0100010101000111001000101010000100100010000100100100 0100101010001000100100100110100010010010100111000010 01 ==== = = ==== ==== = = ==== ===== = 00 00 = == = = = = = = = = = = 00 01 ==== = = = = === = ==== = = 00 01 = = == = = = = = = 00 00 ==== = = ==== = = = = = = 00 0100010101000111000000101010000100100010000100100100 0100101010001000100100100110100010010010100111000010 ____________________________________________________ Display in a monospaced font, at least 72 columns. ____________________________________________________ Encrypt Magazine Vol.1 #6 Breath of Fire Supplement Published By Jay McGavren E-mail: TheSpook1@aol.com _______________________________________________________________________ BREATH OF FIRE WALKTHROUGH _______________________________________________________________________ By The Spook Contributions by: Chaos: peltona@ucsu.Colorado.EDU Donald Yee: dyee1@gl.umbc.edu Todd Manookin: dmanook@peruvian.utah.edu AUTHOR'S NOTE: Boy, did I go overboard! Virtually every secret and every bit of the plot is revealed in this FAQ. I recommend referring to these pages only once you have beaten the game, are really, really stuck, or want to save 70 bucks and skip buying the game altogether. Game Genie codes: 35BF-CFD9 + D7BF-CF09: Create new character with 999 maximum HP EEBF-C7D9 + EEBF-C709 + 66BF-C769: Start with millions of EP; fully powered up after first battle Drogen: -The Dark Dragon clan set fire to Drogen, your village, in an attempt to destroy you and the other Light Dragons. A brave mage named Sara turned you and your people to stone to protect you from the flames and sacrificed herself to lead the enemy troops away from you. Now you go to seek revenge. -Buy a few Antidotes and perhaps a few Herbs before leaving Drogen. You'll need them until your level increases. -Don't bother buying better weapons or armor; you'll find a BronzSD, a SuedeCP, a Gauntlet, and a Visor in chests in the castle basement. Camlon: -Head to the castle of Camlon in the northeast. Refugees from the occupied town of Nanai sought shelter in the castle but have been forced to take shelter in the town ruins by monsters. -You'll find several springs inside which will heal you and purge you of poison. Hover near one of these, fighting monsters and building up your level, and return to it each time you are injured. -The leader of the monsters is a giant frog. Go into the battle with several Herbs, and don't hesitate to use one if your HP drops below 25. Aside from that attack steadily and you'll defeat him easily. Nanai: -As you emerge victorious from the castle an earthquake rattles the walls. The King of Nanai realizes this means the Dark Dragons have the Quake Controller and asks you to stop them from using it. -Before leaving for Nanai you should stock up on Antidotes in your home town if you've run low. -Any attempt to enter the town during the day is useless; soldiers block the entrance. Wait outside the town for nightfall and many of the soldiers will go to sleep. -Once inside the town you find some soldiers are still awake, so sneak behind their backs or stay a respectful distance away. If you're seen you'll be kicked out but can go right back in. Wander about for a bit. The soldiers aren't very good at pillaging; some houses contain chests with gold and Herbs. You may want to buy a better sword. It's the best weapon you'll be offered for a while. -Once you're prepared enter the castle (which is empty since the King has been exiled) and head into the fiery dungeon. -You'll meet a lot of PBugs. Run from them when possible to conserve Antidotes, but if they poison you just stay and fight. -You'll find an ArmPd in a chest near the stairs leading to the control room. -A knight will be at the Quake Controller. He's tough and you'll need several Herbs and the BStone and FStone you found in the dungeon to beat him. -When the knight is defeated you will find a key in the Quake Controller. Take it and the terrible quake that results will crush the town and all the soldiers inside. -This E-Key can be used in battle repeatedly to do 30 damage to each enemy. Winlan: -With Nanai out of the way you can travel east over its ruins to Winlan. -Once you enter the palace and speak to the minister, she will confer with Princess Nina and tell you to wait for an audience with the King of the Wing Clan. What she doesn't tell you is that the King has been poisoned and needs the Remedy. You are given a room and bed and promptly go to sleep. -You must now play the part of Princess Nina and seek out the Remedy for her father. Since Nina has access to almost all areas of the castle, you should walk around and collect Herbs and Antidotes from the various chests. -Don't worry about buying armor or weapons. The armor you find in the castle and early in the cave and the weapon you start with are as good as anything you'll find in the shop. -When Nina leaves town a cave, your destination, will appear to the southwest. When Nina enters the cave two Wing Clan soldiers will appear and insist on going with her. Since Nina is by far the weakest of the three be sure to place her in the back row and between the two soldiers. -Be sure to check all chests in the cave; one contains the I-Ore which you will need later. Romero: -After passing through the cave they will come upon the town of Romero. -The villagers tell them of zombies that roam the town at night. If they wait outside the town until nightfall and reenter they will be able to talk to some of these zombies. The villagers retreat inside their houses at night. -Nina should consider getting the SilkGN in the weapons shop. -There is an uncovered trap door in one of the cottages. If they drop into it you will find a hideout for some of the villagers. Push the pots and barrel aside to find the world Map. Twin Towers: -When the party is prepared they should leave by the west path (preferably during the day) and continue walking into the forest where they will find a trail. -If they eat the red mushrooms along the trail (they can be picked as often as needed) they'll regain 10 HP, but the yellow mushrooms are poisonous. -At the other end of the trail are twin towers. The party will find springs right inside the door of the first. -A nasty specter guards the second floor. If the soldiers attack it while Nina heals them, they'll make relatively short work of it. -After defeating the first specter and gathering most of the treasure, they might want to return to town and save before continuing. -They must dive into the right (not left) hole on the third floor to get to a second specter, who guards the bridge to the other tower. Before fighting him they should be sure to take the stairs down and get the Life2 Potion; they may need it. -The second specter is even worse than the first. Nina should know Fort and Atk-Up by now; have her use them on the two soldiers (who should still be in the front row). The specter hits hard so she will also need to keep casting CurA on the soldiers (and herself if the specter breaks through their guard). -At the gap between the towers they can step on the switch to form a bridge. First they should head up a floor to refill your life and save, then work their way down the second tower. -Once they reach the basement and go to collect the remedy, the evil wizard will appear behind them. He releases a gas which drains the life of bird creatures. Fighting him is futile, so they should run immediately. Only one of the soldiers will be able to escape, though, so Nina and the other soldier must try to buy him some time. They can fight as hard as they like but shouldn't waste any magic on healing or use any herbs, as they will fall in the end anyway. Nina and the soldier are captured but the other soldier escapes and hurries to Winlan to seek the help of you, the stranger in the castle. -You agree to join the rescue party and fly with the Wing Clan soldiers to the twin towers. The soldier birds are ambushed by dragons, however, and only you and one wizened soldier make it to the towers. -You land on the second tower, so fight your way down as you did before. The soldier will leave you once you reach the room filled with poison gas, as it would kill him. -Cross to the opposite side of the room before approaching the cauldron. There you will find a chest with the Rang weapon. A trap on the chest will refill your life. -With the Rang to aid you defeating the wizard should be easy. Just attack him repeatedly and use an Herb if you need it. -With the wizard defeated you carry Nina to safety. The fresh air quickly revives her. Together you return to Winlan on birdback. Nina rushes to her father with the Remedy and he is soon well. At your request he opens the passage to the eastern bridge. Nina asks to go with you and he allows it. Tantar/Tuntar: -After crossing the bridge head to the southeast to the twin villages of Tantar and Tuntar, where the Forest Clan lives. The river that these villages depend on for water has been dammed up by the Dark Dragons. They demand that the villagers give up their magic Ring in exchange for the water. Strangely enough the Chief of Tuntar seems to be cooperating with the Dark Dragons... -You should have with you the I.Ore, which you retrieved from a chest earlier. Talk to the blacksmith in one of the houses and he will make a Saw for you. -Head back to the forest near the bridge and you'll be able to use the Saw on a giant tree which blocks the path into the forest. -Go to the northeast part of the forest to find a dungeon where the true Chief of Tuntar is being held. -Three sets of guards block the way at various points. Keep your Rang equipped for the first two battles. Have Nina concentrate on the pikeman as he wears down much more quickly. -In the basement near the entrance you will find a group of chests, one of which contains the LongSD. Although it is stronger than the Rang don't equip it immediately as it only damages one enemy at a time. -Watch out for bats hanging in archways; pitfalls lie under them. There are also a few pitfalls in empty corridors. Keep in mind that the long way around is usually safest. -In the basement of the second area you'll find a chest containing a WolfHT. It has a Fire trap on it which will do 50 damage but it's well worth it once Bo joins you. -Once you defeat the guards the freed chief will offer to take you to the weapon stores. If you follow him (you can refuse and skip to the General) he tricks you and traps you in a cage with a two-headed Pog, which you must fight. After you defeat the Pog Bo will open the cage for you and join you in a battle against the fake Chief who has revealed himself as a Dark Dragon General. -Nina should use Fort and Atk-Up on you as you will take most of the hits, and heal as necessary. You and Bo should attack steadily. -After the battle Bo will join the party. Be sure to equip him with the WolfHT you found earlier and to place him at the front of the party and in the front row. -With Bo in the lead you can travel through any forest. He can also shoot down deer for Antlers and wild boar for Meat. If you should see a rare white stag drop everything, use a Mrbl3, and hunt it. You'll need the W-Ant you get from it later. Agua: -Rumors in the twin villages lead you back to Romero in search of a way to Agua, which holds the key to the mysterious stone robot to the north. -Enter Romero at night and speak to the old woman in the graveyard. She and her husband, who is now a zombie, will give you the WaterJr. You must take this jar to the southwest cave and retrieve the Cleansing Water to purify the soil in Romero. -Work your way downwards. The spring is in the lowest level of the cave, but before you retrieve the water be sure to head up the nearby stairs and collect the BronzeHT. -Step into the lake and press a button to collect the water. You can return here and refill the WaterJr later, then use it in battle to bring all your party members back to full HP and AP, even if they've collapsed. -You will be returned to Romero where you pour out the water. The soil is immediately revived. In gratitude the Chief of Romero gives you the Tablet, which you can use to enter the floating city of Agua to the north. -The floating platforms aren't too difficult to negotiate, but you may need to make several trips over them to collect the various pieces of armor. -Approach the pedestal at the top of the tower and a spirit will appear to test your strength before giving you the key. He's not that difficult; just be sure you and Bo are in the front row and Nina is in back, and have her cast spells to strengthen you as before. -Once the spirit is defeated you will receive the KngKey. -Head back to Tuntar and rest up, then proceed north to the stone robot. Enter its left leg and head upwards. -The Dark Dragons will be waiting at the heart of the robot. Equip yourself with the Rang to take out the two pikemen easily, then concentrate on the General. -Once they are out of the way you are free to use your key to start the robot up. Use the telepads to reach the control room and collect a few treasures along the way. From the control room you command the robot to take you to the dam and destroy it. The water rushes forward into the dry stream bed, reviving the twin villages. Cave of the Ring: -Talk to the Chief of Tantar on your return. He'll tell you where the Ring is located and give you a key to the cave that contains it. -When the dam was broken the water that had flooded the cave north of Tuntar drained out, so you will be able to pass through and get to the second cave. -Be sure to collect the SkySH for Nina in the second cave. -When you collect the ring a transporter that can take you back to the entrance will be activated. -The Ring can be equipped to add to your attack power. -When you return to Tuntar you will find it empty, as everyone is in Tantar preparing for a wedding. Go to Tantar and congratulate the newlyweds. The Chief will inform you that you can use the stone robot to reach the port town. -You exit Tantar to find the stone robot standing before Tuntar, with a Dark Dragon at its controls. At the General's command it destroys the empty village of Tuntar. The General tries to destroy Tantar as well, but the robot hesitates. Take your chance and board the robot. -Teleport to the control room as you did before. The General confronts you and reveals himself to be a giant gremlin. Have Bo use the Frost spell on him as many times as possible and have Nina use Fort and Atk- Up. The gremlin keeps attacking long after his HP runs out. Keep Nina using Cura or Cura2 steadily or he'll get the better of you. Using the C-Stn, B-Stn, and F-Stn will help wear him down. -With his last strength, the gremlin tries again to get the robot to destroy the village, but again fails and dies. The robot moves southward to an active volcano and you climb out. It casts itself into the crater, perhaps to avoid being used for evil purposes again. The resulting eruption sends lava flowing into the river which cools, forming a bridge for you to cross. Dragon Training Shrine I: -South of the lava crossing is the first Training Shrine. You must enter alone and test with a dragon spirit to gain new powers. -Be sure you're equipped with the LongSD, lots of healing items (Herbs will work if you use them frequently), and maybe even some Mrbl1s. -Watch your HP closely in the battle and heal when you drop below 30, otherwise just attack. It will take some patience but you'll steadily wear the spirit down. -Your reward is your first set of spells which will enable you to transform into Snow, Flame, and Thunder dragons. Auria: -The cave south of the Shrine is a passage to the port town of Auria. -The city guards are highly suspicious of any strangers and arrest you the moment you enter the town. You'll be thrown into the jail. Fortunately the thief in the cell with you is a master lockpick and will open the door for you. Strangely enough he goes right back to bed! Home sweet jail... -You can pick up some PrisonCL from the basin in the corner, which increase your Luck. -Once back on the street you should avoid the guards' notice or you'll be thrown back in jail and will have to get the thief to let you back out. -Head straight for the shop to the left of the jail. You'll need to buy one of the Gold Bars for later, which means collecting quite a bit of cash. -In the item shop buy some Vitamins and take them to the hiccup-stricken man in the tavern upstairs. He'll give you a handsome reward of 5000 GP. -Push the chest of drawers in the tavern aside to reveal a secret room. -If you place Nina in the lead and talk to the old man upstairs in the house to the right of the large mansion, he'll ask you to heal his sore back. If you do so he'll give you a still more handsome reward of 20000 GP. -Talk to the woman whose son is missing then return to the forest near the Training Shrine. Walk into the small clearing full of flowers. The faeries there will agree to release the boy from the spell they have placed him under if he will stop cutting trees. Head for the small circle of flowers where they trapped the boy in the open area southeast of the clearing. They will release the boy, who returns home. His grateful mother will give you 20000 GP when you return. -Sell off your unneeded weapons and armor, especially the GTiara, to raise a little more cash. -You'll find some excellent weapons in the weapon shop, so be sure to outfit all your party members. Also be sure to buy a Rod1, a Worm or two as bait, a Pouch, and lots of Acorns from the item shop. -The wealthy owner of the ship will give you passage to Scande if you free his daughter, who has locked herself in a vault in the basement. You'll need the help of a thief to pick the locks, though, so continue through the cave to the town of Bleak, which is teeming with thieves. Bleak: -Beware the fortune teller and magician, since the value of their services is questionable. -If you stay at the Inn the innkeeper will try to steal your money. If you have the pouch, which has a string attached to deter thieves, you'll catch him and the Innkeeper will pay you 5000 GP to keep quiet. -The good citizens of Bleak inform you that the master thief Karn has left for Krypt in the southern desert. -Take the gold bar to the old man in the large house, and he'll give you the Icicle, which you need to cross the desert. -Once you have the Icicle you can pass through the cave southwest of Bleak to the desert. Arad: -You'll need the Fife to form a bridge over the quicksand and get to Krypt. The mayor of Arad promises to give it to you if you rid the village of a giant sand worm that appears at night. You wait in his tent until dark. Head for the goat pen and the sand worm will appear. -You should transform into the Thunder Dragon. Have Bo cast Fry as many times as he can. Nina should as usual back you up with Fort and Atk-Up. Krypt: -Stand on the platform and you will play the Fife, forming a bridge. -Bypass most of the treasure for now, but be sure to get the HeadGear near the floating eyes. It should probably be given to Nina. -An EyeSpy will confront you early on. Transform into a Snow Dragon and have Bo cast Flame. Be warned that once the floating eyes that surround the EyeSpy are all destroyed it will begin casting a lightning spell that will hit every member of your party. -When you reach the treasure room be sure to collect the various helmets. The blue chest will activate a trap, but Karn appears and disables it. He'll go downstairs and if you talk to him he'll join you. You'll need to continue downstairs after a book which will teach Karn how to pick the locks on the safe. -Be sure to give him one of the SkullHTs as his other armor is very poor quality. You may want place him in the back row. -Once Karn joins you backtrack to retrieve the other treasures with him in the lead. He can avoid traps on the chests and trap doors easily. -Now would also be a good time to return to the places that had locked doors you couldn't open before (see below). -A couple floors further down you will find a large room with 8 caskets. Open all 8 to find the Book, which will teach Karn a valuable lesson. -Return to Auria and open the vault in the mansion basement. The old man's daughter will be free, but won't budge because her father wants to give the LtKey to the Dark Dragons. She says that if her mother were still alive she might talk some sense into her father. You'll need the magic Mirror to arrange a meeting between the couple, so head for the Dark Tower. With Karn in the lead go back for: -In the hideout in Romero there is a man waiting behind a locked door. He knows an old mage who may be in Bleak. -The top floor of Agua has a locked door which hides a chest with the FlameSD, and higher up a shrine to the goddess Tyr. Search the bases of the two statues to the left and right to find the powerful IcyDR and the incredibly strong LifeAR. -In the passage to the bridge in Winlan a locked door guards a treasure room with a FlameRP and Turban. -The cave east of Auria contains a G-Bar, which you can sell at the price you bought one at, or keep it since you'll need it later. -You can get into the Dark Tower, where you'll find various bits of armor. Dark Tower: -The old man on the second floor promises to give you his treasure if you prove yourself worthy by defeating the spirit at the top of the tower. -The spirit is much the same in terms of difficulty as the one you fought in Agua. Transform into a Snow Dragon and have Bo cast Frost. Nina should use Atk-Up on Karn and Fort on everyone. -Your reward is the DkKey. When the old man sees you have beaten the spirit he will give you the Mirror. Light Tower: -Go to the old man in Auria with the Mirror and you will be able to show him the spirit of his wife. The old man reveals that the Dark Dragons have threatened to kill his daughter unless he gives them the LtKey. But his wife's spirit reminds him that with the LtKey in the hands of the Dark Dragons their daughter would not be safe anyway. The old man realizes his mistake, and his wife's spirit returns to the netherworld. -Return to the basement and tell his daughter of her father's change of heart and she will ask you to take the LtKey and guard it from the Dark Dragons. She will step back from the entrance to the Light Tower at the back of the vault, allowing you in. -Surprisingly there are no monsters in the Light Tower, so you are free to retrieve the LtKey and leave. -At last, you head for the dock and your hard-earned passage to Scande. But the captain meets you at the edge of the dock and warns you of Dark Dragons by the ship. Fortunately, it's only a Knight and his archer henchman, which can be easily defeated by a Thunder Dragon and a few Fry spells. -Unfortunately, when they are defeated they signal their main forces, who destroy the old man's ship. -The captain suggests you surprise the enemy by going through the western passage in the cave to the north. -One of the fish merchants offers to give you some GnPwdr, which can be used to blast away the rocks blocking the passage, in exchange for a G- Bar. Retrieve the G-Bar from the cave to Bleak if you haven't yet, or buy one if necessary. Enemy ship: -When you board the ship you'll face three battles with small groups of pikemen and bowmen. Attack the weaker pikemen first. Don't bother wasting AP on these easy battles. -Enter the cabin and you'll meet again with the knight, who will transform into a squid. Again, the Thunder Dragon will make short work of him. Have Bo help out with his Fry spell. -Return to Auria for a rest at the Inn and to save, then talk to the captain when ready to sail for Scande on the stolen Dark Dragon ship. Gobi, the merchant who sold you the GnPwdr, will ask to come along. -Once out to sea you will be attacked and boarded by Dark Dragon ships. The commander of this small fleet is the brother of the knight you defeated earlier, out for revenge. -The battles are similar to those you faced before; pikemen and archers at first which you should use the Snow Dragon on, followed by the captain himself who turns into a squid like his brother. And like his brother, the Thunder Dragon will defeat him easily. -The captain sets fire to the huge store of gunpowder on the ship in an attempt to take you down with him. You jump overboard, however, and watch as the gigantic explosion destroys your ship and the entire enemy fleet as well. You manage to swim to a nearby island, where Gobi tells you and the others to wait while he goes to the undersea town of Prima after Gills so you can breathe underwater. Though he asks for all your cash in return it's nothing to worry about; you'll have control of it again once he joins your party. You take control of Gobi as he sets out alone. Prima: -If Gobi walks off the beach and into the sea, he'll descend to the sea bed. Head west to Prima. -Gobi doesn't stand a chance against the powerful sea creatures alone, so run whenever possible. -Prima consists of almost nothing but shops, and it can be a bit overwhelming at first. Gobi's first destination should be the weapon shops to buy a PowerSD for you and a PoisonBW for Bo. -Be sure to check the coral chests for the TideHT, and the EchoHT which reflects enemy spells back at them. -If Gobi steps behind the empty counter at the market he can open up shop. Traders will approach and either sell or buy from him. If you know the value of various goods you'll make a good profit by reselling them. You can also obtain rare items in. -If Gobi talks to the Guild owner he'll send him south to get Goods from the town of Gant before he'll hand over the Gills. -Go south from Prima on the ocean floor and search for a break in the cliffs, which indicates a beach Gobi can climb onto land from. Once on land follow the winding mountain path west to Gant. -Talk to the man in one of the northernmost houses in Gant to receive the Goods. Return to Prima and take them to the Guild owner and he'll give Gobi the Gills. -After Gobi talks to the Guild owner the sound of explosions is heard on the surface, and a commotion outside. A ship has been attacked by the Dark Dragons and its occupant has been pulled to safety by a rescue team. But they seem to be too late, because the man is dying and a spirit has come to take his soul away. After negotiating a price for the service, Gobi heads back to the surface to bring the others to drive the spirit away. -Gobi should go back east the way he originally came to meet up with the party. When wearing the Gills you can travel underwater. -Since only 4 characters can be in the fighting party at one time, you must decide whether Gobi should replace one of the others or stay on the sidelines. Replacing anyone but Karn in a major battle is not recommended for now. -Once the party is safely back in Prima and has been to the dragon shrine, go to the second floor of the Inn and confront the spirit. The Flame Dragon and flame spells are most effective against it. -With the spirit gone, Ox awakens, and tells you of the invasion of his town. The Dark Dragons have captured all the young men and are forcing them to build a secret weapon in a fortress to the west. You agree to go save them and he joins your party. -Ox is extremely strong and can break walls and rocks that were in your way before. You may want to head back to some of the places outlined below to collect the items. With Ox in the lead go back for: -Behind a breakable wall in Agua you'll find the SilverBR and 5000 GP. -In the cave east of Auria an A-Ptn and W-Ptn lie behind a breakable wall. -In Krypt you can go back for the B-Rang which was trapped in a rock. Before you can use it you must take it to the old weapon smith in Gant to be repaired. Mountain Fortress: -Place Ox in the lead whenever you need to smash a rock or wall, but Bo should lead the rest of the time since Ox tends to run into a lot of enemies. -Early on you'll find the GiantHR, which Ox can use. -Several pikemen with strong armor guard the main room. You may want to transform into a Snow Dragon for each of these battles. -The knight who guards the prisoners transforms into a giant frog. Use the Thunder Dragon and Fry spells. -When you defeat him and free the prisoners you find out that the main group of prisoners has been taken to a castle north of the fortress. It's strongly fortified so you'll need to find a way in. Gant: -Search all the chests of drawers in the town. You'll find the HrGlas, which can be used as often as you like to reverse night and day. Use it to make traveling safer, since you encounter fewer enemies during the day. -The weapon shop sells the extremely powerful and extremely expensive SpineHR. -Push aside a chest of drawers in the old weapon smith's house. In the secret room you find, have Ox break the rocks, and have Karn talk to the wizard. He will teach Karn how to fuse Gobi and Bo into Shin, whose arrows when used for hunting fly faster than Bo's. -As the metal smith suggests head east of Gant's beach to seek the advice of an old dragon knight. -While you're at the knight's tent be sure to have Ox punch one of the palm trees a few times until you get the C-nut. You'll need it later. -The old knight tells you of a strange bird called the GrimFowl which flies into a rage when its eggs are disturbed. He suggests you use these birds as a weapon. Mountain Castle: -Pass through the fortress and head north. Woods block the pass. When you enter you will find a clearing with several GrimFowl. -Go up and touch the egg in one of the nests. A GrimFowl will attack you. Use the Thunder Dragon and Fry spells. Ox and a SpineHR will be of help as well. -When the bird is defeated the others draw close but are too frightened to attack you. Take the egg and slowly move out of the clearing. the birds will follow. Don't exit unless the birds are directly behind you. -Slowly approach the castle. The birds should be right behind you. You'll toss the egg over the castle wall and the birds will rush in to regain it. The guards at the gate will be too busy running from the furious birds to stop you. -The general escapes but leaves three of his soldiers as company for you. They transform into giant slimes and attack. Use the Flame Dragon. When the three slimes are defeated they'll meld into one gigantic slime. The huge slime does a lot of damage so Nina will need to heal each person that's hit, but it only hits one person at a time so it should be easy to beat. -You free the prisoners, including Ox's wife, then try to catch up to the general, but fail. -The general leaves by ship with the secret weapon to destroy Prima. You hurry to the Guild owner to consult with him on how to stop the Torpedo. He sends you to talk to the sleeping man upstairs. The man will let you take a statue which allows entrance to Wisdon, where you can find a sorceress who may be able to help. -Return to the castle before continuing to find several power-up items, including a Clog you can find by searching at the end of the Dock. Wisdon: -Warp to Arad and head for the moving town of Wisdon just north of it. You'll have to travel through a dungeon to get to the temple, then fight three spirits who guard the sleeping sorceress to prove your worth. -The spirits will attack in three consecutive battles. Use the Thunder Dragon. -Once you have proven your worth the spirits will give Bleu a rude awakening. She'll give you the Old Egg, which should be able to drive the Dark Dragon ships away. It must incubate in a warm place before it can hatch, however, so take it to the volcano north of Prima. -In the volcano, follow the currents (indicated by the way the bubbles and seaweed are moving) to get to the lava pool. Move onto the small rock platform that juts out over the lava and drop the Old Egg in. -You'll return to Wisdon and ask for further help from the sorceress. She'll join you and you'll go to Prima to help the defense forces. -You'll ride on fishback to the surface, where Bleu will summon the typhoon bug from the Old Egg. The bugs destroy half the ships, but you must fight the remaining forces, who have traveled to the sea bottom. -Prima's army fights off the enemy troops, but your party must take on the General, who has transformed into a crab. Place yourself, Bleu, Ox, and Nina in the party. -You should transform into the Thunder Dragon. Have Bleu use Boom or Fry. Nina should Shield the party and use Atk-Up on Ox, who should attack. The crab is surprisingly easy to beat. -Return to Prima and talk to the Guild Master and he will give you the Sphere, which will allow Gobi to turn into a fish. -Place Gobi in the lead and press a button when underwater to transform into a giant fish. This will let you swim over the northern chasm to several beaches, including one near Gust. Dragon Training Shrine II: -Stop at the first beach you come across and climb onto land. -You'll be at Tunlan. You can do little here now, but if you enter the palace and head past the group of flutists, downstairs, and approach the left chest in the treasure room, one of the stone guardians will push you into a trap door. -Push the lower right box aside to find the Rod5. -Then push the lower left box aside to reveal an escape hatch. -Once outside the city warp to Romero, then travel west until you come across a crumbling stone well. -Place yourself in the lead and equip yourself with the Rod5 and some type of bait. -After fishing for a bit you will reel in the powerful DragonSD. -Warp to Gant, travel through the mountain fortress, and take the southern pass to find the shrine. -Equip the DragonSD. Place yourself in the lead and speak to the sage, and he will allow you to enter alone. -The dragon spirit will transform into a type of phoenix. Transform yourself into a Thunder Dragon. Enter Auto Battle mode if you like and attack repeatedly until your life drops near 50. Use a Cure or two on yourself then continue attacking until the bird is finished. -Once the firebird is defeated you gain the ability to transform into the Ice, Fire, Bolt, and Gold dragons. Gust: -To say the people of Gust are acting strangely is an understatement. Fortunately the weapon and item shop owners seem all right, so be sure to equip yourself. -Check the chest of drawers in the Inn for the Sash, which can be equipped to increase attack power. -In the house of the flutemaker check under the bed for the Maestro flute, which will enable you to talk to the people of Tunlan. -Also push one of the crates aside to reveal a trap door. Dive in and place Karn in the lead. Push the barrels aside and talk to the man you find there and he will teach Karn to form Debo. -When you're ready head through the northern gate to the pass. You won't go far before you encounter a strange flower. The pollen makes you feel giddy, and you realize that this flower is driving the villagers mad. Head into the dungeon just beyond it to find out how to stop it. Gallery of Rogues: -Each of the treasure chests is guarded by a troll. They're really not worth the effort, so avoid the rooms to either side of the main passage. -Once you head up the stairs you are confronted by a strange wizard. He tosses a shrinking potion on you, and you slowly shrink to the size of a mouse. -You're too small now to climb down the steps, so hurry for cover in a nearby mousehole. One of the mice will let you rest there and recover. -The furry inhabitants are being tormented by hostile (shudder) roaches. You'll find the leaders of these roaches north of the mice. The three King Roaches attack at once, but fortunately your new found dragon powers can injure all enemies at once. Transform into a Fire Dragon. Have Nina cast FortX to defend everyone, and of course heal where needed. You may want Ox and Bleu as the other party members. -Once the roaches are defeated the mice will in gratitude give you a cure for the shrinking potion. You hurry out of the mouse hole and use the potion, and grow back to full size. -A little farther on you'll encounter the same wizard, with a strong troll guarding him. He'll leave the troll to deal with you while he escapes. -Transform into an Ice Dragon. Nina should FortX everyone. The other members are up to you. -When the troll falls it turns back into Nicholie, the boy who went searching for the cause of the people's madness and was transformed by the flower. He is seriously wounded and Nina's spells are unable to heal him. Bleu knows a remedy, though, and being an all-powerful sorceress used to giving orders she sends you after frog oil from the Frog Cave. She stays behind. -First stop into the cave at the west side of Gust to get the G-Fly. Past experience may tell you that flies require more than a swatter, and this is the worst of its kind. Transform into a Fire Dragon and use fire spells on the fly. -Take the fly's body underwater and have Gobi transform and carry you south to the beach by the Frog Cave. Give the lead frog the fly and he'll give you the Oil in exchange. Take this back to Gust and give it to Bleu. -Nicholie recovers enough to warn you that the flower could spread its seeds all over the world if allowed to. Bleu stays behind again to speed his recovery, and you head north to take on the flower. Use the Bolt Dragon and you won't have too rough a time. Be prepared to heal poisoned party members. -When you return to town and enter his house you find Nicholie has reverted to a troll, and must fight him again. Use the same technique as last time. -Nicholie comes to his senses again when you defeat him. He goes to repair the bridge while you stay in town and rest. Bleu rejoins you. The next day you head for Scande only to find Nicholie lying wounded on the bridge with the same wizard standing over him. The wizard transforms into a horned toad and attacks you. -Use the Thunder Dragon and Fry spells. The toad will try to stomp on your characters one at a time, doing heavy but manageable damage. Once you wear his HP down to 0 he will start doing a quake attack which damages each party member. Ox and Nina can help with their Cura3 spells at this point. -When the villagers regain their sanity be sure to stop by the flutemaker's house and get the Maestro flute. Gramora: -As you pass through the desert west of the bridge you spot a strange creature beckoning you towards a hole in the ground. You follow it to an underground town of mole people. -In one of the dwellings you'll find a comatose mole and his worried family standing around him. You'll need the Bolster to enter the young mole's dream and save him from the spell the Dark dragons have him under. -Get the Cowl from the woman and warp to Tunlan. (See below) Tunlan: -Now that you have the Maestro flute and Cowl you can understand the people. -Another empty counter where Gobi can open up shop can be found in the market. -In one of the houses you'll meet a girl who looks surprisingly like Nina. Though you can't do anything for her amnesia now remember where she is for later. -You learn that the princess is in love with the leader of the Dark Dragons and has been promised eternal youth if she gives them her Key. -The old woman you meet in the palace realizes the danger in this and asks you to talk the princess out of giving up the key. The princess won't hear of it, so the old woman asks you to help her get the key secretly. -Leave town and re-enter at night (use the HrGlas). There is a crack in the wall you can slip through by the stairs leading to the vault. From behind the potted plants you can observe the princess bathing. You take note of the marks on her back and head for the vault. -The marks on the princess' back are the combination needed to open the vault. Unfortunately you enter it incorrectly and are trapped by the stone guardians. The princess and her guards come for you, and she orders them to capture you, but Bleu despite Nina's warning uses a spell to blast open the vault. This allows Cerl, one of the Dark Dragon Jade's henchmen, to sneak in and steal the key. Nina, Bleu, and the Princess fall to quibbling over whose fault this is and in the ensuing cat fight everyone is knocked cold. You'll wake up in the palace bedroom. The old woman directs you back to the vault to get the Bolster. -Fill the WaterJr and buy plenty of supplies before returning to Gramora. Mogu's Nightmare: -Talk to the old woman and she will ask if you are ready to enter Mogu's dream. Be sure before you answer Yes because once in there is no return. -You will awaken in a small town complete with Inn and Dragon Shrine. Mogu's personality traits are in distress because Mogu's Courage is gone. They point you to the northern tower. -Head east then north to reach the tower. Finding your way through the dream tower is tougher than you might expect because switches in the floor can turn the walls invisible. Once you near the man in the center start pressing against the walls and find a passage to get to him. -If you talk to him he will ask if you want to fight. He warns that he is unbeatable while Mogu's personality is divided, and he's right. Agree to fight if you want to get an idea what you'll be up against later, since you can run anytime you wish. -You'll have to return south to look for Mogu's Courage. The southern bridge will be repaired, so head west then south of the town to the southern cave. -A geyser field full of dangerous enemies lies before the cave. If you try to cross any of the hidden geysers it will erupt, injuring you. Try to guess where the walls of these geysers are and work your way around them. -Most of the skeletons mark a geyser, but near the entrance a few of those indented slightly from the others will be safe to pass over. You can get to the treasure chests from these. -If you get to the cave Mogu's Courage will join with his other traits and Mogu himself will appear and join the party. Now you must head back to the northern tower and face the giant moth. -This is the first battle where switching characters will be really necessary. Start out with yourself, Nina, Bo, and Mogu. Transform into a Fire Dragon. Have Nina cast protection and powerup spells on everyone. Then switch Nina with Bleu, and have Bleu do her worst. As Bo and Mogu wear down switch them with Gobi and Ox. -Once you defeat the moth Mogu's nightmare will fade and he will awaken. Hmmm... scenes stolen from Scarface and now the Wizard of Oz... Mogu will ask to join you in your quest. His digging abilities will come in handy. With Mogu in the lead backtrack for: -Dragon mark north of Nanai. Once inside place Karn in the lead and talk to the wizard to learn a spell to fuse Bo and Ox into the superstrong Doof. As Doof backtrack for: -Heavy boxes which can be pushed in the Bleak fortune teller's house. Under one you find stairs to get the ClearCL, and under the other a trap door. Have Karn talk to the wizard you find there and learn to fuse into Puka. -""Gust As Puka backtrack for: -The cave north of Auria, which holds the DarkBR. Karn can equip it to increase his ACT and MAG. -The cave west of Gust, which holds the LoveBR. Spire: -The Spire south of the town of Spring influences the seasons. It has gone out of control, however, casting Spring into eternal winter. -Stock up on Mrbl1s before entering. -Place Mogu in the lead and dig at the dragon mark by the tower to find your way into the basement. -Lots of ability-enhancing items lie in the basement, be sure to collect and equip them. You'll find two items hidden behind pillars near the stairs. -Once in the tower itself you will find yourself in vast rooms with nothing in them but the stairs to the next floor. The stairs usually lie within view of one of the walls, so walk around the edges. -At last you will reach the weather control. The pillar next to it holds the SkyKey. Unfortunately Mote, the Dark Dragon henchman responsible for Mogu's nightmare, is waiting for you at the pillar. He transports you to the World of Dreams, which he controls. World of Dreams: -You appear in a small town filled with other people Mote has captured. Be sure to stop by the Inn and to save. -Head south to find a pass to the northern cave. -You'll find more ability-enhancing items in the cave, though one has a trap on it which Karn can't avoid. (It's an L-Ptn so it's worth it.) -You will encounter Mote's conscience, who will point you to Mote. Be sure to refill your party's HP and AP at the spring and save before continuing. -In the area of crystal bridges it's extremely easy to get lost, since every time you step on a mark the whole area spins around. Keep in mind that you yourself do not spin and will be facing the same way once you stop. -On the second floor of the area with the pads that injure you there is a hidden trap door you must dive into. -Only the bottom right stairs on the third floor lead to Mote. The others will transport you back to the first floor. -Have Karn fuse into Puka and place Mogu, Nina, and yourself in the party. You should remain in human form. -When you first fight Mote you will be unable to damage him, so place it on Auto Battle. Eventually Mote's conscience will appear and drain Mote's resolve so you can attack. -At first Mote is invulnerable to magic, so have everyone attack. You and Karn (Puka) should use Mrbl1s. As you wear him down he will begin to solidify. Once he is totally solid normal attacks will do little damage, so move Bleu into the party and have her use her worst (probably NovaX). His magic shield will form again and he will again be susceptible to weapons, but not magic. -When Mote is defeated his world will dissolve. You are free to get the SkyKey from the pillar and use it on the weather control. -With the weather control back to normal Spring will unfreeze. -Equip the Rod5 and fish from the pier in Spring to find the DragonAR. Equip it and sell the LifeAR. Tower of Tock: -Pass through the cave behind the waterfall in Spring to Carmen. -The entire town is frozen in time, except for one man who has returned from traveling. He mentions the tower of Tock to the east. -Check the chest of drawers at the Inn and under the barrel in the windmill with people in it. -Before going to the tower head farther east to find a dragon mark and dragon tile. -You'll find a spring near the entrance. -Stepping on the arrow tiles can warp you through a wall. -Search an area thoroughly before stepping on a tile if there is no way back. -The EvilCN lies on the first floor. -In the area covered with arrow tiles you'll find the WolfSkin and GuardSH in chests. Work your way in from the top to collect these, then go back to the top to get to the stairs. -At the top of the stairs waits Cerl, who is in control of the tower. Cerl distorts space to show you Carmen, which is frozen in time. But then she sees Alan, the man who isn't frozen, who she apparently knows. She is so upset that she loses control of the spell and you are pulled into the space distortion. -Most of the party falls to earth near Carmen, but you are dropped by the great tree south of the tower. You must work your way back to Carmen alone. Though the journey isn't long there are many strong enemies, and you may want to run from most. -You meet back up with the party in Carmen. They have been talking to Alan and have learned that he's known Cerl since childhood. Alan is concerned about Cerl and goes to Tock to see her. Hurry to the tower to catch up. -When you return to the top you find Alan talking to Cerl. Though she remembers him it does no good; she wounds him and goes after you. Use the Bolt Dragon, Puka and Bleu's BoltX and after a bit she'll break off fighting. -She opens another portal and again you see Carmen. At Cerl's will the people begin aging before your eyes. She threatens to speed up time until they die, and you are forced to back off. You are again pulled into the portal, and again most of the party lands in Carmen, but you, Nina, and Cerl fall by a castle in the southeast. Cerl retreats into the castle and seals the door with her will. -You can return to Tock one more time and get the MystSD at the top of the tower. It's light not as strong as the DragonSD. Cerl's Castle: -Since Nina is with you this time returning to Carmen is a simple matter of using the Warp spell. -Return to Alan's house. Cerl injured him badly and he is bedridden, but he forgives her. He suggests you take the Fruit of the tree near the town where they grew up to remind her of old times so that she will let you talk to her. -Go to the ruins south of Tock and have Ox punch the tree to get the Fruit. Then head east to the castle. -Cerl will open the door when she smells the Fruit. Go upstairs (there are no enemies) and talk to her. She feels terribly sorry for hurting Alan and thinks he will never forgive her. She gives up the TmKey without a fight and asks you to restore time in Carmen. Sadly Goda, one of the Dark Dragon henchmen, is watching and when he sees Cerl has betrayed them, attacks her. Cerl holds Goda off and warps you outside of the castle with the TmKey. Alan limps up to the castle and rushes in the door before you can stop him. A time distortion swallows the castle with Cerl and Alan inside. -You carry out Cerl's wish and return to Tock to restore time in Carmen. Nina takes the TmKey to the controls and brings time back to normal. But when she tries to take the key out she accidentally opens a second time portal and is pulled in. You dive in after her and land in Tunlan in the past. -This explains the appearance of the girl who looks like Nina; it IS Nina. She lost her memory when she fell from the portal. A dark (and vaguely familiar) figure tells you to to seek the help of a doctor in Carmen. Carmen: -You'll appreciate how essential Nina was as a party member when you have to return to Carmen on foot and without defense spells. -On the way stop by one of the strange plants in the southern part of Gramor Desert and have Mogu dig for the Root. -When you get back you'll see the same dark figure standing well apart from the others. Talk to him and he'll tell you to search where he's standing, and disappears. You'll find the Pass where he stood. -The doctor can easily make a potion to cure Nina's amnesia, but he needs the C-Nut, W-Ant, and Root, which you should already have, and the P-Fish which you'll need to go to the red water near Scande to get. -Head east to the place where Cerl's castle stood, and you'll be able to pass through. -To the south lies a broken bridge which you can fish from. Get the P-Fish and return to Carmen. -When you have all the ingredients talk to the doctor and he'll make the potion. Take this back to Nina in Tunlan and she'll drink it, restoring her memory. -The time warp seems to have had strange effects on Nina, and she seems considerably older. Best of all, she now has the ability to fly that members of her clan gain when they come of age. Place her in the lead while in the overworld and press a button and she will transform into a giant bird. Places accessible only by flying: -A little northeast of Romero you'll find a dragon mark where Mogu can dig to find two powerup potions and a Sash. -On an island with two towers directly north of Agua search behind the taller one to find the Tri-Rang, which is more powerful than the DragonSD. Also, if you walk around for a bit you'll find the giant MSlime. It's easy to defeat and you gain 9999 EP and 9999 GP. Unfortunately you can only fight a limited number. -Directly east of Gramora is a well you can fish in to find the DragonSH. -Another well southwest of Arad holds the DragonHT. -On an island a little southeast of Tantar lives an old woman who collects weapons. She has an item she needs identified and would like to talk to another weapons collector. Take several messages back and forth between her and the old dragon knight (he advised you to use the GrimFowl) who lives due south of her and eventually the knight will give you the I-Claw. -Far southeast of Scande is a dragon mark where Mogu will find the powerful one-handed MystCW and several other items. Dragon Training Shrine III and IV: -With the DragonAR and flying ability you can enter the Training Shrine north of Gust. -The dragon spirit will take the form of an Avian. Transform into a Bolt Dragon and enter Auto Battle if you like until your HP drops below 100, then heal yourself (a Cure potion will do). -Once the bird is defeated you'll be given the ability to transform into the mighty dragon Rudra. -Fly east to the cave of the spring near Romero. Now that you have the Gills you can enter the spring. You'll find another Dragon Shrine at the bottom. With the DragonHT and all the shrines completed you can enter and learn to transform into the fearsome Agni. Scande: -Once you are prepared fly south of Tock to the final step of your long journey, the tower of Scande. -With the Pass the dark figure gave you in Carmen the guards at the bridge will let you enter. After talking to a few people in Carmen you learn that the tower climber you met in Mote's dream world scaled the tower a while back and stole the Parts to the elevator. -Return to Spring and talk to this man and he'll give you the Parts. They're broken, but he old weapon smith in Gust can repair them for you. -Return to Scande with the repaired Parts and place them in the wall panel by the elevator. Then climb on and ride to the top. -You meet the dark figure again at the top. He tells you of a legendary weapon found in Tunlan. -Return to Tunlan and talk to the flutemaster near the steps into town. Though she doesn't know it, she possesses the legendary weapon, a song known as the D'Hrt which keeps dragons at bay. The song will injure any member of the Dragon Clan who hears it. The flutemaster places the song in a bottle and gives it to you for use against the Dark Dragons. -When the flutemaster plays the D'Hrt you are badly injured, so be sure to stop by the Inn or the healer to recuperate before leaving. When you use the D'Hrt later remember that it will have the same effect. -Return to the tower and you will find the way open. Though you travel through the same room, the trap doors require that you take the left path on the first floor to get to the stairs to the throne room. To avoid spoiling the ending, the remaining bosses are not referred to by name, but as Bosses 1, 2, 3, 4, and 5. Battle Finale: -Cross the bridge to the throne and you meet with Boss 1. If all your party members are alive and unjoined you can transform into Agni, and Boss 1 will not have a chance. The Boss does so little damage that you won't even need to heal yourself. -In the room where you become trapped press against the southernmost wall to advance. Talk to all the people in the room you fall to and they will help you escape. -Head to Agua and go to the shrine at the top. A transporter in the shrine will take you to another dungeon. -In this dungeon you encounter a similar door-and-switch puzzle; just remember that the path you travel and the order in which you press the switches decides whether you can reach the stairs. -While passing through one of the rooms you will hit a shield that drains all your characters to 1 HP. The shield will be released and you should immediately heal yourself. You'll encounter Boss 2. Use the D'Hrt and any character will be able to finish Boss 2 with one blow. -Travel to the end of this dungeon and you will be returned to Drogen. Fly to Gramor and have Mogu talk to the Master Digger in the upper left dwelling to learn to use the I-Claw. -Fly back to the location of Scande and land on the object you see there. Place Mogu in the lead and go to the crack in the floor inside the temple and he will dig his way in. -Inside you will encounter Bosses 3 and 4. Transform into Agni and you will defeat these bosses as easily as Boss 1, though you might want to use a Cure or Cure2. -Search next to the throne in the room you fight Boss 4 in to find the EmperorSD. Search the columns to find the StarHR. Then step on one of the switches and an elevator will take you down to fight Boss 5. -Answer Yes to the first question you are asked and your HP and AP will be refilled. Then answer No and you will attack Boss 5, but the boss will not fight back. You will back off; answer Yes to the next question (since you have no choice). Transform into Agni when the battle begins (if you don't you will get the bad ending) and you will leave battle and enter again with Boss 5 in its true form. -Transform again into Agni and attack repeatedly. The boss has tens of thousands of HP and though Agni wears down very slowly you'll die once or twice before Boss 5 is defeated. Allow yourself to die, have Nina bring you back to life, and call Agni again and Agni will be restored to full HP. If you fall again let one of the other characters (who will return to normal when Agni falls) use the WaterJr to refill everyone's HP and AP and revive you. Soon after with steady attacking Boss 5 will fall. Sit back and enjoy the ending. This FAQ is brought to you by the staff of Encrypt! Magazine, the maintainers of the Breath of Fire FAQ, and the ever-patient Andy Eddy who maintains the Netcom FTP site and puts up with sloppy submissions by inexperienced filesenders. :)