch, and either Gross or Defender genes. In Warrior form, Ryu should use Focus on his extra turn, and then slam one of the Ammonites with Aura. Have Momo keep helping the party with assist and healing magic, and have Rei concentrate on stealing those precious Moon Tears. Once you've eliminated one of the Ammonites, the battle gets much easier. Have Rei use Weretiger, and let Ryu pummel the remaining Ammonite with Aura until it goes down. With another boss defeated go back down the ladder inside the ship. And after a long voyage across the ocean, the Black Ship finally arrives at the mysterious new land on the other side of the sea. ----------------------------------------------------------------------- VIII. Technology of the Lost Shore ----------------------------------------------------------------------- When you get off the Black Ship, you don't really know what to expect in this strange new world, so Garr suggests that everyone stay alert. Once your done talking, exit this dock to the north and emerge in the port town of Kombinat. -------- Kombinat -------- This is a port town where machines are loaded and transported, but to much surprise, even the people here don't know where the machines come from. You'll also notice that, especially since over half the population of this place consists of machine soldiers, Kombinat is the most technologically advanced town you've been to so far. Spend a little time talking to the people around here, and look for the robot hidden behind some crates beside one of the buildings. Talk to it, and the robot will pose a question to you in a language that you can't interpret. Choose the third answer choise from the top, and the robot will give you a Homing Bomb. Also, check out the weapon shop here for some powerful merchandice. I just hope you've been saving your zenny. Kombinat Item Shop Kombinat Weapon Shop ------------------ -------------------- Healing Herb- 10z Heat Shotel- 9500z Vitamin- 50z Piercing Edge- 14500z Antidote- 12z Beryl Rod- 7200z Eye Drops- 20z Gale Javelin- 9100z Panacea- 100z Raptor Claws- 5800z Ammonia- 200z AP Shells- 10000z Caro- 200z Sage's Frock- 9300z Frog- 200z Spiked Gauntlets- 6800z Top- 200z Lacquer Armor- 8000z Hanger- 200z Lacquer Shield- 6500z Lacquer Helm- 5500z Exit Kombinat when you're done browsing, and you'll automatically make camp. While camping, some of your party members will converse with their inner self to find out why they really came on this journey with Ryu. You'll break camp when the scene ends and emerge in the Lost Shore region. ------------------------------- Exploring the Lost Shore Region ------------------------------- You'll notice that this region is very barren compared to others that you've been to. There's a fishing spot to the far east that's home to the game's most hard to catch fish (There's also a Manillo there that sells the coveted Life Armor and Royal Sword). To the north lies a Yggdrasil tree's grove. Enter the grove and check behind the tree for the Trance gene. Now, go to the Steel Grave to the northeast of Kombinat. ----------- Steel Grave ----------- First, head northwest from the junction, and follow this path all the way up to a ladder hanging off a brown ledge. Climb up that ladder and pick up the UV Glasses in the chest at the top. Go back down and climb up the ladder a little ways southeast. Once you're at the top, slide down the ramp to the right. Use your camera angles to check in the small space on the right side of the ramp to find a chest containing Speed Boots. Now walk to the right and climb up the next ladder. Go northwest, past the two openings in the floor, and climb down the ladder at the end of the walkway. If you brought Momo in your party, have her blast away the weak door with her gun, and then head inside the next room. Get the Spanner fishing rod in the chest in this room, and then go back outside. When you get back outside, head southeast past the two openings in the floor again, and take the dirt path to the northeast. Follow this path all the way to the end to exit the Steel Grave. Once you're back on the world map, rest if you need to, put Momo in your party, and then enter the Colony to the north. ---------- The Colony ---------- When you enter the Colony, the first thing you'll notice is the big radar dish on top of the tower. Momo suggests that you go check it out, so head up the three main stair sets ahead of you and go through the doorway at the end. In this room you'll find a portal, just like the one in the basement of castle Wyndia. Once you regain control, get the Key in the satchel on top of the portal and exit the way you came in. Head to the left and down the stairs. Jump off the ledge to the left, and check around the northwest corner of this area to find the Failure gene. From there, descend the stairs to the right and go through the doorway at the bottom. Check this room for a Deep Diver, and then exit the way you came in. Now, go back up the stairs you just came down, and take the path to the left of the stairs. Follow this path southeast, then northeast past the ledge, and through the passageway at the end. Pass through this small room, and exit it to the right. Climb up the stairs to the right, and take this path all the way to the end to reach a chest containing Wisdom Fruit. From there, back track a few steps to the ledge on the side of the path. Jump off of it to plummit through a window and into the next room. Have Momo examine the panel to the right and insert the Key you found. In order to activate the portal, you must align the three mirrors in this room so that the laser beam will deflect off of them and hit the fuse at the other end of the room. To adjust the mirrors, hit the switch on its base. Turn the south mirror two times, the east mirror two times, and the west mirror three times. Then hit the switch to fire the laser and activate the portal. Now, exit this room to the left, return to the portal room, and get on the portal to teleport out of here. Once you arrive at your destination, get off the portal and exit this room. As soon as you leave the room, Honey will get away from you and run off again. Follow Honey northeast and up the ladder at the end of the path. From there, head right and through the door at the end of the hall to emerge in the freighter at Steel Beach!? Yes it's true; you just went all the way back across the sea to where you started in an instant. While you're pondering about how you're ever going to see god at this rate, Momo finds a connection between god and the portals. She suggests that you all go back down to the portal to investigate, so choose three party members and return to the room with the portal. -------------------- Fixing Relay Point A -------------------- Inspect the panel next to the portal to find out that there's something wrong with the antenna. Exit this room the way you came in, and head southeast down the path. Go left at the corner and follow this path over to a pair of stair sets. Ascend the stairs farthest to the left, follow this path northwest, and go up the stairs at the end. From here, walk right and down to the area with the four switches and the big green block (let's just call this the "four switches area"). Examine the green block, read the instructions, and reset the switches. The four switches in this area (that have the red, blue, light green, and brown dots on them) operate the jacks that raise and lower the four beams in this area. Each switch can only be hit once without resetting them all, and more than one jack can be lowered or raised by each switch. First, hit the blue switch, pass under the eastern beam, and go through the door there. In this next room, head up the stairs, go to the right, and then go down the next set of stairs. Walk left along this path and pick up the Hourglass in the chest. Return to the four switches area and reset the switches. Once the switches are reset, hit the light green switch and pass under the southern beam. Head up the stairs to the right and go through the door at the top. Take this next path all the way around, and go through the doorway at the end. Walk left across the northern beam, and pick up the Lacquer Staff in the chest. Then, go back to the four switches area and reset the switches. Hit the blue, light green, and brown switches in that order. Pass under the western beam, and go up the stairs to the left. Walk across the west, south, and east beams, and then pass under the northern beam to reach the big stair set. Climb up it, and then head right. Use your camera angles to check around the east end of the room for a satchel containing 4000z. Walk over to the southwest end of this room and go up the stairs there. In this room, you'll find a large pit with a pillar in the center. Examine the diagram on the northern wall to find out that the switch that unlocks the door in this room is on top of the pillar in the center of the pit. In order to reach the switch, you must ride the three floating platforms. When you get on a platform, it will move in the opposite direction of where you got on it. It will keep moving until it reaches the side of the pit or another platform. First, ride the platform in the northeast corner to the left. Then ride the southernmost platform up to line up all three platforms in the northwest corner. Now, ride the rightmost platform downward. Go back up to the northwest corner and ride the two platforms there to the right. Ride the southernmost platform up, and then ride the platform in the northeast corner to the left. Get back on that same platform and ride it downwards to reach the pillar in the center. Step on the switch, and then get back on the moving platform to open the locked door. Head through the door, and then go up the stairs to the left. Then head right, ignoring the next set of stairs going up, and pick up the Lacquer Shield in the chest at the end of the path. Now, go back and head up the next stair set. Walk southeast and exit this area through the passageway at the end. Pick up the Barbarossa in the chest and go back inside. Head to the northwest end of this room and go through the doorway there. Take this path left, go down the two small stair sets at the end, and then climb up the next small stair set to reach a chest containing Skill Ink. Now, exit this room through the doorway on the left. Take this outside path to the right and through the next door. Head northwest up this next path, and then go up the stairs to the right. Ascend the next set of stairs and exit this room through the doorway on the right. Walk left and climb up the ladder to finally reach the antenna. Examine the control panel to find out how to fix the antenna. Just turn it in the direction that makes the least amount of static noise. Once it's fixed, go all the way back down to the portal room. Inspect its control panel, select the Container Yard, and get on the portal. When you get to the Container Yard, cross over the crate to the right and pick up the Radiance gene. Then get back on the portal, return to Relay Point A, and then teleport to the Dragnier. ----------------------------------------------------------------------- IX. Dragnier ----------------------------------------------------------------------- Once you arrive at your destination, get off of the portal and exit this room. When you emerge outside, you'll find yourself in a small village in the middle of a barren wasteland. Strangely, when the people see you come out of the portal room, they'll call for a celebration. At the banquet, the people will reveal to you that they're all members of the Brood race, and they recognized Ryu as one of them. It turns out that the Brood survivors of the great war hundreds of years ago fled to this place and gave up their powers so they could hide from the Urkan god. After the banquet, Ryu will fall asleep and have a strange dream. When you wake up, the lady in this room will tell you that the rest of your group is waiting outside for you. So, check the drawers in this room for a Skill Ink and then go outside. Rei will be waiting for you outside, and he tells you that Garr's feeling pretty glum right now. Head northwest to the area above the portal room and talk to Garr. He explains to you how he feels about being in a place surrounded by people who are his sworn enemies. And after Rei adds a sagacious statement to the conversation, Griol will confront you and tell you that the elder wishes to meet with you. Now, exit the Dragnier back onto the world map, and put Garr and Nina in your party. Then, return to the Dragnier and climb down the ladder in the center of the village. Go down the ladder after that, and then climb up the next ladder. Then, ascend the stairs at the top. Head northeast up this next hallway and exit it at the end (But take note to the mural on the wall because it should look very familiar). In this next area, go through the first passageway on the right, and get the Ivory Dice from this room. Exit the way you came in, and enter the last room on the right to meet the elder. Be sure to listen carefully to the conversations that you have with the elder, so you know what's going on and why. First, Ryu will talk to him, and then he'll want to speak with Garr. After the elder is done talking to Garr, he'll want to talk to Nina. When he asks to talk to Ryu again, be sure to leave and change party members first. Once you have some more desirable members in your party, have Ryu approach the elder and tell him that you're ready for what comes next. In a nutshell, the full power of the Brood was invested into the elder, and he wants to pass that power onto Ryu. But in order for that to happen, Ryu must take the power from him. And since this underground room has been reinforced with magic barriers to prevent this power from being detected by Myria, Ryu will be unable to use his dragon powers. All I can say is good luck, because it's time to battle the Elder. Boss fight: Elder HP: 5000 Exp- 6000 / Zenny- none / Item- Dynamite Recommended team- Ryu, Rei, Momo Recommended level- 30 Notes- This guy is a really tough brute considering he's hundreds of years old, and that 5000 HP isn't going to be easy to reach without your dragon form. The Elder has some really devastating spells which include Inferno, Myollnir, and Sirocco. He also has Double Blow, which can be really nasty in this battle, because the Elder has got some very high attack power. Have Ryu cast Shield about three or four times, and cast Barrier at least once on everybody. Rei should use Speed on anyone who doesn't already have an extra turn, and Momo should increase everyone's attack power by casting Might or War Shout. Then, have Ryu use the most powerful spells and skills he has (That's dependant on the skills that you've given him), and have Rei use Weretiger. Rei will end up being your most vital attacker because if you increase his power enough with assist magic, his attacks in Weretiger form will do 700-1000 damage. While Rei's pounding away at the Elder, Momo and Ryu should concentrate on healing and attacking with their most powerful spells when they get the chance. After the battle, the elder will fade away leaving behind the very essence of the Brood's true power, the Infinity gene. Pick it up and then go back outside. You'll talk to Griol once you get outside, and he tells you that the goddess Myria is to the north across the desert. He assigns Horis to guide you to the desert. So once you regain control, go speak with Horis and tell him that you're ready to go. Then exit onto the world map, head north, and enter the Factory ----------- The Factory ----------- Some parts of the Factory were a little confusing to write down, but I tried my best to get it down. It shouldn't be too hard to figure out where to go once you play through it. And also beware: the enemies here are much tougher than those that you've encountered in new areas before. First, head up the path and then down the sloping path to the right to reach a junction. Walk up the incline going northeast, and take this path around to a chest containing a Wisdom Seed. Go back down to the junction and head right to another junction. Walk down the sloping path farthest to the right and go southwest. Go northwest at the next fork and follow this path up to a chest containing an Artemis' Cap. Then return to the fork, head south down the sloping path, and go west at the next junction. Take this path down all the way to the end to find a Skill Ink in a chest. Go back to the junction, head right, and take this path all the way up to a doorway going inside. Once you're inside, go up the stairs on the right side of the hall and pick up the Ammonia in the satchel in this small room. Then climb back down the stairs and head up the hallway. Go through the doorway at the end of the hall, and climb down the ladder hidden in the north end of this small room. Pick up the Rockbreaker in the chest and climb back up the ladder. Exit this room the way you first came in and take the dirt path to the left. Follow it down and around to a junction. Head left and follow this path up to a weak looking section of wall on the left. Have Momo blast it away with her gun, and then go through the opening. Get the Aries Spear inside and exit this small area the way you came in. Return to the last junction, head right, and ascend the stairs to the north. Go up the next set of stairs to the northwest, and then exit this next area to the southeast. Pick up the Fish-head in the chest, go back inside the way you came out, and descend the previous stair set. Go through the door near the blue switch, but don't hit the switch. From here, walk up to an area with some blue switches and electrical livewire lines on the floor. The active livewire is impassible and you will take damage if you walk into it. The swiches can either acivate or deactivate certain livewire lines, so make sure your party members aren't standing on any inactive lines before you hit any switches. The two switches that are accessable to you right now also lower the brownish-red cubes that are blocking your path, but they only stay lowered for a short amount of time. To get where you need to go, first hit the switch farthest to the left, and then hurry over to the other switch. Hit it and then dash straight up the path across the two lowered platforms to reach the stairs at the other end. Head down the small stair set and then go through the door on the left. Walk northeast up this hall, and then to the right at the corner. Go through the first doorway on the left, and take this narrow path down to a chest containing a Sage's Frock. Exit this area the way you came in, continue down this hall, and go through the next doorway at the bend. In this next area, Climb up the ladder to the left and head north. Descend the stairs to the left and hit the blue switch at the bottom to turn off the livewire line in this area. Pick up the Homing Bomb in the chest above you, and then head back up the stairs you just came down. Walk south and climb back down the ladder there. Head to the right, and hit the blue switch next to the door. Go straight up a little ways and hit the blue switch to the right of the stairs to raise a platform that allows you to access those stairs. Head up the small ramp and stair set to the left, and examine the panel on this platform. Read the instructions to find out that the workbot in the area below can be used to hit the switches in the area. When you activate the workbot program, the robot will move however you move (E.g. when you walk left, it will move to the left). When you position the workbot near a switch, turn so that it faces the switch and hit the Triangle button. Try to use the two cubic objects in the area to manipulate the workbot. Hit all three switches, and then go back down the stairs. Once again, head left and climb up the ladder at the southwest end of this area. Walk northwest up this path, past the stairs on the left, and go right at the junction at the end. At first, ignore the door at the corner, and head down to the end of the path to reach a chest containing an Hourglass. Now go through the door you passed up before. Ascend the long staircase, and then slash the panel to the left of the door with Ryu's sword. That will open the door, so go through it to exit the Factory. Head north a small ways on the world map and you'll set up base camp. It's time to cross the desert. ----------------------------------------------------------------------- X. The Desert of Death ----------------------------------------------------------------------- At base camp, Horis will give you a briefing about the Desert of Death. Talk to Horis again and he'll give you a list of help topics to choose from. Make sure you read all the topics very carfully, especially when he tells you about how to use the stars to travel. Refer to this diagram in case you forget: N *north star *fake north star *evening star W E S Remember that the north star will always be to the north, and it will not change it's position at all. The fake north star is usually to the northeast, and it can change position. The evening star is to the west, it moves west as you walk north, and it sinks lower and lower in the sky as you walk east. Also take note that it's four turns (or four d-pad taps) to change a cardinal direction. Here are the directions to the Oasis at the other end of the desert: First, follow the north star for two nights so that the evening star hangs in the sky directly to the west. Then head east until the evening star sinks below the horizon and you can no longer see it (it should be about two and a half nights). Once the evening star disappears, head north again for about three nights, and you should reach the Oasis. This is another way to reach the Oasis, just in case the above directions are hard to follow: First head north for two nights so that the evening star is directly west and the fake north star is directly northeast. Follow the fake north star, and you should reach the Oasis after exactly four nights. Be sure to follow these directions and not the directions that Horis writes down for you, because they are wrong. When you're ready, examine the big vase near the save book and fill your canteen with water (you'll get 16 helpings). Then rest up, save your game, and head out into the desert. ----------------------- Traveling in the Desert ----------------------- While walking in the desert, there are a few things you need to be aware of: Making/Breaking camp- A half of a day will pass each time you rest. Be sure to make camp at daybreak, so that you'll break camp at nightfall. If you set up camp too early, it'll still be daytime when you break camp. When the sun stars to rise as you're walking, keep walking until a message comes up telling you to make camp. To make camp press Start. Water- You start with 16 helpings of water, and one helping is enough for all three party members. About twice each night, a message will come up saying that you should drink some water. When that happens, take a few steps and use one helping of water from your item inventory. Beware, if you walk too far without drinking any water, your max HP will go down permanently. Random battle fields- About two to three times a night you will enter a random battle field. It's just like any ordinary battle field except that sometimes you might get something extraordinary in the satchel that can be found in each field. When you exit a random battle field, make sure to use the stars to point yourself in the right direction, because you may not be facing the right way. When things go wrong- If you get completely lost and you run out of water, there is a way out. Make camp and talk to the rakda (BoF3's substitue for a camel). It'll take you back to base camp so that you can start over. For the last few nights, be sure to put desirable members in your party. After the last night of walking, the Oasis will still be nowhere in sight. Your group decides to try to climb to the top of an inconspicuous hill, so that they can get a better look around. But as you approach the hill, it will start to move and a huge desert monster will emerge from it. It's time once again to do battle. Boss fight: Manmo HP: 3000 Exp- 6000 / Zenny- 1000 / Item- Power Food Recommended team- Ryu, Rei, Momo Recommended level- 30 Notes- Compared to the last boss you fought, the Manmo is a sinch. The only major spells it has are Quake and Myollnir, and besides that, the only thing you need to fret about is its high attack power and reprisal rate. First, cast the usual assist magic. Have Ryu cast Shield a couple of times, have Rei cast Speed on everyone, and have Momo use Might or War Shout. Once you're done with assist magic, have Ryu transform using the Infinity, Trance, and Radiance genes. In Kaiser form, use your strongest physical attack skills (I personally prefer Shadowwalk or Aura). Rei should use Weretiger, and Momo should back up the party through healing and more assist magic. This guy doesn't have much HP so you should be able to take him down quickly. Once you've dealt with Manmo, you'll automatically make camp. It turns out that the intense desert conditions have caused Nina to get a severe heat stroke. You can't continue on with her in this condition, so you have to do something. After you regain control, exit the tent and you'll talk to Rei. He mentions the rakda, so go over and talk to it. It seems that these creatures are useful for something other than desert travel. So slash the poor thing with your sword. The meat of the rakda has restoritive properties that can relieve a heat stroke. Collect the rakda meat and go back to the tent. Talk to Rei again, and then go back inside the tent. After giving her the meat, Nina regains enough strength to make it to the Oasis with the rest of the group. --------- The Oasis --------- When you arrive at the Oasis, your party will be exhausted and the chief of the village invites you in to rest. And once everyone's been given a chance to relax, Ryu and Garr ask the village chief about god. The chief doesn't know anything about god, but he does tell you about an ancient city to the north called Caer Xhan. Once Nina recovers, choose three party members and explore the Oasis. Search the village for 800z, and stock up on items at the local shop if you want. After you've explored the village, exit the Oasis to the north (Take the path in the middle of town going up the hill). ----------------------------------------------------------------------- XI. Myria Station ----------------------------------------------------------------------- The Desert region is very small, so there's not really much to explore. But before you go to Caer Xhan, put Garr in your party and enter the [?] spot to the right of Caer Xhan. Go inside the building in this area, and have Garr push against the wooden crate to the right. The crate will shatter, revealing two ladders that let you access the portal here (And the Radiance gene if you haven't already gotten it). You can now use the portals to travel freely anywhere in the world. Now, return to the world map and enter Caer Xhan. --------- Caer Xhan --------- Eventhough this place is an old, abandoned city, it's technology is more advanced than any other place you been to yet. It's only remaining inhabitants are the two machine soldiers that run the weapon and item shops. Take the time to stock up on items and buy the best weapons and armor you can afford, because you're going to need them. Caer Xhan Item Shop Caer Xhan Weapon Shop ------------------- --------------------- Healing Herb- 10z Seeking Sword- 20000z Vitamin- 50z Blessed Staff- 11000z Antidote- 12z Gunginir- 22000z Eye Drops- 20z Brass Claws- 11000z Panacea- 100z Atomic Bomb- 16000z Ammonia- 200z Royal Armor- 18000z Titan Belt- 3000z Force Armor- 22000z High Boots- 3000z Protectors- 11000z Wisdom Ring- 3000z Mind Shield- 18000z Lion's Belt- 3000z Sun Mask- 7200z From the area where the shops are, go left and down the small stair set on the side of the road. Then head down the next set of stairs just to the south. Walk southeast and go inside the small building at the end of the path. Search this room for a Protein, and return outside to the area where the shops are. Head up the street going northeast, and enter the building on the left at the street's end. Go forward a little ways to find a small robot on thr ground that looks just like Honey. Well that's weird. Anyway, continue northwest up the hall into the next room. Walk up this next hallway and climb up the stairs at the end. Proceed to the left, staying as far away from the checkered area as possible. Don't be tempted to go after that chest just yet, because you'll see why. Go down the stairs at the left end of the room, and go through the door at the bottom. Hit the blue switch in this room to turn off the lights. Exit this room the way you came in and climb back up the stairs. With the lights off, the moving laser beams guarding the checkered area should now be visible. Avoiding the lasers, make you way over to the chest in the middle and pick up the Moon Tears inside. Then, head over to the large staircase at the right end of the room, and climb up it. Head right and carefully make your way across the checkered area here. Exit this room through the doorway on the left. From here, head north to another door going inside, and go through it. Examine the large computer terminal at the other end of the room, deactivate the emergency lockout mode, and choose "OK" for Platform 1. Then, exit this room the way you came in, and walk southwest to a ledge. Jump off of it and go left to reach the street. Walk northwest up the street and go inside the building at the end. Examine the small terminal to open the gate at the top of the stairs. Head up the stairs to the left and pass through the open gate. Follow the purple tile and exit this room to the right. When you get outside, you'll hear a message over a loud speaker saying something about the Orbital Station Myria. Once you regain control, climb up the stairs and get on the platform to ride it to Myria Station. After you arrive, get off the platform and head up to the station's main entrance. It's locked, so you're going to have to use the Worker's Area. Head to the right from the main entrance, and go down the stairs at the end of the path to get inside. ---------------------------- Myria Station: Worker's Area ---------------------------- First head southeast down this hall to a junction near an elevator shaft. Walk right and then downwards to a passageway. Go through it and pick up the Gas Shells in the chest. Go back inside, return to the junction, and climb up the stairs to the left of the elevator shaft. Hit the blue switch near the elevator, and then go back down the stairs. Examine the elevator panel and ride the elevator to the Arrival Platform. Once you're there, get the Wisdom Fruit inside the chest, and then ride the elevator down to the Maintenance Deck. Head up this outside path, and ride the elevator at the end up to the Worker's Area. Now, go through the door on the left and pass through this next small room. In this next area, head right and follow the hallway around to a stair set. Climb up it and examine the two panels in this small area. Once you've released the main entrance and laser locks, go back down the stairs and head left. Take this hallway all the way around, and go through the unlocked door on the right (the one that's just before the next stair set). Check the cabinets and lockers in this room for 800z, an Hourglass, and Napalm. Be sure to use the rest and save area in this room as often as you need to. When you're done here, exit back into the hallway. Go up the stairs at the end of the hall, check this small room for 400z, and exit through the doorway to emerge in Myria Station's main room. Take time to explore the main room. The station's main entrance is now unlocked and is to the southeast. Also, check the cabinets at the east end of the room for a Life Shard. One thing that you're sure to notice is the gold and green colored tile. These aren't there just for show. They're actually paths that guide you to different parts of the station. Your first stop is the main laboratory, so follow the gold path to the upper level of the main room, and go through the door at the end. ------------------------- Myria Station: Laboratory ------------------------- First, ride the conveyor belt going northwest to the other end of the room. Then, take the narrow path to the left of the conveyor belts down to a chest containing 10000z. Now, exit this room through the door in the northwest corner. Pass through the healing room and head up this next hall. Go through the northernmost door at the end of the hall, and pick up the Holy Robe in this small room. Exit the way you came in, and leave this hallway through the doorway on the left. Continue up the golden path and go through the door at the very end. When you enter this room, you'll see a horrible monster sleeping in the adjacent room. You'll spot a key card on the ground in front of the monster, so you'll have to go get it. Once you regain control, examine the panel in this area to turn off the sleeping gas in the adjacent room. Pick up the Swallow Eye from the cabinet, and then exit this room the way you came in. Follow the gold path back down, and enter the first room on the right (going from northwest to southeast). Grab the Ammonia at the left end of the room, and examine the small panel at the right end of the room. There are three panels (two in this room and one in the next room) that control the flow of electricity in the shock floor in the next area. Your objective is to create a clear path across the shock floor so that you don't take much, or any damage while walking across it. When you examine a panel, three grids will appear, but you can only control one grid at each panel. To cut off the flow of electricity, you need to align the pluses (red) and the minuses (blue). You can adjust the grid by hitting right or left on the d-pad. For example, if a - is in a spot on one grid and a + is in the same spot on another grid, then no electricity will be running to the corresponding spot on the shock floor. Once you've made a desired adjustment, hit X to confirm it, and you'll get a brief birds-eye view of the adjusted shock floor. From left to right, adjust the first panel in this room 4 times to the left, and leave the second one the way it is. Now, exit this room the way you came in, and continue down the gold path. Go inside the next room on the right, and adjust the panel in here 17 times to the left. Then head up the small stair set to the right, and carefully walk across the shock floor. Ride the lift on the other side down. From here, head right and continue to the right at the junction. Take this path down, and exit it through the passageway at the end. Check around this area for a chest containing Skill Ink, and then exit the way you came in. Return to the junction, walk left, and exit this short hallway through the doorway at the end. Go left and then northwest. Head through the next door on the right, and take this hall all the way up to a dead end. Check around this area for an Ivory Dice, back track down the hall a ways, and then go through the next door. Ride the left up, pick up the Slicer in the chest in this next area, and then go inside the next room to come face to face with the monster. But just as you think you're going to have an easy time snatching that key card, the monster awakens with a literally glass-shattering scream. It's time to fight the Chimera. Boss fight: Chimera HP: 7500 Exp- 9000 / Zenny- 2000 / Item- Firecracker Recommended team- Ryu, Rei, Momo Recommended level- 35 Notes- The Chimera shouldn't give you too much trouble, that is, if you don't take it too lightly. The major attack that you should be concerned with is the Paralyzer. Like its name suggests, this attack causes paralysis, a nasty status change that you probably haven't seen too much of yet in this game. If everyone in your party gets paralyzed, it's all over, so don't let that happen. The only other thing you should worry about are its attack spells like Inferno and Blizzard, which do moderate damage. Start the battle by having Ryu cast Shield, Rei cast Speed on anyone who doesn't have an extra turn, and Momo use Might or War Shout on the party. Then Ryu should transform into the Kaiser using the Infinity, Trance, and Radiance genes, and hit the beast with strong attack skills like Shadowwalk or Triple Blow (That is, if he can spare the AP. If you're low on AP, use the Force and Trance genes, and bash away with Aura). Have Rei wait until the end of the fight to use Weretiger, just so he can help cure anyone who gets paralyzed. Momo should keep the party healthy and throw in some attack spells like Myollnir when she can. After you defeat the Chimera, pick up the card key it was guarding. It's a level-B security card key, but it doesn't look very important. Then, ride the lift the Chimera was sitting on down. Exit this room through the doorway, and pick up the HE Shells in the chest. Continue to the right and into the next area. Have Rei pick the lock on the next door, and then get the Giant Shield, Dragon Shield, and Dragon Helm from the three chests. Now, go all the way back to the station's main room. From there, go back to the part of the Worker's Area where there were two locked doors that required key cards. Unlock and go through the level-B door using the card you just got, and get the Demonsbane in the chest. Also note the small army of robots that look just like Honey. Now, return the the main room again, and follow the green path to the upper level of the room. Then, go through the door at the end to reach the path to Eden. ----------------------------------------------------------------------- XII. Eden ----------------------------------------------------------------------- First, ride the escalator up, and exit this area through the door on the left. Pass through the healing room, and walk right to find a door overgrown by harmful plants. Have Momo equip the HE Shells and shoot down the plants so you can access the door (Note- If you have to go back and put Momo in your party, while you're there, place Rei in your party also). Then go through the door. In this next area, head northwest at the junction and pick up the Protein in the chest at the end of the path. Return to the junction and go northeast. Head around the corner and onto the grassy area at the end of the path. Walk upwards and to the left to reach an incline going down this hill. Go down it and get the Magic Shard in the chest. Then, head up this grassy area, and climb over the hill on the left. Walk southeast from there to get back on the path. Take this path all the way up and around to a locked door. Have Rei pick the lock, and then go inside. Check the cabinets in this room for a Ginseng and a Wisdom Fruit, and then exit through the doorway at the other end (Also be sure not to step on any plants in this room, or you'll take damage). From here, head left and check behind the trees along this stretch to find a chest containing a Silver Tiara. Continue to the left, over the small knoll, to reach a door in the northwest corner of this area. Go through it, get the Dragon Spear in the chest, and then exit the way you came in. Walk back down to the grassy area, and climb up the stairs there. Take this path to the right, and go through the door at the end. Head up this next hallway, and ride the lift at the end up to Eden ***CAUTION: SPOILER AHEAD***. When the lift reaches Eden, you'll be amazed at the outdoor-like scenery. But, you're still just inside another room. Head south from the lift to reach a chest containing Force Armor. Return to the lift and head north to find a chest containing a Soul Gem. From there, go left and cross the bridge going across the stream. Once you get to the other side, you'll see some birds fly over to the Brood warrior who beckoned you in your dreams as a child. But this time there's something strangly familiar about him. It's Teepo!? After practically ignoring Rei's excitement about him being alive, Teepo will talk to Ryu. You'll see a flashback about how Teepo found out he was a dragon, and you'll flashback to other scenes in the past. Then, Teepo will cut to the chase and ask Ryu to relinquish his powers. When Ryu refuses, Teepo sends Ryu into a deep dream where he'll be able to look into the thoughts and hearts of him and his friends. ----------- Ryu's Dream ----------- The bad part about the dream maze, is that it can be a confusing mission, and you have to fight random battles with just Ryu. The good part is, that it's the last hard mission in the game. And remember to listen closely to what all of your party members have to say, because I won't put it down. First, head northwest to the next lit section of the path to find Nina. She'll talk to you a few times as you continue through this area. Listen to Nina, and then examine the dragon statue. It tells you to go back, so go back to where you just came from to find Rei. Hear what he has to say, and then inspect the dragon statue to heal yourself and save your game. Continue northwest to find a dragon statue with a plaque on either side of it. Examine the plaque to the left, and then try to get the chest on the left. You'll fall through the floor. Inspect the statue in this area, and tell it that you really want what's in the box. Then, walk left and pick up the Shaman's Ring in the chest. Head northeast and step into the swirling shaft of light to get transported back near the rest/save point. Continue northwest from the save point again, and return to the area with the dragon statue and the two plaques. Examine the statue, and it'll tell you to pray in front of it. This is where most people lose it. After talking to it, stand there and don't move until it illuminates the path ahead. Go up the path, and you'll find Momo. Listen to her, continue up the path, and walk into the swirling shaft of light to get transported to a new area. In this area, you'll find colored portals on the ground that can transport you to different parts of this area. From here, head left from the first junction. Go right at the next junction, and then left at the one after that. Follow this path down, and step onto the yellow portal at the end. Now, walk northeast to find Garr. Talk to him, continue up the path, and then step onto the purple portal to the left. Then, head right at the next junction and northwest at the one after that. Transport yourself using the green portal, and then listen to Peco (Yep, that's right, he can talk). Afterwards, continue up the path and step onto the blue portal. You'll encounter a likeness of yourself, but when Teepo gives himself away, you walk right through the fake image. Continue up the path a little ways to find Teepo. Seeing that you're still not going to give up your power, Teepo leaves you battle with a monster and stay in your dream forever. Boss fight: Arwan HP: 2250 Exp- 5000 / Zenny- none / Item- N/A Recommended team- Ryu Recommended level- 38 Notes- The Arwan's not too hard. The attacks you need to look out for are Blizzard, Chill, and Sleep. Blizzard and Chill are frost attacks which do moderate damage, and you've seen Sleep before so I don't have to explain that. Equip the Dream Ring, and then hit Arwan with the most powerful holy property attacks you have. Aura in warrior form will do over 2000 damage to this guy, but if you have any holy attacks that are less costly AP wise, use them instead. If you have a Holy Avenger, equip it and use your most powerful melee skills, such as Shadowwalk, to deal some massive damage without using dragon form. You're going to want to beat this guy using as little AP as you can afford to, because believe me, you want to come out of this battle with as much AP as possible. Once you've put an end to Arwan, Ryu will be brought out of his dream. Teepo explains that you wouldn't have died if you were beaten by Arwan; you would just lose your power. Realizing that you won't give up your powers freely, Teepo decides that the only alternative left is to kill you. Choose three party members and a formation, and choose them well because Teepo's not kidding around. Get ready to fight Dragon Lord. Boss fight: Dragon Lord HP: 13000 Exp- 15000 / Zenny- 3000 / Item- Dragon Blade, Dragon Armor Recommended team- Ryu, Rei, Momo Recommended level- 38 Notes- Teepo is definitely the most powerful boss you've battled yet. He's got a very strong arsenal of spells including Inferno, Blizzard, Myollnir, Triple Blow, and Howling. Believe it or not, his most deadly spell is probably Howling, because mass confusion among your party members in a fight like this can cost you the whole battle. To counter this, make sure everyone has some sort of protection against confusion (Balance Rings will suffice). For this battle, it's best to leave the assist magic to Rei and Momo, and to have Ryu use Accession right off the bat. If Ryu has a lot of AP, the ultimate Kaiser form (Infinity, Trance, and Radiance genes) is ideal. You'll automatically gain that vital protection against confusion, and your stats will go through the roof. After a War Shout or two, Shadowwalk in this form, for me, did 1600-1800 damage every time. But if you don't have much AP, it's best to use the Force, Trance, and Gross genes. While Ryu's pounding away in dragon form, have Rei cast Speed on anyone who doesn't have an extra turn, and have Momo use spells like Protect, Shield, Barrier, Might, and War Shout on the party. Once Rei is done speeding everyone up, he should use Weretiger. Momo should continue to cast assist magic throughout the entire battle, and of course, she should heal the party when necessary. If you take a look at Dragon Lord's HP, you'll see that this isn't going to be a short fight. But, just keep at it and you'll emerge victorious. Even in his final moments, Teepo will still side with Myria. But, in his last breaths, he tells you that all he ever wanted was for life to be the way it was when you were just kids. He'll then turn into a Whelp dragon and fade away, leaving behind Card Key A. Pick it up, ride the lift back down, and return to the main room. Go back to the Worker's Area and unlock the level-A security door there. Pick up the Light Bangle inside and, once again, go back to the main room. Have you noticed that door at the left end of the main room that's been locked this whole time? Well, with this new card key you can unlock it. That door leads to the final stretch. Compared to crossing an ocean and a desert, there's not much more standing between you and the goddess. ----------------------------------------------------------------------- XIII. The Final Confrontation ----------------------------------------------------------------------- Just a fair word of warning; the random battle enemies in this area are extremely tough, so make sure your characters' levels are at least in the high 30's. Anyway, first head up the hallway and go right at the first junction. Walk northwest at the next junction, and then left at the fork after that. Follow this path down and go through the door at the end to reach a strange new area. ---------------------------- The Reminiscent Battle Rooms ---------------------------- In this next area, you'll find a maze of rooms that collectively make up what I like to call The Reminiscent Battle Rooms. Each outside door in this area is marked with a light above it. White lights mark rooms that you've already been too, and red lights mark rooms that you haven't been to. Red-marked doors may be locked or unlocked. In these rooms, you can fight old bosses all over again, but there's an even stranger twist to it. There may be more than one of them. Here's a list of old bosses you can fight: - 5 Rockies - 3 Stallions (Each with it's own element; frost, electric, and flame) - Manmo - 2 Huge Slugs - Angler - 2 Ammonites - 3 Nues - 2 Mikbas - Gaist Also, near the area where the Manmo is, there's a new boss to fight; the Dodo (Sample 4). I didn't put the boss stats down for him just because he's fairly easy to beat. But if you want the boss stats, I can e-mail them to you. As you're making your way through the maze, you'll come across rooms with chests inside containing a Swallow Eye and Moon Tears. There's a save room and a room where you can rest within the maze, and your first objective should be to find it. The great thing is that you don't have to fight random battles here. But if the battles from the previous hall wore you out, the best way to reach the rest/save rooms is to head left from the beginning, that way you only have to fight the 5 Rockies and 3 Stallions before you get there. Even when you reach the rest/save room, you should still continue to explore the maze and fight all the old bosses you can, because you could use the practice and the Exp. When you get to the save room, head through the door to the right of the save book to reach the room where you can rest. Rest up, grab the Cupid's Lyre in the chest, and return to the save room to save your game. Now, if there's anything you need to do, anything at all (like side quests, leveling up, ect...) do it now because you're approaching the game's end. Take care of any unfinished business, and then descend the ladder in the southern corner of the room. ------------------------ The Long Awaited Meeting ------------------------ Once you reach the bottom of the stairs, Honey will take off again, and you know what that means by now. Follow her down the hall, and you'll witness Honey opening a huge gate that was blocking your path. It turns out that Honey is a Navigator, a type of robot designed to guide people through Myria Station. Continue up the hall and go down the lift at the end to reach the core of the station. This next hallway will light up, and one of Myria's servants will appear. Walk down the hallway and go through the doorway at the end (Note- This is the last area where you will have to fight random battles, so equip the Holy Mantle and walk, don't dash, through this hall to lessen the chances of having to fight here). The path in this last area is pretty straightforward. Follow it all the way around, listening carefully to the messages that come up along the way, and ride the small lift at the end to the centermost platform. Ryu's Eye will shine, and finally, the goddess Myria will appear before you. Pay close attention to your conversation with Myria, because I'm not going to give anything away here. Eventually, she'll tell Ryu to choose his own fate. Talk to all of your friends, and then talk to Myria again. You'll be posed with the game's final question; to give up your power and live in a world controlled by Myria, or keep your Brood powers and journey into a world covered by desert. Make this decision based on the opinion of Myria, your party members, and most of all yourself. If you choose to give up your power, you won't fight the final boss, and you won't see the game's real ending. But if you choose your own path, Myria will have no choise but to kill you. Carefully pick three party members and a battle formation. It's time to show the goddess what the Brood is really made of! Final boss fight: Myria HP: 20000 Exp- none / Zenny- none / Item- Napalm Recommended team- Ryu, Rei, Momo Recommended level- 40 Notes- Well, this is it, the final battle. Myria has a huge array of all the game's major spells including Inferno, Blizzard, Myollnir, Sirocco, Death, and Restore. But that's just the beginning. Her trademark spell is Venom, which hits all of your party members with several different status changes including blindness and poison. Evil Eye can be equally devastating because it paralizes. Near the end of the fight, Myria will cast Holocaust which does about 150 damage to all of your party members. Like the battle with Dragon Lord, you'll want to beat Myria as quickly as possible, so have Ryu transform using the Infinity, Trance, and Radiance genes right away. Believe me, the benefits of the ultimate Kaiser form definitely outweigh the high AP usage in this fight (For me, Shadowwalk did 1500-2000 damage every time). Just make sure you have a healthy supply of Wisdom Fruits, and you'll be able to maintain the Kaiser form. Eventhough Myria can use Sanctuary to negate your assist spells, she doesn't use it often, so have Rei and Momo cast spells like Speed, Protect, Shield, Might, and War Shout to help the party. Once you're done casting assist magic, Rei should expend most of his AP using the strongest attack skills he has, and then he should use Weretiger (Tip- If you have two Holy Avengers, equip one to Rei and have him use the other one on himself. His normal attack will do a lot more damage). Momo should concentrate on keeping everyone's HP near or at maximum at all times, and she should also supply Ryu with Wisdom Fruits when his AP gets low. The best advice I can give for this battle is to keep your HP up. If you find yourself in a desperate situation (such as low HP and bad status changes), use your rare and valued items, like Moon Tears or Hourglasses, to save you. After all, this is the battle you've been saving them for. My final words of wisdom to you are to not hold anything back. This is the game's final battle, so pull out all the stops and use spells like Bonebreak and Celerity. Good luck! Congratulations on defeating the final boss and beating the game! Now sit back, relax, and enjoy the game's ending (And the cool Japanese credits at the end). But don't be hasty to turn off the game when you reach the fin screen. Wait and save your gave under cleared save. ======================================================================= 6. Dragons and Their Genes ======================================================================= The entire BoF series is unique because of the main character's, Ryu's, ability to transform into different kinds of dragons. BoF3's dragon gene system, though, is probably the best out of the four games that are currently on the market. The dragon gene system allows you to create different dragon forms by "splicing" up to three different genes together. You attain these genes along your journey by gaining them naturally, or by finding them encased in chrysm ore in certain places. There are 18 genes in all, and here's a list of them. ***************************************** Dragon Gene List (In chronological order) ***************************************** Flame (Fla)- Grants a Flame property AP cost- 5 How acquired- Automatically gained after meeting Nina in the Wyndian dungeon. Defender (Def)- Grants a form emphasizing Defense AP cost- 8 How acquired- Automatically gained after escaping from Sunder at Mt. Boumore. Reverse (Rev)- Reverses abilities and properties AP cost- 3 How acquired- At the [?] spot south of Mt. Boumore. Thorn (Tho)- Enhances special characteristics AP cost- 8 How acquired- Behind a tree at Momo's rocket crash site near the Tower. Frost (Fro)- Grants a Frost property AP cost- 5 How acquired- Near the house below the bridge at the Maekyss Gorge. Thunder (Thu)- Grants an Electric property AP cost- 5 How acquired- Behind the [?] hut in the northeastern Rhapala region. Eldritch (Eld)- Grants a form emphasizing Intelligence AP cost- 8 How acquired- At the top of the Lighthouse near Rhapala. Miracle (Mir)- Grants a form emphasizing size AP cost- 16 How acquired- Inside Mt. Zublo. Shadow (Sha)- Grants a Shadow property AP cost- 5 How acquired- Automatically gained after defeating the Dragon Zombie. Fusion (Fus)- Combines power with allies' AP cost- 16 How acquired- Automatically gained after defeating the Dragon Zombie. Force (For)- Grants a form emphasizing Power AP cost- 8 How acquired- In the Underground Laboratory at the Plant. Gross (Gro)- Enhances abilities AP cost- 8 How acquired- At the Tidal Caves. ??? (no abrv.)- When spliced...? AP cost- 8 How acquired- In the [?] hut west of Steel Beach. Mutant (Mut)- Randomizes abilities and properties AP cost- 3 How acquired- Along the shore at Steel Beach. Trance (Tra)- When spliced...? AP cost- 8 How acquired- At the Yggdrasil tree's grove in the Lost Shore region. Failure (Fai)- Unknown AP cost- 1 How acquired- At the Colony. Radiance (Rad)- Grants a Radiant property AP cost- 5 How acquired- In the alcove near the portal at the Container Yard. Infinity (Inf)- Unleashes the full power of the Brood AP cost- 40 How acquired- Automatically gained after defeating the Elder. When you use Accession, a menu will come up displaying all of the genes you have. Select "Pick" to begin splicing genes. You can pick up to three genes to be in the splicing, and the AP costs of the genes that you are using are added together to make the total AP cost for the transformation. You can also select "Data" to pick from a list of gene combinations that you've used recently. From that list, you can add a gene combination to your "Best" list by hitting the Square button. While in dragon form, you will expend AP every turn (or every two turns if you have an extra turn). The amount of AP you lose each turn depends on the form you're in and the genes you used. If you don't have enough AP to maintain dragon form when the time comes to lose AP, you will revert back into your normal form. You will also return to your human form if your HP as a dragon reaches zero. You can also choose to revert back to human form by selecting it from the dragon abilities list. ************ Dragon Types ************ ----- Whelp ----- Your typical baby dragon. Whelps are very small and have tiny claws and wings. They are elementally diverse, which means that they can have either a Flame, Frost, Electric, Radiance, Shadow, or normal property. Whelps usually provide only a small increase in stats, but that greatly varies depending on the genes you use. Special abilities- Whelp Breath, Blind, Elemental Claw/Breath Typical gene combinations- (Single elemental genes), (Def), (Tho), (Rev), (Gro), (Element+Gro) (Any combination with Fai not including Inf), (Element+Rev) ------ Dragon ------ A large full grown Whelp. They look just like stereotypical dragons, having large wings and a long tail. Dragons are elementally diverse, and they usually give a moderate increase in HP, power, and defense. But again, this depends on the genes you're using. Special abilities- Dragon Breath, Snap, Elemental Claw/Breath Typical gene combinations- (Element+Def), (Element+Tho), (Element+Def+Tho), (Element+Def+Rev), (Element+Tho+Rev), (Element+Eld), (Element+Eld+Def), (Element+Eld+Tho), (Element+Eld+Rev) -------- Behemoth -------- A huge and heavily built beast that walks on four short legs. The Behemoth has large spikes on its back, and it breathes very heavily. They are elementally diverse, and very unique because the transformation fuses all of your party members together into one being. Behemoths give a sharp increase in HP, power, and defense, but they typically have low agility. Special abilities- Meteor Strike, Charge, Blitz, Elemental Claw/Breath Typical gene combinations- Most combinations using Mir ------- Mammoth ------- Looks just like the Behemoth, except they're a brownish color. However, Mammoths do not have elemental counterparts, and they fuse all of your party members into one creature. They have more HP than any other dragon, and besides that, their stats are similar to a Behemoth's. Special abilities- Meteor Strike, Giant Growth Typical gene combinations- Most combinations using Mir and ??? ------ Trygon ------ It looks just like a dragon, except it's a brownish-yellow color. They are not elementally diverse, and their stats are very similar to those of normal dragons. Special abilities- Dragon Breath, Snap, Flame Breath, Frost Breath, Thunder Breath Typical gene combinations- (Fla+Fro+Thu) ------- Warrior ------- Warriors are half human and half dragon in appearance. They have a human-like figure, but have wings and a tail. Warriors have elemental counterparts, and they specialize in power and agility. Their downfall is their low HP. Special abilities- Aura, Gambit, Focus, Elemental Claw/Breath Typical gene combinations- Most combinations using For -------- Myrmidon -------- Looks just like the Warrior, except they're a tan and orange color. Myrmidons don't have elemental counterparts, and their stats are similar to those of a Warrior's, except their HP and power are a lot higher. Special abilities- Gambit, Aura, Flame Strike, Frost Strike, Wind Strike, Thunder Strike, Holy Strike, Aura Breath Typical gene combinations- Most combinations using For and Tra ----- Pygmy ----- A very small worm-like dragon. They are not elementally diverse, and they overall have low stats. Special abilities- Magma Breath, Dragon Breath, Snap Typical gene combinations- (Mut+Tra+???) ------ Tiamat ------ A very large, blue serpant that hovers in a coiled up position. They are similar to Behemoths because the transformation fuses all of your party members into one being. Tiamats have a good amount of HP and otherwise well-rounded stats. Special abilities- Doom Breath, Shadow Breath, Venom Breath Typical gene combinations- Most combinations using Tra and Sha -------- Wildfire -------- A close and powerful reletive to the Whelp. The Wildfire looks just like a Whelp, except it's a redish-orange color, and they're one of a kind. This form greatly reduces your HP, but it gives a strong increase in power, and an unbelievable rise in defense. Special abilities- Whelp Breath, Charge Typical gene combinations- (Mir+Tho+Rev) ------ Hybrid ------ These are probably the most unique dragons in the game. The Hybrid dragon takes on the characteristics of your other party members, therefore their appearance and stats vary. There's a Hybrid form for each of your party members, except Garr (he's a guardian after all). Special abilities- Rei Hybrid- Shadowwalk, Dragon Breath, Tempest Nina Hybrid- Temptation, Typhoon, Lightning, Inferno, Blizzard Momo Hybrid- Combustion, Speed, Protect, Might, Restore, Remedy Peco Hybrid- Geo Breath, Dream Breath, Venom Breath, Dragon Breath Typical gene combinations- Most combinations using Fus ------ Kaiser ------ The ultimate dragon form. After transforming, Ryu appears the same, except he is a radiant golden color. There are basically three kinds of Kaiser dragons; controlled, uncontrolled, and ultimate. The controlled Kaiser gives you a moderate raise in stats, and the uncontrolled Kaiser grants you very high stats, but is completely berserk. The ultimate Kaiser, however, provides the greatest increase in stats, it's not berserk, and best of all it's completely resistant to status changes. The only down fall of this form is the huge AP cost (53 AP for the initial transformation and 27 AP per turn. Believe me, if your max AP is low, that hurts). Special abilities- Kaiser Breath, Howling, all abilities of Ryu Typical gene combinations- (Inf+Fai)controlled, (Inf+Rad+Tra)ultimate, All other combinations using Inf are uncontrolled These are just the most common dragons and gene combinations. To really get the most out of the gene system, you have to experiment and try all the gene combos you can think of. ======================================================================= 7. Spells ======================================================================= ******************* A. Character Spells ******************* Key= Spell- Level at which the spell is learned Ryu Rei Teepo --- --- ----- Heal- Start Pilfer- Start Flare- Start Purify- 4 Jolt- 9 Frost- 4 Protect- 6 Slow- 12 Simoon- 7 Rejuvenate- 10 Silence- 13 Iceblast- 13 Shield- 16 Speed- 16 Fireblast- 14 Raise Dead- 19 Lightning- 19 Remedy- 20 Death- 29 Vitalize- 23 Myollnir- 38 Barrier- 26 Weretiger- Event Restore- 29 Resurrect- 31 Vigor- 34 Bonebreak- 36 Accession- Event Nina Momo Peco ---- ---- ---- Cyclone- Start Heal- Start Dream Breath- 10 Frost- Start Purify- Start Venom Breath- 17 Jolt- Start Identify- Start Rejuvenate- 20 Simoon- 7 Foretell- Start Purify- 21 Blunt- 9 Protect- Start Icebreath- 30 Weaken- 10 Silence- Start Firebreath- 31 Iceblast- 12 Sleep- 12 Slow- 13 Quake- 13 Typhoon- 15 Confuse- 14 Lightning- 16 Speed- 17 Drain- 18 Rejuvenate- 19 Leech Power- 23 Might- 20 Blizzard- 28 Remedy- 24 Sirocco- 33 Raise Dead- 27 Myollnir- 37 Ragnarok- 29 Vitalize- 33 Restore- 36 Garr ---- Pyrokinesis- Start Flare- Start Fireblast- 14 Gambit- 21 Kyrie- 26 Inferno- 30 ************* B. Spell List ************* Note- This is not a complete spell list, but most all of the important spells are there (although I know I'm missing some of them). Spell name- Description AP cost ----------------------------------------------------------------------- Accession- Change into dragon form 0 Aura- Holy attack vs. one target: Pwr X2 20 Aura Breath- Holy: damage altered by HP 0 Backhand- Attack vs. one target: non-lethal 0 Barrier- Raise one target's magic defense 4 Benediction- Restores all dead members...? 20 Berserk- Raises Pwr for 3 turns: then death 2 Blitz- Attack vs. all: user's HP halved 0 Blizzard- Frost attack vs. all targets 10 Blunt- Lower one target's Pwr 1 Bonebreak- Attack: usable at fixed intervals 0 Burn- Flame attack vs. one target 1 Celerity- Abilities up: usable at fixed time 0 Charge- Damage altered based on Def 0 Charm- Increases chance of finding item 0 Chlorine- Attack: poisons target 0 Combustion- Flame&wind attack vs. all targets 0 Confuse- Induce confusion in one target 2 Counter- Auto counter-attack when in use 0 Cure- Restores HP and status 18 Cyclone- Wind attack vs. one target 3 Death- Destroy one target 5 Demonbane- Attack: extra damage to devils 1 Disembowel- Fatal blow: MAX HP down 0 Divine Breath- Holy: damage altered by HP 0 Doom Breath- Neutral: damage altered by HP 0 Double Blow- Double attack vs. one target 2 Dragon Breath- Breath: damage altered by HP 0 Drain- Steal one target's HP 3 Dream Breath- Induce sleep in all targets 3 Ebonfire- Attack: non-elemental 5 Enlighten- Raises user's Intelligence 2 Feign Swing- Take a practice swing 0 Fireblast- Flame attack vs. all targets 5 Firebreath- Flame: damage altered by HP 4 Flame Breath- Flame: damage altered by HP 0 Flame Claw- Flame attack vs. one target 0 Flame Strike- Flame attack vs. one target 1 Flare- Flame attack vs. one target 2 Flying Kick- Damage altered based on Agil 0 Focus- Raise Pwr when used: max. X2 0 Foretell- Determine the outcome of combat 0 Frost- Frost attack vs. one target 2 Frost Breath- Frost: damage altered by HP 0 Frost Claw- Frost Attack vs. one target 0 Frost Strike- Frost attack: induces sleep 4 Gambit- Critical damage if enemy is hit 0 Geo Breath- Earth: damage altered by HP 0 Giant Growth- Attack vs. multiple targets 0 Heal- Heal light wounds on one target 4 Holy Strike- Holy attack vs. one target 2 Howling- Attack: induces confusion 0 Iceblast- Frost attack vs. one target 5 Icebreath- Frost: damage altered by HP 4 Identify- Displays enemies' data 0 Inferno- Flame attack vs. all targets 10 Influence- Bait enemy 0 Intimidate- Cancels one target's movement 0 Jolt- Electric attack vs. all targets 3 Kaiser Breath- Neutral: damage altered by HP 0 Kyrie- Destroy undead 5 Lavaburst- Flame attack vs. all targets 7 Leech Power- Steal one target's AP 0 Lightning- Electric attack vs. all targets 7 Magic Ball- Attack using solid ball of magic 2 Meditation- Raises Int when used: max. X2 0 Meteor Strike- Comet: damage altered by HP 0 Might- Raise one target's Pwr 4 Mighty Chop- Attack vs. one target: ignores Def 0 Mind Sword- Attack target with magic sword 2 Mind's Eye- Raises to-hit% temporarily 0 Monopolize- Steals all EXP 0 Myollnir- Electric attack vs. one target 10 Pilfer- Steals item from enemy 0 Protect- Raise one target's Def 2 Purify- Cures poison 4 Pyrokinesis- Flame attack vs. one target 1 Quake- Earthquake (attack vs. all targets) 7 Ragnarok- Comet (attack vs. all targets) 12 Raise Dead- Chance of restoring dead member 10 Recall- Cast random magic spell 2 Rejuvenate- Heal medium wounds on one target 7 Remedy- Cures all status changes 7 Resist- Invulnerability for 1 turn 2 Restore- Heal heavy wounds on one target 12 Resurrect- Restore dead member 20 Risky Blow- Critical damage if enemy is hit 0 Sanctuary- Dispels all support magic 5 Shadow Breath- Death vs. all targets 0 Shadowwalk- Warp attack: critical blow 8 Shield- Raise all targets' Def 4 Shining Claw- Holy attack vs. one target 0 Silence- Stop magic use by all targets 2 Simoon- Flame&wind attack vs. one target 4 Sirocco- Flame&wind attack vs. all targets 12 Sleep- Induce sleep in all targets 3 Slow- Lower one target's Agil 1 Speed- Raise one target's Agil 2 Steal- Steals item from enemy 0 Sudden Death- Casts Death on random target 1 Super Combo- Attack (one target): press button 12 Tempest- Wind: damage altered by HP 0 Temptation- Causes confusion: abilities down 0 Thunder Clap- Electric attack vs. one target 4 Thunder Breath- Electric: damage altered by HP 0 Thunder Claw- Electric attack vs. one target 0 Thunder Strike- Electric attack: paralyzes 4 Transfer- Share AP with one target 10 Triple Blow- Triple attack vs. one target 5 Trump: Usable at 0AP: casts random spell 0 Typhoon- Wind attack vs. all targets 7 Unmotivate- Target loses will to fight 0 Venom Breath- Poison all targets 3 Vigor- Heal heavy wounds on all targets 50 Vitalize- Heal medium wounds on all targets 20 War Shout- Raise all targets' Pwr 6 Ward Of Light- Raises Def & counterattack% 5 Weretiger- Raises Pwr: slowly become berserk 0 Whelp Breath- Breath: damage altered by HP 0 Wind Strike- Wind attack vs. one target 1 ======================================================================= 8. Masters ======================================================================= Another thing that makes BoF3 unique from other RPG's is its master system. Along your journey you'll come across masters, people or things that teach others the skills they know. But most masters won't just take you under their wing for nothing. There's usually a requirement that you have to meet before a master will take you on as an apprentice. When you're under a master, your stats will raise differently when you level up. Typically, some stats will go up more and others will go up less depending on the master. There's two good ways to approach the double- edged sword of the master system: Aggressive: Play to your strengths. All of your party members have stats that are naturally low, and others that are naturally high. Put your characters under masters that will boost the stats that are already high for them, and disregard their low stats. Examples- Rei under Meryleep, Garr under Bunyan, Nina or Momo under Emitai. Conservative: Strengthen your weaknesses. You never know when you'll run into an enemy that can exploit your weaknesses. Eliminate your weaknesses so your characters will be well-rounded. Examples- Garr under Meryleep, Nina under Bunyan, Rei under Mygas or Emitai. Besides the change in stats, of course, you'll also be able to learn new skills while under masters. If you level up enough levels to gain a new skill, just go talk to your master and they'll grant it to you. *********** Master List *********** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mygas ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Requirements- Give him all of your zenny, no matter what the amount. Location- The [?] grove near McNeil village Effects- Pwr: -1 Def: -1 Int: +2 AP: +1 Skills- Frost- 1 level Meditation- 4 levels Magic Ball- 6 levels Typhoon- 8 levels ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bunyan ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Requirements- Visit Mt. Myrneg. Location- Cedar Woods Effects- Pwr: +2 Def: +1 Int: -3 HP: +2 AP: -2 Skills- Risky Blow- 2 levels Focus- 5 levels Super Combo- 8 levels Disembowel- 10 levels ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Durandal ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Requirements- None Location- [?] hut on the outskirts of Wyndia Effects- ???????????? Skills- Unmotivate- 1 level Feign Swing- 2 levels Backhand- 3 levels ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D`lonzo ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Requirements- Have 15 different weapons in your inventory (That's not including equipped ones). Location- Coffee Shop Effects- Pwr: +1 Agl: +1 HP: -1 AP: -2 Special: Accuracy up Skills- Monopolize- 2 levels Intimidate- 3 levels Steal- 4 levels ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Giotto ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Requirements- Have a Rodmaster rating in fishing. Location- [?] spot on the beach west of Rhapala Effects- Pwr: -1 Def: -1 Int: -1 Agl: -1 HP: +4 AP: +3 Skills- Trump- 2 levels Berserk- 5 levels Sudden Death- 8 levels ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fahl ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Requirements- Fight and win 30 battles without resting. Location- The Arena town of Genmel Effects- Pwr: +1 Def: +3 Int: -3 Agl: -3 HP: +4 Skills- Charge- 2 levels Counter- 4 levels Resist- 6 levels ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Meryleep ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Requirements- Visit the faerie village at least once and give her the Flower Jewel (Note- The Flower Jewel can be found in the [?] spot behind the small mountain to the west of the Maekyss Gorge. Put Peco in your party and have him bash the tree and the Flower Jewel will fall out. There's also a Wisdom Fruit inside the tent). Location- [?] forest in Eastern Wyndia (Note- Have Peco kick a rock into the spring) Effects- Pwr: -1 Def: -1 Agl: +2 HP: -1 Skills- Charm- 2 levels Shadowwalk- 5 levels War Shout- 8 levels ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hondara ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Requirements- Learn the Backhand skill from Durandal. Location- Urkan Tapa Effects- Pwr: -2 Int: +1 AP: +1 Special: Holy property up Skills- Purify- 2 levels Kyrie- 5 levels Benediction- 8 levels ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Emitai ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Requirements- Pay him 10000z. Location- [?] hut in the Dauna Hills region Effects- Pwr: -2 Def: -2 Int: +4 AP: +4 Skills- Barrier- 2 levels Mind Sword- 4 levels Enlighten- 6 levels ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Yggdrasil ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Requirements- Have Peco in your party and give it a Wisdom Fruit. Location- Yggdrasil tree's grove near the Plant Effects- Pwr: -2 Def: +1 Int: +2 HP: -1 AP: +1 Special: Weak vs. flame Skills- Sanctuary- 2 levels Recall- 5 levels Shield- 8 levels ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hachio ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Requirements- Give him the ingredients he needs for his dish. Location- Castle Wyndia's kitchen Effects- Pwr: +2 Def: +1 Int: -1 Agl: -1 HP: +2 AP: -2 Skills- Mighy Chop- 2 levels Demonbane- 4 levels ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bais ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Requirements- Find everyone in Hide&Seek (adult). Location- Wyndia Effects- Pwr: +1 Skills- Chain Formation- 3 levels ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Lang ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Requirements- Find everyone in Hide&Seek (adult). Location- Wyndia Effects- Def: +1 Skills- Cupid's Lyre (Item)- 3 levels ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Lee ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Requirements- Find everyone in Hide&Seek (adult). Location- Wyndia Effects- Int: +1 Skills- Magic Formation- 3 levels ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Wynn ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Requirements- Find everyone in Hide&Seek (adult). Location- Wyndia Effects- HP: +1 Skills- Refuge Formation- 3 levels ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Deis ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Requirements- Call her Ma'am. Location- Cave of Ages at the base of Mt. Zublo Effects- Pwr: +1 Def: -3 Int: +3 Agl: +1 HP: -3 AP: +3 Skills- Inferno- 2 levels Blizzard- 5 levels Myollnir- 8 levels Sirocco- 11 levels Celerity- 15 levels ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ladon ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Requirements- Have all 18 dragon genes. Location- Dragnier Effects- Pwr: +2 Def: +2 Int: +2 Agl: +1 HP: -6 AP: -6 Skills- Mind's Eye- 3 levels Holy Strike- 5 levels Ward Of Light- 7 levels Aura- 9 levels ======================================================================= 9. Side Quests ======================================================================= ####################################################################### A. Fishing ####################################################################### When you're at a fishing spot, you can access the fishing menu by pressing the Square button (just as you would bring up the normal main menu). From here you can select either "Gear, Data, or Rule." Under "Gear" you can change your equipped rod and lure. "Data" displays a list of fish that you've caught, the fishes' sizes, your fishing points, and your fishing rating. The "Rule" menu displays basic fishing controls and tips. Once you've equipped your desired rod and lure, it's time to cast. Hit the X button, and a green bar will start moving in the meter at the bottom of the screen. This green bar represents your casting power, and the longer it is the farther the cast will be. Hit the X button again to stop the green bar and cast. To reel in your lure hold the X button. You can manuver your lure by using the d-pad. The easiest way to hook a fish is to manuver a lure it likes directly over it, and to make sure the lure is near the same depth as the fish (the darker the fish's shadow, the more shallow it is). You can also hook a fish by positioning your lure near it and using techniques (described in "Rule") to attract the fish. The biggest mistake you can make while trying to hook a fish is not keeping a close eye on your depth meter. If you let your lure drag along the bottom, it'll snag and you'll lose it. Believe me, I've lost most of my lures by getting them caught on the bottom, rather than a fish snapping the line. When you hook a fish, three things will appear in the meter at the bottom of the screen; a green bar cursor, a fish cursor, and a thin red bar. The thin red bar represents the fish's stamina, and the longer the bar the bigger the fish. Hold down the X button and track the fish cursor with the green bar cursor using the d-pad. You're going to want to keep the fish cursor inside your cursor as much as possible, because if the fish cursor breaks away from your cursor for too long, the tension will cause the line to snap. The line will also break if the fish pulls the line out over 60m. To catch the fish, you have to pull it all the way to the shore. ************* Fishing Spots ************* Spot 1 Location- Southwest of the Checkpoint in the Dauna Hills region Target fish- Pirana, Trout, Rainbow Trout, Barandy, Manillo Spot 2 Location- In the river southeast of Dauna Mine Target fish- Red Catfish, Bass, Martian Squid Spot 3 Location- Along the river in the western Yraall region Target fish- Puffer, Trout, Black Bass Spot 4 Location- West of McNeil village in the Yraall region Target fish- Jellyfish, Pirana, Rainbow Trout Spot 5 Location- Next to the Farm in the Yraall region Target fish- Pirana, Puffer, Trout, Manillo Spot 6 Location- Just east of Mt. Myrneg in Central Wyndia Target fish- Jellyfish, Bass, Martian Squid Spot 7 Location- Along the river west of the Arena Target fish- Puffer, Rainbow Trour, Bass Spot 8 Location- Right next to the Maekyss Gorge in Central Wyndia Target fish- Puffer, Martian Squid, Mackerel Spot 9 Location- Along the river in Eastern Wyndia Target fish- Pirana, Trout, Rainbow Trout, Bass, Black Bass Spot 10 Location- Along the coast, south of the Tower in Eastern Wyndia Target fish- Flying Fish, Blowfish, Black Porgy, Octopus, Manillo Spot 11 Location- On the beach west of Rhapala Target fish- Man-o`-War, Flying Fish, Sea Bass, Octopus Spot 12 Location- Just northwest of the Checkpoint bridge in the Rhapala region Target fish- Man-o`-War, Flying Fish, Sea Bream Spot 13 Location- In the southern Rhapala region near Cliff Target fish- Octopus, Angler, Devilfish, Manillo Spot 14 Location- Southeast of Mt. Zublo in the Urkan region Target fish- Sea Bream, Black Porgy, Angler, Manillo Spot 15 Location- Just west of Steel Beach Target fish- Sea Bass, Devilfish, Spearfish Spot 16 Location- Near the [?] in the northwestern Urkan region Target fish- Wan-o`-War, Flying Fish, Blowfish, Sea Bream, Sea Bass, Black Porgy, Octopus, Angler, Devilfish, Spearfish, Manillo Spot 17 Location- In the Lost Shore region east of Kombinat Target fish- Man-o`-War, Flying Fish, Spearfish, Whale, Manillo **** Rods **** Wooden Rod Range- 27m Cursor size- Small Handles- Slow Strength- Low Bamboo Rod Range- 35m Cursor size- Small Handles- Fast Strength- Low Deluxe Rod Range- 35m Cursor size- Medium Handles- Slow Strength- Moderate Spanner Range- 35m Cursor size- Large Handles- Slow Strength- High Angling Rod Range- 50m Cursor size- Medium Handles- Fast Strength- Low Masters Rod Range- 50m Cursor size- Large Handles- Fast Strength- Moderate ***** Lures ***** Worm Type Fish Type Other --------- --------- ----- Worm- LV1 Sinker- LV1 Coin Spirit- LV2 Float- LV2 Caro- LV3 Hanger- LV3 Heavy Caro- LV Top Deep Diver- LV Top Floating Type Frog Type Master Type ------------- --------- ----------- Old Popper- LV1 Toad- LV1 Ding Frog- LV Top Popper- LV2 Baby Frog- LV2 Top- LV3 Frog- LV3 Dogwalker- LV Top Fat Frog- LV Top ********* Fish List ********* Jellyfish Av. Length- 20cm Preferred bait- All except Coin Difficulty to catch- Very Easy Pirana Av. Length- 30cm Preferred bait- All except Coin Difficulty to catch- Very Easy Puffer Av. Length- 35cm Preferred bait- Floating Type Difficulty to catch- Easy Trout Av. Length- 50cm Preferred bait- Worm and Fish Type Difficulty to catch- Easy Rainbow Trout Av. Length- 50cm Preferred bait- Worm and Fish Type Difficulty to catch- Easy Red Catfish Av. Length- 60cm Preferred bait- Frog Type Difficulty to catch- Moderate Bass Av. Length- 30cm Preferred bait- Worm and Fish Type Difficulty to catch- Easy Martian Squid Av. Length- 60cm Preferred bait- Worm Type Difficulty to catch- Moderate Black Bass Av. Length- 65cm Preferred bait- Worm and Fish Type Difficuly to catch- Hard Barandy Av. Length- 150cm Preferred Bait- Frog Type Difficulty to catch- Very Hard Man-o`-War Av. Length- 20cm Preferred Bait- All except Coin Difficulty to catch- Very Easy Flying Fish Av. Length- 15cm Preferred Bait- Floating Type Difficulty to catch- Very Easy Blowfish Av. Length- 15cm Preferred Bait- Floating Type Difficulty to catch- Easy Sea Bream Av. Length- 30cm Preferred Bait- Worm and Fish Type Difficulty to catch- Easy Sea Bass Av. Length- 45cm Preferred Bait- Worm and Fish Type Difficulty to catch- Easy Black Porgy Av. Length- 45cm Preferred Bait- Frog Type Difficulty to catch- Moderate Octopus Av. Length- 50cm Preferred Bait- Worm Type Difficulty to catch- Easy Angler Av. Length- 75cm Preferred Bait- Fish Type Difficulty to catch- Moderate Devilfish Av. Length- 90cm Preferred Bait- Worm Type Difficulty to catch- Moderate Spearfish Av. Length- 120cm Preferred Bait- Fish Type Difficulty to catch- Hard Whale Av. Length- 180cm Preferred Bait- Fish Type Difficulty to catch- Very Hard Mackerel Av. Length- 50cm Preferred Bait- Worm Type Difficulty to catch- Easy Manillo Av. Length- 150cm Preferred Bait- Coin Difficulty to catch- Very Easy ************* Manillo Shops ************* Fishing is probably most profitable through Manillo shops. Manillos are merchants who travel the world's waters, trading items for fish. When you catch a Manillo, you can see what items it has to offer and trade in fish for those items. Spot 1 Manillo Shop ------------------- Wisdom Ring- 1 Black Bass, 5 Rainbow Trout, 5 Trout Lion's Belt- 1 Angler, 9 Rainbow Trout, 9 Trout Ginseng- 2 Bass, 5 Rainbow Trout, 5 Trout Caro- 2 Rainbow Trout, 3 Trout Frog- 2 Rainbow Trout, 3 Trout Top- 3 Rainbow Trout, 2 Trout Hanger- 3 Rainbow Trout, 2 Trout Skill Ink- 2 Martian Squid, 1 Rainbow Trout, 1 Trout Katzbalger- 1 Barandy, 2 Black Bass, 1 Red Catfish Laurel- 1 Barandy, 2 Black Bass, 1 Bass Spot 5 Manillo Shop ------------------- Silver Knife- 2 Rainbow Trout, 2 Trout Iron Helm- 1 Trout, 2 Pirana Waistcloth- 1 Trout, 1 Puffer Spirit- 3 Pirana Baby Frog- 3 Pirana Popper- 2 Puffer Float- 2 Puffer Skill Ink- 1 Rainbow Trout, 1 Trout Bell Collar- 3 Angler, 3 Martian Squid, 5 Sea Bream Holy Mantle- 3 Black Bass, 9 Bass, 9 Sea Bass Spot 10 Manillo Shop -------------------- Chain Cap- 1 Bass, 3 Blowfish Crepe Cape- 1 Black Porgy, 4 Flying Fish Spirit- 3 Blowfish Baby Frog- 3 Blowfish Popper- 2 Flying Fish Float- 2 Flying Fish Skill Ink- 2 Octopus Spot 13 Manillo Shop -------------------- Hawk's Ring- 3 Black Bass, 5 Bass Artemis' Cap- 2 Black Bass, 2 Angler, 5 Sea Bream Speed Boots- 1 Barandy, 1 Black Bass, 2 Devilfish Soul Gem- 1 Barandy, 2 Sea Bass Bell Collar- 2 Devilfish, 3 Angler, 9 Sea Bream Holy Mantle- 3 Black Bass, 9 Bass, 9 Sea Bass Skill Ink- 2 Octopus, 1 Devilfish Spot 14 Manillo Shop -------------------- Wisdom Ring- 1 Angler, 2 Black Porgy, 2 Sea Bream Lion's Belt- 2 Martian Squid, 2 Bass, 4 Sea Bass Ginseng- 1 Martian Squid, 2 Octopus, 3 Sea Bass Caro- 3 Sea Bream Frog- 3 Sea Bream Top- 2 Octopus Hanger- 2 Octopus Skill Ink- 1 Black Porgy, 1 Angler Spot 16 Manillo Shop -------------------- Demonsbane- 1 Spearfish, 2 Black Bass Aries Spear- 1 Spearfish, 9 Sea Bass, 9 Sea Bream Heavy Caro- 1 Devilfish, 1 Martian Squid, 2 Octopus Fat Frog- 1 Devilfish, 1 Martian Squid, 2 Octopus Dogwalker- 1 Devilfish, 1 Martian Squid, 2 Octopus Deep Diver- 1 Devilfish, 1 Martian Squid, 2 Octopus Skill Ink- 2 Octopus, 1 Devilfish Spot 17 Manillo Shop -------------------- Royal Sword- 1 Whale, 3 Spearfish, 1 Barandy Life Armor- 1 Whale, 1 Spearfish, 3 Barandy Cupid's Lyre- 1 Whale, 2 Barandy, 5 Red Catfish Shaman's Ring- 1 Whale, 3 Spearfish, 5 Red Catfish Ivory Dice- 1 Spearfish, 1 Red Catfish, 5 Mackerel Skill Ink- 1 Spearfish, 1 Devilfish ####################################################################### B. Faerie Village ####################################################################### Building and running a faerie village can be very profitable, because doing so requires very little concrete investment on your part. The main thing that you do have to put into a faerie vallage is time. You can begin building your village as soon as Ryu becomes an adult. The first time you visit the village as an adult, the faeries will be in panic mode because they don't know how to take care of themselves. Talk to the head faerie (the one that's always hanging out near the small house) to begin organizing the village. If you say that you don't know what to do, she'll talk to you about how to run the village. Tell her that you know what to do to begin organizing. The interface of the village menu is pretty simple. At the top, there's a long rectangular box that contains all the faeries that are not assigned to a task or job. Below that you can see your culture level and your food supply. And below that are squares that each represent a room. A room can hold 3 faeries and can be assigned to one job. You start with only a single, one room building. On the right, there are three large boxes where you can assign faeries to hunt, clear land, or build new buildings. When you're managing you village, there are a few things you need to be aware of: Food- The faeries need food to survive. If your food supply runs out, the faeries will start to die. The only way to obtain food is through hunting. Be sure to have at least 2/3's of the population hunting at all times when you first start cultivating your village, and then gradually reduce it to half the population. Also make sure that the majority of your hunters are skilled at it. Culture- Scholars are a big part of the village because they develop culture. The higher your culture rating, the faster your village will grow overall. Building/Clearing- Putting up new buildings allows you to open up more shops and other jobs. But before you can build, you have to clear a foundation. You also have to build and clear in sequence; clear some land, build, then clear more land and build. Like all tasks that require ability, the building and clearing will get done faster if the workers are skilled in this craft. Jobs- There are many different jobs that you can assign faeries to do, like selling items, exploring, and running an inn. Most jobs can get done more efficiently and effectively if the faerie doing the job is skilled in that area. Personal attributes- Each faerie has a unique set of four different attributes, making them good at some things but nots so good at others. When you select a faerie on the menu, you can view their personal stats. Each of the four bars represent a skill that is used to do one or more different kinds of jobs: Red- Hunting, and exploring Green- Building, and clearing Dark Blue- Merchant, inn, and antique shop Light Blue- Scholar, copy shop, and fortune teller ~~~~~~~~ Job List ~~~~~~~~ Scholar- Develops new jobs and culture. Scholars are responsible for thinking up new jobs and helping the community grow faster. Merchant- Sells products. The shops that you can open up in your faerie village may sell items, weapons, ect... that you can't find anywhere else. There are three different kinds of shops you can open, and for each of those three, there are two different qualities the products can specialize in. Item Shop (Ability) Item Shop (Speed) ------------------- ----------------- Green Apple- 5z Green Apple- 5z Vitamin- 50z Vitamin- 50z Panacea- 100z Panacea- 100z Ammonia- 200z MultiVitamin- 300z High Boots- 3000z Ammonia- 200z Lion's Belt- 3000z Talisman- 500z Napalm- 800z Life Sandals- 500z Dream Ring- 1000z High Boots- 3000z Balance Ring- 1000z Titan Belt- 3000z Barrier Ring- 3000z Dream Ring- 1000z Diamond Ring- 3000z Balance Ring- 1000z Handyman Shop (Ability) Handyman Shop (Speed) ----------------------- --------------------- Berries- 5z Berries- 5z Beef Jerky- 50z Beef Jerky- 50z Taser- 200z Clothing- 500z Tiger Claws- 3800z Flame Chrysm- 500z Angling Rod- 2000z Napalm- 800z Lion's Belt- 3000z Bell Collar- 10000z Bell Collar- 10000z Angling Rod- 2000z Soul Gem- 3000z Belladonna- 200z Holy Mantle- 10000z Royal Dagger- 6200z Molotov- 10z Holy Mantle- 10000z Hidden Dagger- 7000z Soul Gem- 3000z Weapon Shop (Ability) Weapon Shop (Speed) --------------------- ------------------- Pointed Stick- 10z Pointed Stick- 10z Waistcloth- 210z Waistcloth- 210z Bronze Sword- 240z Bronze Sword- 240z Crepe Cape- 1300z Buckler- 1100z Flame Talons- 3300z Wind Cutter- 2200z Amber Breastplate- 6100z Crepe Cape- 1300z Piercing Pike- 7400z Flame Talons- 3300z Katzbalger- 9200z Laurel- 1800z Protectors- 11000z Royal Dagger- 6200z Tiger's Cap- 5300z Spiked Gauntlets- 6800z Ouroboros- 22000z Ice Halberd- 12500z Inn- Runs an inn. It's really just an average everyday inn, except the cost per night is very cheap compared to most inns in the later stages of the game. If you place more than one faerie in the same inn, one of them will run the inn while the others tell you things like how many battles you've fought, how many times you've gone fishing, ect... Gift Shop- Gives away items. This is potentially the most profitable job, because you don't have to pay a cent for the items that it gives you. The longer you wait before collecting your prize, the better the prize will be. If you wait long enough (a few hours of gameplay), you can get items like Wisdom Fruits and Shaman's Rings. But if you wait for a very long time (I'd estimate over 20 hours of gameplay), you can even get the fabled Spirit Ring. Fortune Teller- Predicts the future. This is a practically useless job. All this job does is dispense useless tidbits of information. Explorer- Explores and searches for items. A very useful but risky job. You can send faeries out on trips to look for valuable and rare items. The risky part is that faeries can die due to exploration failures. But successful excursions can bare items like Icons and Spirit Rings. Antique Shop- Buys valuable items. You know all those items you have that have the description "Appears valuable"? Well here you can sell those items for a lot of money, much more than you'll get by selling them to normal stores. Music Shop- Plays music. Although the music shop gives you no concrete benefits, it's still worth opening. I like having one so I can listen to all the game's cool songs. Casino- Plays various games. The casino lets you play two different mini-games; High and Low or a Number Guessing game. High and Low is strictly for money, but the number guessing game is for prizes. The best prize you can get is a Spirit Ring, but it's very unlikely that you would be able to guess a three digit number in one try. Copy Shop- Makes a copy of an item. Like exploration, copying your items is both useful and risky. If your item doesn't get copied, you usually just get it back with no harm done. But sometimes your item will get turned into a Rice Ball. ####################################################################### C. Hide & Seek ####################################################################### When you visit Wyndia as an adult, you'll see that nothing much has changed. Especially the kids you played Hide & Seek with all those years ago. You can find them hanging out in front of the fountain near the inoculation shop. Talk to the leader, and he'll challenge you to another game of Hide & Seek. But this time, the whole known world is their playgound to hide in. Fortunately, they all give you hints about where they're going to hide: Bais- "Somewhere in the northwest where there's lots of strong men" Lang- "Someplace close" Wynn- "That place that smells like oil" Lee- "The place that connects this world with that world" If you can't find them using these hints, then here's where everyone is hiding: Bais- He's hid himself deep inside the Dauna Mine, so I'll explain in detail how to find him. From the elevator on the B3 level, Follow the path right and then northeast onto a wooden bridge. Take the bridge up to a junction and head northwest. Use you camera angles to check around the last pillar along the path to find him. Lang- Behind one of the tombstones in the Wyndian royal graveyard. Wynn- Behind one of the houses at Junk Town. Lee- Behind the Eastern Checkpoint gate. Once you've found all of them, return to Wyndia and they'll all become masters. They're just like normal masters, except instead of giving you skills and spells, they grant you formations (with the exception of Lang who gives you an item) For more information look them up in the masters section. ####################################################################### D. The Tower's Crystal Challenge ####################################################################### Put Nina in your party and go to Momo's Tower when you want to play this mini-game. The first time you visited the Tower, you probably noticed the chest at the bottom of the pool surrounded by four crystals outside. When you go inside, you'll also notice the big crystal at the end of the pool. Activate this crystal using Nina's wand, and you'll have 30 seconds to get back outside and light up the four crystals surrounding the pool. However, you'll have to take the long way out because the short way is blocked off by a laser beam. Really the only advice I can give for this is to not go down the stairs outside at an angle, because it slows you down. Also make sure you're lined up with the crystal, and you're facing the crystal before you try to acitvate it. If you complete the puzzle within the time limit, you'll get one of three prizes from the chest depending on how much time was left on the clock: Less than 5 seconds left- MultiVitamin 5.0 to 5.99 seconds left- Wisdom Fruit 6 seconds or more left- Ring of Ice ####################################################################### E. Long Trips in the Desert ####################################################################### After you cross the Desert of Death for the first time and arrive at the Oasis, you'll find a man in town who's been across the desert too. Talk to him, and you can hear the stories of how he lost an "important item" and "nice outfit" during his travels. Well that "important item" he's talking about is actually a Royal Sword, and the "nice outfit" is Life Armor. If you're bold enough to go back out into the desert to find these things (or if you're just bad at fishing and you want this stuff), here are the directions: To get the Royal Sword, leave FROM THE OASIS and go west for four nights. Then head south until you find the sword in one of the random battlefields, which should take about one or two nights. To get the Life Armor, leave FROM THE FACTORY and go north for two nights. Then head west for three nights, and check the random battlefields for the armor. I would not recommend taking the long trips in the desert, just because you can get the Royal Sword and Life Armor from the Manillo shop near Kombinat. Plus by catching the fish you need to obtain these to items, you're sure to add some points to your fishing record. But if you're bent on getting them this way, then by all means do it. ####################################################################### F. Challenge Monsters ####################################################################### At the Container Yard there dwells two kinds of random battle monsters that are incredibly hard to beat. These two enemies are none other than the powerful relative of the Codger and Adept, the Arch Mage, and the purple Multibot with an attitude, the Berserker. Both of these guys make Dragon Lord and Myria look like a joke. They are undoubtedly the hardest enemies in the game. If you think you can beat these two with brute strength, think again (well unless you're like at level 99). You will only be able to overcome them with a good, well thought out strategy. You'll also need to be at a decent level. Level 40-45 is ideal. %%%%%%%%% Arch Mage %%%%%%%%% Although these two monsters are pretty much equally hard, the Arch Mage is probably the easier of the two just because he has five times less HP than the Berserker. The Arch Mage has 3000 HP, and his spells are extremely powerful. His Myollnir spell does about 500 damage, which is more than enough to instantly kill one of your party members. He also has Blizzard, but he uses it once in a blue moon. The Arch Mage's most deadly attack is Mind Sword, because it does a ton of damage and there are very few ways to defend against it. He'll also add insult to injury by casting Benediction on your party if two of your members are wiped out, just so he can kill them all over again. But if you think all this is bad, here's one more thing to worry about; he automatically regenerates 1500 HP per turn. By defeating the Arch Mage you get a few nice rewards including 2000z, 48000 Exp., and the Holy Avenger (Rei's ultimate weapon and a good weapon for Ryu as well). %%%%%%%%%%%%%%%%%%%%%%%% How I Beat the Arch Mage %%%%%%%%%%%%%%%%%%%%%%%% Because I've beaten several Arch Mages, I'll just explain my routine. I go to the Container Yard with Ryu, Rei, and Momo in my party, and I have them in a Chain Formation led by Rei. The only equipment that matters to me are the accessories. I have Rei equipped with two Speed Boots so that his agility is well over 100, Ryu has the Spirit Ring and Light Bangle, and Momo has a Soul Gem and a Thunder Ring so that she'll absorb Myollnir as HP. I can also just equip another Soul Gem if she gets hit with Mind Sword. The first turn I have Rei cast Resist so he'll be immune to everything, Ryu turns into the ultimate Kaiser (Infinity, Trance, Radiance) mainly so that he'll have enough HP to survive at least two of the the Arch Mage's attacks and have an extra turn, and have Momo cast Speed on Rei so that he gets an extra turn. So no matter what the Arch Mage does this turn, nobody can die and stay that way. It's pointless to attack during this extra turn because the Arch Mage is about to regenerate. So I have Ryu use Focus, and have Rei do something like cast Speed on Momo. Now at the second normal turn I have Rei cast Resist so he can't die and break the Chain Formation. Ryu begins the assault by using Shadowwalk (Having used Focus the turn before this does about 2000 damage), and Momo casts War Shout or heals Ryu if he was attacked the first turn. After that it's the same as the first turn; nobody is going to die. The second extra turn is the finale. Ryu uses Shadowwalk again, Rei slams the Arch Mage with Aura, and Momo casts one of her strongest spells like Myollnir. And that's overkill. %%%%%%%%% Berserker %%%%%%%%% The Berserker is a little tougher than the Arch Mage because it has 15000 HP, five times more than the Arch Mage. This guy has three attacks that you need to consider. Its normal attack can be considered an instant kill to anyone who is unprotected. The Berserker's Fire Whip attack is just as powerful, and it's vs. all targets. As a trump card, the Berserker will cast the spell Berserk when it gets low on HP. You can steal Aries Gloves (the best shield in the game) from the Berserker considerably easily during the fight. Your rewards for beating it are 3000z, 30000 Exp., and there's a chance that it'll drop the Rufad's Spear (A weapon for Garr that makes a good subbordinate to the Beast Spear). %%%%%%%%%%%%%%%%%%%%%%%% How I Beat the Berserker %%%%%%%%%%%%%%%%%%%%%%%% I've defeated even more Berserkers than Arch Mages, so once again I'll just explain how I normally fight them. I use the same party members, the same formation, and practically the same equipment for this battle that I use against the Arch Mage. The only change in equipment is that Momo has the Ring of Fire instead of the Thunder Ring. The first turn I have Rei cast Resist so he can't get killed, and have Ryu transform using the Force, Flame, and Defender genes so that he'll be immune to Fire Whip, and he'll have just enough HP to survive one of the Berserker's normal attacks. I have Momo cast Speed on Rei so that he gets an extra turn. The Berserker starts off the battle confused, so it'll always use its normal attack. During the extra turn Ryu uses Aura on the Berserker (Which typically does 1000 damage), and Rei casts Speed on Momo. The second turn Rei uses Resist (like he will on every normal turn), Ryu casts Focus, and Momo either heals Ryu or casts Protect on Ryu just to add a little insurance. With this setup, none of my party members can get killed. During the next extra turn Ryu uses Aura (Which now does about 2000 damage because I used Focus the turn before), Rei casts Charm, and Momo either heals Ryu or casts assist magic like Protect or War Shout. I keep up this pattern of Ryu Focusing then attacking, Rei Resisting then using Pilfer to get the Aries Gloves, and Momo healing Ryu and casting assist magic. When the Berserker uses Berserk, I know that I have to finish it off before it gets another chance to attack, because Ryu won't survive with its attack power that high. So if my Aura during the next extra turn doesn't finish it off, I just use Aura again the turn after that instead of using Focus. Once you develop a strategy that works for you, you'll be hunting these two for sport in no time at all. ======================================================================= 10. Acknowledgments and Closing ======================================================================= I'd like to thank the following for either help or inspiration on my guide: Capcom- For making one heck of an RPG, and a heck of a series for that matter. My friend Mark- For helping me with grammer, typing, and such. Game FAQs- For providing a website where gamers can share their secrets and expertise with others. All the contributors to Game FAQs- The site wouldn't exist without those who put time and effort into writing the FAQs. Neoseeker and IGN- Other great gaming websites. ---------------- COPYRIGHT NOTICE ---------------- This document Copyright 2003 David Kovaz. This document is not to be reproduced and/or distributed in any way for profit. It is not to be reproduced and/or distributed at all without the author's prior written consent and approval. This document is not to appear anywhere without the author's alias (DavidK519, DKK5, or David Kovaz) in or attached to it. This document is not to appear anywhere in an altered or incomplete form. This document is not to be used as a reference for any publication unless proper credit is given to the author and the source. Most recently updated versions of this guide can be found at: http://www.gamefaqs.com http://faqs.ign.com