Walkthrough forBreath of Fire 3

AWAKENING

Mogu and Gary (Bo in the U.S. version of BOF1) from Breath of Fire I approach a large crystal in which a dragon rests. That's you, Ryu. They blow open the crystal with some explosives, freeing Ryu. You then have to fight them . All you have to do is use the Whelp Breath attack to take them out in one hit. Ryu will then escape.

First, search Mogu for the Melted Blade. Then run southeast of the mine; you'll fight a few miners on the way. They are all easily defeated by Whelp Breath. Eventually, you come across another BOF1 character, Ox. You'll have to fight him. When you try to use Whelp Breath, a voice tells you not to.

Ryu then gets bonked on the head by a crane and knocked unconscious. When Ryu regains consciousness, you're on a train. Just push the direction pad in any direction repeatedly to bust out of the cage and hop out.

CEDAR WOODS

While out hunting in the woods, Rei discovers Ryu, now in human form. He takes you back to the cabin he shares with another orphan kid, Teepo. They put Ryu to sleep in Teepo's bed. There will be a brief dream sequence, and then you will get to control Ryu.

Go downstairs and search the cabinets for a Vitamin (restores HP) and a Worm (used for fishing). Then leave the house and go down the spiral path into the forest. Head southeast, picking up items on the way (be sure to get the Skill Ink and Ammonia on the first screen). Use the R1 button to rotate the camera and look for items hidden behind trees.

Eventually you'll come out on the world map. Head south to the village of McNeil. You'll run into Rei and Teepo again, who are being chased out of a house after being caught breaking in. They lament how they are known everywhere, then one of them gets the idea to use Ryu. But first, they need to get you some equipment.

You'll automatically break into the weapon store and steal Ryu some gear. While Rei is grabbing the loot, Teepo talks to Ryu and calls him "Ryu" even though he never said his name. A bit mysterious... Rei and Teepo then join the party. Now that you have them, and Ryu isn't running around in his pajamas, you will encounter enemies in the forest.

Use Rei's Pilfer spell (it costs no AP) to steal items from the enemies. Teepo can attack or use his magic, and Ryu fights well, but also has a heal spell. I recommend using the Attack formation and putting Rei in the lead. Be sure to equip the Melted Blade that you got from Mogu as well. Contine south in the area you're in to the road.

When you get here, Rei and Teepo will decide to mug somebody to get food. Go behind the tree the finger points to and Bunyan will show up. Teepo will throw Ryu at him. Bunyan chews Ryu out, then leaves. Rei and Teepo decide to break into Bunyan's house and steal food. Get the item in the bag near you, then leave the area (the exit is to the north).

Back on the world map, go back up to the Cedar Woods and enter. Return to the first screen (outside Rei and Teepo's house). Here you can chat with the Goblin and Eye Ooze to learn about some of the game's more complicated functions.

Also, if you go back into the cabin and take the west exit from the living room, you will reach a ladder that leads down into the storeroom. Searching the cabinet in the storeroom gives you a free Healing Herb. Finally, it's also worth pointing out that you have fewer fights if you walk instead of run.

On the other hand, running is a lot quicker, and you need the experience anyway. I just ran everywhere the whole game. ^_^ Go to Bunyan's house, southeast from the cabin. Use L1 to put Rei in the lead and have him pick the lock of the house (just examine it). Go inside. Ryu catches a plate dropping off the table, then you are free to walk around.

Go down the stairs in the back (you might have to rotate the camera to see them) and search the cabinet for some Beef Jerky. Teepo and Rei will come down, but then Bunyan returns home. Rei and Teepo go upstairs to deal with him, and there are sounds of fighting. Go upstairs and leave the house.

As soon as you walk outside, Bunyan will whack you and knock you unconscious. Ryu wakes up tied to the fence with Rei and Teepo. Bunyan will free you on the condition that you help him. He sends Rei off to Mt. Glaus, and then tells Rei and Teepo to help him cut wood. This is the first bonus game.

You have to cut as much wood as possible in the time limit, being careful not to hit Teepo. Whacking Teepo loses you a lot of time, so it's better to be a bit slow hitting the wood than to hit Teepo. Hit the Triangle button just as the wood tips forward out of Teepo's hands. If you chop fewer than 16 pieces, yo' gotta do it again!

After you finish chopping the wood, work your way back out of the woods, but first change your formation to Normal. On the map, go down to McNeil again. Head to the shops and purchase some new equipment and stock up on items. There's also a hidden bag in the lower-left corner of town with (I think) a Vitamin. Don't forget to equip your new stuff!

Go up to the upper-right corner of the explorable area of map. You will reach a place labeled "?". Enter here and cross the bridge. Go down and right to a big rock. Put Teepo in the lead and use his kick (press Triangle) to kick the rock down into the water, damming the river. You can now walk down in the ditch.

There are two exits from there; both lead to items -- one the Weather Vane, and the other something else (I forget what). After getting the items, go north on this screen until you come back out on the map. Step away from the forest pass and press Start to camp. Go inside the tent, rest, and save your game. Then go back to the map and head up to Mt.

Glaus. Cross the bridge and go straight ahead. You'll find a steep white slope. Go up the ramp on the left and you can slide down onto the ledges with bags. The middle ledge has a Heavy Caro (fishing item) and the one on the right has a Cloth Shield.

After getting both items, go up the ramp again, but this time head along the ridge, past the ramp, to a bridge. As you cross the bridge, Teepo will note that it's getting dark. You head to the nearby cabin to spend the night, where you find Rei. Rei says he thinks Bunyan sent him to kill the monster on the mountain, then rejoins the party.

The next morning, you are awakened by the monster's cries. Change your formation back to Attack and put Rei in the lead again. When you leave the cabin, you'll have to fight the Nue. Just use regular attacks and Teepo's magic, healing with Ryu's magic when necessary. If it poisons you, use Ryu's Purify spell to cure the poison.

The Nue will run off after you do enough damage. Examine the Dragon God statue and you can save your game. Then continue up the mountain. Skip the cave and ascend to the peak, where there is a bag with Vitamins. Note that "Vitamins" are different from the item "Vitamin" -- Vitamins are a Vitamin that affects the whole party.

Return to the cave and enter. Follow the trail of blood to a room with a river. At the end of the trail of blood, some dialogue will be triggered. Leave that room and Teepo will say that the Nue must have jumped in the water. Explore the main room of the cave and search both skeletons for good items.

Then go to the upper-left corner and enter the room there. Jump in the water and you'll automatically be taken down a waterfall into the Nue's lair. Walk forward. When you come up in front of the cave, the Nue will come out and you'll have to fight it again. On the first round, have Ryu cast his Protect spell (assuming he has it) on Rei.

Then use the same strategy you did before -- Ryu attack, Rei attack, and Teepo use his best spell (preferably Simoon). Use Ryu's Heal magic to heal, and Purify to cure poison. Once Teepo runs out of AP, have him use regular attacks.

After you do enough damage, the Nue will unleash its powerful Jolt attack on all three characters, but it can only do this once. When the Nue is defeated for good, go up to its body and press X to enter the Nue's nest. Examine the dead Nue cubs, then go back to the waterfall room. You'll be swept back down the mountain, where you'll run into Bunyan.

Bunyan congratulates you on your victory, then you automatically return to the cabin.

SPRINGTIME

Several months later, spring returns to the Yraall Region. Teepo wants to go down to the village and see what the people think of them now that they beat the Nue. Leave the forest (after checking out the cool springtime graphics). There's a whole lot of things available to do now, including fishing and getting your first Master. First, go to McNeil.

Upon arriving, you'll be cornered by townspeople... only to find that they are there to congratulate you. After that sequence ends, talk to the guy in the cloak -- Loki. He'll ask you for your help; agree and he says to meet him at the house in the fields. Now take a look around town.

Upgrade your equipment, then spend the rest of your money purchasing items and fishing gear. Go ahead and splurge -- just keep at least 1 zenny remaining. You'll see why shortly. Leave McNeil and go northwest on the world map. In the lower-left corner of the woods is a small clearing. Walk up to and a ? appears over Ryu's head.

If you press Triangle to get the "Guide" option, you'll learn that the Yggdrasil tree has been cut down. Hit X to enter the clearing and talk to the wizard, Mygas. He's the game's first Master, and he'll let you be his apprentice if you pay him all your money. Since you already spent almost all your money, say yes.

You then obtain your first Master and can choose a character to apprentice to him. Choose Ryu. For more information on how Masters work, look under Masters in the Playing the Game section. Now go fishing! There's two spots where you can go fishing, one near the Yggdrasil clearing and one near the Farm.

The game provides a pretty good fishing tutorial, or you can go to the Fishing section for more details on fishing. I recommend you try to catch some Rainbow Trout; they restore your AP and you don't have any other items that do that at this point. When you're ready to progress in the game, go to the Farms south of McNeil.

Talk to the people if you wish, then go to the house on the road. You'll meet up with Loki again here, and he'll explain his plan to overthrow Mayor McNeil. You'll then wait until nighttime to invade McNeil's manor. At the manor, you can pop in the cabin (where Loki is) to rest. Head northwest to the patched up part of the wall and examine it.

Rei and Teepo will come over, and Rei will accidentally break down the wall down. Go through to enter the hedge maze. Head southwest around the first hedge and talk to the guy there (you'll have to rotate the camera to see him). He'll give you 50 zenny. Then give that 50 zenny to the first guard to make him move.

Go up the steps and talk to the guard up there. Head left and search the area to find the guard's wallet. Give to the guard and he'll move. Descend the stairs.

Do not step in the light from any of the guards' lanterns or you will be caught and kicked out of the manor (if this happens, raise 50 zenny by fighting the monsters on the grounds and then go back in through the weak wall). Instead, go southeast to the platform with the bell on it. Climb up the ladder and whack the bell with Ryu's sword.

One of the guards will leave. Go through the path he was guarding to reach the central plaza. The guard here (the smoking one) won't let you by unless you kill the guard dog and thus remove the blame from him. Head south and you'll encounter the dog. The dog is not that difficult an opponent.

First, have one of your characters (it doesn't matter who) select the Examine option. Then, when the Pooch uses its Snap attack, the character Examining will learn it, your first Skill (for more info on Skills -- the manual does a poor job of explaining them -- see the Playing the Game section). Then attack the Pooch with weapons and Snap.

After defeating it, go back up to the guard and he'll let you by. In the east section of the hedge maze, go up the steps and follow the path around to get a Firecracker. Then go back down and talk to all the people (if you hit one of the guards with Ryu's sword, you'll get some money).

After you've talken to Mina, go back and talk to the guard guarding the chicken coop. He'll run off. Go inside the chicken coop and Teepo will attempt to steal some eggs, triggering an attack by a giant chicken, Rocky. Like the last time, start by having Ryu Examine the chicken until you learn the Jump skill.

Meanwhile, Rei should attack and Teepo should cast Simoon. Once Ryu learns Jump, have him start attacking with that. Once Rocky goes down, the other chickens will go berserk and run out of the hen house. The guards will leave their posts to round them up. Go back to the stairs that were being blocked by guard.

Go up them and head right to the main doors of the manor. Rei will distract the guards while Ryu and Teepo run inside. As soon as you get in, switch back to Normal formation. Go through the door on the right. Here you'll find a bed where you can rest and save your game. Also, on the desk in the corridor behind the bed is some zenny.

Search the dressers by the stairs, then go up the stairs and search the cabinets for a Magic Shard, which permanently raises your max AP by 1. Use it on Ryu. BTW, if you didn't learn the Jump skill from Rocky, you can get it from the Roaches in the manor. Then go up the stairs again and search all the crates for goodies.

Return to the entrance room and try to go up the stairs. You'll encounter a boss. Have Ryu cast Protect on both himself and Teepo, then attack it with Jump and Teepo's magic. It will put you to sleep; just have the other character keep fighting as the sleeping one will wake up shortly. After you defeat it, go back to the bed to get healed up.

Ascend all the the stairs and head left. Search all the cabinets on the way to pick up some Gems. When you get to the upper-left room, you'll encounter another McNeil ghost. This one is really easy; just hit him with Jump and Simoon and he'll go down in a few turns. After defeating him, go right into the next room.

Search this room for a Panacea, then try to go down the stairs. A third ghost will appear and it's fight time. This ghost will lower your stats with his magic, but just keep hitting him with the Jump and Simoon combo and you shouldn't have much trouble. Go down the stairs and follow the long pathway until you come to the fourth ghost.

This one can cast Flare and is pretty tough. Don't use magic on him, as it doesn't do a lot of damage. Stick to regular attacks and Jump. After you defeat him, you'll witness a spooky cutscene. Then go up the stairs behind you and search the room for a huge stash of zenny.

Return to the room where you fought the ghost and go through the door he came through. Push the button on the wall next to the elevator to activate it. Ride the elevator up and take the stairs up to a room with a bed and a diary. Rest, save your game, then continue up to the roof. Don't step on any of the moss or you'll slide down.

Go left along the top of the roof as far as you can go. Then walk carefully down the roof onto the farthest-left ledge. Jump down from the edge of the ledge and pick up the grappling hook there. After you get the grappling hook, Rei will return and use it to get to the other side of the roof.

Now that you have Rei back, return to Attack formation and put the Reister in the lead. Go to the lower-left corner of the roof and pick up the bag for a Sparrow Eye. Then climb back up to the top of the roof and look for the stairs leading down into the manor (there's only one). This will take you to McNeil's room.

Teepo will confront McNeil, but then the ghosts appear and merge into one huge (and cool-looking) boss. Begin the battle by having Rei Pilfer from the ghost until you get a Magic Shard, while Ryu casts Protect on each member of the party. Magic attacks do little damage to the ghost, so attack with regular attacks and Jump.

The Amalgam can do a lot of damage, but it doesn't have that much HP. It disappears in a cool way after you defeat it. Teepo will demand that the panicking McNeil show him the money. McNeil reluctantly hands it over, and you spend the rest of the night distributing it to the people of the village. Mayor McNeil, however, vows to get the last laugh.

The next day, you're back in your cabin. You're already healed up, but be sure to save your game with the diary in the upper room. Leave the woods and go to town. It becomes obvious that things didn't go as you planned -- everybody has returned the money to the mayor, and they're not too thrilled with the stunt you played.

Go to the farm and confront Loki. He'll tell you to meet him in the hut, so go there. Loki doesn't show, but Bunyan does. Bunyan tells you that the whole plan was a scheme by Loki to steal the money for himself, and that you were being used.

He also informs you that McNeil belongs to a large crime syndicate, and suggests you hurry back to your house. Leave McNeil and go back to the Cedar Woods. Before you enter the screen with your house, de-equip Rei and Teepo and return any of their Skills to skill notes. Then go up to your house. The house has been burned down by McNeil's goons.

Suddenly, two unicorn guys show up and you have to fight. You can't beat these guys, so don't even try. Just let them kill you. You'll wake up in Bunyan's house, alone. Go outside and talk to Bunyan. He believes that Rei and Teepo were killed by McNeil. Ryu decides to go to Wyndia. Leave the woods.

If you need supplies, stop by McNeil (buying some Molotovs would be a good idea), then go to the Yggdrasil clearing and talk with Mygas. He should teach Ryu the Frost spell, which will come in handy. Then head south. You can now pass through the Yraall Road, so continue up to Mt. Myrneg to Wyndia.

BALIO AND SUNDER

Make your way through the mountain. The only way to kill the Tarmen is with frost attacks, so hopefully you got the Frost spell from Mygas. If not, just run away. As for the Nut Troops and Nut Mages, you can either use Molotovs on them or just use regular attacks. One hit will kill them either way, but attacks are a bit inaccuracte on them.

Take out the Mages first; they can cast Flare. Explore the mountains and pick up any loot you find. Make sure to get the Bat Amulet hidden in a chest on the right side; you need to rotate the camera to see it. Once you reach the top of the mountain, you'll encounter Balio and Sunder again.

One of them runs you through with his sword, causing Ryu to turn into a dragon. They capture you and take you to Wyndia Castle. At Wyndia, Balio and Sunder will present Ryu to the king, only to discover that he's turned back into a kid again (I love this scene). All three of you get thrown in jail.

Princess Nina will come and let the two horse guys out, but then they beat her up and run off with Nina captive. Examine the door of your cell and ram it twice to get out. Stop in the horses' cell to grab the bag (Skill Ink) and save your game, then follow them down the stairs.

(You can't get into the other cell, which houses Jean the frog from BOF2). You'll have to fight Balio and Sunder again. You can now finally use Ryu's Accession spell to turn into a dragon. You can now either just lose on purpose (nothing bad happens, you just go on with the game), or actually try to beat Balio and Sunder.

If you try, first attack Nina to wake her up. Then use Accession, choose the Flame Gene, and attack Balio and Sunder. When you run out of AP or HP, you will return to human form. Keep attacking and healing with items. If you manage to win, you'll get a Broad Sword and Asbestos Armor.

If you lost, Nina will revive you after Balio and Sunder leave, and then she joins your party. If you won, Nina will still join, so the end result is the same (you just don't get the items if you lose). Go down the stairs into the caves. This is a pretty tough dungeon, because Nina starts off really wimpy and you only have two people.

Don't use Nina's magic, it's not that effective (except for Simoon, which is great on zombies, once you learn it). Instead, have her Examine a Nut Troop and learn its Double Blow attack.

The deadliest enemies in here are the Volts and Thunders, if you encounter a pair of these, use Accession and turn into a dragon (you only have one gene available, the Flame Gene, so just select that and hit okay), then use Ryu's physical attacks (*not* the Breath attacks). Go to each of the seven tombstone and press the words in green.

Then go to the tombstone on the ramp in the far left and press the number 7. You'll drop down into another cave. Open the chest for the Light Bangle. Equip it on Nina, then follow the passageway to the ladder.

Climb up and take the Glass Domino from the chest there (strangely, it's a helmet, but a good one -- give it to Nina to boost her meager defense). Jump off the ledge, then head to the lower-right corner and examine the tombstone that doesn't have the color words on it. Instead, you're giving a choice between three words in white.

Choose "red", "climbing", "I", "is", "look", "beneath", and "this" (these are the words in red on the other tombstones). You'll drop down through a pit. Walk onto the dark part of the ground to fall through *another* pit into the Wyndia Family Crypt. Head southwest out of the tomb and into Lower Wyndia. Explore the town and loot the houses (heh).

Be sure to stay at the inn, especially if any of your characters were killed in the caves -- staying at the inn restores their max HP to the normal level. Upgrade your weapons, then buy any armor you can afford (note that doing so will lower your speed, so don't bulk up too much). If you need money, you can sell off Rei and Teepo's gear.

There's also a clinic where you get temporary immunizations against various elements. These shots are pretty much useless; don't waste your money. Go to the lower-right corner of town and talk to the kids there. They'll want to play hide-and-seek, so you have to find them all.

One is in the lower-right corner of town (near where you start the game), two are the sides of the weapon shop, and one is behind a tree in the outdoors cafe. You'll have to rotate the camera to see any of them.

Once you've found all four kids, you'll automatically return to where you started the game, and the kids will give you a lead on where to find Teepo. Before you leave, head up to Upper Wyndia. There's not much to do here but check out the bread shops, although one of the shops has a Moxa hidden in a cabinet. Leave Wyndia, but don't go down the road.

Instead, head west and take the forest path up to the side of the castle. A ? mark will pop up, enter the location and you'll find a hidden chest (rotate the camera) with something in it (I forgot what). Leave this area and follow the path between the outer and inner city walls of Wyndia. There's another ? location at the very end.

This one contains a small hut in which lives Durandal, another Master. Apprentice either character to him. Downstairs is a machine that you can't do anything with yet. Now go to the road south of Wyndia. Nina will suggest you go to the hut on the road. As you enter, you hear a scream from outside. Go back out.

Balio and Sunder have shown up again and taken Nina captive. They'll knock Ryu out again (Ryu really takes it in the shorts in this game, doesn't he?) and take you both to the desert town of Genmel. After Balio and Sunder leave, Ryu will chew through the ropes holding you and you escape.

You can now walk around town and look for all the characters from previous BOF games (the Manillo look-alikes running the item shop, Bow and Sten from BOF2 arguing at the gate, Ox outside the arena, and Fahl looks like Rand). In the lower-left corner of town, there's a fish who will give you the Flyer (you have to rotate the camera to see him).

The Flyer saves you 20%-30% off the price of items, but only in Genmel. Other than that, there's not much to do here besides buy items from the fish merchants. BTW, you shoul never stay at inn unless you have a lowered (yellow) HP max -- camping will fill up your HP for free.

While you're camping, you can use the Skill Ink to transfer any Skills Rei or Teepo might have learned to one of your present members. Back on the world map, there's another fishing spot way to the west, should you feel like doing some fishing. Otherwise, your next goal is Mt. Boumore to the northeast.

Head up the mountain and collect the chest and bag on side paths (you have to rotate the camera to see the bag). Now that you have Nina, you can easily defeat the Tar Men with her Frost spell. When you get to the top, don't talk to the two guys. Instead, jump down the chute, and then make another jump down to a chest with a Buckler. Give it to Ryu.

Now go back up to the guys and talk to them. The mason will offer to let you spend the night at the cabin. The next morning, you'll awake to find that you're locked in the room. As you'd expect, the mason has turned you over to Balio and Sunder. Take the rear exit to the lift and examine the control panel.

Nina uses her magic to start the lift and you hop on just as Sunder arrives. After the lift stops, you'll be on a different mountain. Leave the lift building and look around for another item bag. Then go up to the top of the mountain, where you'll be cornered by Sunder. Ryu and Nina jump off the mountain.

Ryu turns into a dragon to cushion Nina's fall, and you get the Defender Dragon Gene. Leave Mt. Boumore and head south. There's another ? area in the corner of the mountains. Enter and follow the trail to find the Reverse Gene. After getting it, go northeast on the world map, past the fishing spot (stop here if you want), to the Tower.

THE INVENTOR

At the Tower, you'll find Manillo (aka Gobi) selling items. If Nina doesn't have the Mage's Robes, buy them for her, and then get a Glass Domino for Ryu (Nina should already have one). Skip the Cuirass; it lowers your agility too much. Then stock up on Healing Herbs -- don't be fooled by the happy music, this is the toughest dungeon yet.

First, enter the lowest door on the left. Inside, you'll fight ArmorBots and ProtoBots; use Nina's Jolt spell on these (particularly the Protos). Walk up to the crystal and use Nina's magic wand on it (hit Triangle). A timer will appear. Quickly follow the rear path back outside and run to the fountain. Use the wand on each of the four crystals.

If you do it within the time limit, the pond will drain. Go back in the left door, descend the stairs into the ex-pond, and go outside. Open the chest. Depending on how long it took you to hit all the crystals, it will contain one of three prizes:

More than 6 seconds remaining: Ring of Ice 5 to 6 seconds remaining: Wisdom Fruit Fewer than 5 seconds remaining: MultiVitamin

If you go back and read the tablet, it will reset the pond, so you can try for the other treasures (you can only get each chest once). The Ring of Ice is pretty useful (it absorbs ice attacks), so you may want to try for it before continuing. After you're done with the game, leave the tower and camp to restore your HP before continuing.

Back inside, work your upwards until you come to a door. Go inside to a library-type room with a save diary. Save, read the books, then go outside. Go up the next set of stairs to a hallway. As you walk into the hallway, you'll see an explosion. Go in the first door and you'll meet Momo, the mole scientist.

After some dialogue, she agrees to help you get back to Wyndia, but then Balio and Sunder's goons show up. Momo joins the party. Momo is one of the better characters in the game; she has a very strong attack and useful (healing) spells. On the other hand, she gets killed easily, and her attacks are very inaccurate.

The best strategy with Momo is to have her attack a different enemy from the others -- if she hits it, she'll kill it, so there's no use whittling down its HP. Also, use Momo's healing magic instead of Ryu's, so you can save Ryu's for dragon transformations. I would also recommend switching to Attack formation and putting Ryu in the front.

Head into the next door beyond Momo's to your classic light-all-the tiles puzzle. Number the tiles like this: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Then step on (in order) tiles 15, 11, 10, 14, 13, 9, 10, 6, 5, 1, 2, 3, 4, 8, 12, 16, 15.

Go through the open door and open the three chests for an always-needed Skill Ink and Flame and Ice Chrysms (weapons for Momo). Since a number of enemies in here are weak against fire, equip the Flame Chrysm. Go up the stairs behind the two doors.

Up here, you'll fight HyperBots, which are extremely powerful -- they use a Blitz attack that takes off about 30-40 HP on all your characters, every single turn. Kill them right away. Oh, and don't use Jolt on them -- it won't hurt them, and will raise their defense greatly. Circle around the path to the next puzzle room.

This puzzle is pretty cool; you have to flick the switches on the cube that are identical to the one in the back. So hit the second and fourth ones from the left to disarm the pit trap (don't step beyond the cubes before you do or you'll fall down). Then continue along to the next puzzle room. Flick the blue switch first. Cross the first gap.

The door to the right just leads to a chest with 300 zenny; don't bother with it as you'll have a number of fights trying to get it. Instead, cross to the second set of levers and flick the red one. Head left and go up the stairs. Open the chest for some very valuable Moon Tears, then go back down and head up the stairs.

In the next puzzle room (the one with a big pit), ride the first gray platform and circle up to the Eldritch Floater. You have to power this lift by hitting it repeatedly with Nina's wand. First, shoot the crystal twice, then ride the platform to a chest with a Breasplate.

Euip it on Ryu for a huge defense boost, then jump down and return to the lift. Shoot the crystal six times this trip to get to the second chest, which contains Ivory Dice. Return to the lift once more and shoot it eleven times. Ride to the stairs. Go up the next set of stairs beyond that and you'll reach a door.

Inside is a chest with the Bamboo Rod, a better fishing pole. Then go up the next set of stairs to a room with a red infrared beam and a crystal. Shoot the crystal from a distance to move the beam.

Walk behind the crystal, making sure that *all* your characters are behind it (otherwise they will take massive damage) -- the easiest way to do this is to walk sideways. Once everybody's safely behind the crystal, blast it with the wand to switch the beam again.

Move up to the next beam, walk sideways to get everybody behind the second pair of statues in the wall, and shoot it again (you may have to creep forward slightly to reach it). You're now free to walk to the door that leads to the exit from this torturous dungeon. I don't know about you, but I was on fumes by the time I got out of here.

Search the three cupboards in the back corner, then examine the desk. You'll find a switch, that, when pushed, will reveal an escape rocket. Momo starts the rocket and you hop on. The rocket smashes through the roof of the ruins and lands in a field. Fresh air at last!

Before you leave the crash site, go up and right a little and you'll find the Thorn Dragon Gene. Then get the heck out of here and CAMP! Finally you can heal up and save your game. Take a break; you've earned it. Oh, and you might want to switch Momo back to the Ammo from the Flame Chrysm.

After you've recovered enough to continue playing, go to the Coffee Shop northwest of the crash site. Here you'll run into an acquitance of Momo, who asks you to go to the plant to the southwest and investigate the malfunctioning equipment. You have no choice but to agree. Before you leave the shop, go inside and stock up on items.

Don't stay at the inn, however -- there's a cheaper one nearby. Also, on the hill behind the Coffee Shop is another Master, D'lonzo, but she won't take any apprentices unless you have at least 16 weapons in your inventory. It's highly unlikely that you will, even if you never sold anything, so just skip this for now.

Leave the Coffee Shop and return to the the world map. The plant is to the southwest, but there's a number of other stops you should make.

- Checkpoint. The building north of the Coffee Shop. There's a few items in cupboards, but that's about it. Don't stay at the inn here.

- Fairy Woods. This is the identation in the woods west of the Checkpoint. In here, you'll find a bag with some money, and in the far back, a chest with the Scramasax sword. This is a really good sword; it's light and hits hard. You can also cut through the bushes blocking one path with Ryu's sword to get to a bag with Protein.

Also, you'll sometimes run into Goo Titans here; they give you a lot of experience at this stage in the game.

- Fishing Spot. There's a fishing spot as far west as you can go, just before you get to the bridge. Since you have a new fishing pole, you should have a little easier time here.

- The Plant. The inn here (on the right) is 170 zenny cheaper than the one at the Coffee Shop, so stay here.

- Yggdrasil Tree. The big tree located east of the Plant. This place has really cool graphics and I love the music, but there's nothing you can do here right now. It's still worth checking out for the audio / visual aspects, though.

VEGGIE TALES

Now go to the Plant. You have to work your way to the central valley, where the main plant is. You do this by flicking switches to change the conveyors -- the blue ones reverse all the gray conveyors and the red levers reverse all the brown conveyors. It's kind of confusing, but there's no fights here.

Eventually what you want to do is go from the upper-right corner around the top to the middle left, where there's a conveyor down into the center. Once you get there, talk to the scientists. They'll send you to the Dump west of the plant. Go into the building and loot the shelves, then hop down to the entrance and leave.

The Dump is the cave west of the Plant. Inside, you'll fight a variety of chrysm-mutated creatures. The two types of Weeds are the toughest -- they hit hard, have a high defense, and are immune to magic.

The easiest way to beat them is to have Ryu use a Dragon-class transformation (i.e., one that's not a Whelp -- Flame/Defender works best) and use Dragon Breath. This should wipe out both, or at least damage them severly. Start by heading south. Loop around to the center and flick the blue switch twice. Cross the conveyor belt and open the chest.

Now loop back around to the entrance and go north, up onto the higher plateau. Walk across the crates at the middle "prong" of the ledge to a chest with High Boots. Give them to Momo. Now go back to the entrance again and go south. Hug the outer wall until you come to the door to the next room.

Just head down and right for now to the vine-covered door. Go through and you'll face the first boss in a quite a while (since the Amalgam, to be exact), the Mutant. Ryu should attack with Jump. Nina, being the fastest, is your healer -- have her use Healing Herbs or Vitamins to cure your party, and Antidotes if you get poisoned.

If nobody needs healing, attack with Simoon. Momo should just use physical attacks. The Mutant will regenerate its HP after each round, but it stops after a few rounds and then you can beat it. It's not that difficult a boss. The Mutant forces the party to destroy it so that no more of its kind will be made.

Throw the red lever to drop the Mutant into the lava (you can try the blue one for a laugh). The Mutant is destroyed, but then its offspring Peco, the lovable onion, hopes out of the lava. After some cute squeaking, he joins your party. Since he starts out at level 1, just stick with Ryu, Nina, and Momo for now.

There's no fights in this room now that you've killed the Mutant, so go to the lower-left corner and open the chest. Then use the pair of levers to move the crates until there is a crate whose upper-right corner is even with the upper-left of the ledge on the right. That was kind of conusing, so here's an drawing.

--\ --/**/---- **\----

The *s are where you want the crate to be. Then go north a ways and ascend the stairs. Follow the path south over two crates (if you can't, you'll need to adjust the crates with the levers) to a chest with Artemis' Cap, which raises your hit rate. It doesn't take a genius to figure out you'll want to give this to Momo.

You've got everything in the Dump, so now just walk back out. There *are* fights in the first room, so make sure you're healthy. Back on the map, return to the Plant. Momo will report his findings, then Palet will tell you he has a plan to get you back into Wyndia. Go to the inn and stay for free.

In the morning, you'll hide inside a hay cart bound for Wyndia... only to discover that Palet was in league with Balio and Sunder and you've once again fallen into their hands.

WYNDIAN GLADIATORS

The captive party is taken back to Genmel, where Balio and Sunder taunt you once again. Nina demands that they let you enter the Tournament of Champions, and the two horses reluctantly agree. They insist that they take a hostage, however. Choose Peco; he's at level 1 so he's worthless right now.

Explore the arena to learn about the matches, rings, and your competiton. Some places of note:

- Hall of Fire: Upper left corner, first floor. This is where you'll fight your first match. Talk to the people to learn about the rules.

- Null Magic Hall: First floor, upper left corner. The location of second battle; the people here explain its rules.

- Hall of Kings: Center door, first floor. The last battleground.

- Your Room: First door in left hall of first floor. When you're ready to begin the fight, go here (but you aren't yet, so don't). The woman here will also explain the rules of the Hall of Fire, and there's an important Coin in one of the cabinets -- you can use it catch Manillo (aka Gobi) when fishing.

- Balio and Sunder's Room: First stairs on right when you come in. If you got Peco in your party by accident, you can go here to change hostages. Trust me, the little guy might be cute, but you don't want to use him.

- Shops: Take the stairs to the right of your room to get here. The weapons they sell here are bad (they're too heavy), but you can get decent armor, and more importantly, Vitamins and Multi-Vitamins at the item shop (middle).

After you're done looking around the arena, head back out into town. Go to the shops and buy some *good* equipment, and then rest (if need be) and save at the inn. In case you wanted to know, here's my characters' stats at this point:

Ryu Lv: 15 Nina Lv: 14 Momo Lv: 14 Weapon: Scramasax Weapon: Magician Rod Weapon: Ammo Shield: Buckler Shield: Buckler Shield: Buckler Helm: Glass Domino Helm: Glass Domino Helm: Glass Domino Armor: Breastplate Armor: Mage's Robe Armor: Breastplate Misc1: Talisman Misc1: Light Bangle Misc1: Artemis' Cap Misc2: nothing Misc2: High Boots Misc2: Bat Charm Skills: Jump Skills: Snap, Skills: none Double Blow

Now organize your characters in the order you want to have them fight -- you'll want Momo first, Ryu second, and Nina third. Equip Momo with the Ice Chrysm for this battle, and make sure she has the Bat Charm. When you're ready to fight, go to your room in the Hall of Fire. Read the rules again, then say you're ready to begin.

Using Momo, you'll fight Claw the thief. First, cast Protect -- this will last for all three battles. Then just regular attacks on him. Do NOT attack the Dodai or Claw will do the same back. Claw will try to blind you, but the Bat Charm makes you immune to this (hee hee hee).

Claw goes first, so make sure that you can take one more hit before you cast Heal. You shouldn't have any trouble. In the second round, you'll encounter Cawer the mage. Don't attack him; instead go after the Dodai. Don't heal; just keep attacking until Momo is knocked out. You'll then continue the battle with Ryu. First, cast Protect on the Dodai.

Then have him use Accession with the Reverse and Flame genes to get ice abilities. Use Ice Claw on the Dodai, until Ryu's AP runs out and he revers to human form. At this point, attack Cawer (*not* the Dodai -- if you do, Cawer will attack yours back) and let yourself get killed. Nina now steps in.

Have her cast Frost (or Iceblast, if you have it) on the Dodai. If you run out of AP, use attack items (just not fire ones) on the Dodai. Assuming you manage to defeat the Dodai, you'll automatically win and receive a huge amount of experience (more than you would have won by taking out all three guys normally).

If you can't win the Dodai way, just fight all three guys normally instead. Get healed, save, and re-equip Momo with the Ammo, then go back into the arena and go to the room on the right, the Anti-Magic Hall. Rearrange your party order so Ryu is in the lead again, then choose to begin the battle.

Emitai will come in and explain his situation, but you have no choice but to proceed with the battle. Since this is the Anti-Magic Hall, you can't use magic. However, any ability with no AP doesn't count as spell. Can you say Accession?

Yup, have Ryu use Flame/Defender to transform into a Dragon-class dragon, then just have him start using Flame Breath. Nina should use Snap on each enemy (if she has it; if not don't worry about it), then attack with Double Blow. Momo should just attack. When you need healing, have Nina use Healing Herbs. Ignore the Golems and attack Emitai.

When Ryu runs out of AP and reverts to human form, have him attack with Jump. After you knock out Emitai, the golems will start attacking each other. Just sit back and wait until one of the golems is killed, then pound on the remaining one. When you win, you get a Magician Rod -- equip it on Nina if you don't already have one.

Back in your room, Sunder pays you a visit to taunt you. Then you see a brief cutscene with more of the horse guys' plotting. Once you regain control, pay a visit to Emitai's room, where you'll discover the whole story about his daughter was just a scam to make you forfeit in the Null Magic Hall. (that loser, I really felt bad beating him too).

Get healed and save, then proceed to the Hall of Kings. Equip Ryu with the High Boots and Artemis' Cap, then begin the duel. First, cast Protect on yourself. Then do a dragon transformation using Flame and Defender. Attack Garr with regular attacks until you run out of AP or HP (whichever comes first), at which point you'll revert to human form.

Then attack with Jump and use Healing Herbs to heal. After you do enough damage to Garr, he'll attack you with a Lucky Strike that takes off over 600 HP. Needless to say, you lose, and Garr becomes the champion once again.

However, he uses his prize to free Ryu and his friends, then tells you to come to the Angel Tower east of Wyndia to find out more about The Brood, the race to which Ryu belongs. Your hostage is freed and you can choose who to put in your party. Put Peco in your party, then drop by the arena shop. Buy a bunch of Vitamins; you'll need them shortly.

Return to the town, head to the shop and buy Peco some equipment. If you can't afford the armor, at least get him some Rippers (weapon) -- you can always give him hand-me-down armor. At this point, you'll want to build Peco up some levels by fighting at the ! spots on the map.

He may be a wimp right now, but once he is at the same level (or even close) to your other characters, he will start getting strong. I can't stress the importance of catching him up enough. Peco is *the* best fighter in the game, and well worth the time to build up -- you will have a tough time later in the game without him.

Another good thing you can do for Peco is take him back to the Tower and have him learn the Last Resort skill from the Orcs. It's not essential, so if you're having trouble getting it now, just come back later. Go to Maekyss Gorge. Cross the bridge and you'll find yourself surrounded by Balio and Sunder's flunkies.

You will automatically fight three thieves. Have Ryu cast Shield (if he has it), then use Jump. Don't use Accession; you want to save his AP. Momo and Peco should just attack, and Nina should use Jolt or Snap. Concentrate on the tall guy (Bully 2) first, as he is the magic-user. Once you take him out, go after Bully 1 and finally 3.

This is not a very difficult fight. Balio and Sunder corner you, but Garr shows up in the nick of time. He then joins your party, and you have to make a new party with Ryu and Garr. I strongly recommend you use Momo. Press Triangle when you're done making a party and the formation screen comes up.

Put Garr in the lead, Ryu second, and Momo third, and use Attack formation. Then hit Triangle again. Balio and Sunder use their Stallion Metamorphosis to transform into the Stallion, and then you finally get to fight them. Ryu should cast Shield on the party, then do a Flame / Defender Accession.

Once he's morphed, have him attack until his AP runs out. At that point, attack with Jump. Garr should just attack, as should Momo. Momo should be your healer; have her use Healing Herbs to heal. When Balio and Sunder get low on life, they will start using their UltimateAttack (or something like that; I forget its exact name).

This attack really rips you; use Vitamins to heal once they start doing it. If somebody dies, don't try to revive them, just heal the people you have (if Momo dies, make Ryu the healer as Garr does the most damage). Keep attacking them, though, because on they start doing the attack, they're nearly dead.

When you defeat the Stallion, Balio and Sunder are gone for good! Yahoo!

RHAPALA

While still at the Gorge, cross the bridge you're on, and go down the trail to the left. It leads to a small house with a frog painter inside. Talk to him if you wish, but the real reason for coming here is the Frost Dragon Gene hidden in the garden (it's squeezed behind the fence). Get it, then go back up the trail and leave the Gorge.

You're now completely free to explore everywhere you've visited, including both Central and East Wyndia, and even back to the Yraall Region (you can walk around Mt. Myrneg). Places worth visiting again:

- If you apprenticed any of your characters to Durandal way back when you first got to Wyndia, drop by his house in the ? spot near Wyndia to pick up some skills.

- If you have 15 weapons in your inventory, return to the Coffee Shop and talk to D'lonzo; she's another Master you can get.

- There's another Yggdrasil tree north of Mt. Myrneg. It's the same as the other, so there's no real need to go here.

- Back at the Cedar Woods, Bunyan will also work as a Master. He raises your attack and defense, but lowers intelligence. Since Peco doesn't have much magic anyway (and consequently his intelligence and AP don't matter), sign him up.

- In the Fairy Woods near the rocket crash site, there are some rocks you can roll away by having Peco bop them with his head (push Triangle). Search the holes for a Vitamin and a Hawk's Ring (increases chance of surprising the enemy -- equip this on somebody).

- At the southern of the two Yraall Region fishing spots, you can use your Coin to catch Manillo. You can trade fish for items at his shop. This is a cool feature, but you won't have the requisite fish unless you've been doing a lot of fishing. You keep the Coin, though, so you can go ahead and check out his wares.

Anyway, put Nina in your party and go back to Wyndia. Everything's basically the same here, except in the upper part of town you learn that the word is out that Nina was kidnapped. Put Nina in the lead of your party and talk to the guard at the castle. He'll let you in.

The party has a banquet with the king (check out the animation on Garr eating donuts!!), after which Ryu, Momo, Garr, and Peco set off to the east, leaving Nina in the castle. Hit the Circle button to advance the scene after all the dialogue is done. You're now controlling Nina. Explore the castle and loot all the cupboards.

Be sure to talk to the maid standing near the broken plate and Queen Sheila, and collect another Coin from one of the cabinets in Sheila's room. Then go down to the wine cellar in the basement. Rotate the camera until you find Honey hiding. Talk to her and she'll run off. Go back up to Nina's room and take the left path out to the roof.

Honey will be there; Nina will chase her and fall off the bridge. Honey levitates her down, but then ceases to function. Cut to the campsite. Nina arrives with Honey, who's out of chrysm energy. She then rejoins your party. Head to the Checkpoint northeast from the Coffee Shop (or just due east from Wyndia).

Enter and Garr will automatically get you past the checkpoint, allowing you to reach the really spiffy-looking bridge. After a brief scene, you'll be in the Rhapala Region. Descend the cliff you're on and head north. Enter the small house area. Grab the Life Shard inside the house, then descend the stairs behind it and collect the Thunder Gene.

Then leave. Now head to the lower-left corner, near the southern fishing spot. On the beach north of the fishing spot is a ? area. Here, you'll meet Giotto the fishman. Talk to him and choose the top option. If you've scored enough points fishing, you'll get him as a Master. If not, he won't help you until you do so.

If you want to go fishing, there's a fishing spot to the west of the house, and another one near Giotto's beach, but your next destination is the town of Rhapala to the southeast. Turn up the volume so you can listen to the really cool music here (actually, all the music in this game is really cool music). Head to the weapon shop and buy new gear.

Don't sell any of Ryu's old equipment; you'll need it in a moment. The item shop also sells better fishing bait, should you be interested. There's also another clinic; don't waste your money on that rip-off. Go to the inn and take the stairs down into a bar. Talk to Sinkar, the guildmaster. He'll send you to talk to his daughter, Shardis.

Leave the bar and go north to the wharf. Find Shardis and Beyd on the right-hand side and talk to them. After Shardis runs off, return to the entrance of the docks and talk to her again. She'll send you back to talk to her father. Go back into the town proper, go to the bar, and talk to Sinkar again.

He'll tell you that you can't take the road either as it has been closed by the volcano. You automatically return to camp, where Nina decides to talk to Beyd. Go to the Wharf (you can get there directly from the map). Talk to Beyd and Nina will tell him to propose to Shardis. After he runs off, go back to where he normally is and talk to him again.

He'll ask you to train him so that he can enter the lighthouse and defeat the monsters, then fork over 1000 zenny. Tell him you don't have any equipment, and he'll give you some more zenny. Hopefully, you're carrying around some equipment for Ryu. If not, go buy some stuff. Then go talk to Beyd again and answer "Yes".

You'll go to the town square, when Beyd will ask for the equipment. Equip a weapon and some armor on him. In my game, I gave him a Broad Sword and a Waistcloth and that worked out about perfectly. Talk to Beyd and ask him to explain how the training works -- this is a really cool concept, I might add.

Put Nina and Peco in your party, then strip off all your armor so Beyd can do more damage. Talk to Beyd and choose to begin training. At the start, the best way to proceed is to have Nina and Peco attack and Ryu cast Rejuvenate on Beyd. This will do about as much damage as he can take without being knocked out each round.

If you get any EX turns, just defend. After 20 rounds are up, or you accidentally knock out Beyd, he will report the results of the training, and then you'll be back on the map, all healed up. Go back to the Wharfs, talk to Beyd again, and do another round of training.

As you build up Beyd's HP, you'll be able to attack him more without needing to heal him as much. Be sure to attack when he's defending, as this will raise his defense.

After you've done this a couple times, equip Beyd with the best gear you have (in fact, you should remove Ryu's armor and give it to him), then talk to Beyd at the Wharfs and choose "To the lighthouse!" Zig will challenge Beyd to a duel. You'll go to the town square, and then the fight will begin.

Don't do anything (or you'll automatically lose), just defend. However, when Zig's head is turning back and forth to look at Shardis (it's really obvious when it happens), cast Rejuvenate on Beyd to heal him, or Protect if he's healthy. If Beyd loses, it's no big deal. Just do another round or two of training, then try again.

The key is to raise Beyd's defense; if do this, he'll win easily. Eventually, you'll get Beyd strong enough that he can beat Zig. There will be a bit of dialogue, then you're back on the map. Go to the Wharfs and talk to Beyd. He broke his arm in the fight with Zig, so he asks you to go to the lighthouse instead.

Open the chests for some equipment -- it's one step up from whatever you gave Beyd. Then go talk to Beyd and he'll give you a Guild Badge. Make sure you're stocked up on Vitamins and Ammonia; you'll need them. I recommend that you put Peco and Momo in the party and use a Regular formation with Ryu in first position, Peco second, and Momo third.

When you're ready to go, take the northwest exit from the Wharfs to the Lighthouse. Head all the way up the stairs to a chest with a Coin. Note that you can learn the skill Air Raid from the Bombers; it's pretty good and certainly worth learning. After getting the Coin, go down a level and go right.

Follow the path to the lighthouse door, being sure to pick up the two hidden items along the way -- a Mithril Shield and a Swallow Eye. Keep the Swallow Eye; don't use it. Inside the Lighthouse, go right and down the stairs. Explore and throw the two blue levers.

There's also another hidden chest near the middle (as always, rotate the camera to see it) with the Dream Ring. Take the exit in the lower-left corner to go outside the Lighthouse. Open the three chests for Flame Chrysm, then go back inside. Take the other nearby door to go into the control room.

Put a Flame Chrysm inside the hatch with an arrow painted on it. Then go pull the lever. A control panel will come up showing the pressure in the lighthouse (aren't there just so many cool ideas in this game?). Wait through the first three passes, then hit the button when the pressure is at the top of the screen.

If you did it right, the chrysm will start pumping through the tubes. If not, go put another Flame Chrysm in the chute and try again. (Should you run out of Flame Chrysm, go back to town and buy a bunch more, then return).

You've already directed the chrysm by pulling the earlier levers, so return to the main door of the lighthouse and head up and west. You'll spot a small green lizard. Heal up your characters.

Your AP has probably been mostly drained away by the Spectres, but if you have any RainbowTrout, use one (or more, if you've got a load) on Ryu, so that he has at least 4 AP. Then continue up the stairs. A huge -- and very cool-looking eyeball -- will come bouncing down the stairs and the lizard will catch it. Then you have to fight a boss.

The Gazer is the toughest boss you've fought so far. Have Ryu cast Shield on his first turn, then transform into a dragon if he has any more AP left (unlikely). Use physical attacks against the Gazer, but *don't* use Jump or Air Strike; they won't work. If you have a bunch of attack items (like Napalm), those are also effective.

Have your fastest character (probably Ryu) use Vitamins to heal. The Gazer has two main attacks: a bouncing attack that does about 20 damage to the party and an Eye Beam that does around 60 damage to one character (ouch).

It's important to keep all your characters alive; if somebody goes down, have the *slowest* character use an Ammonia on the dead fellow. This will insure that the character gets revived after the Gazer has attacked, so they won't get killed again. Then, of course, have the fastest character heal them with a Vitamin on the next round.

After defeating the Gazer, you'll get a whopping amount of experience, as you well should. Go up the long flight of stairs to the roof. Collect the Eldritch Dragon Gene from the crystal, then throw the blue lever. The lamp will turn on (nifty effect here), but then a faerie flies down and tries to turn it off.

After failing, she throws a Faerie Tiara at you and flies off. The Faerie Tiara activates all those faerie rings you've been seeing all over the map, allowing you entrance into the Faerie Village!

THE VOLCANO

Work your way back out of the Lighthouse to the world map. Go to Rhapala and get healed at the inn, then replenish your item supply. If you couldn't afford some equipment before, get it now. Then leave town and go to any faerie ring (they all lead to the same place). Hit X over it and you'll be warped into the Faerie Village.

There's not much here right now -- just the flower circle that teleports you out, one house, and a tiny dock. Later you'll be able to start building up a town here. For now, just go into the house and talk to the faeries. They will ask you to go to the beach and defeat the monster. Your party will automatically change to Ryu, Nina, and Momo.

Go down to the beach and choose to wait until night. An ominous fin appears and your party attacks. Afterwards, you discover it was only a dolphin. Nina and Momo leave to get the faeries, and the dolphin starts chewing you out for beating it up... in Australian dialect, no less.

You might want to use the option for an English translation (LOL) that pops up after this scene. Nina and Momo return, then the dolphin transforms and you have to fight it. On his first turn (do NOT cast Shield), have Ryu use the Eldritch and Thunder genes to transform.

This will give him the Myollnir (sic) spell, which does 200+ (!) damage to the Dolphin. It costs 10 AP each shot, not to mention the AP you lose each turn from being transformed, so you'll only get a few shots in. After Ryu returns to human form, cast Shield (if you have the AP), then have him use regular attacks.

Meanwhile, Nina should be casting Iceblast, and Momo should use regular attacks and heal with magic. Like the Gazer, the Dolphin is immune to aerial attacks. The Dolphin does have a powerful (and cool-looking) Tsunami spell, so keep your HP up. With the Myollnir damage, though, he shouldn't be too much of a problem.

After the battle, go back to the house and talk to the faeries. They'll take you for getting rid of the dolphin. Leave the faerie village (use the circle of flowers you came in through) and return to Rhapala. Talk to Beyd, then to Sinkar. Sinkar will give you a letter that allows you to enter the volcano.

Leave town and go up on the cliffs to the east to find the volcano. Enter and take the Protein in the chest to the right. If you go straight, you'll come to a temple in which is a plaque you can't read (not yet, at least). What you want is the path just to the east of the temple door. Take this path all the way up the stairs until you reach a cave.

Enter. The enemies in here are fire-based, so don't use fire spells on them. Ice spells, of course, do a lot of damage. As for the Cinders, just run from them -- you can't hurt them with weapons. You can learn the Burn skill from the Lava Men, but it's pretty crummy.

Blind, which you can learn from the Lizards, is a bit better, but certainly not essential. Also, be careful not to step in the lava or the air vents when you can avoid it -- the lava does massive damage to your lead character and the air vents damage the whole party.

When you do have to walk across lava, put the character with the most HP in the lead. Head east and enter the first cave you come to. Walk around the edge of the room here to avoid the lava and open the chest for AsbestosArmr, which reduces all fire damage to 0.

Equip it somebody that can use it, preferably somebody other than Ryu, then leave the room. To the north is a chest with 800 zenny, but you have to walk across some lava to get it. You can get it if you want. Head south and enter the next cave. Here, ascend to the top level. The yellow gas vents will confuse your characters if you touch them.

This isn't that bad, but try to avoid it if possible. Head down all the ramps until you reach a chest with the fire-absorbing (you *gain* HP from fire damage) Ring of Fire. Equip it on Ryu (unless Ryu has the AsbestosArmr, in which case give it to somebody else). Now two of your characters are protecting from fire.

Jump down, then work your way back up the ladders until you get to the next cave entrance. Go through to a lava-filled room. Go down until you get to a chest. Open it, then head north and circle around the top of the room. Descend to the lower level.

Hug the west wall and circle around the lava to another Gene crystal, containing the Miracle Gene, which isn't. All it does is turn the whole party into a giant Behemoth dragon, which isn't nearly as useful as it sounds. Then run southeast through the lava to get to a chest with the Flame Talons for Peco.

Don't equip them now; they do fire damage and you don't want that in here. I strongly recommend that you now return to Rhapala to get healed up and save. Also, now that you have the Ring of Fire, you can do a cool experience-gaining trick.

Equip Nina with the Ring of Fire and Ryu with the Asbestos Armor, and have somebody learn Burn from the Lava Men. Then go fight a Vulcan. Cast Burn on it and it will come to life and start casting Lavaburst on you (a good skill which you can learn) -- but casting Burn on it also more than quadruples the experience you get from it.

Now have Nina use an ice spell on it, then finish it off. You'll get 900 experience for each one you kill, and they sometimes drop Magma Armor, fire-absorbing armor. Be sure to equip it if you get it. Continuing on, return to the volcano and go straight through, without detouring for chests.

With the AsbestosArmr and Ring of Fire, you shouldn't take too much damage this time through anyway. In the lower-right hand corner of the third room, you'll reach a narrow bridge. Heal up, then try to cross it. An old man will appear, say "Hee hee hee" a lot, and then summon two monsters, Scylla and Charybdis.

Ryu should cast Shield, then use Accession with the Frost and Eldritch Genes. This will give him the Blizzard spell, which will do about 160 damage to both monsters, and lesser damage to the old man. Have him use this until he runs out of AP and reverts to human form, then just attack.

All your other characters should attack as well, except have Nina (if you're using her) cast Iceblast. Concentrate on attacking one monster until dies, then attack the other. The old man will keep healing the monsters, but only for 60 HP a turn -- as long as you do more than 60 damage every round (and you should), you'll kill them eventually.

He'll eventually run out of AP anyway. When both monsters are dead, attack the old man -- he can't hurt you. With the AsbestosArmr and Ring of Fire absorbing most of the damage, this isn't that hard a fight. After defeating the old man, continue across the bridge. Go through the door, descend the stairs, and exit the volcano.

ANGEL TOWER

You'll emerge from the volcano in the Urkan Region. First, camp to heal and save. While you're at, also equip Peco with the Flame Talons you got in the volcano. If you want to go fishing, there's a fishing spot to the southeast -- you can catch Manillo there. Go to the north part of the Urkan Region and enter Junk Town.

You can't do much of anything here right now except go shopping, and most of the equipment is way out of your price range. However, pick up the Shotgun Shell for Momo, then hit the road. Your next real destination is the really cool-looking town of Urkan Tapa, to the south. Be sure to bring Garr along.

Urkan Tapa is a huge place, but there's not actually a whole lot there. Directly ahead of you when you enter is the shop, where you can buy new armor and weapons for Ryu and Garr. Before you buy any equipment, make sure you have at least 50 Healing Herbs and 50 Vitamins (yes, 50).

If you head left from the entrance, the first door you come to is the inn. Then go to the door on the right from where you come in. If you have Durandal's Backhand ability, you can get the priest (Hondara) to join you as a Master -- he's a good master for Nina. If you don't have the ability yet, come back later.

Go up the ladder in the room with Hondara. Put Garr in the lead and use him to roll the boulder aside. Go inside and Garr will talk briefly with Patriach Sudama, revealing that he (Garr) is one of the Guardians of Urkan. Now leave town. There will be a brief scene at the camp, then you're back on the map. Save and go to Angel Tower.

At Angel Tower, head up the stairs until you see an opening on the right. Go through there, then jump down the tiered ledges. There are two chests to collect this way (you'll have to make several trips), plus the stairs at the lower right.

The stairs leading down take you to a room with a woman imprisoned in a barrier; you can't do anything here, so take the up stairs instead. These will take you to the door that leads into the actual tower. Angel Tower is pretty maze-y, just wander around until you get to a big square room with three silver blocks.

Put Garr in the lead of the party and use him to push the blocks around to make a path to the stairs (sorry for the vague instructions here). Once you go down those stairs, Garr will ask the third character in the party to leave. Examine all the plaques until you find Garr's.

Garr will then Ryu that, as Ryu is a member of the Brood, he has to kill him, and then you fight. Just use Accession and whack him a couple times; it will only take a few hits. After the battle, the same voice that spoke to Ryu way back in the mines at the start of the game calls to him again and tells him that Garr is not his enemy.

Ryu vanishes, then the Kaiser Dragon appears and the place starts to collapse.

IV. WALKTHROUGH: ADULTHOOD

Several years later...

DAUNA MINE

Ryu awakens once again in Dauna Mine, but now as an adult. This time he's been freed by Garr. Garr asks Ryu to forgive him. Say "Yes". He'll hand over Ryu's old gear, then joins up. You now have Ryu's adult form, which looks different but is statistically the same as kid Ryu, just taller.

Make your way back to the screen where you fought Ox at the start of the game. If you up and left, you'll find some chests. Then examine the elevator control panel and choose to go up to B1. On B1, open the chest for the Light Clothes. Their defense is pretty good for a weight of 1, but I wouldn't recommend using them.

Then just pop back in the elevator and go down to B2. On B2, enter the first door. You can use the beds to rest, and save your game with the diary. Then head down to reach a mine cart. Use the levers to alter the track so that it leads to the lower-right corner. Put Garr in the lead and give the mine cart a shove.

It should end up between the two ledges (if not, push it back and flick the levers to fix the track). Climb up on the cliff to the south and walk across the cart to get to the chest, which contains the powerful Feather Sword for Ryu. Equip it right away.

Push the mine cart back to its original starting point, then use the levers to make the track point to the very top (the upper-left corner). Shove the mine cart over there, then follow it. Heal up, throw the lever closest to the mine cart, and push it again. The cart will smash into the big boulder and blow it up.

Then a voice starts talking, and you end up fighting another great-looking boss (look at the way the light in its mouth lights up the rest of its body): the Dragon Zombie. The Dragon Zombie is easily the toughest boss so far. Start by having Ryu cast Shield, then have him transform with the Defender and Eldritch genes.

Use his heal spells on the Dragon Zombie (the dragon is undead; so heal spells do damage ot it) until he runs out of AP and reverts, then have him attack. Meanwhile, Garr should just be attacking.

The Dragon Zombie only has two attacks: one that poisons your party but does no direct damage, and another that takes off about 20 on both of you and confuses you. These are a lot worse than they sound. Don't even try to cure the poisoning; you'll just get poisoned again. As for the confusion, you have no choice but to let it wear off.

Use Vitamins to heal (have Ryu use them if he can, as he's faster), and use them whenever you start to get low -- you may get confused and not be able to heal when you really need it. Keep both characters alive; if somebody dies, use Ammonia to bring them back.

Near the end of battle, the Dragon Zombie may run out of AP, which means that it can't use Bone Storm anymore. Things get easier here -- although the Dragon Zombie does gain a strong regular attack (it takes off about 40 HP), healing is no problem.

The Dragon Zombie has an obscene amount of HP (it took me 25 minutes to kill), so hopefully you have a big Vitamin supply. When you defeat it, you'll receive the Shadow and Fusion Genes. Don't use the Fusion Gene right now; it requires three people to work. See the Fusions list under Abilities for more info.

Cure your poisoning and run back to the room with the beds to restore your HP and AP. Then go through the door previously blocked by the huge rock. Head south and enter the first door you come to. Look around in this cave for some chests, especially the Lion's Belt. Then continue south in the main hall to another door.

Go in here and throw the lever until the platform outside is level with the walkway. Cross it and exit the mine. When you get outside, the chief miner will talk to you and tell you to come to his office. Talk to the people in the camp to get an idea of how long Ryu's been sleeping (quite a while).

You'll also find Mogu and Gary alive and well (good, I didn't want to have killed them). Pop in the chief's office and he'll give you 3000 zenny. If you go back in, you can use the bed to rest, and there's a save diary in the adjacent building. Leave town and you'll automatically camp.

Ryu will awake after dreaming of the huge dragon skeleton in the mines, and he and Garr will talk briefly. Then you'll finally get back to the map for some fresh air.

SYN CITY 2000

There's new overworld music! Actually, I liked the old tune better. You now have a large area to explore around the mines. First, go to the nearby house. Inside, you'll meet up with none other than Emitai! (Note that Emitai's previously toddler daughter has grown up while Ryu was asleep) Talk to Emitai and he'll explain his situation.

If you pay him 10,000 zenny, you can get him as a Master. You may not want to (or be able to) do this right now, but keep his location in mind. Also, in his basement is another machine that you can't use yet. For the fishing-inclined, there's two fishing spots in the Dauna Hills region. One is directly south of the mines, but it's not very good.

The better one is across the bridge, to the northwest -- you can catch Manillo here. Look around the region for a faerie ring. Use the Faerie Tiara to enter. In the village, examine the message board -- three new faeries have been born. Go up the path and talk to Cadis. She'll give you instructions on how to build the faerie village!

This is a really cool SimCity-like bonus game. For more info on it, see the Faerie Village section. For now, set one faerie to hunt, one to clear land, and one as a scholar. You have two options for the scholar -- research jobs or research culture. Choose to reserach jobs. It will take time before you see any results, so leave for now.

Head to the southwest from the faerie ring to reach Syn City, which is run by the same crime syndicate that Mayor McNeil and the horse twins work(ed) for. At the moment, there's nothing you can do here but shop. The bum guy will offer to sell you information for 20 zenny a tip; don't pay him.

Once you've done your shopping, go southeast from the faerie ring to get to Ogre Road (it's the difficult- to-see path through the forest). The enemies here are (very) souped-up versions of the ones you fought way back in the Cedar Woods. Just head south until you get to a swampy area. Cut the plants with Ryu's sword to pick up some Horseradish.

Hang onto it; don't use it. Near the swamp is a ramp leading up onto the cliffs. Follow it to get to a chest with an Hourglass, then jump down and head southeast until you get to the exit. Here you'll encounter the Weretiger. Don't use Accession; just have Ryu cast Shield and then attack, while Garr attacks as well. Use Rejuvenate for healing.

The Weretiger will run off when you defeat it, then you can continue south to the exit. You're now back in the Yraall Region, but in the southwest corner (you can see the game's first fishing spot to the north, across the river). You can just walk back north to the Dauna Hills; you don't have to go through the road again.

There's no need to do so, however. What you *should* do, however, is stop by the faerie village and see what's up. If some new land has been cleared, switch that faerie into a building to build a second house. Unless you want to stop by the mediocre fishing spot, just continue on to Mt. Levett. This is another pretty sad dungeon.

Check out both of the caves for some treasure, then just find your way to the nearby exit. Cross the bridge and you'll find yourself at the good ol' Yraall Road. You can't get any further, so you have to explore the road. Some Wyndian guards are blocking the road, as an investigation of Mayor McNeil's smuggling activities are in progress.

Take the north exit from the road. Return to McNeil village. Everyone here (including your old "friend" Loki) is being interrogated by Wyndian troops. It seems Mayor McNeil is finally getting his comeuppance. Go to the inn and talk to the woman outside. She'll talk you to about the man-eating tiger and ask you to go to the Cedar Woods to defeat it.

You can stay at the inn for free afterwards. Unfortunately, the weapon and item stores have not seen it fit to upgrade their wares and are still selling junk from the beginning of the game. Leave McNeil and enter the Cedar Woods from the east side. If Ryu or Garr is apprenticed to Bunyan, drop by him to collect your abilities.

Then go up to the burnt cabin. As you ascend the trail to it, Ryu will ask Garr to stay behind, and Garr does so. Keep going up the path until you bump into.... Rei! Rei won't join the party just yet, however, and runs off to the village. Rejoin Garr, leave the woods, and return to McNeil.

In McNeil, you'll find everyone clustered around a wounded Loki. Somebody says that Rei ran off to McNeil manor's, so go there. At the manor, you'll bump into a Wyndian patrol leading a captive Mayor McNeil away. The patrol is led by none other than... Nina!

Or at least, a really stupid-looking adult version of Nina Nina will rejoin your party, no questions asked, and then it's off to Syn City. Back at Syn City, you'll find that everybody has been murdered by Rei. Head across the drawbridge and enter the building at the very end.

Talk to the guys there and they'll say the boss ran off to the checkpoint. Grab the chest for an Old Painting, then leave. Before you go to the checkpoint, make sure to get healed up and *save*. Pay another visit to the faerie village as well and see what's up.

Switch your scholar to another hunter so you can increase your population (Note: I'm not going to mention visiting the faerie village anymore. Just be sure to visit it regularly and reassign jobs as need be). Also, you may want to have Nina apprenticed to Emitai, as she is good at magic. Go to the checkpoint.

Here you'll find Rei and Mikba, the don of Syn City. Mikba transforms into a demon and knocks out Rei. You then have to make a party to fight Mikba. Replace Nina with Garr so that you have Ryu, Garr, and Rei. Use normal formation with Garr in the lead, Ryu second, and Rei in the back. Then hit Triangle to begin the fight.

You need to play the first two rounds very carefully. Have Ryu cast Shield, and Garr use an Ammonia on Rei (who begins the battle dead). Since Garr moves after Mikba, Mikba will not get a chance to kill Rei again. Next round. Rei's turn comes up first; choose the Item option, then press up to get the option to equip Rei.

Equip him with some better armor and the ThievesKnife if you have it. Then have him use a Vitamin on himself. Ryu should cast Protect on Rei, and Garr should just attack. If all goes well, Rei will heal himself, then automatically transform into the Weretiger, then Ryu casts Protect on him.

On the third round, have Ryu use Accession with the following Genes: Shadow, Reverse, Defense. Reversing Shadow gives you holy abilities; use Shining Claw on Mikba for big damage. Meanwhile, Garr and Rei should just attack (you can't control Rei).

Mikba is a tough boss because he will use a Reprisal after almost all your attacks -- stay healed, and don't attack if you're low on HP. After you defeat Mikba, Rei will join the party for good! Pick a party, but be sure to include Rei. Go inside the building at the Checkpoint and have Rei unlock the door.

Inside you'll find the Deluxe Rod, a better fishing pole. Then head back through the moutains again to the Yraall Region.

VEGGIE TALES: THE SEQUEL

Head east past the Yraall Region and Mt. Myrneg (just walk around it) to Eygnock Road. When you arrive at the road, Nina will explain the situation with her father and suggest going to the Plant to solve the problems there.

Do so, and work your way back through the maze (most of the conveyors are already set, so it's pretty easy) to the central area. Here you'll bump into Momo and Honey. Momo rejoins the party and tells you where to find Peco. Leave the Lab and go to the nearby Yggdrasil tree. Talk to Peco, and he'll rejoin you.

Thankfully, your cute little onion pal has not turned into a lame adult version, and is just as lovable -- and powerful -- as ever. You now have every character for good! Before you go back to the Plant, there's some other stops you should make:

- Since you have everybody again, drop by all your Masters to see if you've learned any new abilities. If you've learned more than one new ability, you'll have to talk to the Master several times to get them all. Hopefully, Bunyan will teach Peco the Super Combo spell (assuming you apprenticed Peco to Bunyan like I suggested).

This spell is really cool -- you have to match the buttons that appear on the screen quickly to do added hits. It's like PaRappa meets Mario RPG.

- If you never got D'lonzo at the Coffee Shop, do so.

- Go to the city of Genmel (the place with the arena). Genmel's kind of dying out now that the Contest is gone for good, but you can get the barkeep Fahl as a master. He'll want you to win 30 fights in a row without resting. Just go outside, find a ! spot, and fight 30 rounds against the wimpy enemies, then Fahl will help you.

I recommend apprenticed Garr to him.

- Take Peco to the faerie pond northwest of the Coffee Shop. Cut through the nearby bushes with Ryu, then have Peco get a running start and headbutt the rock into the pond. If you hit it hard enough, Meryleep the faerie will appear. She wants you to find her Flower Jewel. To get it, go to ?

spot west of the Maekyss Gorge (it's the house with the thieves) and have Peco whack the tree. After getting the jewel, take it back to Meryleep to get her as a Master.

- Go all the way back to Dauna Mine with Momo and return to the room where you fought the Dragon Zombie. Go up onto the ledge where the Zombie was, and head north through the door into a small room. Use Momo to blow open the boarded up door, and go through.

You'll reach a chest with the elusive Coupons, an accessory which reduces the price of items by 20%-30%. You do have to equip them for them to function, however, so don't forget to before you go shopping.

- Near the front door of Momo's tower is a Yoda-like robot that will explain some more advanced battle strategies.

- Also, I'm not sure exactly when this happens, but Syn City is back in business! If you didn't have a chance to buy everything there you wanted to, you can drop by again -- all the stores are operating again.

- There's not much to do back in Wyndia, except for one thing. The hide-and-seek kids are here, now as teenagers. They'll challenge you to another game, but this time they hide all over the world. If you're in a cheating mood, here's where to find them all: o Lang - Use the door on the left side of Wyndia to enter the crypt again.

Lang is hiding behind one of the big tombstones. Don't miss the Wisdom Fruit in the chest behind the other one. o Wynn - Behind a house on the left side of Junk Town; you can't get to her just yet (so remember where she is). In the bag next to her is a Tea Cup. o Lee - Hiding under the wall on the far side of the Wyndia / Rhapala Checkpoint.

You can't find her yet either. o Bais - Behind a pillar on B3 of the Dauna Mines (in the room with the dragon chrysm).

- Return to the Yggdrasil Tree and put Peco in the lead of your party so you can talk to the tree. Give it a Wisdom Fruit and you will get it as a Master. I recommend having Peco apprentice to it (not until he masters Bunyan, though) as your little onion pal could use the AP boost. Peco can also talk to the Yggdrasil north of Mt. Myrneg.

Make sure Momo and Peco are in your party before returning to the Plant. When you arrive, Momo will note that something seems wrong. Head around the top until you come to a rockpile. Talk to the guy near the rocks and he'll explain what you have to do. Put Peco in the lead and use his headbutt (press Triangle) to roll the rocks onto the two Xs.

Then get a running start at the rocks and hit X just as you come to them. If you do it right, Peco will give the rock a massive headbutt and send it crashing through the greenhouse roof. If not, just get another rock. Should you run out of walks, walking offscreen and coming back will restore them.

After you smash both greenhouses, chrysm smoke will start to come out of the main plant's chimenys. Go down to the main plant and enter. Put Momo in the lead and use her cannon to shoot the furnace. It will blow open and reveal a passage. Go inside and descend the stairs to a dungeon. Head south.

Go up the first ladder you come to and search the room for a Skill Ink, then descend again. Continue to a computer room. Have Momo examine the computer marked "1" and she will open the locked doors with a 1. Take the rear exit from the computer room to get to a bedroom where you can rest and save. Return to the entrance and go north.

Keep going until you get to a room with another computer terminal. Remember this room's location; we'll call it Room A. Go down the stairs into a room filled with chrysm radiation. You only have a limited amount of time down here -- if you run out, you're kicked out and have to fight some enemies.

Quickly run to the upper-right corner and spin the camera until you see a Peco-like critter. Examine it to get the second password. Return to the main computer room and operate the second computer with Momo to unlock the "2" doors. Use the bedroom to heal up, then go back to Room A. Use the terminal there to open a nearby door and go through.

Open the hidden chest for some Silver Mail. Backtrack until you come to another door marked "2" and go through. You're now on the upper level of Room A. Take the first door you come to and flick the switch.

Then go back out of that room, descend the stairs to the left, and keep going until you get to a room with some paper on the ground (if you go north when you get to the pipe, you'll find a hint for a later puzzle -- if you want to solve the puzzle on your own, get this). You're now in Room B.

Read the paper for the third password, then walk up on the nearby pipe. Ascend and search around for a chrysm crystal containing the Force Dragon Gene. After getting it, go back to Room B and ride the escalator up. Head out through the door and open the chest for the Sleep Shells for Momo. Equip them right away.

Ride the nearby conveyor to a point near the computer room, where you should then go. Do the routine -- use the third computer to open the "3" doors, rest, save -- then head down the main hall until you get to a door marked "3". Go through and search the room until you find another 3 door. Heal up and go through. You'll have to fight a mutated slug.

On the first round, have one of your characters use a fire attack (the items Molotov, Firecracker, and Napalm all qualify). This will destroy the HugeSlug's protective coating, allowing you to do more damage to it. Have Ryu cast Shield to protect yourself from the HugeSlug's brutal attacks.

Then have him morph with the Force Gene to get a Warrior-class dragon (I guess... it doesn't look like a dragon). Have him cast Aura on his first turn to boost his attack power, then use regular attacks until he runs out of AP. Momo should attack and use Rejuvenate (if she has it) or items to heal. Don't use Quake, it doesn't do very much damage.

Peco should attack, but if he has Super Combo, use it instead -- a 6- or 7-hit combo can do 300+ damage. Later in the battle, the HugeSlug will start casting Quake, but by then it's almost dead. Just be sure to heal. After defeating the HugeSlug, heal up and leave the room.

Go up the stairs on the left and read the book for instructions on how to get the next password. The little green things give you the pressure readings. Combined with them and the note you found the pipes, you should be able to figure out what to do. If not (or you're just lazy), the answer is 1-3-2-5-4.

Input that code into the last computer in the computer room to open the 4 door. Take the rear exit to the bedroom, which should make use of. Then take the passage in the bedroom to a ladder and ascend to find the 4 door.

Go through, cross the pipe, get the Wisdom Ring (it raises your intelligence a LOT -- give it to Momo for now, but later switch it to Nina), and descend the stairs. Here you'll find Director Palet. After explaining his plan (bad guys always explain their plans first), he uses the Yggdrasil sap to turn into a giant mushroom and attacks.

Ryu should first cast Shield. Then, if he has the Barrier spell (he may not), have him cast it on Momo, Peco, and then himself. Then use the Flame and Force genes to transform into a Warrior and attack with Aura until you run out of AP. Momo should cast Might on Peco, Ryu, and herself, then attack.

Peco should use Super Combo (if he has it), or just attack. Palet has a lot of nasty spells; having Barrier helps a lot. I wouldn't worry too much about healing; just keep attacking -- if you heal, he starts healing too, then you'll never beat him.

If Momo doesn't have the Might spell, you may have a tough time with him (fortunately, you saved it nearby) -- you may want to roll up points fighting guys until she gets to level 20 and learns it. After Palet goes down, you'll get a lot of experience. Throw the blue lever to turn the machine off, then make your way back out.

Watch out, there's still enemies here. Once you get back above ground, you'll learn that the Plant is closing. There's nothing more to do here, so leave. There will be a brief camp sequence in which Momo decides to come with the party (like you didn't expect that), then you're back on the map.

THE JOURNEY EAST

Return to Wyndia. When you enter, the game will take over and Nina and Rei will go to the castle. They'll talk with the King, who agrees to give them a passport. First, go down to the basement and collect Honey. Then go back up and enter the left tower. Talk to Queen Sheila and she'll yell at Nina for a while. Go back down out of the tower.

The screen will fade out, then you'll get the passport. Before you have a chance to leave, Sheila enters and proclaims Rei as one of Ryu's friends. The guards run to grab Rei, and you escape to the basement. Follow Honey down all the stairs on the left (not the ones towards the dungeons) until you get to the locked door in the basement.

Rei will open it, then he and Nina will escape through the teleporter to Durandal's shed. Leave the shed area and you'll cut to a brief scene at the campsite. You'll have a chance to change your party; don't do so (leave it at Ryu, Nina, Rei). Back on the map, you'll note that you can no longer enter Wyndia.

You can, however, re-enter the castle by going back to Durandal's shed and teleporting at the altar. You can't leave the basement, but you should go to the dungeon. Put Rei in the lead and have him open the first cell to get to a chest containing a Laurel. It's a good helmet for Nina, Peco, or Momo, and doesn't weigh anything.

Also in the dungeon, you'll find Mayor McNeil and the Mac brothers from the Contest of Champions. Leave the castle and head east to the checkpoint. With your new passport, you can get through (note that you just walk back across the bridge to leave the Rhapala Region, if you want to).

There's no real need to visit Rhapala -- you can talk to Shardis and find out the ship has been lost again, but that's it. Just go to Mt. Zublo (the volcano). The path is clear now, so take the left exit on the walkway and you'll arrive at the Urkan Region. Your first stop here should be Junk Town.

You should be able to buy some of the stuff you couldn't buy before (just watch out, it's really heavy). Then put Garr in the party and go to Angel Tower. With Garr in the lead, you can ascend to the top of the tower. A women (Deis) will appear and tell Garr to find Guardian Geist. Leave Angel Tower and go to Urkan Tapa, still with Garr.

Talk to the Patriarch and he'll tell you where you can find Geist. Check by the weapon shop; depending on what you bought earlier, you might actually find some upgrades here. Also, if you didn't have Backhand when you first came here, you can get Hondara if you have it now. Take the southeast-most road south, back to the Rhapala Region.

Keep going forward until you reach the Tidal Caves, and enter. I recommend you bring Nina or Rei along (or both); their lighting spells are very effective on the aquatic enemies in the caves. (So are the thunder-elemental weapons sold in Junk Town). This place is HUGE.

There are a lot of passages going everywhere, many caves to enter, a constantly changing tide. When it's high, you can ride rafts (to ride one raft, you'll have to use Ryu's sword to cut the rope holding the dock up); when it's low, you can get to the lower caves.

Just look around for treasure and be sure to get the Thunder Ring (like the Ring of Fire, but for electric attacks). The exit is in the upper-left. Right next to it, you'll find the Gross Dragon Gene (that's "Gross" as in "great", not "disgusting"). After leaving the Tidal Caves, continue to the village of Cliff. Be sure Garr is in your party.

There's not much to do at Cliff, but there's an inn and item shop in the topmost house. Geist is in the cave in the far back of town. After you talk to him, he'll want to test Ryu. Go outside and talk to Garr. Go to the inn and save. Make sure Ryu's equipped with the Ring of Fire, then go back in and talk to Geist to challenge him.

He'll transform into a huge demon. First, cast Barrier and then Protect on yourself. After that, transform with the Frost, Gross, and Force genes. Attack with Frost Breath until you take out the two torches that keep healing Geist. After you get rid of the torches, use Aura once to raise your attack power.

Then attack with Frost Claw until you run out of AP transform back. He'll be almost dead by now; just use regular attacks on him until he kicks the bucket.

Don't worry about his attacks; whenever he casts Corona, that will heal you, as you have the Ring of Fire (not too swift, is he?) After you defeat Geist, he transforms back to normal and starts to die. Garr and your other party member run in. Geist tells you that the seal on Deis is free, then dissolves into ashes.

Search the ashes for the Beast Spear, a really strong weapon for Garr. On the other hand, it is incredibly heavy, and it drains your HP each round. It's up to you whether you want to use it or not, but I say... go for it! Its sheer attack power makes up for its weight and life draining. Return to Angel Tower (with Garr, of course).

Jump your way to the stairs in the lower-right corner. Go down them to the room where Deis is imprisoned. The seal will break. Deis will talk to you briefly (after smacking Garr around ^_^) and then tell you to come to Mt. Zublo. Leave Deis's tomb and go up the stairs to the main door of Angel Tower.

Hop down from the ledge on the left and work your way back to the entrance, then leave. Go to the Rhapala side of Mt. Zublo (the road part, not the cave). Enter the shrine at the base and put Ryu in the lead. Examine the wall and Ryu will be sucked through into Deis's chamber.

Deis, now in her half-snake form, will tell open Ryu's "eye" and tell him to go to the far north. When she aks you if you like her snake form better, be sure to say yes. After you get warped back out, go back in. Talk to Deis and she'll join as a Master (just say "Yes, ma'am").

Apprentice Ryu to her; he needs the AP boost, and the spells she teaches will be very useful later in the game. Return to Junk Town. Go to the south end of town, where Beyd is talking to a Machine Guild member. After he leaves, follow him out of town.

STEEL BEACH

In the new section of map you can get to are a number of interesting places. Near the Dock is a fishing spot that features 3 of the best kinds of fish, and on the far west point of land is a massive fishing spot with a whopping 11 different kinds of fish for catch (that's almost half the fish in the game!).

Manillo can be found at the latter spot as well. If you've been looking for a good fishing spot, you've found them. On the point of land with the second fishing spot is a small house as well. There, you'll find Bow from BOF2 fishing. He says he's working on some new fishing gear, but isn't quite done. Remember him for later.

Inside the house, there's a Swallow Eye in the cupboard, and, more importantly, the ??? Dragon Gene hidden by the curtain. (Yes, ??? is the actual name of the gene). Go to the Dock, where you'll find Beyd. He asks you to find some parts to repair the broken Rhapala ship.

Leave and put Momo in the party (if she isn't already), then come back and talk to Beyd with Momo in the lead. You will go down into the ship, where Momo will give you a diagram of the parts she needs. Leave the ship. You'll have to make a new party (as Momo has left), then go back to Junk Town.

Talk to the Guildmaster (he's in the building with the weird lettering over the door) and he'll give you permission to go to Steel Beach. Put Garr in your party (you always have to use him, don't you?). I recommend that your third member be Peco. If you use him or Rei, equip Garr with the Thunder Ring. If you use Nina, give her the ring.

Go to Steel Beach (it's the cave northwest of the Dock) and enter. The guard will let you by if you have the permission (and you should). At Steel Beach, first head to the upper-right and collect the Mutant gene (yes, I know you just got one, but here's another one). (Have you noticed how many parentheses I've been using lately?).

The Mutant gene acts a completely random gene when you use it, but the upside is that it only costs 3 AP. Put Garr in the lead and talk to the Foreman -- he looks like Ox from BOF1. The Foreman will tell you that you have to prove your worth to get into the wrecked freighter, then it's bonus game time!

You have to hit X as fast as you can to pull on the rope when the monkey raises the *red* flag. Stop as soon as you hear the whistle. Also, you can't be more than 2 meters ahead of the foreman, so if you get close, slow down.

One thing they don't mention in the instructions is that occasionally the monkey will raise BOTH flags -- so you have to both pull. This game's not very difficult; the only trick is to watch the monkey and not pay attention to everything else.

After you get the rope down to about 5 meters, you'll pull it in, only to discover that it's a giant fish, and you have to fight it. The Angler is a pain in the rear. It not only can poison and confuse you, but is nearly immune to magic (which is why you want Peco).

Since Ryu will do nasty things to your party if he gets confused while a dragon, don't have him transform. Have him attack with Jump instead, as it works great on the Angler. Peco should use Super Combo (if he has it) or attack, and Garr should just attack. The Angler has a thunder spell, which is why you want the Thunder Ring.

As usual, don't try to cure poisoning; the Angler will just Poison Breath you agan. After you defeat the Angler, the Foreman will give you permission to enter the wrecked freighter to look for the engine parts. Leave the beach and rest. Put Nina and Rei in your party, and equip Nina with the Thunder Ring and Dream Ring.

Set the party to Defense formation. Return to Steel Beach and search around the beach area. You'll find several parts: Part A (in the water), Part B (on one of the scrap piles), and Parts F, G, and H by rotating the camera. Then enter the freighter. In here, you'll find Bolt People, tougher versions of the Nut People from earlier in the game.

They have an incredibly high evade rate. Have Nina cast Simoon or Typhoon (if there's more than one) to take them out. Ryu and Rei should attack, but don't expect to hit too often. The generic Bolts use Frost Strike to put you to sleep; that's why you gave Nina the Dream Ring. (You can and should learn Frost Strike from them).

On the top level of the freighter are Part D and another Part B -- you'll need to rotate the camera to see one of them. Then descend the ladder to the bottom of the freighter. Search the floor for parts D, G, H, E, and two Cs. You'll have to rotate the camera to see most of them.

Also, in the upper-right corner of the floor is a well-hidden chest (it's behind some crates) holding the Robe of Wind. Now use the levers to raise and lower the girders until they are lined up with the crates. Ascend a level and cross the girders to find parts A, C, and F.

To get one of the parts, you'll have to lower the furthest girder a level and walk across the lower level of crates. Once you have all the parts, leave Steel Beach and go back to the Dock. Enter the ship and descend to the engine room. You'll be asked to hand over the parts.

Give Momo all the parts; she won't want some of them, but giving them to her does no harm. After you've given her all the parts, hit Triangle. Momo will fix up the engine and you'll set sail. Talk to everybody on the ship. When you finish, the Black Ship will appear, but leaves you alone... for now. Then you arrive back in Rhapala.

SHISU

Back at Rhapala, Zig will show up and demand to be allowed to pilot your ship. You then gain control of the ship! The ship takes a bit of getting used to -- you use left and right to turn the ship, up to move forward, and down to back up. Circle activates a temporary speed boost. You can also hit Start while sailing to camp on board the ship.

Sail up to the Outer Sea (the dark blue area). When you get there, Zig will ask you if you're sure you want to go there and tell you to talk to the rest of the party. Go around the ship and talk to them all, then go back to Zig. Zig will attempt to sail out into the Outer Sea, but he can't get by the waves.

He then tells you about the Legendary Mariner, and suggests you go to Parch to find out about it. Back in control of the ship, sail northwest from Rhapala to get to Parch (the small village on the shore, surrounded by cliffs) and hit X to enter. At Parch, make a beeline for the shop (straight ahead). Here there's a lot of new equipment.

Unless you have a lot of money, though, I wouldn't recommend it, as there is another town with even better stuff coming up soon. The item shop also sells better fishing bait, which you might want to take to the fishing spots near Steel Beach. Finally, there's a Coin in the dresser in the back of the building. Go up and talk to the mayor.

He's in a bad mood because he's gotten sick of fish. Yes, folks, it's time for that old BOF standby, the cooking sequence. And for this, you're going to need the help of the one, the only... Cheap Cheap the Cooking Chicken! No, actually, you need to make shisu. It's time to head all the way back to the Maekyss Gorge in Central Wyndia.

While you're in Central Wyndia, you can go back into Wyndia (the town) again. The only real reason to do this is to continue the hide- and-seek game. Once you've found all four people (see the section "Veggie Tales: The Sequel" to find out where they are), go talk to them at Wyndia. They'll each become Masters... yes, they're four different masters.

Three of them (Bais, Wynn, and Lee) will each teach you a new Formation, and Lang gives you an item. Bais is the most important; as his Chain Form is the best formation in the game. Just put a fast character in the first slot (Rei or Ryu) and everybody gets the same speed.

At the Maekyss Gorge, head down under the bridge (where you found the Frost Gene) and go in the house. Talk to the frog's wife and she'll tell you how to make shisu -- you need mackerel, shaly seeds, vinegar, and horseradish. You should already have the horseradish (from Ogre Pass).

The Shaly Seeds are easy to get; just put Peco in the party and have him headbutt the tree behind the cabin. Keep doing this until you have 99 shalys. To get the Mackerel, head to the fishing spot that has appeared near the bridge (it doesn't appear until you've asked where to find the mackerel).

Just catch a mackerel (they're the fish in the deep water) and that's that. Frog-type bait works best. The final ingredient, and the one that requires the most work, is the vinegar. Put Garr in your party and go to the Coffee Shop east of Wyndia. Talk to the wellkeeper with Garr in the lead and he'll explain what to do...

except his directions are totally wrong. Ignore what he says; here's what you're REALLY supposed to do: Press Triangle rapidly until you hear a splashing sound. Keep track of the number of times you press, and be sure to release the button fully before you tap again, or the game might count it as only one tap and throw off your count.

After you hear the splash, alternate left and right on the control pad until the splashing sounds STOP. Then press X rapidly, the same number of times you hit Triangle. Wait a moment, and then you'll win. The wellkeeper will give you some Vinegar.

Note that if you want more Vinegar (you can use it to cure your status), you can talk to the wellkeeper and play the game again. You may want to do this twice to make sure you have enough vinegar. Take all the ingredients back to the house at the Maekyss Gorge and talk to the woman. She'll explain how to make the shisu.

You now have to return to Parch to actually make the shisu (this threw me at first, too). But before you do, there's something else you can do, while we're on the cooking theme. Use the transporter in Durandal's hut to warp into Wyndia Castle, then go up and talk to Hachio the cat chef (as seen in BOF2).

You can get him as a Master if you bring him four ingredients: Beef Jerky, a Swallow Eye, an Angler, and a Martian Squid.

o Beef Jerky you get by killing certain enemies; you're probably carrying some (you can also buy them at the Handyman Shop in Faerie Village) o You may or may not have a Swallow Eye (I told you to keep one earlier); if not, just come back when you get one. o The Angler is a fish you can catch. It's found in fishing spots in the Urkan Region.

o The Martian Squid is also a "fish"; you can catch them at the fishing spot near Mt. Myrneg. Use worms to catch them. Back at Parch, go into the mayor's house and talk to the old guy in the front room to begin the cooking sequence. Yes, it's time for another bonus game. On the list of items, select your Mackerel.

Then add Shaly Seeds until the ball of seeds is a little bigger than the piece of mackerel. Count how many seeds you add, then divide than by 4 and add that much vinegar. Then add all three horseradishes. Obviously, your recipe is going to vary based on how big your mackerel was, but in my game I had:

Mackerel: 58 cm. Shaly Seeds: 17 Vinegar: 4 Horseradish: 3

Once you've added all four ingredients, click on Knead (Knd) once or twice. Then hit end and Ryu will give the shisu to the mayor. He'll eat it and decide he likes fish again (assuming you did everything right). He then gives you a Sea Chart and tells you to go the rocks to the east.

Before you leave, talk to the old guy again and he'll give you a prize based on how good your shisu was:

Shaman's Ring (best) Lacquer Armor Barbarossa Sage's Frock Wisdom Fruit Wisdom Seed Ammonia (worst)

THE BLACK SHIP

Before you continue, I strongly recommend that you go back and chat with all your Masters to collect any new abilities. You won't be seeing them for a while, so you'll want to get as much as you can now. Take your ship over to the point where Bow's house is. Sail between the two rocks there and a ? will pop up. Enter.

It's time for another bonus game. (What's with all these bonus games all in a row?). Here, you have to race to the Legendary Mariner's house before the tides sweep you away. Don't go to the house, though. First, there's three chests sitting around you'll want to pick up. You only have time to pick up one chest per run, but that's okay.

The first and easiest chest is up and to the right from where you start. Just get up next to it, point the nose of your ship at it, and hit X to open it -- it has a Heavy Dagger. Let time run out, then enter again and go for the chest in the loop at the far top.

This is the hardest to get; use your turbos, but don't let your engine power run down to nothing or you'll freeze for a moment. Adjust your sailing angle and keep moving at the normal speed when you're not using turbos, and keep tapping the turbo button for short bursts of speed.

Don't forget, the point of your ship has to be bumping again the chest to open it. When you do finally get it, you'll find Blizzard Mail inside. To get to the third and final chest, head up the left fork from your starting point. Turn left and head south past the Legendary Mariner's house to the chest, which contains the Ice Shield.

If you got the second chest, you should be able to get this one. After getting all three chests (or giving up ^_^), go to the Legendary Mariner's house on your next run. The Legendary Mariner, Kukuys, and his parrot Duan will greet you. Kukuys, however, tells you that he's not really the Legendary Mariner and isn't even a sailor.

He just stowed away on... the Black Ship. Yes, folks, it's time for the obligatory ghost ship dungeon. You'll automatically return to your ship. Momo will try to use her cannon to stop the Black Ship, but winds up nearly sinking your ship. Zig asks you to (once again) talk to the rest of your party.

Go up on desk and talk to Momo, then go back and talk to Zig again. You decide to ram the Black Ship, and it's time for (wait for it)... another bonus game! This time around, you're trying to ram the Black Ship. It's really easy.

Just sail around the Middle Sea until you find the Black Ship, then use your turbo and ram it from behind (the lower side). Just keep trying 'til you hit it. You now need to create a party to board the ship.

You'll need to use Momo; as for the other character, you can choose anybody besides Nina (you don't want two magic-users), but I recommend Rei as you have to fight the same annoying Bolt people on board. Use Momo's Quake to take them out. Be sure to equip the gear you found in the reefs outside Kukuys's house, and give the Momo the Dream Ring.

If you need healing or you want to save, just go back inside the ship and use the diary. On board the Black Ship, enter the door on the left (the only place you can go) and go forward until you get to a room with a moving platform. Look at the computer and choose to run program 5. Board the platform.

Get on and off at each stop until it goes up the chute in the back. Look at the computer near the door to find the ID Card, then return to the platform. Ride it back down and back to the computer. This time, run program 3. It will take you to the middle hole and descend.

Look around here for the switch to turn the crane on, then ride the platform back to the starting point. Return to the first door on the inside of the Black Ship -- the crane room. Use the control panel to operate the crane. Hold X to move the crane to the right and line up the red Xs with one of the gray crates, then release.

Hold X to move the crane vertically over the crate, then release it again. The crane will pick the crate up and move it over to make part of a bridge. Repeat for the other two crates to make the whole bridge. Then pick up the fourth crate, and the crane will drop it, allowing you to get an item.

Leave the room, and repeat this, but pick up a different crate as the fourth crate to get a different item. Repeat this until you've opened all four crates. Cross the crate bridge and go through the small room. Cross the crates to find a chest with the Flash Shells for Momo (blinds enemies), then go up the stairs.

Flip the blue lever to make a bridge back to the entrance. Should you need to go back to your ship to get healed, do so. Then go up the stairs. Take the door in the lower-left and open the chest at the end of the passage for Skill Ink. Leave that room, go all the way down the hall, and up the stairs.

Put your ID Card in the panel to activate the elevator. After riding the elevator up, go up the next set of stairs to the control room. Put Momo in the lead and have her examine the control panel. She'll start the ship and send you down to check on the Boost Counter. Go back down the elevator to the hall with lots of door.

Take the upper-right one and examine the Boost Counter. Note the number that's on it. A ticking sound will start. Each tick is adding one to the number that you saw -- keep track of the number! Go back up to the bridge and stand next to Momo, but don't talk to her.

Count the ticks until the number hits 99, then talk to Momo just before the next tick. If you did it right, the ship will start. I think the game's pretty lenient here. After the ship starts, sit back and watch the scenes, and listen to the cool music. After a while, an alarm will start to sound.

Go up to the bridge (you can stop in Nina and Momo's room and check the cabinet for an Ammonia) and Momo will explain the problem. You'll then have to make a party. Put Momo and Peco in your party, then go down to the hall that had the Skill Ink. The door is now open, so go through.

Head to the lower-right corner of this room and go through the door to the south. Open the chest for Ivory Dice. Now loop around in the previous room until you get to the ladder. Go up and ascend the stairs on the right. Loop around the outside of this room to get to a chest with a Soul Gem.

Then take the stairs at the top of the room and ascend the ladder. Go up the next ladder to the deck of the ship. Walk up onto the little ridge thing in the middle and head up and left. When you get to the bow of the ship, two Ammonites will emerge from the water.

You have to retreat to the center of the ship by pressing right on the direction pad repeatedly. Just don't press it when one of the Ammonites is in front of you. The farther back you get before you get caught lowers the frequency with which the Ammonites use their devastating Tsunami attack (I think).

The Ammonites can confuse you, so DON'T have Ryu morph or he might wind up killing the party. Have him cast Barrier on Momo, himself, and then Peco, then cast Shield. After that, have him attack or use Vitamins to heal. Momo should cast Speed on all your characters, then Might on everybody, using Vitamins when necessary.

After she's boosted everybody, have her attack. Peco should just attack (or use Super Combo if you have it). Obviously, you want to concentrate on one Ammonite at a time, but if Momo blinds one with her Flash Shells, have her attack the other one to blind it as well.

The first few rounds are brutal, but if you can make it through there, it's smooth sailing (no pun intended). After defeating the Ammonites, you'll get a lot of experience. Go back down the ladder and the ship will resume sailing.

A NEW WORLD

The Black Ship will arrive on the other side of the Outer Sea. Leave the long pier you're on and you'll be in a robotic-themed town (Kombinat) filled with rejects from The Jetsons. First, go the upper-right corner of town and look for a robot hidden between some crates. Talk to it and you'll get a long list of nonsense options.

Pick the third one and it will give you a Homing Bomb for Momo, which isn't that great a weapon. Then head to the shop. Yes, this may be a completely different culture on the other side of the ocean, not seen by your side of the world in eons, but they use use the same currency as you! Makes sense to me!

The lacquel armor here is good, as are most of the weapons. Skip the Gale Javelin, though; the Beast Spear is much stronger. The Beryl Rod is weaker then the Lightning Rod by a few points, but it's probably better as it raises your Intelligence. Be sure to get the AP Shells for Momo; they're much more powerful than her earlier weapons.

After you're done shopping, leave town and head northeast, onion in tow, to another Yggdrasil tree. Have Peco talk to it to find a little about the area in which you are, then grab the Trance Dragon Gene from beside the tree.

If you want to go fishing, there's a fishing spot in the southeast corner of the port area, but the fish are all so far out to sea you can't catch much with your present pole. One slight side trip you can make is to get into a random battle area (a ! symbol) and fight some MultiBots.

If you cast a fire spell on them, they will retaliate with Wall Of Fire, which you can learn, and if you cast a lighting spell, they'll use Thunder Clap, which you can also learn. If you're short on skills, you may want to pick them up. Head to the Steel Grave -- it's to the right of the Yggdrasil tree, on the cliff. I recommend you bring Momo.

The Steel Grave is a really annoying dungeon.

The Assassins can use Disembowel on you to take you down to 1 HP (you can learn that from them, though), the floating heads have a Timed Shot attack that does about 100 HP damage, and the robots are immune to everything about electricity (bring Rei and Nina for their lightning spells, and equip any lightning weapons you have).

On the other hand, you do get lots of experience here. You may need to return to the inn several times to make it through the Grave. Luckily, the Steel Grave isn't very long. There's only three items to collect -- the UV Goggles in a chest in the middle, the Speed Boots in a hidden chest in the bottom right corner, and the Spanner fishing pole.

The Spanner is cleverly hidden inside (take the ladder on the deck down) the wrecked spaceship; have Momo blow open the broken door with her cannon, then open the chest in the room beyond for the Spanner. It's a very strong fishing pole, but it has a short range. After getting the loot, take the exit in the upper-left corner.

You'll be back on the map. If you want to return to Kombinat, you can just walk back through the Steel Grave without having to enter it. Then go to the Colony. If Momo isn't already in your party, be sure to have her now. This dungeon features the same annoying guys as the last one, but they're mixed with wimpier enemies like Codgers and Toxic Men.

You can steal Rare Books from the Codgers; they're antiques, which you can sell at the Antique Shop in Faerie Village for 4000 zenny. This may not seem like a lot, but the Rare Books are easy to steal, and you can usually get one on your first try, so swipe one from every Codger you meet (if you have somebody who can steal along).

Make your way to the upper left and collect the lovelily-named Failure Gene. This gene will be important later on. After getting the Gene, use the doors to get to the right side of the map. You'll reach a ledge with a blue glass ceiling below. Jump down through the ceiling to a room with several mirrors.

Have Momo read the panel to learn you need a key. Leave the room and head up to the topmost door. Go inside and take the Key sitting on the altar. Return to the mirror room and use the Key on the control panel. You now have to align the mirrors to reflect the laser. Just keep tweaking them until they work.

You need to bounce the beam from the middle mirror, to the left mirror, to the right mirror, then to the fuse. The mirror on the left does not need to be rotated. After activating the fuse, return to the altar and teleport. Follow Honey out of the dungeon. You'll wind up back in the crashed freighter in Steel Beach.

Your party will have a long discussion about the teleporters and God. Afterwards, leave Steel Beach and go back to Junk Town or Faerie Village to get healed. Check in on your masters, then return to Steel Beach. It doesn't really matter what characters you use for the upcoming dungeon. The enemies aren't particularly difficult.

The only real noteworthy ones are the Reapers; as they are undead, you can damage them with heal spells (Rejuvenate or Vitalize kills them in one hit). There's also more Codgers, providing you with more Rare Books, should you want them. Go back into the freighter and retrace your steps until you get to an intersection.

Head south into the dungeon proper. Go up the second set of stairs and keep going until you come to a large square room with several switches. Pull the east lever, then go under the girder that just rose to a door. Go down the stairs, collect the Hourglass from the chest, and return to the lever room.

Leaving the east lever down, throw the southern lever. Now walk under the southern girder and through the door. Follow the path, across the top of a girder, to a chest with a Lacquer Staff. The Thunder Rod is better than it; don't equip it (it is lighter, though). Return to the levers once again, and pull the north lever.

Climb up the stairs in the southwest corner and walk across the three girders to the stairs up. Ascend. On the next floor, there's a hidden bag of 4000 zenny in the lower-right corner. Then just ascend to the next puzzle room. Here, you have to manuever the floating platforms to reach the switch in the center.

The platforms will move in the direction you're facing when you board them, and keep going until they hit a wall or another platform. The easiest way to solve this puzzle is to think of the pit as a baseball diamond. Ride the platform near "home plate" up and left. It will run into another platform.

Get off, then ride the platform at second base down and left. It will also collide with another platform. Walk onto that platform and you'll ride into third base. Get off that platform, then get back on facing down and right, so you'll be at home plate. Keep riding counter-clockwise until you bump into a platform.

Walk off onto solid ground (not the other platform), then get back onto the platform you were just riding, but facing down and right. This will take you to the switch. Trigger it, then ride back and go through the door. Beyond the door, head up and level, then go right and collect a Lacquer Shield. Ascend another level and go out onto the balcony.

Open the chest for a Barbarossa, a heavy sword you can buy in Junk Town. Go back indoors and head left a room. Go down and get a Skill Ink, then proceed left from the intersection until you come back outside. Descend and enter the next door. From here, just keep going until you get to the antenna. Use the controls.

You have to set the antenna to a direction where there is no interference. You'll want to point it to the northwest; when it's the right place you shouldn't hear any static at all. Now go all the way back down the tower to the teleport room (where you came in from the Colony). Use the control panel in the teleport room.

You can now use the teleport altars to warp almost anywhere on the world map! A map of how to use the teleporters:

RELAY POINT A {--------------------} RELAY POINT B (Antenna Tower) (Wyndia Castle) | | \ / | \ | | \ Dauna Yraall Durandal's Colony Dragnier Container Yard Hills Region Hut

DRAGNIER

After attending to any other business you have (if you're apprenticed to Emitai and haven't been checking in on him because of his remote location, do so now), teleport to the Container Yard. All that you need to do here is grab the nearby Radiance gene and leave. Now teleport to Dragnier. Upon your arrival, you'll be greeted by Griol.

There will be a lot of dialogue, then you will be in control of Ryu. Search the cabinets in the room for Skill Ink, then leave the house and Rei will join. Head up to the top of town and talk to Garr. He will rejoin. Griol then shows up and tells you to talk to the Elder, who for some reason lives in the well. First, leave Dragnier.

You'll find yourself back on the Lost Shore, east of the Colony. There's a faerie ring nearby so you can check on the faeries. Change your party to Ryu, Nina, and Garr. Equip the Ring of Fire and Asbestos Armor (on different people). Also, equip Nina with the lightest staff you have. Go back into Dragnier and look for the shop.

Here, you can stock up on items (be sure you've got lots of ammonia) and buy the Damascus Sword and Armor. The sword can be used by Ryu and Rei; the armor by Ryu, Rei, and Garr. You can also save the game at the Dragon God statue. (We haven't seen one of those since...

like, the first dungeon?) To rest, just check the beds in the tent with all the beds. Descend the ladder into the well. Follow the path past a familiar-looking mural to a hall with three rooms. Stop in the first room and search the cabinet for Ivory Dice. Skip the second room (it has nothing in it), then go into the third.

When you enter the third room, Jono the Elder will talk to you. He asks to talk to Garr. Put Garr in the lead and talk to him. They'll chat, until Jono gets mad at Garr for calling him "Elder One", and says he wants to talk to a girl. Now put Nina in the lead and talk to him again.

He'll tell you some more, then want to talk to Ryu again (can't he make up his mind?). This time, he'll want to challenge Ryu. Agree. You can't use your dragon powers in this battle, so Ryu should begin by casting Shield, then Barrier on each party member. After that, have him heal, or attack if he gets the chance. Garr should just attack.

If Nina's been apprenticed to Emitai, she should have the Magic Sword spell; use it if you've got it as it does a lot of damage to Jono. If not, have her use other magic. She should also attend to urgent healing needs, as she's the fastest.

Jono's primary attack is Inferno, but he also cats Myollnir (super-strong lightning attack on one character) and Sirocco, which damages the whole party. If somebody dies, bring them back right away, and then re-cast Protect and Barrier. Jono has a lot of HP, but he'll go down sooner or later (and it's going to be later).

After you defeat him, you'll receive a whole lot of experience and the Infinity (aka Anfini or Agni) Gene. Leave the well, and you'll run into Griol again. He tells you to talk to Horis, the guy near the gate. First, go up to the top of town (above the teleport room) and examine the blank plaque on the wall with Ryu in the lead.

An image of the Dragon God Ladon will appear and offer to apprentice you. Then go talk to Horis and tell him you're ready to leave. He gives you a rakda to take to the desert. Attend to any business you need to (you can teleport out of town if need be), then go north to the Factory.

I recommend using Momo and Rei -- Momo is needed to get to a hidden chest. The Factory is an interesting dungeon, due to the fact that it contains some of the weirdest enemies this side of Earthbound. First are the Hobgoblins, which, when commanded by the Goblin Bosses, attack and kill the bosses instead of you.

The Hobgoblins, however, pale in comparison to the Egg Gangs. Each single Egg Gang enemy consists of about seven tiny eggs wearing armor or robes. They possess the Ovum attack, which turns one of your characters into -- get this -- an egg for the rest of the fight. How weird is that?

The best way to beat them is to have Rei use his Weretiger transformation; he's immune to Ovum while a Weretiger. There's also the Gold Eggs, a metal babble-like enemy that runs away before you can kill it, but leaves huge amounts of money if you do kill it. If you don't use any normal attacks on it, it will leave even more money.

The only "normal" enemy here is the oddly-named PipeBomb. These guys have a high defense and explode after a few turns; either use magic on them or just run away. Explore the outside area of the factory and open the chests for a Wisdom Seed, Skill Ink, and another Artemis's Cap.

Then enter the factory through the door on the right side of the middle level. Go up the first set of stairs and grab the bag for an Ammonia (yippee). Descend again and go through the first door. Rotate the camera around and find a hidden set of stairs. Go down here and open the chest for the Rockbreaker claws for Peco.

Back upstairs, follow the main path until you get to an intersection. Here, take the north path to a cracked wall. Use Momo's cannon to break through and get the Aries Spear -- it's light and doesn't sap Garr's HP, but it's not nearly as strong as the Beast Spear. Return to the intersection and go east. Ascend the stairs.

Go up the next set of stairs and take the door outside for a Fish-head, then go back inside and descend again. Go in and out of the door, then flip the switch (going in and out was to ensure that your characters would not be hit by the laser). Go back through the door and you'll reach a room with a bunch of electricity on the floor.

Throw the blue lever near you to drop the brown block, then run to the second blue lever (don't step on the electricity!). Flip it, then run the long away around back to the first and hit it again. Run to the stairs. Heal any damage you might have taken from the electricity, then continue into the next room.

Take the first door you come through and walk between the walls to get a Sage's Frock. Then take the second door in the previous room (the third just leads back to the entrance). Go right, throw the switch, and climb up the ladder to the dais. Use the computer.

You have to control the robot by walking around around the dais, and move it to the three switches. When you get in front of a switch, press Triangle to flip it. The trick is to trap the robot behind the crates so that you can move back across the dais (getting more space to move) without making the robot move. It's kind of like using a mousepad.

To restart, just use the computer again. After flipping all three switches, descend from the dais and go up the ladder on the left (past the door where you came into the room). Descend the next ladder you come to, flip the switch, and open the chest for the Homing Bombs for Momo.

Go back up the ladder and keep going past the next door to a chest with an Hourglass. Then take the door and ascend all the stairs until you get to the factory exit.

JUST DESERTS

You'll be back on the map. Take a few steps forward and you'll arrive at the desert. Horis has somehow magically appeared here; talk to him and choose all the options to learn how to get through the desert. Then examine the jug to his right to get some water (do NOT miss getting the water or you'll be sorry).

Use the diary to rest, save, and change your characters if you want. I recommend using Rei and Garr for the upcoming area. Everybody seems to hate this level, but I thought it was cool. Basically, you have to navigate through the desert using the stars.

You can turn in increments; there are 16 increments in a full circle, but you'll usually just be walking straight ahead. If you take a step in the wrong direction, turn 8 clicks around (so you're facing the other way) and step that way. Every so often, you'll get a message saying you need to drink water.

Take 20 careful steps forward, then go to your item screen and use your Water Jug ONCE. Then continue. Also, you only want to move during the night. When it starts to become day, keep going until you get a message that the sun has risen, then camp. Rest, then continue.

Also, should you somehow run out of water (which is hard to do) or get lost, camp and use your rakda to return to Horis's camp. Finally, you'll occasionally be sucked into a ! area. Press Start and use the hand-camera (bet you forgot about that!) to look around for the item bag. Grab it, then just run out of the area.

The enemies you fight here include: o Draks. These guys are easy to kill, as they don't do anything. However, if you use the Remedy spell or a Panacea to unparalyze them, they will start using the Cure skill, which you can learn. Cure is very useful as it both heals you and cures your status, so I recommend learning it. o Magmaite.

Big volcano-type enemies with a high defense. Use Jump and Quake against them. o Scorpions. These guys are only harmed by edged weapons -- Ryu's sword and Garr's spear (Rei's knives don't cut it). Ice attacks are effective on them. You can also learn the Tornado skill from them. o Cacti.

The Cacti are annoying; they almost never attack, but counter all your attacks. Use magic or Super Combo against them, if possible. They're also weak against ice. As a number of the enemies here are weak against Frost, so a good tactic is to have Ryu use the Frost gene to transform and use Frost Breath. It's cheap, but effective.

If you've learned the Blizzard spell (Nina has it, and you can get it from Deis), it works great as well. Now for the actual navigation. You want to start out heading north -- that means you should be directly facing the North Star. The North Star is the red star high in the sky.

Don't confuse it with the False North Star, the purple star to the east of the North Star (they're easy to tell apart; the North Star is always to the left of the False North Star). While walking north, occasionally stop and turn four clicks left to check on the position of the Evening Star (the blinking blue star).

Keep going north until the Evening Star is due west -- this means that you when turn four taps to the left, the Evening Star will be directly over Ryu's head. At this point, turn 8 clicks around from the Evening Star, so you're facing east (the False North Star should be visible on the edge of the screen). Now begin walking east.

Keep pausing to check the Evening Star (8 turns in either direction) -- it will be gradually descending towards the horizon as you walk east. When you can no longer see the star, stop. Now just go north. After three full days of going north, you'll cut to a scene in which the party tries to climb a hill, which of course turns out to be a monster.

You then have to fight a mammoth (what's a mammoth doing out in the desert?) This guy is really tough if you don't what you're doing. However, all you have to is cast Accession and use the ??? and Miracle genes. This will give you a super Behemoth, the Mammoth. Now just use MeteorStorm on the Manmo until you beat it.

After you defeat the Manmo, you'll get a lot of experience. You'll then automatically go back to your camp, where Nina has collapsed from heat exhaustion. Go outside and talk to Rei, then walk left to find the rakda. Hit it with your sword to kill it and get the Rakda Meat. Take it inside. The game will take over as you head to the oasis.

When you're back in control, explore the oasis town. There's an inn, an item shop that also sells a few accessories, and the woman on the dock will refill your water supply. In the item shop building is a guy who tells you some info about where to find some items in the desert.

If you want to get the items (it's optional), go back into the desert (make sure to get more water first!), then camp. Use your rakda to go to the factory. From here, go north two nights. Then turn four clicks to the left (so you're facing due west), and continue that way for three nights.

During the four night of walking, you'll encounter a random battle in which there is some obvious-looking armor next to you (don't worry, you can't miss it). Get it; it's the Life Armor, the best armor in the game. Then just use your rakda and go back to Oasis. For the second item, enter the desert from Oasis.

Go south one night (you're already facing south; it's eight clicks around from the oasis). The next night, turn west (face the North Star and turn four clicks left). Go fourth nights west; on the fourth night of walking, you'll get into another random battle, where you can find the Royal Sword, Ryu's best weapon.

(I couldn't find the sword but it *is* there). Then take the rakda ride back home. There's one more item that they guy doesn't mention, but that you can get. To get it, leave Oasis and immediately turn four clicks to the right, so you're facing west. Then just go straight west for 7 nights or so.

Check every random battle along the way; eventually you'll find one with the Death Claws for Peco. Actually, I wouldn't recommend doing this, as it takes a lot time and you'll get a better weapon for Peco soon anyway.

CAER XHAN

Go up the hill in the oasis town and you'll be on a new map, of the Desert Area. Save your game, and put Garr in the party. Go northeast to the small building (*not* Caer Xhan) and enter. You're back in the Container Yard. If you encounter any Archmages or Berserkers here, RUN -- they're really tough. Enter the building and put Garr in the lead.

Push against the crate and hold Triangle. Garr will smash it, allowing you to climb up the ladder and use the teleporter. At this point, you'll want to go back and check up on all your masters, and pay a visit to the faeries. Then teleport back to the Container Yard. Go up to Caer Xhan, a modern-looking (but abandoned) city.

Enter the first building on the right. The front door contains an item shop, and the rear door is the weapon shop (the middle door has nothing). You can buy some really powerful equipment in the weapon store, including the Seeking Sword for Ryu, new claws for Peco, and the Atomic Bomb (!) for Momo. Buy all you can.

Proceed to the upper-right building and enter. Go down all the stairs. Avoid the square area in the center and descend the stairs in the lower-left. Go through the door and flip the switch. Leave the room and the infrared beams will now be visible. Avoiding them, grab the chest in the center for Moon Tears, then ascend the stairs.

Work your way past more of the beams and go up the stairs. You'll be back out in the city. Use the computer and turn on the shuttle. Leave the room and hop down onto the lower level. Enter the nearby door. Use the computer to open the gates, then ascend and head outside. Step on the lift. You will be transported up to the orbital station Myria.

The door straight ahead is locked, so take a right turn and go down the stairs. The enemies in this first part of Myria include DeathBots (pretty tough; you can steal Damascus Mail from them), Nitemares (undead; use heal spells on them), Adepts (wimpy), and Armor (attack them until their armor breaks; then you can't hurt them). Go right.

When you reach the elevator, go south and take the door outside. Open the chest for the Gas Shells for Momo. They confuse enemies, but have a weak attack power. Stick with the AP Shells or Atomic Bomb. Go back inside and go right to another door leading outside. Rotate the camera here to reveal a bag with a Life Shard at the end of the second fork.

Return to the elevator and head north. You'll come to a lever; flip it to activate the elevator. Use the control panel and choose to the go to the Arrival Platform, where you'll find a Wisdom Fruit. Then go to the Maintenance Deck. Take the other elevator down. Go west, north, and then east. Go up the stairs and flip both switches.

Head back down and go west, passing the two doors (they're locked). Go north and take the first door you come to. There's some money and Napalm in the cabinets, and in the back of the room are beds and a diary. The diary gives you all the functions of a camp diary -- you can change party members, use Skill Ink, etc.

After resting, leave the room and continue north. You'll reach a room with some bookcases. Search them for money, then go south to return to the outside. Head to the lower-right of this area to reach what looks like an abandonded bar. Search the shelf behind the bar for a Life Shard.

West of the bar area, you'll find a glass passage with a door on the west side. Enter and take the exit inside the passage. You'll be back at the front of the Myria. Now would be a good time to leave, get new gear in Caer Xhan, rest, and save. Trust me, you'll want to save, because the enemies in the next section of dungeon are brutal.

Also, if you don't have Rei in your party, put him in -- you'll need him. Back on the Myria, take the front door into the glass passage, then head to the upper-right of the large outdoor area. Go up the stairs and continue to a door. Inside, ride the moving walkway to the end of the room.

Now walk back down the left side of the room (to the left of the walkways). Rotate the camera and you'll find a bag with a nice 10,000 zenny. Take the door on the far wall to get to a chest with the Holy Robe, good armor for Momo (the Wind Robe is better for Nina). Now take the upper-left exit from the walkway room to a nice green heal room.

This heal room fills up your HP and AP, and also recovers your maximum HP. You'll be seeing a lot of this room... Past the heal room is where things get nasty. The main enemies here are RedDrakes and IceDrakes -- they almost always come in pairs of one each. The RedDrakes use Flame Breath, and the IceDrakes use Frost Breath.

Combined, they can nearly wipe out the entire party in one round. The real problem is that one of the Breaths will do a lot of damage (150-ish), and the other won't do as much (about 30), but it's randomly determined each battle. There's no rhyme or reason to it, so you just have to get lucky.

Oh, and did I mention these guys have all a spell that confuses your whole party? Suffice to say, you should throw everything you've got at them -- most boss fights are easier than these guys. And don't be afraid to run back to the healing room; that's what it's there for.

The only good part about the Drakes is that they will occasionally drop the Dragonfang, Peco's best weapon. Anyway, head straight ahead from the healing room to the last (4th) door. Inside, you'll see a Chimera trapped in a gas chamber, guarding a keycard. Use the lever to turn off the gas.

Search the shelves for a Swallow Eye, then go back to the healing room and fill up. Now go through the first door past the healing room.

You're supposed to use the terminal in this room and the two in the rooms beyond to turn all off all the electricity, but this is easier said than done as it is a really complicated puzzle and there are no instructions, not to mention the constant Drake attacks.

My advice is to just enter the glass passage in the lower-right room and run through all the electricity. Be sure to cure the poisoning afterwards. Go down the elevator. Once you've ridden the elevator once, the electricity is permanently turned off. Head down and take the passage outside.

In the upper- left corner of the second "cubicle" is a well-hidden chest with Skill Ink. After getting it, run back to the heal room and get healed up again. The electricity is off now, so you can go straight to the elevator again and descend. This time, follow the path to the west until you get to another elevator.

Go past it and rotate the camera to find some Ivory Dice. Now board the elevator and ride it back to the ground floor. Open the chest for the Slicer, one of the best weapons for Rei in the game. Equip it right away. Heal up, and go through the door to face the Chimera. The trick to beating the Chimera is to have two characters faster than it.

Rei should be already, and by having him cast Speed on Ryu, Ryu should too. The Chimera will use Paralyzer to paralyze one character; have the fastest character use a Panacea to cure him/her while the other character attacks. So if Ryu gets paralyzed, Rei should use a Panacea and the other character (in my case, Peco) attacks.

If Rei gets paralzyed, Ryu heals. If #3 gets paralyzed, Rei should cure and Ryu attack. Besides Paralyzer, the Chimera has a strong physical attack, so have Ryu cast Shield 2 or 3 times. It also can cast a few spells, which aren't that much of a danger. Actually, as long as you know the trick, this guy's a pushover.

After defeating him, get Card Key B from the floor, then go down the elevator the Chimera was guarding. Open the chest for the special HE Shells for Momo. Head down and right to a room with a locked door. Have Rei open it, then open the chests for the Dragon Shield and Helm for Ryu, and the Giant Shield for Garr.

Now go back out of Myria for another heal break. Put Momo and Rei in your party before continuing. Also, make sure that you have a spare Dream Ring in your inventory.

REUNION

Back on Myria, go through the front door. Take the door in the far end of the main room and go back down the stairs. You're now back where the bedroom and diary is. Head south and use Card Key B to open the middle door and go inside. Here you'll find a bunch of Honey look-alikes.

If you talk to the solitary one, you can learn about Navigators (Honey is one of them). If you try to take one, you won't be allowed to, as you already have one (Honey). There's actually nothing to do here except grab the Demonsbane in the chest, a sword for Ryu that's not as good as the SeekingSword.

Return to the main room (the one with the multi- colored floor) once again. This time, take the stairs in the upper-left to get to a door with a green spot. Beyond here, you'll fight plant enemies. Go up the escalator and you'll reach another heal room. Past the heal room, you'll find a door blocked by plants.

Equip Momo with the HE Shells and have her shoot the plants. They'll dissolve; then you can go through the door. You're now in the really cool-looking courtyard. The main enemies here number only 3: Hopper, Plant42, and FoulWeed. Kill the Hoppers first; they have a powerful Air Raid attack.

Always attack the FoulWeeds last, as they will sleep until you start attacking them. You will also occasionally see Wraiths or Goo Kings. To beat the Wraiths, use the same type of magic on them twice to destroy their barrier for that element and then to kill them (i.e., two thunder spells, two frost spells, etc.).

As for the Goo Kings, just defend and they'll run away. Do NOT steal from them or they will get mad and start casting Ragnarok. Switch Momo back to the Atomic Bomb (assuming you have it) before continuing. Go straight ahead and take the chest for Protein. Then loop around the right side of the room until you get to the grass.

Continue north and descend the first hill. Grab the Life Shard from the nearby chest, then cross the next hill. Go down and left to a spot where you can get back on the walkway. Follow it to a locked door, which Rei can open. It leads indoors to a laboratory. Search the cupboards here for Ginseng and Wisdom Fruit.

Be careful not to step on any of the vines or you'll get poisoned. Take the northern exit back outside and head west. Don't miss the chest hidden behind the tree for a Silver Tiara. Equip it on Momo. When you reach some stairs, head south up the hill and onto the walkway.

Go through the door (in the upper-left corner of the area) and open the chest in the back for the Dragon Spear. Leave the room, go back down the hill, and ascend the metal stairs. From there, continue to a purple hallway (check out the lighting here), which for some reason is filled with Eye Goos, the wimpiest enemy in the game. Huh?

Anyway, just walk to the elevator and use the control panel to go to Eden. In Eden, you'll fight mostly Wraiths, and the occasional Goo King. Check three paragraphs above for the strategy. Sometimes GooTitans will show up; these guys are from way back on Ogre Road, so they're no problem.

Poke around for chests with Force Mail and a Soul Gem, then cross the bridge. You'll see a bird flying by, and follow it to an old acquitance. Your friend reveals that he is a member of the Brood as well. Through a series of flashbacks, he tries to convince Ryu that the Brood must be eradicated.

You are then sucked inside Ryu's own mind, which looks pretty spiffy. Believe it or not, there are enemies in here. Yes, for some reason, Ryu has giant weeds running around inside of his mind. Fortunately (since you only have Ryu), they're pretty easy to defeat. Just watch out for the Mad Gongs' Charge. Walk northwest.

You'll see a series of images of Nina, talking about her mother. Keep walking until the screen changes. Go forward and talk to the dragon statue, then turn around and walk back the way you came. You'll appear back at the starting spot, but all the pillars have grown in size. Rei will talk for a while, then disappear.

Use the Dragon God statue to heal and save your game. If you want to quit, do so, as you won't have another chance for a while. Go northwest again and you'll reach a dragon statue with two plaques. Talk to the statue, then stand still and wait until Ryu starts his idle animation. Then talk to the statue again and it will tell you to go ahead. Don't.

Read the left plaque, then go down and left, towards the chest. You'll fall into a pit. Talk to the nearby statue and answer Yes to its question. Take the Shaman's Ring from the chest, which saves you 25% on the AP cost of all your spells (for the character it's equipped on, of course). Now go northeast and ride the air vent out.

You're now southwest from the save statue. Save if you want, then return to the plaque statue. Continue northwest past the plaque statue. Momo will appear and talk briefly. Keep going to the next lighted circle (the second one past the statue), then go left one circle, and down one. Open the chest for an Hourglass.

Do the same for the right side for Gems. Then continue along the central path for more Momo dialogue. Walk into the air vent and you will be teleported into a crystalline area. Things get a bit more challenging here; you fight more Mad Gongs and also Thanotoses (Thanoti?), who have strong magic.

Jump works well on both, and ice spells do lots of damage to the Mad Gongs. Go south and step on the yellow flower to teleport, then go east to where Garr is. After talking to you, he will disappear. Step on the nearby purple flower, then go up and right and hit the green one. You'll run into Peco, who for some reason is now speaking normally.

After he disappears, step in the air vent. You'll talk to a mirror image of yourself. After he goes away, fill up your HP and AP, equip the Dream Ring (you did bring one, didn't you?), and go forward. Teepo will appear again and try to convince Ryu to give his power to Myria. When Ryu refuses, Teepo turns into the Arwan and attacks.

Cast Protect three or four times, then just start Jumping away. Use items to heal, and do not morph -- you want to save your AP. As long as you have the Dream Ring, you won't have any trouble. Once you defeat the Arwan, you will be teleported back into Eden, where you will have to make a party to fight Teepo. I higly recommend you use Rei.

Teepo turns himself into the huge Dragon Lord, and then you fight again. Ryu should cast Protect on the party, and use Barrier on each character. After that, have him use the Power and Trance genes to turn into a Myrmidon. Use Aura, then attack until you revert. Have Rei steal from Teepo until you get the Dragon Blade, then attack.

As soon as you get the Blade, have Ryu equip it, so he can use it in the battle. Peco should use Super Combo until he runs out of AP, then attack. Momo should cast Might on all your characters, then attack. Nina should use magic, and Garr should just attack. Teepo has a bunch of elemental attacks, so equipping the various Rings will help.

Use MultiVitamins (or Vitamins) to heal. This battle goes on forever, but as long as you have a big item supply, it's not that difficult. Upon winning the battle, you receive a huge amount of experience (might want to use an Ivory Dice) and the Dragon Armor. Teepo than buys the farm, leaving behind Card Key A.

Yes, you went through this whole sequence just to get a keycard. Take the card, equip the Dragon Armor, take the elevator out of Eden, and get the heck off Myria. Take a break, you've earned it.

FINAL BATTLE

You've probably gained an obscene number of levels (especially Ryu), so check up on all your Masters. Load up on MultiVitamins, Panaceas, and Ammonia; the final battle is ahead (as you probably guessed from the chapter title). Then go back to (what else?) the orbital station Myria.

If you want, you can go back down to where all the Honey robots were and use Card Key A to open the adjacent door. All you get is a Light Bangle, which isn't exactly an all-powerful item (okay, it's really crummy), so there's no real need to do this. Where you *really* want to go is back to the main room with the various-colored tiles.

Head to the lower left and use Card Key A on the white panel on the wall to the open the door. Go through.

The main enemies in this new section are the Mist Man, a tougher version of the Armor that uses Thunder Strike to paralyze you -- cure paralysis right away, and also try to learn this skill; and the Vampires, which also paralyze you (with Evil Eye). Oddly, they're not undead, so don't use heal magic on them.

The Revenants, however, are undead, and thus are vulnerable to Kyrie. The other enemy in here is the NightBat; if these show up with Vampires, kill the Bats first or you can't hurt the vampires. You can steal Burglar Garb, good (and light) armor for Rei, from the Vampires. Go straight ahead, past the first section.

Turn right, then turn left as soon as you can. Continue straight ahead, and turn left at the first turn. Keep going until you reach the door. When you go through here, the music will change.

You're now in a really annoying maze of former bosses that sorta reminds of where you fight all the bosses at the end of a Megaman game (hey, this *is* a Capcom game). Fortunately, if you know what you're doing, you can get through here with only two fights, and still get all the good treasure. Go all the way down the hall and enter the last door.

When you go in here, you will have to fight a bunch of chickens. Just use some group attack spells and you can take them out in one round. Continue east two rooms. Heal up, then go through the next room, where you'll encounter three Stallion clones, Samples 10, 11, and 12. This is a *real* boss, not like those chicken guys.

Concentrate on attacking the black one (lightning) first, as he can do the most damage. After you kill him, attack the blue, and then the red. Having elemental rings equipped will help big time. Ryu needs to spend most of his time healing; don't have him transform.

Cast Barrier on everybody, but skip Shield as the Samples rarely use physical attacks. They have a ridiculous amount of HP, and there are three of them. Fortunately, they can't do much damage by themselves. It's easy to get impatient here, but play it defensively. If anybody dies, bring them and recast Barrier.

After defeating all three Samples (whew!), go forward to a save room. Take the left door to a bedroom where you can rest. There's also a chest here with a Cupid's Lyre. Equip it on Momo. Take the ladder going up from the save room. Head left into the little alley between the walls and grab the Hourglass in the hidden bag.

Then take the upper-right door for Moon Tears. After getting the Moon Tears, go back down to the save room. You've just completed this entire dungeon with only two fights! Save your game, then go down the ladder to the final area. This really isn't a dungeon; as only the first screen has any fights.

Just follow the passage to the elevator -- Honey will open the door for you. After you go down the elevator (this part looks cool), the passage will light up (so does this part). A ghost will appear and talk to you briefly. Now just follow the path until you get to a door. Go through to learn about chrysm, then keep going until you reach a lift.

Heal up, and step on. It will take you up to the platform. Ryu's "eye" will flash, and then Myria will appear After a lot of dialogue (which is a real pain to go through if you die on the upcoming fight), you will be controlling Ryu. Talk to each of your party members, then stand directly in front of Myria and talk to her again.

She will ask if you want to give up your power, or fight her. Obviously, choose to give up your power... just kidding! Choose to fight Myria and you will have to make a party. Put your strongest fighters in -- in my case, this was Peco, Rei, and Ryu. Choose your formation, and let the battle begin.

Myria uses Sanctuary frequently to dispel your assist spells, so don't bother using them. Just start attacking with regular attacks and Super Combo. (If you're using Nina, have her use magic). Do *not* have Ryu turn into a dragon -- you'll want to save his AP for healing. Try to conserve AP, because this is a LONG battle...

I tried to keep track of Myria's HP, but I lost count. Let's just say she has way over 20,000 HP, and that it took me more than a hour to defeat her (I'm not even kidding). Myria's most powerful attack is Venom, which blinds, confuses, and/or poisons your whole party.

When this happens, have any non-confused character use Panaceas to cure the confused ones. Don't worry too much about the poison and blindness; if you keep stopping to heal those, you'll never get any hits in. If things get really bad, use a Moon Tears to restore all your HP and cure your status.

About halfway through the battle, Myria will start casting the Holocaust spell. This will probably rip you the first time, so you may have to use some Moon Tears. Then use a Wisdom Fruit to restore Ryu's AP if he's out (he will be, unless you already used a Fruit). Since Myria can't cast Sanctuary anymore, have him use Barrier on each party member.

Holocaust should now only take off about 30, which is no big deal. Then start attacking again. When she's around three-fourths dead, Myria starts combining Holocaust and other magic with Venom. Just use the same strategy and keep your HP up. If any character dies, be sure to revive them and recast Barrier to protect them from Holocaust.

If you keep attacking (and your item supply doesn't run out), you will eventually defeat Myria. You then get to watch the lousy ending. Leave the game on, though! After about a minute on the "Fin" screen, the screen will turn black and you will be asked if you want to make a Clear Game save.

This allows you to keep playing the game with your characters as they were at the end of the game. So make a Clear Game file! You can now use your Clear Game save to look for all the Masters and items you missed, collect all the fish, and do other stuff. Some other new things I've noticed in Clear mode:

- If you go back to Bow's house on the point near Junk Town, he has finally completed his fishing gear. First, you have to get the rank of Master of Angling+ to get the Ding Frog bait, and when you reach Master of Angling++, he'll give you the Master Rod pole.

- If you set three faeries to the Music job in Faerie Village, the third one will offer to play Pure Again (the credits song) if you go talk to her.

V. OTHER STUFF TO DO

DEFEATING THE GOO KING

GooKings are normal enemies that can be found in any "interior" (not the main outdoor area) area of the Orbital Station. They usually run away, but if you defeat them, you can earn a lot of experience.

---GOO KING'S STATS---

HP: 25000 (?) Steal: Green Apple EXP: 15000 Win: GooKing Sword Zenny: 3000

ABILITIES: Run Away -- Used frequently unless you steal its Green Apple. Charge -- Physical attack / single / does damage based on Goo King's defense Ragnarok -- Earth attack / all (used only when angry)

Goo Kings will almost always run away. The only way to get them to stay and fight is by stealing their Green Apple.

---PREPARATION---

ITEMS YOU NEED WHERE FOUND Speed Boots x1 In a hidden bag in the lower-right corner of the Steel Grave.

SKILLS YOU NEED WHERE FOUND Trance Gene At the Yggdrasil tree on the Lost Shore Shadow Gene Obtained after killing the Dragon Zombie in Dauna Mines.

CHARACTERS RECOMMENDED EQUIPMENT Ryu, any level Irrelevant

EQUIPMENT Rei, any level Speed Boots

Garr, any level EQUIPMENT Irrelevant

Fight in Chain formation with Rei in the lead, Ryu in second position, and Garr in the rear.

---BATTLE STRATEGY---

FIRST ROUND: Ryu uses Accession with the Shadow and Trance Genes. Rei steals from the Goo King.

The Goo King will probably just run away. If not, though, Rei will steal its Green Apple. This will make the Goo King mad and it will no longer run away -- instead, it will start casting Ragnarok.

SECOND ROUND: The party is combined into the Tiamat. Just attack.

Tiamat, being a wind-elemental dragon, is *immune* to Ragnarok (which is an earth-elemental attack). Thus, beating the Goo King should be no trouble if you can get this far.

REWARDS: 5000 experience per party member. You also may get the Goo King Sword, the best weapon for Ryu in the game, but it's pretty rare.

DEFEATING THE BERSERKER

The Berserker is an extremely powerful enemy that randomly shows up in the Container Yard. It's a purple robot, similar in appearance to the DeathBot.

---BERSERKER'S STATS---

HP: 25000 (?) Steal: Aries Glove EXP: 30000 Win: Rufad's Spear Zenny: 3000

ABILITIES: Regular Attack -- Laser beam attack, always kills whoever it hits. Flame Whip -- Fire attack on the whole party; does about 300 HP damage

The Berserker begins the battle confused, and cannot use Flame Whip until it is unconfused. The Berserker becomes unconfused after you hit it, or after three rounds (whichever comes first).

---PREPARATION---

ITEMS YOU NEED WHERE FOUND Ring of Fire x2 One is found in Mt. Zublo; use the Faerie Village copy shop to make another (or steal it from the RedDrakes in the Orbital Station laboratory). Aries Glove x3 You can steal these from the Berserker itself. Just have Rei Pilfer from the Berserker, then run away before it kills you.

Use the copy shop to make duplicates. Wisdom Fruit x5 Randomly dropped by TankBots in the Container Yard, but you probably have some already. As always, use the copy shop to make more. Burglar Garb x1 Stolen from Vampires in the core of the orbital station. Sage's Frock x1 Bought in Kombinat.

Lgt.Clothing x1 In a chest on B1 of the Dauna Mines. Dragon Helm x1 At the end of the orbital station laboratory. Use Rei to open the locked door. Royal Sword x1 In the desert (see the Just Deserts section of the walkthrough), or bought from Manillo at the Lost Shore fishing spot.

Slicer x1 In a chest in the room right before the Chimera in the Orbital Station laboratory. Atomic Bomb x1 Bought in Caer Xhan. Tiger's Cap x1 Bought in the Faerie Village "ability" weapon shop. Speed Boots x1 In a hidden bag in the lower-right corner of the Steel Grave. Ammonia x50 Bought in most shops.

SKILLS YOU NEED WHERE FOUND Speed Rei has it from the start. Might Momo learns it at level 20. Chain Formation Learned from Bais with 3 levels gained. Super Combo Learned from Bunyan with 10 levels gained. Triple Blow Learned from the Vampires in the core of the Orbital Station.

CHARACTERS RECOMMENDED EQUIPMENT Ryu, level 40+ Royal Sword, Lgt.Clothing, Dragon Helm, Aries Glove

EQUIPMENT Rei, level 40+ Slicer, Burglar Garb, Tiger's Cap, Aries Glove, Ring of Fire, Speed Boots SKILL: Triple Blow

Momo, level 40+ EQUIPMENT Atomic Bomb, Sage's Frock, Tiger's Cap, Aries Glove, Ring of Fire SKILL: Super Combo

Fight in Chain formation with Rei in the lead, Ryu in second position, and Momo in the rear.

Because the Berserker's physical attack will kill in one hit even if you've got great armor on, you want to emphasize speed over defense. That's why you should equip light armor like the Burglar Garb and Light Clothing. The Dragon Helm is needed as it absorbs fire.

Make sure you none of your characters are apprenticed to Yggdrasil! (Yggdrasil's apprentices are weak against fire)

---BATTLE STRATEGY---

FIRST ROUND: Ryu attacks. Rei casts Speed on himself. Because you are in Chain formation, the whole party has the speed of Rei (and he's the fastest character in the game). Thus, you're really Speeding the whole party. Momo casts Might on Ryu.

At this point, you're basically set up. Casting any stat-boosting spells is useless, because the Berserker kills you so frequently that they don't do any good (you lose stat-boosters if you die).

You pretty much want to use the same pattern for the whole battle:

RYU: If somebody is dead, use Ammonia on that person. If everybody is alive, attack the Berserker with a regular attack.

REI: Attack with Triple Blow (when he's alive). When he runs out of AP, use regular attacks.

MOMO: Attack with Super Combo (when she's alive). When she runs out of AP, use regular attacks.

For some reason, the Berserker has an aversion to attacking Ryu. Usually, it will attack Rei, and kill him. This allows Momo a chance to attack while Ryu revives Rei. When the Berserker uses Flame Whip, you will not be harmed as the Rings of Fire and Dragon Helm absorb fire. This allows Ryu to attack the Berserker as well.

REWARDS: A whole lot of experience, and the satisfaction of beating this guy. Occasionally, the Berserker may drop Rufad's Spear, a spear for Garr that isn't all that great (but you can use it as an item in battle to cast Shield).

DEFEATING THE ARCH MAGE

Like the Berserker, the ArchMage randomly shows up at the Container Yard. He is palette-swapped version of the Codger and Adept enemies (and the master Mygas), with purple clothes and a white beard. The ArchMage is even tougher than the Berserker, due to his ability to regenerate 1500 HP each round.

---ARCH MAGE'S STATS---

HP: 2500 Steal: Soul Gem EXP: 48000 Win: Holy Avenger Zenny: 2000

ABILITIES: Regular Attack -- Actually, I've never seen the ArchMage use it. Myollnir -- Lighting attack on a single party member; almost always kills them. Blizzard -- Ice attack on the party, does about 150 damage to each character. Benediction -- If tw of your party members are killled, the ArchMage will cast this to bring them back to life.

Magic Sword -- Non-elemental attack on a single party member. You can Examine the ArchMage to learn this, but don't bother; it's much easier to get it from Emitai.

The ArchMage heals itself for 1500 HP at the end of every round. Thus, you have to do more than 1500 HP damage to it each round in order to kill it.

---PREPARATION---

ITEMS YOU NEED WHERE FOUND Thunder Ring x3 One is found in the Tidal Caves; use the Faerie Village copy shop to make two more. Aries Glove x3 Stolen from the Berserker (see above). Hourglass x1 Chests in Ogre Road, the Antenna Tower, the Factory, and the boss maze of the Orbital Station.

Beast Spear x1 Found by searching Geist's ashes after you defeat him. But if you didn't already get it, you can't get it now -- in which case you should use the Dragon Spear (in a chest in a room in the upper-right hand corner of the Orbital Station courtyard). Burglar Garb x1 Stolen from Vampires in the core of the orbital station.

Sage's Frock x1 Bought in Kombinat. Lgt.Clothing x2 Bought in Syn City. Royal Sword x1 In the desert (see the Just Deserts section of the walkthrough), or bought from Manillo at the Lost Shore fishing spot. Soul Gem x4 Bought in the Faerie Village "ability" handyman shop.

Slicer x1 In a chest in the room right before the Chimera in the Orbital Station laboratory. Tiger's Cap x3 Bought in the Faerie Village "ability" weapon shop. Speed Boots x1 In a hidden bag in the lower-right corner of the Steel Grave.

SKILLS YOU NEED WHERE FOUND Power Gene In the underground laboratory at the Plant, on top of the pipes. Trance Gene At the Yggdrasil Tree on the Lost Shore. Super Combo Learned from Bunyan with 10 levels gained. Last Resort Learned from the Orcs outside Momo's Tower.

Triple Blow Learned from Vampires in the core of the orbital station. Chain Formation Learned from Bais with 3 levels gained.

CHARACTERS RECOMMENDED EQUIPMENT Ryu, level 45+ Royal Sword, Lgt.Clothing, (must have at least 150 AP) Tiger's Cap, Aries Glove, Thunder Ring, Soul Gem

EQUIPMENT Rei, level 40+ Slicer, Burglar Garb, Tiger's Cap, Aries Glove, Thunder Ring, Speed Boots SKILLS: Triple Blow, Last Resort

Garr, level 40+ EQUIPMENT Beast Spear, Lgt.Clothing, Tiger's Cap, Aries Glove, Thunder Ring, Soul Gem SKILL: Super Combo

Fight in Chain formation with Rei in the lead, Ryu in second position, and Garr in the rear.

Since the ArchMage uses magic to attack, physical defense does you no good. Having a high speed -- and thus being able to attack first -- is far more important. And, of course, Chain formation speeds you up to Rei's speed.

---BATTLE STRATEGY 1: HOURGLASS STRATEGY---

FIRST ROUND: Rei uses Last Resort, raising his attack but lowering his defense to 0. Ryu uses an Hourglass. Garr uses Super Combo.

The ArchMage will probably cast Myollnir on one of your characters, but you're protected with the Thunder Ring. If he uses some other spell, Ryu and Garr are both protected by Soul Gems (only Rei might get killed).

SECOND ROUND: Ryu casts Accession. Use the Trance and Power Genes to become a Myrmidon.

Rei, Garr, and the ArchMage are all frozen by Ryu's Hourglass. Only Ryu can act.

THIRD ROUND: Myrmidon-Ryu attacks the ArchMage with Aura, which does a huge amount of damage.

FOURTH ROUND: Same thing; use Aura. This should kill the ArchMage, but if not, the Hourglass will wear off and everybody (including the ArchMage) will be able to act again in Round 6.

SIXTH ROUND: First of all, if either Ryu or Garr's Soul Gem was consumed on the first round, go to their item screen, push up to get the menu with the Equip command, and give them a new one. Then go ahead and set your commands:

Rei (who still has Last Resort active), attacks with Triple Blow. Ryu should still be in Myrmidon form. Have him use another Aura on the ArchMage. Garr uses Super Combo.

This is your last shot to kill the ArchMage. Ryu will run out of AP shortly, and without Aura, there's no way you can do the required 1500+ damage each round in order to kill the ArchMage. You should have killed him by now anyway.

---BATTLE STRATEGY 2: FOCUS / AURA STRATEGY--- by Alex Pelton ([email protected])

FIRST ROUND: Rei defends. Ryu uses Accession with the Gross, Force, and Thunder Genes. This will give him a Warrior-class dragon that absorbs thunder. Garr defends.

The ArchMage will probably cast Myollnir on one of your characters, but you're protected with the Thunder Ring. If he uses Magic Sword, Ryu and Garr are both protected by Soul Gems (only Rei might get killed).

SECOND ROUND: First of all, if either Rei or Garr's Soul Gem was consumed on the first round, go to their item screen, push up to get the menu with the Equip command, and give them a new one. If Ryu is killed (so that he turns back into human form), just run away and try again.

Now go ahead and set your commands:

Rei defends. Warrior-Ryu uses Focus to build up power. Garr defends.

THIRD ROUND: Again, re-equip your Soul Gems if necessary.

Rei uses Last Resort. Ryu uses Focus again. Garr defends.

FOURTH ROUND: blah blah re-equip Soul Gems blah blah

Rei attacks with Triple Blow. Ryu casts Aura on the ArchMage. Garr attacks with Super Combo.

Having built up twice with Focus, Ryu's Aura should be extremely powerful. It may kill the ArchMage by itself. If not, Rei and Garr's attacks should do it in. If not, well, better luck next time... just run away.

This strategy is a bit riskier than the Hourglass one (which is pretty much a sure thing), but it doesn't use up an Hourglass. Hourglasses are hard to get (there are only 4 in the game and you can't copy them), so this is probably the recommended strategy.

---AFTER THE BATTLE---

REWARDS: 48,000 experience (divided among the living characters), which is even more than the Berserker gives. Not only that, but the first time you kill the ArchMage, you are guaranteed to receive the Holy Avenger sword, the best weapon for Rei in the game. It has 125 attack power and (not surprisingly) does holy damage.

DID YOU NOTICE?

- You can shoot people with Momo's bazooka or hit them with Ryu's sword, and a ! will appear over their head.

- There is a kid on the dock at Parch who is trying to eat a cockroach. He sniffs it and prods it, but, just as he is about to eat it, freaks out and starts the process over again.

- Before the final fight at the Contest of Champions, when the camera pans by the audience, Chun-Li and Sakura from Street Fighter can be seen in the stands.

- Mogu and Karn are missing from the mural of the BOF1 characters.

- After you meet Momo during adulthood, and you are talking upstairs in the inn at the Plant, Honey is sweeping the floor. When the conversation ends, the party leaves the room, and Honey just leaves the broom on the floor.

- During childhood, there's a shop in Wyndia that sells nothing but Bread listed 8 times.

- You get some an Egg after defeating Rocky, but it's never used anywhere in the game.

- Rei says "Doesn't this just beat all?" a lot. Actually, it's pretty much impossible NOT to have noticed this...

- Most of the characters from previous BOF games can be found somewhere in BOF3:

B Gary (Bo) -- One of the miners that frees Ryu. O Karn -- Not in BOF3 F Manillo (Gobi) -- Can be caught while fishing; sells 1 items. Ox -- The boss you fight in the Dauna Mines. Deis (Bleu) -- A Master. Mogu -- One of the miners that frees Ryu.

B Bow -- Has a house near Junk Town; makes fishing gear. O Also seen arguing with Sten in Genmel. F Katt -- Not in BOF3, but Rei is of the same species. 2 Rand -- He doesn't appear anywhere, but Fahl looks just like him. Sten -- During the Contest of Champions, found arguing with Bow throughout Genmel.

Also is aruging with Manillo in Syn City. Jean -- During your first visit to Wyndia, he's in the cell to your left. Spar -- Not in BOF3 [but Peco is kinda like him] Hachio -- The cook at Wyndia Castle; a Master. (In BOF2 he was the cook at the Wildcat Cafe). Baba / Bunyan -- Another Master. (In BOF2, he was the woodsman living near the coliseum)

VI. SKILLS

MAGIC

---Ryu--- CLASS LV AP EFFECT Heal Heal NA 4 Restores one ally's HP Purify Heal ? 4 Cures poison in one ally Protect Assist 6 2 Raises one ally's defense Rejuvenate Heal 10 7 Restores one ally's HP Accession Attack NA 0 Turn into dragon!

Shield Assist 16 4 Raises party's defense Raise Dead Heal ? 10 Revives dead character (may fail) Remedy Heal 20 7 Cures all status change / single Vitalize Heal ?

20 Restores party's HP Barrier Assist 26 4 Raises one ally's magic defense Restore Heal 29 12 Restores one ally's HP Resurrect Heal 31 20 Revives dead character w/ full HP Vigor Heal 34 50 Restores party's HP Bonebreak Attack 36 0 Physical attack / single (ability must recharge after use)

---Rei--- Pilfer Attack NA 0 Steal item, attack Jolt Attack 9 3 Lightning attack / all Lightning Attack NA 7 Lightning attack / all Weretiger Attack NA 0 Turn into weretiger, goes berserk Slow Assist NA 1 Lowers agility / single Silence Assist NA 2 Causes silence / all Speed Assist NA 2 Raises one ally's agility Death Attack 29 5 Instant death attack / single Myollnir Attack 38 10 Lightning attack / single

---Teepo--- Flare Attack NA 3 Fire attack / single Frost Attack ? 3 Ice attack / single Simoon Attack 7 4 Fire and wind attack / single Fireblast Attack 11 5 Fire attack / all Iceblast Attack 12 5 Ice attack / single

---Nina--- Gust Attack NA 4 Wind attack / all Frost Attack NA 3 Ice attack / single Jolt Attack NA 4 Lightning attack / all Simoon Attack 7 4 Fire and wind attack / single Blunt Assist 10 1 Lowers attack power / single Weaken Assist 11 1 Lowers defense power / single Iceblast Attack 12 5 Ice attack / single Slow Assist 13 1 Lowers agility / single Typhoon Attack 15 7 Wind attack / all Lightning Attack 16 7 Lightning attack / all Drain Heal 18 3 Drains HP / single Leech Power Heal 23 0 Drains AP / single Blizzard Attack 28 10 Ice attack / all Sirocco Attack 33 12 Fire and wind attack / all Myollnir Attack 39 10 Lightning attack / single

---Momo--- Heal Heal NA 4 Restores one ally's HP Purify Heal NA 4 Cure poision in one ally Identify Assist NA 0 See enemy stats Foretell Assist NA 0 Shows enemies' weakness (red=fire, blue=ice, yellow=thunder, white=holy) Protect Assist NA 2 Raises one ally's defense Silence Assist ?

2 Causes silence / all Sleep Assist ?

3 Causes sleep / all Quake Attack 13 7 Earth attack / all Confuse Assist 14 2 Causes confusion / single Speed Assist 17 2 Raises one ally's agility Rejuvenate Heal 19 7 Restores one ally's HP Might Assist 20 4 Raises one ally's power Remedy Heal 24 7 Cures all status changes / single Raise Dead Heal ?

10 Revives dead character (may fail) Ragnarok Attack ? 12 Earth attack / all (weak) Vitalize Heal 33 20 Restores party's HP Restore Heal 36 12 Restores one ally's HP

---Peco--- Dream Breath Assist 10 3 Causes sleep / all Venom Breath Assist 17 3 Causes poison / all Rejuvenate Heal 20 7 Restores one ally's HP Purify Heal 21 4 Cures poison in one ally Icebreath Attack 30 4 Ice attack / all Firebreath Attack 31 4 Fire attack / all

---Garr--- Pyrokinesis Attack NA 1 Fire attack / single Flare Attack NA 2 Fire attack / single Fireblast Attack 14 5 Fire attack / all Gambit Attack 21 0 Instant death attack / single Kyrie Attack 26 5 Kills undead / all Inferno Attack 30 10 Fire attack / all

SKILLS

AP EFFECT Air Raid 3 Physical attack / target loses next turn Aura 20 Holy attack / single / raises attack Backhand 0 Physical attack / single / can't kill Bad Back 0 No effect Barrier 4 Raises one ally's magic defense Benediction 20 Casts Raise Dead on all party members (may fail) Berserk 2 Attack power up, die after 3 rounds Blind 0 Causes blindness / single Blitz 0 Physical attack / all / halves user's HP Blizzard 10 Ice attack / all Bone Dart 3 Physical attack / single / causes confusion Burn 1 Fire attack / single Celerity 0 Raises user's agility, power, speed, intelligence (ability must recharge after use) Charge 0 Does damage based on user's defense / single Charm 0 Target more likely to drop item after battle Chill 7 Ice attack / all / lowers agility Counter 0 Get Reprisal on all attacks Cure 18 Heals and recovers status / single Demonbane 1 Physical attack / single / extra damage to demons Disembowel 0 Lowers target to 1 HP, lowers maximum HP Double Blow 2 2 physical attacks Douse 1 Target takes more damage from fire Enlighten 2 Raises user's Intelligence Evil Eye 7 Causes paralysis / single Feign Swing 0 No effect FlameStrike 1 Fire attack / single Flying Kick 0 Does damage based on user's agility / single Focus 0 Build up attack power (up to 2x) Frost 3 Ice attack / single FrostStrike 4 Ice attack / single / causes sleep Gloom 1 Turns one target undead Holy Strike 2 Holy attack / single Inferno 10 Fire attack / all Influence 0 Force berserk character to attack a specific enemy (used with weretiger Rei) Intimidate 0 Cancels one target's action Jump 0 Physical attack / single Kyrie 5 Kills undead / all Last Resort 0 Attack up, defense to 0 Lavaburst 7 Fire attack / all Magic Ball 2 Non-elemental attack / single Meditation 0 Build up intelligence (up to 2x) Mighty Chop 0 Physical attack / single / ignores defense Mind Flay 0 Physical attack / single / lowers intelligence Mind's Eye 0 Raises user's hit rate temporarily Mind Sword 2 Non-elemental attack / single Monopolize 0 User receives all EXP earned from fight Multistrike 0 1-3 attacks at half damage / single Myollnir 10 Lighting attack / single Purify 4 Cures poison in one ally Recall 2 Cast random spell Resist 2 Become invulnerable for one round Rest 0 Restors a little HP and AP to user Risky Blow 0 Instant death attack / single Sacrifice 1 Reduces all enemies to 1 HP, kills user Sanctuary 5 Removes support magic effects Shadowwalk 8 Critical hit / single Shield 4 Raises party's defense Sirocco 12 Fire and wind attack / all Snap 0 Physical attack / single / lowers defense Snooze 0 Restores a little HP and AP, user goes to sleep Steal 0 Steal item from enemy SpiritBlast 0 Attack / single / ignores defense SuddenDeath 1 Casts Death on a random target (you or enemy) Super Combo 12 Match buttons for repeated hits Target 0 Weak physical attack / single / never misses ThunderClap 4 Lightning attack / single ThndrStrike 4 Lightning attack / single / causes paralysis Timed Blow 0 Deals damage = to user's HP, reduces user to 1 HP Tornado 4 Reduces HP to 1 / unfocused Transfer 10 Restores 10 AP / single Triple Blow 5 3 physical attacks Trump 0 Casts random spell, only when you have 0 AP Tsunami 8 Halves HP / all Typhoon 7 Wind attack / all Unmotivate 0 Cancels enemy attacks WallOfFire 4 Fire attack / single WardOfLight 5 Raises party's defense and counter attack rate War Shout 6 Raises party's attack Wind Strike 1 Wind attack / single

DRAGON CLASSES

WHELP The weakest dragon form. Obtained by using any Gene by itself, or any combo that lacks an ability gene.

DRAGON Standard dragon form. Obtained by combining two ability genes (any gene to the left of Miracle except Power).

TRYGON A golden dragon, basically the same as the Dragon form, but has all three elemental breath attacks. Use the Fire, Frost, and Thunder Genes together.

BEHEMOTH Large turtle-like dragon that combines the whole party. Use the Miracle gene.

WARRIOR Basically a winged Ryu; has strong attack abilities. Use the Power gene.

HYBRID Various types of creatures that are based on your other party members. Obtained with the Fusion gene. For all the Hybrids, see the Fusions list below.

PYGMY A tiny little dragon larva. Generally worthless. Combine the Mutant gene with the ??? Gene.

KAISER Ryu turns gold-colored. If not combined with the Failure gene, he will go berserk. Obtained by using the Infinity gene. NOTE: You can still cast your normal spells as a Kaiser. Just go the spell option and push right to get out of "Attack".

KAISER II Looks the same as Kaiser I (and is called the same thing by the game). The Kaiser II, however, has a lot more HP and hits harder, and when you use Kaiser Breath, the dragon is gold, not gray. Obtained by splicing the Infinity, Radiance, and Trance genes.

WILDFIRE A gold version of the Whelp. It has almost no HP, but its speed is very high. Also, if it manages to survive an attack, it will get a Reprisal doing a tremendous amount of damage. Requires the Miracle, Thorn, and Reverse Genes.

TIAMAT Huge purple snake-like dragon; combines all party members. Combine the Shadow gene with Trance.

MAMMOTH A stronger version of the Behemoth with massive HP and attack power. Like the Behemoth, it combines all the party members. Use the ??? and Miracle genes.

MYRMIDON A souped-up warrior with lots of really strong abilities. The best dragon class. Combine the Power and Trance genes.

DRAGON POWERS

When Ryu uses Accession, his powers are determined in two ways: by what class of dragon you are (Whelp, Dragon, etc.) and by what genes you're using. I've listed the two types of abilities separately.

Abilities marked with a + are only available when you're using the Eldritch gene, and ones with a * are only available as an adult.

---Dragon Class Abilities--- FROM AP EFFECT Whelp Breath Whelp 0 Non-elemental attack / all Blind Whelp 0 Causes blind status DragonBreath Dragon 0 Non-elemental attack / all Snap Dragon 0 Physical attack / lowers defense Flame Breath Trygon 0 Fire attack / all Frost Breath Trygon 0 Ice attack / all ThundrBreath Trygon 0 Thunder attack / all DragonBreath Trygon 0 Non-elemental attack / all Snap Trygon 0 Physical attack / lowers defense MeteorStrike Behemoth 0 Non-elemental attack / all Blitz Behemoth 0 Physical attack / all / halves your HP Charge Behemoth 0 Does damage based on user's defense Gambit Warrior 0 Instant death attack / single Aura Warrior 20 Holy attack / single / raises attack DragonBreath Pygmy 0 Non-elemental attack / all Snap Pygmy 0 Physical attack / lowers defense Magma Breath Pygmy 0 Fire attack / all KaiserBreath Kaiser 0 Non-elemental attack / all Bonebreak Kaiser 0 Physical attack / single (ability must recharge after use) Howling Kaiser 0 Physical attack / all / confusion Whelp Breath Wildfire 0 Non-elemental attack / all Charge Wildfire 0 Does damage based on user's defense Doom Breath Tiamat 0 Non-elemental attack / all ShadowBreath Tiamat 0 Instant death attack / all Venom Breath Tiamat 3 Causes poison / all MeteorStrike Mammoth 0 Non-elemental attack / all Giant Growth Mammoth 0 Physical attack / all Gambit Myrmidon 0 Instant death attack / single Aura Myrmidon 20 Holy attack / single / raises attack Flame Strike Myrmidon 1 Fire attack / single ThundrStrike Myrmidon 4 Lightning attack / single / paralyzes Frost Strike Myrmidon 4 Ice attack / single / causes sleep Wind Strike Myrmidon 1 Wind attack / single Holy Strike Myrmidon 2 Holy attack / single Aura Breath Myrmidon 0 Holy attack / all

---Gene Abilities--- FROM AP EFFECT Flame Breath Flame 0 Fire attack / all Flame Claw Flame 0 Fire attack / single Inferno Flame+ 10 Fire attack / all Frost Breath Frost 0 Ice attack / all Frost Claw Frost 0 Ice attack / single Blizzard Frost+ 10 Ice attack / all ThundrBreath Thunder 0 Thunder attack / all Thunder Claw Thunder 0 Thunder attack / single Myollnir Thunder+ 10 Thunder attack / single ShadowBreath Shadow 0 Instant death attack / all Chlorine Shadow 0 Poison attack / single Death Shadow+ 5 Instant death attack / single DivineBreath Radiance 0 Holy attack / all Shining Claw Radiance 0 Holy attack / single Resurrect Radiance+ 20 Revives dead character w/ full HP Focus Force 0 Builds up attack power Counter Defender 0 Get Reprisal on all attacks Remedy Eldritch 7 Cure all status changes Restore Eldritch* 12 Restores one ally's HP Vitalize Eldritch* 20 Restores party's HP

FUSIONS

If you use the Fusion Gene, you turn into a special Hybrid based on the other two characters in your party (the other characters are not affected). It's kinda like Karn's magic in BOF1, for those of you who played it.

(I made up the names as there are no known official ones)

---Fusions--- Rei + Nina = Tiger Rei + Momo = Tiger Rei + Peco = Thorn Onion Rei + Garr = Tiger Nina + Momo = ArmorDragon Nina + Peco = Great Bird Nina + Garr = Great Bird Momo + Peco = ArmorDragon Momo + Garr = nothing (Whelp) Peco + Garr = Thorn Onion

---Fusion Abilities--- FROM AP EFFECT Shadowwalk Tiger 8 Critical hit / single DragonBreath Tiger 0 Non-elemental attack / all Tempest Tiger 0 Air attack / all Dream Breath Thorn Onion 3 Causes sleep / all Venom Breath Thorn Onion 3 Causes poison / all DragonBreath Thorn Onion 0 Non-elemental attack / all Geo Breath Thorn Onion 0 Earth attack / all Typhoon Great Bird 7 Wind attack / all Lightning Great Bird 7 Lightning attack / all Inferno Great Bird 10 Fire attack / all Blizzard Great Bird 10 Ice attack / all Temptation Great Bird 0 Causes confusion Speed ArmorDragon 2 Raises agility / single Protect ArmorDragon 2 Raises defense / single Might ArmorDragon 4 Raises attack / single Restore ArmorDragon 12 Restores one ally's HP Remedy ArmorDragon 7 Cures condition / single Combustion ArmorDragon 0 Flame and wind attack / all

FORMATIONS

NORMAL 1 Start with. 3 No special effect. 2

DEFENSE 2 Start with. 1 Party's defense raised. 3

ATTACK 3 Start with. 1 Front member's attack up. 2

CHAIN Learned from Bais. Everybody's speed is the 1 2 3 same as the front member.

MAGIC 2 Learned from Lee. 3 Rear member's magic up. 1

REFUGE 3 Learned from Wynn. 1 Recover 1 HP each turn. 2

VII. ITEMS AND EQUIPMENT

In the Used By column, the following letters stand for the characters: R=Ryu E=Rei N=Nina M=Momo P=Peco G=Garr (Teepo uses the same stuff as Ryu)

WEAPONS

ATK WGT USD PRICE NOTES Bent Sword 2 5 RE 10 Dagger 4 1 RE 50 Melted Blade 6 1 REP 30 BallockKnife 6 1 RE 100 Bronze Sword 8 2 RE 240 Silver Knife 12 1 RE 1400 Holy damage Broad Sword 15 3 RE 600 Scramasax 23 2 RE 1200 Moon Sword 32 4 RE 2000 ThievesKnife 36 1 E 3200 Flare Sword 38 4 RE 3200 Fire damage Claymore 43 8 R 2500 FeatherSword 48 1 RE 5200 Wind damage AshurasSword 50 3 R 3600 HiddenDagger 51 1 RN 7000 Random instant death Royal Dagger 54 2 RE 6200 Deadly Blade 55 4 R 7900 Critical hit rate up Baselard 59 3 RE 6500 Katzbalger 61 1 E 9200 Heavy Dagger 67 2 RE 7500 Frost damage Ascension 70 4 R 14000 Holy damage Heat Shotel 76 3 RE 9500 Fire damage Barbarossa 82 10 R 12000 Lightning damage Slicer 85 1 E 16000 Critical hit rate up PiercingEdge 91 4 RE 14500 Demonsbane 99 7 R 15000 Extra damage against demons DamascusSwd 105 4 R 16000 Lifestealer 108 1 E 22000 Chance of instant kill SeekingSword 110 2 R 20000 Def+5, Int+5 Holy Avenger 125 4 RE 40000 Holy damage Dragon Blade 130 4 R -- Fire damage Royal Sword 158 8 R 55000 Lightning damage GooKingSword 180 4 R 65000 PointedStick 1 1 N 10 Oaken Staff 6 1 N 50 Mace 12 3 N 200 Magician Rod 20 2 N 780 Raises IntellAigence QuarterStaff 28 4 N 1100 Wind Cutter 34 3 N 2200 Wind damage Ruby Scepter 43 3 N 3200 Fire damage LacquerStaff 50 3 N 5600 Beryl Rod 61 4 N 7200 Raises Intelligence Thunder Rod 69 10 N 9500 Lightning damage BlessedStaff 73 3 N 11000 Immune to instant death Ouroboros 80 5 N 22000 Raises Intelligence Flame Chrysm 50 1 M 500 Fire damage Ice Chrysm 50 1 M 500 Ice damage Ammo 58 1 M 500 ShotgunShell 78 1 M 2200 Homing Bomb 78 1 M 7700 Hit rate up Sleep Shells 80 1 M 2500 Causes sleep Flash Shells 96 1 M 5300 Causes blindness Gas Shells 118 1 M 13500 Causes confusion Ghostbuster 155 1 M 22000 Holy damage AP Shells 158 1 M 10000 HE Shells 166 1 M -- Atomic Bomb 198 1 M 16000 Rippers 10 1 P 600 Spiked Claws 18 1 P 1300 Flame Talons 25 1 P 3300 Tiger Claws 34 1 P 3800 Raptor Claws 46 1 P 5800 Rockbreaker 55 1 P 8200 Earth damage Brass Claws 64 1 P 11000 Death Claws 73 1 P 14200 Chance of instant kill Dragonfang 85 1 P 22000 Extra damage against dragons Spear 16 2 G 750 Long Spear 24 3 G 1000 Halberd 33 4 G 2100 Rood Spear 41 4 G 2900 Flame Spear 42 4 G 3800 Fire damage Flying Spear 50 2 G 5000 Piercing Pike 62 4 G 7400 Gale Javelin 68 4 G 9100 Gigantess 78 12 G 8800 Ice Halberd 80 6 G 12500 Ice damage Aries Spear 88 4 G 15500 Extra damage against demons Gunginir 99 10 G 22000 Hit rate up Rufad's Spear 108 2 G 65000 Holy damage Dragon Spear 110 6 G 19000 Extra damage against dragons Beast Spear 150 15 G 20000 Drains user's HP

ARMOR

DEF WGT USD PRICE NOTES Clothing 2 3 RENMG 50 LeatherArmor 4 4 RENMG 180 Waistcloth 5 3 All 210 LeatherApron 6 4 NM 330 Ranger Garb 7 4 REM 520 Mage's Robes 9 3 NM 610 ManlyClothes 10 3 REG 1000 Infinite skill use Cuirass 12 6 REMG 620 Breastplate 16 4 REMPG 1000 Lgt.Clothing 16 1 RENMG 2700 AsbestosArmr 18 6 REMG 1600 Resists fire Chain Cap 19 5 REMG 1100 Crepe Cape 19 2 NMP 1300 Scale Mail 21 6 REMG 1450 MithrilArmor 26 6 REG 2100 Silver Mail 32 6 REG 3900 Magma Armor 38 8 REG 4500 Absorbs fire Robe of Wind 41 0 N 4500 Resists lightning, wind, earth Amber BPlate 45 4 All 6100 PhantomDress 45 3 NM 6300 Wearer is undead BlizzardMail 51 8 REG 6800 Resists ice Sage's Frock 53 3 NM 9300 Raises Intelligence LacquerArmor 57 8 REG 8000 DamascusMail 58 6 REG 11000 Holy Robe 62 3 NM 16000 Burglar Garb 64 0 E 19500 Agility + 5 Force Armor 65 6 RENMG 22000 Royal Armor 72 8 REG 18000 Diana'sDress 72 4 NM 28000 Dragon Armor 73 6 R 42000 Absorbs fire Mist Armor 75 4 REMG 65000 Life Armor 80 8 REG 48000 Regenerates HP like Peco Gideon'sGarb 82 12 G 25000 Power + 10

SHIELDS

DEF WGT USD PRICE NOTES Bracers 1 0 All 30 Cloth Shield 3 1 REPG 150 Gauntlet 5 1 All 400 BronzeShield 8 2 REPG 610 Buckler 12 2 All 1100 Protectors 16 1 All 11000 Immune to status changes MithrlShield 17 3 REPG 1600 SteelGntlets 21 1 All 3000 Flame Shield 25 3 REPG 4300 Resists fire Kite Shield 28 3 RPG 4700 SpikedGntlts 28 1 All 6800 Power + 5 Ice Shield 28 3 REP 5800 Resists ice LaquerShield 33 3 RPG 6500 Mind Shield 34 3 REMG 18000 Intelligence + 5 DragonShield 42 3 R 32000 Absorbs fire Aries Gloves 44 2 All 25000 Power + 10 GiantShield 45 5 G 15000

HELMETS

DEF WGT USD PRICE NOTES Bandana 1 0 All 30 Brass Helm 3 1 REMG 120 Glass Domino 6 1 All 450 Iron Helm 6 2 REMG 380 Knight'sHelm 8 2 REG 720 Mithril Helm 12 1 REMG 1100 Gold Hairpin 14 0 NM 2200 Laurel 15 0 NMP 1800 Tiger's Cap 17 1 All 5300 Raises Power PlatinumHelm 18 1 REG 2800 UV Glasses 18 1 All 3600 Immune to blindness Lacquer Helm 21 2 REG 5500 Sun Mask 22 1 REG 7200 Absorbs fire SilverTiara 23 1 NM 12500 Divine Helm 26 2 REG 16000 Immune to instant death attacks Dragon Helm 30 2 R 18000 Absorbs fire

ACCESSORIES

PRICE EFFECT Artemis' Cap 4000 Raises hit rate Balance Ring 1000 Immune to confusion Barrier Ring 3000 Raises defense vs.

psionics (?) Bat Amulet 1000 Immune to blindness Bell Collar 10000 Raises encounter rate Coupons 1000 Items cost less while equipped Cupid's Lyre 15000 Restores HP as you walk Diamond Ring 3000 Immune to instant death attacks Dream Ring 1000 Immune to sleep Hawk's Ring 4000 Raises your surprise attack rate High Boots 3000 Defense + 5 Holy Mantle 10000 Lowers encounter rate Ivory Charm 50000 Resist all elements, regenerates HP, makes healing magic more effective on user Life Sandals 500 Raises defense vs.

status changes Light Bangle 3000 Raises defense vs.

status changes Lion's Belt 3000 Raises willpower Midas Stone 3000 Win more zenny, Weight 10 Ring of Fire 5000 Absorbs fire Ring of Ice 5000 Absorbs ice Shaman'sRing 25000 Reduces AP cost of spells by 25% Soul Gem 3000 Revives user when killed, breaks Speed Boots 3000 Agility + 10 Spirit Ring 50000 Reduces AP cost of spells by 50% Talisman 500 Immune to instant death attacks Thunder Ring 5000 Absorbs lightning Titan Belt 3000 Power + 10 Wisdom Ring 3000 Intelligence + 30

ITEMS

PRICE EFFECT Vitamin 50 Restores 100 HP Green Apple 4 Restores 20 HP Berries 4 Restores 5 HP Healing Herb 10 Restores 40 HP Antidote 12 Cures poison Beef Jerky 50 Restores 100 HP Vitamins 500 Restores 100 HP to party Jellyfish 10 Restores 1 HP RainbowTrout 160 Restores 5 AP Panacea 100 Cures all status changes MultiVitamin 300 Restores HP completely Trout 80 Restores 40 HP Bread 20 Restores 20 HP Wisdom Fruit 1000 Restores 100 AP Pirana 50 Restores 20 HP Bass 100 Restores 80 HP Blowfish 80 Cures poison / all Moon Tears 1000 Restores party's HP and cures status Mandrake 100 Restores HP completely Man-o'-War 10 Restores 1 HP Flying Fish 50 Restores 20 HP Wisdom Seed 500 Restores 20 AP Sea Bass 100 Restores 80 HP Sea Bream 160 Restores 5 AP Black Porgy 400 Restores 20 AP Horseradish 0 Restores 5 HP Black Bass 400 Restores 80 HP to party Rakda Meat 50 Restores 100 HP Shaly Seed 0 Restores 5 HP Cheese 10 Restores 20 HP Spearfish 2000 Restores 240 HP to party Barandy 2000 Restores 240 HP to party Whale 4000 Restores party's HP and cures status Croc Tear 5 Cures all status changes, may fail Angler 400 Earth attack / all Ammonia 200 Revives dead character Weather Vane 200 Wind attack / all Molotov 10 Fire attack / single Eye Drops 20 Cures blindness Firecracker 500 Fire attack / all Taser 200 Lighting attack / all Icicle 500 Ice attack / all Ginseng 200 Raises Power in battle Octopus 300 Causes blindness / all Ivory Dice 500 Doubles EXP earned from target Dynamite 200 Earth attack / all Napalm 800 Fire and wind attacks / all MartianSquid 200 Causes blindness Vinegar 0 Cures all status changes, may fail Hourglass 500 Freezes everyone but user for 3 turns Puffer 50 Fire attack / single Belladonna 200 Instant death attack / single Devilfish 1000 Lightning attack / single Red Catfish 300 Earth attack / all Faerie Tiara -- Activates faerie rings Power Food 200 Raises Power permanently Swallow Eye 200 Raises Agility permanently Magic Shard 200 Raises Max AP permanently Protein 200 Raises Defense permanently Moxa 200 Raises Willpower permanently Life Shard 200 Raises Max HP permanently Fish-head 200 Raises Intelligence permanently Water Jug -- Use in desert when thirsty Skill Ink 100 Transfer skill from notes to character Part A -- Part of the ship engine Part B -- Part of the ship engine Part C -- Part of the ship engine Part D -- Part of the ship engine Part E -- Part of the ship engine Part F -- Part of the ship engine Part G -- Part of the ship engine Part H -- Part of the ship engine Mackerel 200 Use to make shisu Rice Ball 2 No use

FISHING GEAR

PRICE EFFECT Wooden Rod 100 Lowest-level rod Bamboo Rod -- Low-level rod Deluxe Rod -- Mid-level rod Angler Rod 2000 High-level rod (long range) Spanner -- High-level rod (powerful) Master Rod -- Ultimate rod

Worm 20 Rank 1 worm-type bait Spirit 50 Rank 2 worm-type bait Caro 200 Rank 3 worm-type bait Heavy Caro 500 Best worm-type bait

Toad 20 Rank 1 frog-type bait Baby Frog 50 Rank 2 frog-type bait Frog 200 Rank 3 frog-type bait Fat Frog 500 Best frog-type bait

Sinker 20 Rank 1 fish-type bait Float 50 Rank 2 fish-type bait Hanger 200 Rank 3 fish-type bait Deep Diver 500 Best fish-type bait

Old Popper 20 Rank 1 popper-type bait Popper 50 Rank 2 popper-type bait Top 200 Rank 3 popper-type bait Dogwalker 500 Best popper-type bait

Ding Frog 10000 Ultimate bait Coin 500 Bait for Manillo

VITAL ITEMS

USE Wallet Give to guard at McNeil manor Egg ????

Flyer Save 20-30% on purchases in Genmel Passport Need to get through Checkpoint Old Passport Passport becomes this, can't use Guild Badge Need to enter Lighthouse Guild Letter Need to enter volcano Memo Diagram of items needed for ship repair Sea Chart Needed to reach Kukuys's cabin ID Card Needed to use elevator in Black Ship Key Activates portal in Colony Card Key B Opens some doors on Myria Card Key A Opens some doors on Myria

ANTIQUES

Note: You get two different prices for your antiques depending on where you sell them. The Antique shop in Faerie Village gives you the "Antique" price. All other shops give the Regular price.

REGULAR ANTIQUE Plate 5 5 Clay Vase 1 100 Gems 200 200 Marbles 5 500 Moldy Vase 10 1000 Dirty Rags 15 1500 Tea Cup 20 2000 Beads 30 3000 Flower Jewel 50 5000 [don't sell!] Old Painting 60 6000 Myria Icon 80 8000 Ladon Icon 80 8000 Lithograph 150 15000 Dragon Tear 300 30000

ITEM MAGIC

One little-known facet of BOF3 is that some pieces of equipment can be used as items during battle (on your item screen) to cast various spells. To use an unequipped item with item magic, just find it on your item list and select it (it will not be ghosted like most equipment).

To use an equipped item, scroll up to the top of your item list and press Up. Choose "Use" and you can use your equipped gear.

It costs no AP, and can be used over and over, so equipment with magic abilities is worth hanging on to.

BlessedStaff: Heal Brass Claws: Simoon Dragon Blade: Fireblast Force Armor: Barrier LacquerStaff: Silence Mind Shield: Leech Power Ouroboros: Raise Dead PiercingEdge: Weaken Robe of Wind: Speed Royal Dagger: Protect Royal Sword: Lightning Ruby Scepter: Flare Rufad'sSpear: Shield Thunder Rod: Jolt Wind Cutter: Cyclone

VIII. CHARTS AND INFO

CHARACTER EVALUATIONS

---RYU--- Weapons: Swords Magic Types: Dragon morphs, healing, defensive Assist Action Ability: Sword slash -- Cuts small shrubs. Sometimes you find 2-5 zenny.

Height: 133.5 cm (child) / 168.0 cm (adult) Weight: 29.8 kg (child) / 62.5 kg (adult) Likes: Apples Dislikes: Hard work

BIO: A young boy, last of The Brood, found orphaned by Rei, who takes him in to join his and Teepo's gang. When Rei and Teepo go missing, Ryu sets off to find them and in turn learns about his own heritage.

EVALUATION: Well, since Ryu's the main character, you don't really have a choice as to whether to use him or not. That's okay, because he is really strong. He fights well, has a good defense, and is fast.

He also has healing magic, which is kind of a waste, because you really want to save his AP for his powerful dragon morhps, which allow him to use the most powerful attacks in the game.

Attack: B Defense: B Magic: A Speed: B Overall: A

---REI--- Weapons: Sword, knives Magic Types: Stealing, lightning, death Action Ability: Lockpicking -- Unlocks locked doors

Height: 181.2 cm Weight: 78.7 kg Dislikes: Boats

BIO: A half-tiger who lives in the Cedar Woods. He and Teepo are thieves, mugging people who cross the Yraall Road. When he finds Ryu in the woods, he brings him back to his cabin to recruit him into the band.

EVALUATION: Aside from Ryu, Rei is the best character in the game. He's fast, hits pretty hard, and he's extremely fast. His magic is strong as well -- he has lightning magic, as well as the ability to steal items from enemies.

Against single enemies, his Weretiger transformation works great as well (against multiple enemies, Rei may go berserk and attack you). His only real flaw is his weak defense.

Attack: B/A Defense: B Magic: B Speed: A (normal/morphed) Overall: A

---TEEPO--- Weapons: Swords Magic Types: Attack magic Action Ability: Kick -- Shakes trees and boulders

Height: 134.0 cm Weight: 31.8 kg Likes: Bragging Dislikes: Monsters

BIO: An orphan taken in by Rei. He seems to be an ordinary kid, but is he?

EVALUATION: Teepo doesn't get an evaluation because you don't have him for very long, and you have to use him while you have him. He's great for that short amount of time, though -- he has a strong attack as well as useful magic.

---NINA--- Weapons: Staves Magic Types: Attack, offensive Assist Action Ability: Magic Wand -- Activates chrysm devices

Height: 132.0 cm (child) / 158.1 cm (adult) Weight: 27.0 kg (child) / 39.8 kg (adult)

BIO: The semi-rebellious Princess of Wyndia. She meets Ryu when he is held prisoner at Wyndia Castle, and decides to help him escape.

EVALUATION: Nina is a pretty sad character. Her magic isn't bad, but isn't much better than Peco's or Rei's regular attacks. She'd be okay, actually, if it wasn't for her complete lack of anything resembling defense -- she usually gets killed in one or two hits.

Her magic can be useful in certain locations, though, and near the end of the game she gets some good spells (Sirocco and Myollnir).

Attack: F Defense: F Magic: C Speed: B Overall: D

---MOMO--- Weapons: Bazooka Magic Types: Earth, assist, healing Action Ability: Cannon -- Breaks down weak walls Destroys barrels; sometimes you find zenny. Use computers -- Needed to operate most control panels in the game.

Height: 174.0 cm Weight: 59.2 kg Likes: Computers Dislikes: Heat

BIO: A mole scientist studying in eastern Wyndia. Her father, Repsol, built the chrysm-enhanced crops plant.

EVALUATION: Momo isn't as good as you'd think at first. Her attack, although strong, is extremely inaccurate and only moderately useful, especially due to the fact that she can't get critical hits or reprisal attacks (because she uses a gun). She also has a weak defense. Her healing magic can be okay, and her Assist magic is very useful on bosses.

She's also fast.

Attack: B Defense: D Magic: B Speed: B Overall: C

---PECO (PECOROS)--- Weapons: Claws Magic Types: Breath, healing Action Ability: Headbutt -- Used to roll rocks or shake trees. Talk to plants -- Talk to the Yggdrasil trees.

Height: 123.9 cm Weight: 66.6 kg

BIO: A walking, sentient, onion, created by experiments at the chrysm-enhanced crops plant. Sent with the party by a mutant plant that did not want the experiments to be repeated. Doesn't talk (at least not intelligably), but can communicate with plants.

EVALUATION: Peco rocks! Besides being incredibly cute (he squeaks whenever he attacks), he's also the best fighter in the game! Although he starts at level 1, he quickly grows in power, gaining a strong attack and ludicrous amount of HP. He also regenerates some of his HP each round of combat, and has the highest Reprisal rate of any character.

Later on, he will learn healing magic and elemental breath attacks. His only disadvantage is that he's slow, but he's still one of the best characters in the game.

Attack: B Defense: A Magic: C Speed: D Overall: B

---GARR (GARLAND)--- Weapons: Spears Magic Types: Fire, combat techniques Action Ability: Push -- Push heavy objects

Height: 225 cm Weight: 197.6 kg

BIO: One of the ancient race of Guardians. At first, he does not question their mission, but after meeting Ryu, begins to doubt the Guardian religion.

EVALUATION: Well, if you put Garr in your party, you're clearly going to use him for just one thing: fighting. He's the slowest character in the game, and he has almost no AP. But what Garr does do (fighting), he does well. He has a strong attack, lots of HP, and the highest Willpower of any character.

He also has some natural resistance to fire, which makes him useful in areas with fire-using enemies. He just isn't as good as Peco in most situations, though.

Attack: A Defense: B Magic: F Speed: F Overall: F

STOLEN ITEMS

Note: Item 1 is the item you get when you steal from the enemy, and is sometimes dropped after battle. Item 2 is only dropped after battle, and only rarely.

ITEM 1 ITEM 2 Adept Holy Robe Shaman Ring Amalgam Magic Shard ???? Ammonite Moon Tears ???? ArchMage Soul Gem Holy Avenger Armor Claymore Gideon'sGarb ArmorBot Breastplate Marbles Arwan Nothing ????

Assassin Lgt.Clothing Katzbalger Audrey Green Apple Mandrake Balio Protein Broad Sword Bat Berries Nothing Berserkr Aries Glove Rufad'sSpear BlueGbln Beef Jerky Scramasax Bolt Berries Royal Dagger BltArchr Berries Panacea BoltMage Berries Robe of Wind Bomber Vitamin Ivory Dice BossGbln Waistcloth Brass Helm Cacti Croc Tear ????

Chimera Firecracker ???? Cinder Protein ???? Clone Vitamin Bell Collar Codger Rare Book Skill Ink Curr Antidote Nothing DeathBot DamascusMail Atomic Bomb D.

Lord Dragon Blade Dragon Armor Dragnfly Panacea Nothing Drak Titan Belt Mind Shield D.Zombie Power Food Dragon Tear Egg Gang Beads Ivory Dice Elder Dynamite ????

Eye Goo Healing Herb Vitamin FireSlug Mandrake Vitamins Fly Man Scale Mail Flame Spear FoulWeed Power Food Protein Goblin Bent Sword Old Popper Gnt Orc Titan Belt Tiger's Cap Gold Egg Diamond Ring Divine Helm Gonger MultiVitamin Life Shard Gonghead Vitamin Life Shard Gooey Marbles Nothing GooKing Green Apple GooKing Swrd GooTitan Life Shard Protectors Hobgobln Power Food Nothing Hopper Fat Frog Balance Ring HyperBot Cuirass Ginseng IceDrake Ring of Ice Dragonfang Ice Toad Life Shard Soul Gem Insector Beef Jerky Gale Javelin Lizard Panacea Nothing Mad Gong Ginseng ????

Mage Goo Healing Herb Wisdom Seed Magmaite Napalm Royal Armor Manmo Power Food Aries Gloves Man Trap PointedStick Panacea Mist Man SeekingSword Mist Armor MultiBot Silver Mail Barrier Ring Myria Napalm ????

Newt Heat Shotel Mind Shield NightBat Power Food Protein Nitemare Hawk's Ring Burglar Garb Nue Power Food ????

NutArchr Berries Panacea NutTroop Berries Broad Sword Orc BronzeShield Titan Belt PainWeed Bat Amulet Nothing PipeBomb Vitamin Ivory Dice Plant 42 Mandrake Vitamins ProtoBot Marbles Cuirass Pooch Vitamin ????

Puff Goo Healing Herb Vitamin RankWeed Bat Amulet Nothing Reaper Magic Shard PhantomDress RedDrake Ring of Fire Dragonfang Revenant Belladonna Diana'sDress Ripper Berries Swallow Eye Rocky Life Shard ???? Sample 1 Power Food ???? Sample 2 Vitamins ???? Sample 3 Silver Mail ????

Sample 4 Ring of Fire ???? Sample 5 Nothing ???? Sample 6 Nothing ???? Sample 7 Nothing ???? Sample 8 Life Shard ???? Sample 9 Nothing ???? Sample10 Life Shard ???? Sample11 Life Shard ???? Sample12 Life Shard ????

Slasher Berries Swallow Eye Slug Nothing Nothing Sunder Life Shard AsbestosArmr TankBot Wisdom Seed Wisdom Fruit Thanatos Clothing ????

Thrasher Wisdom Seed Nothing Trickstr Gems ThievesKnife ToxicMan A Clay Vase Nothing ToxicMan B Clay Vase Nothing ToxicMan C Clay Vase Nothing Vampire BurglarGarb Lifestealer VileWeed Rice Ball ???? Vulcan Protein Magma Armor Wraith Soul Gem Divine Helm Zombie Clothing Bracers

ENEMY SKILLS

SKILL LEARNED FROM Air Raid Bomber, PipeBomb, Magmaite, Hopper Bad Back Old Man, Codger Barrier LzrdKing Benediction ArchMage Blind Lizard, Tricker, GooTitan Blitz Proto Bot Bone Dart ZombieDr, D.Zombie Burn Mage Goo, Lava Man, TitanOoze, Goo King Charge Gonghead, Gonger, Mad Gong Chill Revenant Counter Cacti Cure Drak Disembowel Assassin Double Blow Nut Troop, GntCrab, Elder, Egg Gang, Scorpion Douse GntRoach Evil Eye Vampire Feign Swing Manmo Flying Kick Old Man, Tricker, Magmaite Focus Reaper FrostStrike Bolt, Armor Gloom NightBat Influence BossGobln Intimidate Hobgoblin Jump Rocky, Roach, GntRoach Last Resort Orc, Gnt Orc Lavaburst Vulcan, Shroom Magic Ball Egg Gang, Nitemare Meditation Adept Mighty Chop Newt Mind Flay Slasher Mind Sword ArchMage Multistrike Ammonite, Revenant Risky Blow Armor Sacrifice Tank Bot SpiritBlast Hobgolbn Snap Pooch, Scylla, Charybdis, Dragnfly, Plant 42 Target Assassin ThunderClap MultiBot ThndrStrike Mist Man Timed Blow Thrasher Tornado Insector, Scorpion, Goo King Transfer TankBot Triple Blow Vampire Tsunami Dolphin, Ammonite Unmotivate Goblin, BlueGobln, Hobgobln WallOfFire MultiBot

DRAGON GENES

Gene: Flame AP: 5 Located in: Wyndia Castle, after you gain dragon powers Effect: Use flame-related attacks Reverse: Frost

Gene: Frost AP: 5 Located in: Maekyss Gorge Effect: Use frost-related attacks Reverse: Flame

Gene: Thunder AP: 5 Located in: House in north Rhapala Region Effect: Use thunder-related attacks

Gene: Shadow AP: 5 Located in: Dauna Mine, after defeating Dragon Zombie Effect: Use shadow-related attacks Reverse: Radiance

Gene: Radiance AP: 5 Located in: Container Yard Effect: Use holy-related attacks, use with Trance and Infinity to control the Kaiser Reverse: Shadow

Gene: Force AP: 8 Located in: Underground laboratory Effect: Enhances power, use attack abilities, become Warrior-class dragon

Gene: Defender AP: 8 Located in: Mt. Boumore, after you dive down cliff Effect: Raises defense, use defensive abilities

Gene: Eldritch AP: 8 Located in: Lighthouse roof Effect: Raises magic power, use heal spells, use extra spells when combined with other Genes

Gene: Miracle AP: 13 Located in: Volcano Effect: Transform into Behemoth-class dragon with other party members

Gene: Gross AP: 8 Located in: Tidal Caves Effect: Have 50% more HP in dragon form

Gene: Thorn AP: 8 Located in: Rocket crash site Effect: Raises attack power

Gene: Reverse AP: 3 Located in: Forest southwest of Momo's tower Effect: Reverses effects of certain genes

Gene: Mutant AP: 3 Located in: Steel Beach Effect: Acts as a random gene

Gene: ??? AP: 8 Located in: Bow's house, on point near Junk Town Dock Effect: Get special dragon classes when paired with other Genes.

Gene: Trance AP: 8 Located in: Yggdrasil tree near Kombinat Effect: Get special dragon classes when paired with other Genes, use with Radiance and Infinity to control Kaiser

Gene: Failure AP: 1 Located in: Ruined Colony Effect: Lowers all stats, use with Infinity gene to control Kaiser

Gene: Fusion AP: 13 Located in: Dauna Mine, after defeating Dragon Zombie Effect: Change dragon types based on other members

Gene: Infinity AP: 40 Located in: Dragnier, after defeating Gono Effect: Transform into Kaiser. Will go berserk if not combined with Failure.

MASTERS

Note: Abilities marked (FORM) are actually new formations. When you receive them, they are added to your list of battle formations. See the Formations list under Abilities for info on them. Similary, abilities marked (ITEM) are items that you receive.

BUNYAN HP +2 AP -2 Woodsman, Cedar Woods Pwr+2 Int-3 Recommended pupil: Peco Def+1 Requirements: None ABILITIES: Level 2: Risky Blow Level 5: Focus Level 8: Super Combo Level 10: Disembowel

MYGAS AP +1 Pwr-1 Journeyman wizard, Yraall Region Int+2 Def-1 Recommend pupil: Nina or Momo Requirements: Pay all your zenny ABILITIES: Level 1: Frost Level 4: Meditation Level 6: Magic Ball Level 8: Typhoon

YGGDRASIL AP +1 HP -1 Sacred tree of wisdom, East Wyndia Def+1 Pwr-2 Recommend pupil: Peco Int+2 Weak against fire Requirements: Give it a Wisdom Fruit ABILITIES: Level 2: Sanctuary Level 5: Recall Level 8: Shield

D'LONZO Pwr+1 HP -1 Female cat burglar, Coffee Shop Agl+1 AP -2 Recommended pupil: Any but Rei Accuracy Requirements: Have 15 weapons in inventory ABILITIES: Level 2: Monopolize Level 3: Intimidate Level 4: Steal

FAHL HP +4 Agl-3 Bartender of Genmel, Genmel Pwr+1 Int-3 Recommended pupil: Garr Def+3 Requirements: Win 30 fights without resting ABILITIES: Level 2: Charge Level 4: Counter Level 6: Resist

DURANDAL Wanderer, Castle Wyndia area Recommend pupil: Any Requirements: None ABILITIIES: Level 1: Unmotivate Level 2: Feign Swing Level 3: Backhand

GIOTTO HP +4 Pwr-1 Strange fishman, Rhapala seacost AP +3 Def-1 Recommended pupil: Any Agl-1 Requirements: Have Rodmaster or better rank Int-2 ABILITIES: Level 2: Trump Level 5: Berserk Level 8: Sudden Death

HONDARA AP +1 Pwr-2 Priest, Urkan Tapa Int+2 Recommend pupil: Nina Holy damage up Requirements: Learn Backhand from Durandal ABILITIES: Level 2: Purify Level 5: Kyrie Level 8: Benediction

EMITAI AP +4 Pwr-2 Wizard adept, Dauna Hills Int+4 Def-2 Recommended pupil: Nina Requirements: Give him 10,000 zenny ABILITIES: Level 2: Barrier Level 4: Mind Sword Level 6: Enlighten

DEIS AP +3 HP -3 Ancient sorceress, Cave of Ages Pwr+1 Def-3 Recommended pupil: Ryu Agl+1 Requirements: None Int+3 ABILITIES: Level 2: Inferno Level 5: Blizzard Level 8: Myollnir Level 11: Sirocco Level 15: Celerity

HACHIO HP +2 AP -2 World's best cook, Castle Wyndia Pwr+2 Agl-2 Recommended pupil: Garr Def+2 Int-2 Requirements: Bring him requested ingredients ABILITIES: Level 2: Mighty Chop Level 4: Demonbane

BAIS Pwr+1 Elder quadruplet brother, Wyndia Recommended pupil: Any Requirements: Win hide-and-seek game ABILITIES: Level 3: Chain (FORM)

LANG Def+1 Younger quadruplet brother, Wyndia Recommended pupil: Any Requirements: Win hide-and-seek game ABILITIES: Level 3: Cupid's Lyre (ITEM)

LEE Older quadruplet sister, Wyndia Int+1 Recommended pupil: Any Requirements: Win hide-and-seek game ABILITIES: Level 3: Magic (FORM)

WYNN HP +1 Younger quadruplet sister, Wyndia Recommended pupil: Nina Requirements: Win hide-and-seek game ABILITIES: Level 3: Refuge (FORM)

LADON Pwr+2 HP -6 Divine king of dragons, Dragnier Def+2 AP -6 Recommended pupil: Rei Agl+1 Requirements: None Int+2 ABILITIES: Level 3: Mind's Eye Level 5: Holy Strike Level 7: Ward of Light Level 9: Aura

MERYLEEP Agl+2 HP -1 Wandering faerie, Eastern Wyndia Pwr-1 Recommended pupil: Momo, Peco, or Garr Def-1 Requirements: Give her the Flower Jewel ABILITIES: Level 2: Charm Level 5: Shadowwalk Level 8: War Shout

STORES

----McNeil---- INN: 30 zenny

ITEM SHOP: Healing Herb 10z Wooden Rod 100z Croc Tear 5z Worm 20z Antidote 12z Toad 20z Eye Drops 20z Old Popper 20z Molotov 10z Sinker 20z Ammonia 200z

WEAPON SHOP: Ballock Knife 100z Cloth Shield 150z Bronze Sword 240z Bandana 30z LeatherArmor 180z Brass Helm 120z Bracers 30z

----Wyndia---- INN: 50 zenny CLINIC

WEAPON SHOP: Bronze Sword 240z Claymore 2500z Broad Sword 600z Mace 400z

ARMOR SHOP: LeatherArmor 180z Gauntlet 400z LeatherApron 330z BronzeShield 610z Ranger Garb 520z Iron Helm 380z Cuirass 620z Glass Domino 450z Mage's Robes 610z

ITEM SHOP: Healing Herb 10z Ammonia 200z Vitamin 50z Worm 20z Antidote 12z Toad 20z Eye Drops 20z Old Popper 20z Panacea 100z Sinker 20z

MAGIC SHOP: Midas Stone 3000z Dynamite 200z Talisman 500z Weather Vane 200z Life Sandals 500z Taser 200z Molotov 10z

BREAD SHOP: Bread 20z Bread 20z Bread 20z Bread 20z Bread 20z Bread 20z Bread 20z Bread 20z

----Genmel---- INN: 100 zenny

ITEM SHOP: Healing Herb 10z Ammonia 200z Vitamin 50z Dynamite 200z Antidote 12z Weather Vane 200z Eye Drops 20z Taser 200z Panacea 100z

WEAPON SHOP: Broad Sword 600z Ranger Garb 520z Scramasax 1200z Cuirass 620z Mace 400z Breastplate 1000z Magician Rod 780z BronzeShield 610z Rippers 600z Glass Domino 450z

----Tower---- MANILLO: Healing Herb 10z Old Popper 20z Vitamin 50z Mage's Robes 610z Antidote 12z Cuirass 620z Eye Drops 20z Gauntlet 400z Ammonia 200z Glass Domino 450z Toad 20z

----Coffee Shop--- INN: 100 zenny

ITEM SHOP: Healing Herb 10z Wooden Rod 100z Croc Tear 5z Worm 20z Antidote 12z Toad 20z Eye Drops 20z Old Popper 20z Molotov 10z Sinker 20z Ammonia 200z

----Plant---- INN: 30 zenny

ITEM SHOP: Mandrake 100z Eye Drops 20z Antidote 12z Molotov 10z

----Checkpoint---- INN: 50 zenny

ITEM SHOP: Vitamin 50z Ammonia 200z Antidote 12z Firecracker 500z Eye Drops 20z Icicle 500z Panacea 100z

----Arena---- INN: 100 zenny

WEAPON SHOP: Scramasax 1200z Claymore 2500z Moon Sword 2000z

ARMOR SHOP: Breastplate 1000z Buckler 1100z Scale Mail 1450z Knight's Helm 720z

ITEM SHOP: Vitamin 50z Ammonia 200z MultiVitamin 300z Firecracker 500z Antidote 12z Icicle 500z Eye Drops 20z Napalm 800z Panacea 100z

----Rhapala---- INN: 50 zenny CLINIC

ITEM SHOP: Healing Herb 10z Ammonia 200z Vitamin 50z Spirit 50z Antidote 12z Baby Frog 50z Eye Drops 20z Popper 50z Panacea 100z Float 50z

WEAPON SHOP: Flame Chrysm 500z Scale Mail 1450z Moon Sword 2000z Gauntlet 400z Long Spear 1000z Buckler 1100z QuarterStaff 1100z Glass Domino 450z Spiked Claws 1300z Knight'sHelm 720z Breastplate 1000z

----Urkan Tapa---- INN: 100 zenny CLINIC

ITEM SHOP: Healing Herb 10z Ammonia 200z Vitamin 50z Spirit 50z Antidote 12z Baby Frog 50z Eye Drops 20z Popper 50z Panacea 100z Float 50z

WEAPON SHOP: Claymore 2500z MithrilArmor 2100z Flare Sword 3200z Mithril Helm 1100z Long Spear 1000z MithrlShield 1600z Halberd 2100z

----Junk Town---- INN: 100 zenny CLINIC

WEAPON SHOP: Flame Chrysm 500z Barbarossa 12000z Ice Chrysm 500z Thunder Rod 9500z ShotgunShell 2200z Gigantess 8800z

MAGIC SHOP: Titan Belt 3000z Weather Vane 200z High Boots 3000z Taser 200z Wisdom Ring 3000z Belladonna 200z Lion's Belt 3000z Firecracker 500z Dynamite 200z Icicle 500z

----Dauna Mine---- INN: Free

MANILLO: Healing Herb 10z Dynamite 200z Vitamin 50z Weather Vane 200z Antidote 12z Taser 200z Eye Drops 20z Titan Belt 3000z Panacea 100z High Boots 3000z Ammonia 200z

----Syn City---- WEAPON SHOP: Silver Knife 1400z Lgt.Clothing 2700z ThievesKnife 3200z Silver Mail 3900z WindCutter 2200z SteelGntlets 3000z ShotgunShell 2200z Gold Hairpin 2200z Rood Spear 2900z

ITEM SHOP: Vitamin 50z Spirit 50z Antidote 12z Baby Frog 50z Eye Drops 20z Popper 50z Panacea 100z Float 50z Ammonia 200z

SEKINE: AshurasSword 3600z ManlyClothes 1000z

----Cliff---- INN: 30 zenny

SHOP: Healing Herb 10z Ammonia 200z Vitamin 50z Spirit 50z Antidote 12z Baby Frog 50z Eye Drops 20z Popper 50z Panacea 100z Float 50z

----Parch---- INN: 100 zenny

ITEM SHOP: Vitamin 50z Icicle 500z Antidote 12z Caro 200z Eye Drops 20z Frog 200z Ammonia 200z Top 200z Firecracker 500z Hanger 200z

WEAPON SHOP: Bent Sword 20z Silver Mail 3900z Baselard 6500z Amber BPlate 6100z Flying Spear 5000z Kite Shield 4700z Ruby Scepter 3200z PlatinumHelm 2800z Tiger Claws 3800z

----Kombinat---- INN: 200 zenny

WEAPON SHOP: Heat Shotel 9500z Sage's Frock 9300z PiercingEdge 14500z SpikedGntlts 6800z Beryl Rod 7200z LacquerArmor 8000z Gale Javelin 9100z LaquerShield 6500z Raptor Claws 5800z Lacquer Helm 5500z AP Shells 10000z

ITEM SHOP: Healing Herb 10z Ammonia 200z Vitamin 50z Caro 200z Antidote 12z Frog 200z Eye Drops 20z Top 200z Panacea 100z Hanger 200z

----Dragnier---- INN: Free

SHOP: DamascusSwd 16000z Antidote 12z DamascusMail 11000z Eye Drops 20z Healing Herb 10z Panacea 100z Vitamin 50z Ammonia 200z MultiVitamin 100z

----Oasis---- INN: 30 zenny

ITEM SHOP: Healing Herb 10z Ammonia 200z Vitamin 50z Titan Belt 3000z Antidote 12z High Boots 3000z Eye Drops 20z Wisdom Ring 3000z Panacea 100z Lion's Belt 3000z

----Caer Xhan---- ITEM SHOP: Healing Herb 10z Ammonia 200z Vitamin 50z Titan Belt 3000z Antidote 12z High Boots 3000z Eye Drops 20z Wisdom Ring 3000z Panacea 100z Lion's Belt 3000z

WEAPON SHOP: SeekingSword 20000z Royal Armor 18000z BlessedStaff 11000z Force Armor 22000z Gunginir 22000z Protectors 11000z Brass Claws 11000z Mind Shield 18000z Atomic Bomb 16000z Sun Mask 7200z

----Faerie Village---- INN: 10 zenny

ITEM SHOP: Green Apple 5z Napalm 800z (ABILITY) Vitamin 50z Dream Ring 1000z Panacea 100z Balance Ring 1000z Ammonia 200z Barrier Ring 3000z High Boots 3000z Diamond Ring 3000z Lion's Belt 3000z

ITEM SHOP: Green Apple 5z Life Sandals 500z (SPEED) Vitamin 50z High Boots 3000z Panacea 100z Titan Belt 3000z MultiVitamin 300z Dream Ring 1000z Ammonia 200z Balance Ring 1000z Talisman 500z

WEAPON SHOP: PointedStick 1z PiercingPike 7400z (ABILITY) Waistcloth 210z Katzbalger 9200z Bronze Sword 240z Protectors 11000z Crepe Cape 1300z Tiger's Cap 5300z Flame Talons 3300z Ouroboros 22000z Amber BPlate 6100z

WEAPON SHOP: PointedStick 1z Flame Talons 3300z (SPEED) Waistcloth 210z Laurel 1800z Bronze Sword 240z Royal Dagger 6200z Buckler 1100z SpikedGntlts 6800z Wind Cutter 2200z Ice Halberd 12500z Crepe Cape 1300z

HANDYMAN Berries 5z Bell Collar 10000z SHOP: Beef Jerky 50z Soul Gem 3000z (ABILITY) Taser 200z Holy Mantle 10000z Tiger Claws 3800z Molotov 10z Angling Rod 2000z HiddenDagger 7000z Lion's Belt 3000z

HANDYMAN Berries 5z Angling Rod 2000z SHOP: Beef Jerky 50z Belladonna 200z (SPEED) Clothing 50z Royal Dagger 6200z Flame Chrysm 500z Holy Mantle 10000z Napalm 800z Soul Gem 3000z Bell Collar 10000z

BEST EQUIPMENT

---Ryu--- WEAPON: Goo King Sword -- Dropped by Goo Kings in the Orbital Station. Steal from them to make them mad, then kill them. ARMOR: Life Armor -- Found in the desert, or bought from Manillo at the Lost Shore. SHIELD: Aries Gloves -- Stolen from Berserker. HELMET: Dragon Helm -- In a chest in the laboratory area of the Orbital Station.

ACCESSORY 1: Spirit Ring -- Found on Faerie Village distant expeditions, or from the Gift Shop in the Clear Game. ACCESSORY 2: Talisman -- Bought in Wyndia. RECOMMEND SKILLS: Jump -- Learned from the various cockroaches. Charm -- Learned from Meryleep. Steal -- Learned from D'lonzo. Inferno -- Learned from Deis. Blizzard -- Learned from Deis.

Myollnir -- Learned from Deis. Sirocco -- Learned from Deis. Triple Blow -- Learned from Mist Men. WardOfLight -- Learned from Ladon. DRAGON TRANSFORMATION: Myrmidon -- Combine the Power (in the underground lab) and the Trance (found at the Yggdrasil tree on the Lost Shore) Genes.

---Rei--- WEAPON: Holy Avenger -- Received after killing the Arch Mage. ARMOR: Life Armor -- Found in the desert, or bought from Manillo at the Lost Shore. SHIELD: Aries Gloves -- Stolen from Berserker. HELMET: Divine Helm -- Randomly dropped by Wraiths in the courtyard of the Orbital Station.

ACCESSORY 1: Lion's Belt -- Bought in Junk Town or Oasis. [The Lion's Belt lowers the "berserking" effect of the Weretiger] ACCESSORY 2: Ivory Charm -- Found on "distant" Faerie Village expeditions. RECOMMENDED SKILLS: Flying Kick -- Learned from Trickers. War Shout -- Learned from Meryleep. ThndrStrike -- Learned from Mist Men.

FrostStrike -- Learned from Bolts or Armor.

---Nina--- WEAPON: Ouroboros -- Bought in Faerie Village's "ability" weapon store. ARMOR: Diana'sDress -- Randomly dropped by Revenants in the core of the Orbital Station. SHIELD: Aries Gloves -- Stolen from Berserker. HELMET: Silver Tiara -- In a hidden chest in the courtyard of the Orbital Station.

ACCESSORY 1: Spirit Ring -- Found on Faerie Village distant expeditions, or from the Gift Shop in the Clear Game. ACCESSORY 2: Wisdom Ring -- Bought in Junk Town or Oasis. RECOMMENDED SKILLS: Mind Sword -- Learned from Emitai. Benediction -- Learned from Hondara. Resist -- Learned from Fahl. Bone Dart -- Learned from ZombieDr's in the Dauna Mines.

Kyrie -- Learned from Hondara. Barrier -- Learned from Emitai. Enlighten -- Learned from Emitai. Cure -- Learned from Draks in the desert; unparalyze them and they cast it.

---Momo--- WEAPON: Atomic Bomb -- Bought in Caer Xhan. ARMOR: Mist Armor -- Randomly dropped by Mist Men in the core of the Orbital Station. SHIELD: Aries Gloves -- Stolen from Berserker. HELMET: Silver Tiara -- In a hidden chest in the courtyard of the Orbital Station.

ACCESSORY 1: Artemis'sCap -- In a chest in the Dump (there's another later on in the Factory). ACCESSORY 2: Wisdom Ring -- Bought in Junk Town or Oasis. RECOMMENDED SKILLS: Shadowwalk -- Learned from Meryleep. Air Raid -- Learned from Bombers and PipeBombs. Multistrike -- Learned from the Ammonites or Revenants.

Lavaburst -- Learned from the Shroom (Palet), or from Vulcans in Mt. Zublo (cast a fire spell on them). Chill -- Learned from Revenants. Typhoon -- Learned from Mygas.

---Peco--- WEAPON: Dragonfang -- Randomly dropped by RedDrakes and IceDrakes in the laboratory area of the Orbital Station. ARMOR: Amber BPlate -- Bought in Parch SHIELD: Aries Gloves -- Stolen from the Berserker. HELMET: Tiger's Cap -- Bought in Faerie Village's "ability" weapon store. ACCESSORY 1: Speed Boots -- In a hidden bag in the Steel Grave.

[if using Chain formation, substitute another Titan Belt in place of the Speed Boots] ACCESSORY 2: Titan Belt -- Bought in Junk Town or Oasis. RECOMMEND SKILLS: Super Combo -- Learned from Bunyan. Aura -- Learned from Ladon. Last Resort -- Learned from Orcs at Momo's tower. Disembowel -- Learned from Bunyan. Focus -- Learned from Bunyan.

---Garr--- WEAPON: Beast Spear -- Found by searching Geist's ashes. ARMOR: Gideon's Garb -- Randomly dropped by the Armor enemies early on in the Orbital Station. SHIELD: Aries Gloves -- Stolen from Berserker. HELMET: Divine Helm -- Randomly dropped by Wraiths in the courtyard of the Orbital Station.

ACCESSORY 1: Titan Belt -- Bought in Junk Town or Oasis. ACCESSORY 2: Hawk's Ring -- Use Peco's headbutt to roll the rocks at the faerie pond near the Coffee Shop, then search the holes. RECOMMEND SKILLS: Double Blow -- Learn from many enemies (earliest are the Nut Troops) Trump -- Learned from Giotto. Berserk -- Learned from Giotto.

Mighty Chop -- Learned from Hachio. Charge -- Learned from Fahl. Douse -- Learned from GntRoaches.

---Fishing Gear--- ROD: Master Rod -- Get a rank of Master of Angling++ (9000 points), then talk to Bow at his house on the point near the Junk Town Dock. (You must be playing the Clear Game). BAIT: Ding Frog -- Get a rank of Master of Angling+ (7000 points), then talk to Bow at hise hose on the point near the Junk Town Dock.

(You must be playing the Clear Game).

---Formation--- FORMATION: Chain -- Learned from Bais at level 3; find all the hide-and-seek kids to get him as a Master. ORDER: (1) Rei/Ryu [put fastest character here] (2) Ryu/Peco/Garr [put strongest character here] (3) Ryu/Nina/Momo [put other character here]

BOF SERIES NAMES

Because Square changed many names in the U.S. version of BOF1, this results in some inconsistencies in the U.S. versions of the series. The proper names in all cases are the BOF3 names.

BOF1 BOF2 BOF3 }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}} Agni Anfini Infinity -- Baba Bunyan Beak Gonghead Gonghead Bleu Bleu Deis Bo -- Gary Drogen Dologany Dragnier Emperor Sword Empire Sword Royal Sword Gant Guntz -- Gobi Maniro Manillo Spyre Skytower -- Tyr Maria Myria Winlan Windia Wyndia -- Great Tree Yggdrasil

VIII. PLAYING THE GAME

EX TURNS

Equipping heavy weapons and armor lowers your agility (as determined by the item's Weight value). Agility determines the order in which your characters get their turns (highest goes first), and it allows you to get EX Turns.

If your agility is significantly higher than that of the enemies, you will earn EX Turns. EX Turns occur between rounds of combat -- your character's menu will just pop up again and it will say "EX". EX Turns are simply extra turns. Usually only one or two of your characters will get an EX Turn, if you get one.

CAMPING

Press Start while on the main overworld map to camp. You have to be away from any visitable location to camp (you can tell when the "Camp" option lights up).

While camping, you can talk to all your party members. If you go inside the tent and examine the diary, you can rest, save, change party members, use Skill Ink, and view the list of Masters you've found.

MAXIMUM HP LOSS

If one of your characters loses all their HP in battle, one of two things will happen: a) The character will use "Guts" to return to life with one HP. This happens infrequently. b) The character is dead.

After a battle, all dead characters come back to life (you can also use items or magic to revive them during a battle), but their maximum HP is reduced -- this is denoted by the max HP number turning yellow. If the character is killed again, their maximum HP will be reduced again, and so on.

The only way to recover your true maximum HP is to sleep at an inn. You cannot rest at your campsite or use items to regain your max HP.

MASTERS

Masters are teachers that will increase your character's stats and abilities. They're sort of like Espers in FF6.

You'll find Masters in various places around the world. For info on the Masters' locations, see the Master List under Charts and Info. When you talk to a Master, you can choose to apprentice under them (some Masters will require that you meet some other requirement). Any number of characters can be apprenticed to the same Master.

When a character is apprenticed under a Master, their stats develop in different ways at level up. Some Masters raise your attack but lower your magic ability, while others might raise your AP, but lower your defense.

Also, Masters will teach your character skills. Check back with your Masters periodically. If an apprenticed character has gained enough, they may learn a new Skill.

When you have learned all the skills from a Master, a star will appear next to the Master's name on the Master List (accessed from the diary while camping). You can still apprentice with the Master to boost your stats, however.

SKILLS

Skills are just like spells, but you don't learn them by going up levels. Instead, you learn them in one of two ways: a) From Masters (see above). b) From enemies

To learn Skills from enemies, use the Examine command during battle and choose an enemy to observe. If that enemy uses a skill you can learn that round, the Examining character may learn it (it make take a few tries). If you do learn the skill, a ! will appear of the character's head. If you get a ?, that means you can't learn the skill.

If you get no symbol, then you *can* learn the skill; you just failed to that round.

Only one character can learn each Skill. To transfer a Skill from one character to another, first go to the Ability screen and choose the option "Note". You can then remove skills from the character, turning them into Skill Notes. Make sure you really want to remove / move a skill before you do so.

To transfer the Skill Notes to a character, you have to camp. Then examine the diary inside the tent and choose "Look at Skill Notes".

You may transfer Skill Notes onto a character, but each time you want to do so, you have to use one Skill Ink (you may transfer any number of skills with one Ink, but only right when you use it), and Skill Ink is hard to come by.

WILLPOWER

Willpower is a rather mysterious statistic. It's not listed on your character's status screen, and is not explained in the manual, but it indeed exists and has some subtle effects.

Willpower has two main purposes (that I know of). First of all, if a character is killed in battle, sometimes they will spring back up with 1 HP (and "Guts" will appear). Willpower increases the chance of this happening.

The other thing Willpower does is reduce berserking effects. Berserk occurs when you are confused, and in two special cases: one of Ryu's dragon forms (but you can eliminate this effect with the right Gene combo), and the Weretiger.

Having a higher Willpower means a berserk or confused character is less likely to attack a party member and more likely to attack an enemy. Boosting Willpower is quite useful in conjunction with Weretiger.

Willpower does not seem to increase at level up, it only increases by equipping a Lion's Belt or by using a Moxa on the character.

X. FISHING

FISHING SPOTS

For info on what items Manillo sells at each spot where you can catch him, refer to the Manillo's Shops list later in this section.

YRAALL REGION NORTH There are lots of small fish swimming in the stream. Target fish: Jellyfish, Pirana, RainbowTrout

YRAALL REGION SOUTH You see a familiar shape amongst the fish... Target fish: Pirana, Puffer, Trout, Manillo

CENTRAL WYNDIA NORTH - MT. MYRNEG Something bizarre is swimming with the fish here... Target fish: Jellyfish, Bass, MartianSquid

CENTRAL WYNDIA SOUTH - ARENA Hangout of the River Gang. Target fish: Puffer, RainbowTrout, Bass

EASTERN WYNDIA WEST There are lots of different fish gathered here. Target fish: Pirana, Trout, RainbowTrout, Bass, Black Bass

EASTERN WYNDIA EAST - TOWER A famous spot where everyone catches the "big ones". Target fish: Flying Fish, Blowfish, Black Porgy, Octopus, Manillo

RHAPALA REGION NORTH This is the best place to get fresh river fish! Target fish: Man-o'-War, Flying Fish, Sea Bream

RHAPALA REGION SOUTH A beach famous for good fishing. Target fish: Man-o'-War, Flying Fish, Sea Bass, Octopus

URKAN REGION SOUTHEAST Area famous for the "big ones"! Target fish: Sea Bream, Black Porgy, Angler, Manillo

DAUNA HILLS EAST They say that some unusual fish live in the colder areas upstream... Target fish: Red Catfish, Bass, MartianSquid

DAUNA HILLS WEST The silence is almost tangible in this hushed place. Target fish: Pirana, Trout, RainbowTrout, Barandy, Manillo

YRAALL REGION SOUTHWEST One of the most popular fishing spots, just full of big fish. Target fish: Puffer, Trout, Black Bass

RHAPALA REGION SOUTHEAST - TIDAL CAVES Famous octopus fishing bed. Target fish: Octopus, Angler, Devilfish, Manillo

URKAN REGION NORTH - DOCK The best fish in the world are said to be here in this bed... Target fish: Sea Bass, Devilfish, Spearfish

URKAN REGION WEST - POINT Tide pool formed by the Outer Sea and the Middle Sea. Target fish: Man-o'-War, Flying Fish, Blowfish, Sea Bream, Sea Bass, Black Porgy, Octopus, Angler, Devilfish, Spearfish, Manillo

CENTRAL WYNDIA CENTER - MAEKYSS RIVER The best ingredients for that Maekyss specialty, shisu, can be found here. Target fish: Puffer, MartianSquid, Mackerel

LOST SHORE What kind of fish live in this unexplored land? Target fish: Man-o'-War, Flying Fish, Spearfish, Whale, Manillo

FISH TYPES

#1 Jellyfish Type of animal that floats and is easily caught. Use: Restores 1 HP Average length: 20 cm. Bait: Worm LOCATION: Yraall Region North Central Wyndia North - Mt. Myrneg

#2 Pirana Aggressively hunts in packs. Use: Restores 20 HP Average length: 30 cm. Bait: Worm LOCATION: Yraall Region North Yraall Region South Eastern Wyndia West Dauna Hills West

#3 Puffer Like a blowfish but has no poison. Use: Combat -- Fire attack / single Average length: 35 cm. Bait: Popper LOCATION: Yraall Region South Central Wyndia South - Arena Yraall Region Southwest Central Wyndia Center - Maekyss River

#4 Trout River fish -- likes worms & small fish. Use: Restores 40 HP Average length: 50 cm. Bait: Worm LOCATION: Yraall Region South Eastern Wyndia West Dauna Hills West Yraall Region Southwest

#5 RainbowTrout River fish -- lives in deep water. Use: Restores 5 AP Average length: 50 cm. Bait: Worm LOCATION: Yraall Region North Central Wyndia South - Arena Dauna Hills West

#6 Red Catfish Catfish with red fins -- likes to eat frogs. Use: Combat -- Earth attack / all Average length: 60 cm. Bait: Frog LOCATION: Dauna Hills East

#7 Bass Strong fish -- goes for any lure. Use: Restores HP Average length: 30 cm. Bait: Any LOCATION: Central Wyndia South - Arena Eastern Wyndia West Dauna Hills East

#8 MartianSquid Lives in fresh water -- likes worms. Use: Combat -- Causes blindness / single Average length: 60 cm. Bait: Worm LOCATION: Central Wyndia North - Mt. Myrneg Dauna Hills East Central Wyndia Center - Maekyss River

#9 Black Bass Rarely-seen large-mouthed bass. Use: Restores 80 HP to party Average length: 65 cm. Bait: Popper LOCATION: Eastern Wyndia West Yraall Region Southwest

#10 Barandy Legendary fish named for a king. Use: Restores 240 HP Average length: 150 cm. Bait: Frog LOCATION: Dauna Hills West

#11 Man-o'-War Large jellyfish. Not a good catch. Use: Restores 1 HP Average length: 20 cm. Bait: Worm LOCATION: Rhapala Region North Rhapala Region South Urkan Region West - Point Lost Shore

#12 Flying Fish Small fish that lives in shallows. Use: Restores 20 HP Average length: 23 cm. Bait: Popper LOCATION: Rhapala Region North Rhapala Region South Urkan Region West - Point Lost Shore

#13 Blowfish Aggressive fish -- goes for any lure. Use: Cure poison Average length: 15 cm. Bait: Any LOCATION: Eastern Wyndia East - Tower Urkan Region West - Point

#14 Sea Bream Deep-water fish -- likes small fish. Use: Restores 5 AP Average length: 30 cm. Bait: Popper LOCATION: Rhapala Region North Urkan Region Southeast

#15 Sea Bass Large sea fish -- goes for any lure. Use: Restores 80 HP Average length: 45 cm. Bait: Any LOCATION: Rhapala Region South Urkan Region North - Dock Urkan Region West - Point

#16 Black Porgy Deep-water fish -- Difficult to catch. Use: Restores 20 AP Average length: 45 cm. Bait: Popper LOCATION: Eastern Wyndia East - Tower Urkan Region Southeast Urkan Region West - Point

#17 Octopus Deep-water fish -- tastes good fried. ^---- (Octopi aren't fish! - ed.) Use: Combat -- Causes blindness / all Average length: 50 cm. Bait: Worm LOCATION: Eastern Wyndia East - Tower Rhapala Region South Rhapala Region Southeast - Tidal Caves Urkan Region West - Point

#18 Angler Deep-water fish -- hunts small fish. Use: Combat -- Earth attack / all Average length: 75 cm. Bait: Fish LOCATION: Urkan Region Southeast Urkan Region West - Point Rhapala Region Southeast - Tidal Caves

#19 Devilfish Octopus with electric attack. Use: Combat -- Lightning attack / single Average length: 90 cm. Bait: Worm LOCATION: Rhapala Region Southeast - Tidal Caves Urkan Region North - Dock Urkan Region West - Point

#20 Spearfish King of the seas -- Powerful fish that likes small fish. Use: Restores 240 HP to party Average length: 120 cm. Bait: Fish LOCATION: Urkan Region West - Point Urkan Region North - Dock Lost Shore

#21 Whale Large, ocean-dwelling, mammal. Use: Restores party's HP and status completely Average length: 180 cm. [that's one small whale -ed.] Bait: Worm LOCATION: Lost Shore

#22 Mackerel River fish -- local favorite in Wyndia. Use: Shisu ingredient Average length: 50 cm. Bait: Any LOCATION: Central Wyndia - Maekyss Gorge

#23 Manillo Merchant who travels the world's seas. Use: Trades items for fish Average length: 150 cm. Bait: Coin LOCATION: Yraall Region South Eastern Wyndia East - Tower Urkan Region Southeast Dauna Hills West Rhapala Region Southeast - Tidal Caves Urkan Region West - Point Lost Shore

MANILLO'S SHOPS

YRAALL REGION SOUTH Silver Knife: RainbowTrout x2, Trout x2 Iron Helm: Trout x1, Pirana x2 Waistcloth: Trout x1, Puffer x1 Spirit: Pirana x3 Baby Frog: Pirana x3 Popper: Puffer x2 Float: Puffer x2 Skill Ink: RainbowTrout x1, Trout x1 [CHEAP!!!] Bell Collar: Angler x3, MartianSquid x3, Sea Bream x5 Holy Mantle: Black Bass x3, Bass x9, Sea Bass x9

EASTERN WYNDIA EAST - TOWER Chain Cap: Bass x1, Blowfish x3 Crepe Cape: Black Porgy x1, Flying Fish x4 Spirit: Blowfish x3 Baby Frog: Blowfish x3 Popper: Flying Fish x2 Float: Flying Fish x2 Skill Ink: Octopus x2

URKAN REGION SOUTHEAST Wisdom Ring: Angler x1, Black Porgy x2, Sea Bream x2 Lion's Belt: MartianSquid x2, Bass x2, Sea Bass x4 Ginseng: MartianSquid x1, Octopus x2, Sea Bass x3 Caro: Sea Bream x3 Frog: Sea Bream x3 Top: Octopus x2 Hanger: Octopus x2 Skill Ink: Black Porgy x1, Angler x1

DAUNA HILLS WEST Wisdom Ring: Black Bass x1, RainbowTrout x5, Trout x5 Lion's Belt: Angler x1, RainbowTrout x9, Trout x9 Ginseng: Bass x2, RainbowTrout x5, Trout x5 Caro: RainbowTrout x2, Trout x3 Frog: RainbowTrout x2, Trout x3 Top: RainbowTrout x3, Trout x2 Hanger: RainbowTrout x3, Trout x2 Skill Ink: MartianSquid x2, RainbowTrout x1, Trout x1 Katzbalger: Barandy x1, Black Bass x2, Red Catfish x1 Laurel: Barandy x1, Black Bass x2, Bass x1

RHAPALA REGION SOUTHEAST - TIDAL CAVES Hawk's Ring: Black Bass x3, Bass x5 Artemis' Cap: Black Bass x2, Angler x2, Sea Bream x5 Speed Boots: Barandy x1, Black Bass x1, Devilfish x2 Soul Gem: Barandy x1, Sea Bass x2 Bell Collar: Devilfish x2, Angler x3, Sea Bream x3 Holy Mantle: Black Bass x3, Bass x9, Sea Bass x9 Skill Ink: Octopus x2, Devilfish x1

URKAN REGION WEST - POINT Demonsbane: Spearfish x1, Black Bass x2 Aries Spear: Spearfish x1, Sea Bass x9, Sea Bream x9 Heavy Caro: Devilfish x1, MartianSquid x1, Octopus x2 Fat Frog: Devilfish x1, MartianSquid x1, Octopus x2 Dogwalker: Devilfish x1, MartianSquid x1, Octopus x2 Deep Diver: Devilfish x1, MartianSquid x1, Octopus x2 Skill Ink: Octopus x2, Devilfish x1

LOST SHORE Royal Sword: Whale x1, Spearfish x3, Barandy x1 Life Armor: Whale x1, Spearfish x1, Barnady x3 Cupid's Lyre: Whale x1, Barandy x2, Red Catfish x5 Shaman'sRing: Whale x1, Spearfish x3, Red Catfish x5 Ivory Dice: Spearfish x1, Red Catfish x1, Mackerel x5 Skill Ink: Spearfish x1, Devilfish x1

RANKS

Novice: 0 points Novice+: 100 points Novice++: 200 points Rodman: 600 points Rodman+: 1000 points Rodman++: 1500 points Rodmaster: 2000 points Rodmaster+: 3000 points Rodmaster++: 4000 points Master of Angling: 5000 points Master of Angling+: 7000 points Master of Angling++: 9000 points

STRATEGY

- Always cast as far as possible.

- After you cast, moving the rod in a rhythm will attract fish. Or something like that.

- When you catch a fish, you have to reel it in by positiong the green area over the fish and hitting X as fast as possible. This will reduce its red energy bar. When the energy bar runs out, the fish will slide to the left. Keep hitting X (with the bar over the fish), but tap left repeatedly as well.

If the fish moves out of the corner, stop hitting left and chase after it with the green bar and the X button to reel it back.

- As for Manillo, the only way to catch him is with the Coin bait. Cast the bait close to him and he'll start swimming for it. Before he gets the bait, reel the bait back a little. Keep nudging it backwards and Manillo will keep chasing it. Don't let him grab the bait until you're at about 5 meters from shore.

Then let him grab the bait and quickly reel him in.

- If you press L1, you can see an overview of the fishing area. This is kinda useless, but it's there anyway.

XI. FAERIE VILLAGE

STRATEGIES

- At the start, set three faeries as Scholars, then divide the others between hunting and building.

- Early on, you'll want to do lots of hunting to build your population. Once your food hits 99, you don't need any additional hunters.

- In terms of research, I recommend researching the first two jobs (Merchant and Inn), then having your Scholars research culture. Culture helps you build, hunt, and research faster. After you hit the maximum Culture level of 7, switch to researching jobs.

- Don't keep too many faeries in your rooms at first. Do a lot of building, then use your rooms after you've built everything. I'd just set up an inn and a shop or two -- save the fancy stuff for later.

- Visit the village frequently!

JOBS

---Basic jobs---

HUNTER Skill required: Red Hunters provide the food your village needs. You'll need lots of hunters early on to build up your population. As your Culture level increases, you won't need as many hunters. Keep pulling off hunters; as long as you have 99 food, you have enough.

CLEAR LAND / BUILD Skill required: Green These two jobs are basically the same; you just have to alternate between them to get new houses (see the Building List). This is important early on; I'd recommend sacrificing advanced-job faeries to build up all the houses.

Once all 8 rooms are built, assign all your builders to other jobs -- their work is complete.

---Advanced jobs---

#1 SCHOLAR Skill required: Light blue Scholars do the research in your village. You can choose to research either new jobs or culture (culture increases your research and building rates). You'll want to have three active Scholars all the time.

Once you've research everything (all job and Culture at 7), though, convert the room to something else.

1st faerie: Researches new jobs / advances culture 2nd faerie: Speeds research 3rd faerie: Speeds research

#2 MERCHANT Skill required: Blue Merchants, not surprisingly, run shops. There are six kinds of shops: item shops, weapon shops (they also sell armor), and handyman shops (items and fishing gear) -- all three of which are in Speed or Ability forms. Speed shops get items faster, but Ability shops get better items.

Go with Ability shops in all cases. You'll want one of each Ability version in your village -- if you want to do any fishing, you will NEED a handyman shop, as they sell the best fishing pole in the regular game (Angling Rod). Assign three faeries to a new shop to build up its inventory quickly.

Once it maxxes out, pull two faeries off and assign them to another room.

1st faerie: Sells items 2nd faerie: Speeds item acquisition 3rd faerie: Speeds item acquisition

#3 INN Skill required: Blue This is pretty much self-explanatory. Additional faeries here will tell you interesting facts about your game. Having an inn at your village is really useful (plus it's cheap). Set up an inn right away.

1st faerie: Runs inn (10 zenny) 2nd faerie: Tells facts about your game 3rd faerie: Tells more facts about your game

#4 GIFT Skill required: None When you build a Gift shop, the faeries working there start preparing items to give away. Keep checking back and eventually they'll give you a free item. The longer you wait, the better the item you get.

This really isn't all that great a job; the items just aren't worth the time and you can usually buy them in stores anyway.

1st faerie: Gives away one item 2nd faerie: Gives away another item 3rd faerie: Gives away a third item

#5 FORTUNE Skill required: Light blue All fortune-telling faeries do is tell you observations about the characters, general weird stuff, and occasional game tips or plot foreshadowing. This can be kind of amusing, but doesn't give you any real benefit, especially because all the tips they give are already in this FAQ.

There are better things to use your house space on than this.

1st faerie: Tells fortune 2nd faerie: Tells a different fortune 3rd faerie: Tells a third fortune

#6 EXPLORER Skill required: None Explorer faeries are kind of like Gift faeries, but they get much better items. There is, however, the risk of the faeries dying, which is not much of a problem as they are usually quickly replaced. You can get some unique items from the Distant expeditions, but those expeditions fail often.

However, this problem is easily averted by saving before you enter Faerie Village. If the expedition failed, or you get an item you don't want, just reset and load up your game. Next time, things will be different.

1st faerie: Goes on expedition 2nd faerie: Goes on separate expedition 3rd faerie: Goes on third expedition

#7 ANTIQUES Skill required: Blue The sole purpose of the Antiques shop is to buy the various antiques you find for a high price (see the Antiques list under Items and Equipment for all the antiques).

Since it doesn't have any continuous effect, you can easily turn a Gift, Explorer, Casino, or Copy shop temporarily into an Antique shop, sell your stuff, and then change back. You don't want this shop on a permanent basement, but it's a nice extra bonus.

1st faerie: Buys antiques 2nd faerie: Tells about antiques 3rd faerie: Tells about Dragon Tear

#8 MUSIC Skill required: None Like the fortune-teller, the Musician job doesn't actually benefit you. However, BOF3 has a great soundtrack, so you'll get a lot of mileage out of this job. Like a shop, stick three faeries in here to build up your selection of songs quickly -- there's a lot of them.

1st faerie: Plays music 2nd faerie: Learn new songs faster 3rd faerie: Learn new songs faster After beating game, sings "Pure Again"

#9 CASINO Skill required: None There are two games you play at the casino. In one, you have to guess high and low numbers -- this one is solely for zenny. The other is your basic 3-digit number guessing game; you earn various prizes here. If you're the gambling type, go for this job.

^_^ Just don't use more than one faerie; the 2nd and 3rd don't do anything extra in the normal game and the 3rd merely changes your name in the Clear Game.

1st faerie: Runs casino 2nd faerie: Doesn't seem to have an effect 3rd faerie: After beating game, can change your namees or faeries' names

#10 COPY Skill required: Light blue The Copy shop, when used properly, can be extremely useful. You can copy any item over a period of time, with only a small rate of failure. You want to copy unique items like the elemental rings or hard-to-get equipment.

Having additional faeries here allows you to dupe more than one item at a time.

1st faerie: Copies one item 2nd faerie: Copies another item 3rd faerie: Copies another item

BUILDING LIST

You have to clear land and build in the right order. If you're doing the wrong one, the village will just spin its wheels and nothing will get built. Here's the correct order.

(Start with 1 room) Clear land. (adds first fountain and cobblestones) Build (2nd house) Build (adds another room to 2nd house) Clear land. Build (adds second floor to 2nd house) Build (adds another room to second floor) Clear land (adds second fountain). Build (adds third floor with two rooms) Build (adds another room to third floor)

FLOOR PLAN

| | Fountain /---\ | 6 | /----| |---\ | 8 7 | \-----||-----/

/-----||----\ ___ | 5 4 | | | /----||--||----\ Fountain | 3 2 | ____ \------ ------/ * | 1 | Cadis |____|

{-- Dock

MUSIC LIST

Country Living -- McNeil / Urkan Tapa town music These Little Things -- Rei's theme Take It and Run -- McNeil manor hedge maze Healing -- Ryu's dream at the start of the game Life's a Beach -- Rhapala town music (I love this music!) Even the Sun's Happy -- Fishing music (Ge'redda'!) Walking Straight -- Mountain music 30 -- Bonus games Crowing in the Night -- CHICKEN ATTACK!!!

Plenty of Money -- Mayor McNeil's theme My Favorite Trick -- Momo's tower War Tiger -- Weretiger battle music Technology -- Hi-tech dungeon music Fried Onions -- Peco's theme Peach Engine -- Momo's theme In the Morning -- Nina's theme Fighting Man -- Garr's theme Guild -- Junk Town / Cliff / Parch town music Ago -- ???

Neverending Game -- Bonus games (same piece as 30) Thief -- Loki's theme Walking the Road -- Mountain dungeon music Eden -- Eden (what else?) That Old House -- McNeil Manor Windy City -- Wyndia town music (another great track) Island -- Genmel / Syn City town music The Champion -- Coliseum music Turning Point -- Black Ship interior Don't Say It -- ???

Steam Locomotion -- Piloting the ship Heavy Echo -- Wyndia tomb Cadaver -- Death scene in Eden Missing -- Burned cabin scene Dangerous Feeling -- Cave dungeons Of Gods and Dragons -- Dragnier town music Flight -- Event sequences The Poor Marcher -- Beyd's training Dead Dragon Stone -- Dauna Mine For the Dragons -- Main theme Castle in the Sky -- Final dungeon

EXPEDITION LIST

Expedition list by Alex Pelton ([email protected]).

ITEM WEAPONS ARMOR OPTION Moon Tears AP Shells Breastplate Artemis' Cap Wisdom Seed Demonsbane Flame Shield Hawk's Ring Wisdom Fruit Ghostbuster * Force Armor Ivory Charm Life Shard HiddenDagger Ice Shield Ring of Fire Magic Shard Lacquer Helm Spirit Ring Power Food Magma Armor Protein Mind Shield Swallow Eye Mithril Helm Fish-head Moxa Clay Vase Marbles Moldy Vase * Dirty Rags * Tea Cup Beads Rare Book Old Painting Myria Icon * Ladon Icon * Lithograph * Dragon Tear *

* = Item cannot be obtained anywhere else.

CASINO PRIZE LIST

Casino prize list by Alex Pelton ([email protected]).

Depending on the number of turns you win Guess the Number in (you just get zenny from High & Low), you will get one of several different prizes.

1 guess: Spirit Ring 2 guesses: ShotgunShell, Lifestealer, Divine Helm 3 guesses: Wisdom Fruit, Life Bangle, Ascension, Speed Boots 4 guesses: Soul Gem, Wisdom Fruit, Vitamins 5 guesses: Panacea, MultiVitamins, Vitamins 6 guesses: Healing Herb, Vitamin 7 guesses: Green Apple, Rice Ball 8 guesses: Croc Tear, Rice Ball

XII. CREDITS / DISCLAIMER

This FAQ is copyright 1998 by Fritz Fraundorf. Breath of Fire 3 is copyright 1997 and 1998 by Capcom. This FAQ is not associated with or endorsed by Capcom. You may freely distribute this FAQ for noncommercial purposes if it is not altered in any way and I am credited. This FAQ may not be used as source material for other FAQs without permission.

Not intended for use as a flotation device.

WALKTHROUGH (Source 2)

Walkthrough:

Chapter One - Falling In With The Wrong Crowd

After naming your character and choosing your in-game options, the game begins inside the Dauna Mine in Dauna Hills territory. It seems as though a baby dragon has been found sealed inside a large crystal. After using dynamite to free the dragon, the miners are surprised to find that the baby dragon is alive.

They immediately attack the dragon out of fear. You play the role of the baby dragon. After killing the miners(they would have killed you), inspect their bodies to find the melted blade, then make your way out of the mine shafts to the area just outside the tunnels where the wooden platform is.

Once arriving here, a large bull attempts to stop you from leaving. Upon attacking the bull, you are momentarily distracted and your attention is drawn to the mine. The crane operator uses this opportunity to his advantage, and swings the crane at you. It hits you in the side, knocking you unconscious.

You are then caged and put onto a small train to be brought elsewhere. During the train ride, use the D-pad to shake and rattle yourself within the cage. After enough shaking, the cage will fall off the train and crash open upon impact with the ground below. The scene then cuts to show a tiger thief named Rei hunting wild boar in the Cedar Woods.

Just as he is about to capture his dinner, a loud crash occurs, and the boar is scared off. Rei goes to inspect the area where the noise came from, and is surprised to find a small naked boy lying on the ground surrounded by two wolves that look ready to pounce.

With a show of his knife wielding skills, Rei saves the boy, then brings him to his home in the woods to assure his safety. Upon your arrival at Rei's home, you meet Teepo, Rei's partner in crime. Together they put the small boy to bed so he can rest and regain his strength.

While sleeping, the boy finds out that he has dragon blood flowing through his veins. This is his story.

Chapter Two - Used

Upon awaking the next morning(you now control the small boy), you find yourself all alone in the house. Leave the house and make your way to McNeil Town(small town on the world map just below the woods you were just in), where you will find Rei and Teepo.

After your initial meeting with Rei and Teepo in the town of McNeil, speak to Teepo, and Rei will attempt to steal some weapons from a local merchant. It doesn't go well. Once you catch up with Rei and Teepo after this fiasco, you join up with them and all three of you will then travel together.

Teepo suggests going to the Yraall Road(the path crossroads just below the farm area on the world map), so make that your first stop. Once there, walk to the crossroads, and Teepo will explain that the road to the right leads to Wyndia, and that someone is coming.

At this point, hide behind the bushes in the grassy area above the road leading to Wyndia(where the hand shaped cursor points to). As soon as Bunyan walks by on the road below, Teepo pushes you out of the bushes into him. After realizing that no one is at Bunyan's, Rei and Teepo decide that now would be a fine time to rob his house.

Make your way to Bunyan's house in Cedar Woods(same woods Rei and Teepo's house is in), and once you arrive, have Rei pick the lock on the front door. Once inside, make your way down the ladder to the basement of the house and inspect the bookcase that you'll see there.

After finding some beef jerky in the bookcase(this item will be needed later in the game when you wish to gain Hachio, the Wyndia Castle chef as a Master, so don't use it until he asks for it), Rei and Teepo come down the ladder to see what you have.

At this point Bunyan comes home unexpectedly, and can be heard by way of squeaky floorboards upstairs. Seeing as how there is no other way out of the basement, Rei goes up the ladder to try and take care of Bunyan. With a loud yell, and much crashing about, Rei is captured.

Teepo goes to help his friend, and as soon as he is at the top of the ladder, more crashing sounds are heard. Going up the ladder reveals that the house is now empty. Proceed outside to get a better idea of what has happened to your friends. As soon as you step outside, you are cold cocked by Bunyan who was waiting just outside the front door.

After tying the three of you up, Bunyan demands that Rei travel to Mt. Glaus(mountain just above Cedar Woods on the world map)and kill the monster that lives there. After Rei leaves, Bunyan decides that if you and Teepo split enough firewood for him, then the both of you may leave to help Rei in his task at Mt. Glaus.

Upon accepting this request, press the "Triangle" button to split the pieces of firewood, just as Teepo releases them. After splitting enough wood, Bunyan lets you and Teepo go as well(note, the pond near Bunyan's house is filled with the "Croc Tear" item. Each time you inspect the water you will receive one of that item).

Leave Cedar Woods and make your way up the path(on the world map) leading Northeast, until you come to a "?" area. Enter the "?" area, and use Teepo's special action(kicking) to roll the small rocks scattered about the ground.

Some rocks will reveal holes in the ground containing items, while once the small rock next to the large round rock(just across the small bridge where you entered the area) is kicked away from it, the large rock will roll into the stream below and block the flow of water.

This will allow you to walk down the lower, now empty, stream bed and access a new area at the end of it containing a chest. After getting all the items from underneath the rocks, and from the chests, proceed to the opposite end of the "?" area and you will find a sign that tells you this is the way to Mt. Glaus.

Leave the area by the exit next to the sign. Once out of the "?" area and back out on the world map, proceed to the end of the path and you will find the entrance to Mt. Glaus. Enter the Mt. Glaus area and make your way up the hill towards the rear. Attempt to cross the bridge that the path at the top of the hill leads to.

As soon as you do, night starts to fall, and Teepo leads you into a house that is nearby. Rei is inside the house, and calls out to you and Teepo as soon as you enter it. He tells you all he's discovered about the monster that is supposed to inhabit this mountain, the one Bunyan sent him to kill.

The next morning your party is awoken by a bloodcurdling yell. Upon rushing outside, you will see a giant creature that looks like a mutated lion with three snakes for a tail. The creature jumps down from the cliff above the house and lands in front of your party members. It then begins it's attack on them.

After inflicting a certain amount of damage on the creature, it flees into the mountain above. Make your way to the cave entrance in the side of the cliff above the house(you may use the dragon statue directly behind the house as a save spot) and enter it. Once inside the cave, you spot blood pools along the ground.

Walk to the center branch off tunnel on the left, and enter the opening at the end of it. Once inside, walk to the skeleton at the rear and Teepo will spot more blood on the ground.

Return to the main cave passage(where you entered the area with the skeleton from), and Teepo will suggest finding a way to enter the opening to the passage that was behind the waterfall that you just saw in the previous area. Walk to the rear left branch off passage and enter the opening at the end of it.

Once inside, Teepo will suggest jumping into the water, and swimming to the passage behind the waterfall. At this point, choose to jump into the water(note, if you choose not to enter the water at this time, you need only to walk to the edge of the water in this room to be asked if you will jump in again).

Your characters will swim downstream and fall into the passage opening behind the waterfall. After entering the passage behind the waterfall, and drying yourselves off, walk towards the opening at the end of this new passage. Just as you reach the opening, a loud screeching sound is heard from within.

The lion creature(Nue) that you fought earlier leaps out from inside and attacks your party. After defeating the creature, it falls dead, slightly blocking the opening at the end of the passage. Inspect the body to squeeze by, and enter the passage behind it. Once past the body, you will come to a nest with three dead babies in it.

The creature that you just killed was just a mother trying to protect the bodies of her young. After learning this sad news, leave these passages and return to the waterfall. Once at the waterfall, you will be asked if you'd like to swim downstream to exit the caves. After choosing yes, your characters jump into the water and swim downstream.

Once out of the caves, and back on dry land, Bunyan shows up. Your characters tell him what they have learned, and the sad fate of the monster they were sent to kill. The scene then fades.

Chapter Three - The First Of Many

Upon regaining control of your characters, leave Cedar Woods and walk towards McNeil Town on the world map. Just to the West of McNeil Town is a newly opened area(looks like a small open area with a tree stump in it, between McNeil Town and the fishing spot to the West) marked with a "?". Enter this new area to meet your first of seventeen Masters.

Once in the area, walk to the end of the path and you will see a man standing next to a tree stump. This man is Mygas, and he is what's known as a Master. A Master is basically a trainer. After aligning yourself(or others in your party) with them, you will gain new skills and other useful things, after a certain amount of level raising.

You need to keep the alignment the same while you are level raising(until you are rewarded with the desired skill or item), as once you switch Masters, you start over again as far as the amount of levels needed to raise.

Some Masters have more than one skill or item to give you, so you may not want to be so quick to change alignment from one Master to the next(a star next to the Master's profile in the Master list lets you know when a Master has given you everything he/she/it has).

Upon talking to Mygas, he will explain the theory of the Masters to you, then ask if any of your party members would like to align themselves with him(note, you can align more than one party member to a Master, but only one of each skill will be awarded to your party. Also, some Masters demand something in return for letting you use them).

After aligning(or not) some of your party members with Mygas, leave his area and proceed to McNeil Town.

Chapter Four - Breaking And Entering

Once in McNeil Town, your party will be surrounded by the townsfolk. After straightening out the situation, speak to the robed man(Loki) walking near your party. Tell him that you'll help him, then go to talk to him in the small shed in the farm(wheat field) area, as you'll have more privacy there.

Upon talking to him in the shed, you find out that he wants you to steal back the tax money McNeil has collected from the townsfolk(note, McNeil is the dictator that rules the town of McNeil).

After talking to Loki, you wait in the shed until nightfall, then make your way to the grounds of McNeil's house(note, on the world map McNeil's house is just to the left of the farm/wheat field). Rei and Teepo then run off to look for a way into the house.

Inspect the broken section of the wall(to the left) and Rei and Teepo will come and see what you've found. Rei leans against the wall, and before you know it, you've found a way into McNeil's front yard. Once in the yard, make your way along the wall to the left, and you will find another robed man.

Speak to him and he will give you 50 zenny(monetary denomination) that you can use to bribe the guards that are patrolling the grounds with. After receiving the money, approach the first guard and use the 50 z to bribe him into letting you pass. After bribing the guard, talk to the second guard standing nearby, then walk up the stairs just ahead.

Once up the stairs, open the chest that is hidden just down the balcony to the left and take the wallet from inside it. After receiving the wallet, walk down the balcony to the right and speak to the next guard that is there. He notices the wallet, and lets you pass if you give it to him(he takes it from you automatically).

After passing the guard and continuing down the balcony to the right, you will come to more guards, these carrying lanterns so that they can keep better watch over the grounds in the dark.

Be careful not to step in the light cast by any of the lanterns or you will be spotted and thrown out of the yard(you will then need to re-bribe the first guard after re-entering the yard.

Note, if you don't give the wallet to the guard on the balcony, it is possible to sneak by the guard with the lantern at the bottom of the stairs in front of where the guard who wants the wallet is, you just need to time your run by him so that he is turning towards you just as you go by, that way his lantern isn't shining either way for a moment.

You must be very quick). After proceeding past the guards on the balcony, you will walk down a flight of stairs and come to a lookout post(high platform with ladder) with a bell on it. Climb the lookout post, and use either your character's or Teepo's special action(sword swipe/kick) to ring the bell.

The ringing of the bell signals one of the guards below to leave the area he is in and take his cigarette break, thus allowing your party to further explore the yard. Proceed to the Northeast and talk to the guard having his cigarette break by the fountain. After speaking with him, walk down the walkway in front of him, towards the main gate.

You will then be spotted by a large watchdog who will then attack your party. After defeating the watchdog, return to the guard smoking at the fountain. Speak to him now, and he will let you pass onto the right side of the yard.

Once on the right side of the yard, talk to the guard standing in the grass without a lantern, then speak to the three peasants(one on the guard's side of the lower wall, and two on the opposite), then finally walk up to the small green shack beside the balcony to the right and talk to the guard standing in front of it.

After he leaves, enter the green shack and you will find out it is the hen house. Just as Teepo takes some eggs from one of the nests, a giant chicken appears and attacks your party. After defeating the chicken, and the ruckus at the hen house dies down, the guards from the center balcony attempt to capture the escaping chickens.

Use this opportunity to climb the stairs to the center balcony and approach the front door of the house(go to the right once on the center balcony). Rei notices that most of the guards have positioned themselves by the front door, so he runs by them brandishing his knives, in order to distract them so that you and Teepo can sneak into the house.

Once you and Teepo are inside the house, enter the door to the right wing of the house. Here you will be able to rest and save your game by talking to the butler in the bedroom before progressing through the rest of the house. After resting and saving(if necessary), return to the house's entryway and attempt to climb the main stairs that are there.

You will be stopped by an invisible force. A ghost then appears and attacks you and Teepo in an attempt to stop you from proceeding further into the house. After defeating the ghost, it turns into a small flame and runs up the stairs. Proceed up the stairs and enter the rooms to the left.

Towards the rear hall, you will see McNeil, or at least what you believed was him, for as you are talking to him, he turns into another of the ghost type creatures that you fought downstairs. Once the ghost reveals itself, it begins it's attack on you. After defeating this second ghost, it too turns into a small flame and runs off.

Continue through the house, and just as you are about to descend the stairs at the rear right, another ghost appears to confront you and Teepo. After defeating this third ghost, it runs off down the stairs that you were about to descend. Go down the stairs and continue your journey through the house.

In the room behind the kitchen you will be approached by yet another ghost. After defeating this ghost and watching it run off, you realize that these are the ghosts of the men in the portraits on the walls of the first room in the right wing of the house(just off the entryway).

Continue through the house in the direction that this last ghost ran off in, and you will find the elevator. Inspect the switch on the side of the elevator, and you will be asked if you would like to ride to the floor above.

After taking the elevator to the floor above, walk up the stairs in the room you arrive at, and you will find a bed to rest in, and a save book to save your progress. After resting and saving your game(if necessary), proceed up the ladder that is in the room, to the roof of the house.

Once on the roof, you realize that you must find a way to reach the roof of the wing of the house to the left, as all the doors leading to it inside the house are locked. Proceed to the far end of the roof you are on, there you will find a grappling hook and rope in the lower left corner.

After receiving the grappling hook and rope, Rei shows up and helps you get across to the other roof. Once across to the other roof, walk down the stairs in the open section to the North(almost directly across from the rope, the open section to the South only leads to the steam room area).

Once down the stairs, proceed through the first room, and start to enter the master bedroom in the rear. As you approach the doorway, you will witness McNeil chasing a woman around the room. Upon entering and speaking to McNeil, five small flames(the ghosts of the dead McNeils) suddenly appear throughout the room.

The flames then merge to create a large version of the ghost creatures you fought as you made your way through the house. Once formed, the ghost then attacks your party. After defeating the ghost, and threatening McNeil, Rei and Teepo leave, followed shortly behind by your character. The scene then fades.

Chapter Five - Nice Cow

When you regain control of your characters, you are back at your home in Cedar Woods. Make your way back to the farm(wheat field) beneath the town of McNeil(you may want to save, or go see the Master first), and speak to Loki(green cloak).

After telling him what happened at McNeil's house, enter the small shed to the right(just across the road from the wheat field). Your characters will begin to talk about Loki, when in walks Bunyan and a cow. After speaking to Bunyan about Loki and McNeil, leave the shed and return to your home in Cedar Woods.

Chapter Six - Only You Can Prevent Forest Fires

Once you arrive at your home, you will behold a horrible sight. Your tree house is engulfed in flames. As Rei rushes to see if there is anything he can do to stop this tragedy, Teepo calls out to him that there is trouble below. Two unicorn beasts are at the footbridge below your home, and they mean to do no good.

The two unicorns, Balio(blue mane) and Sunder(green mane), have come for Teepo, who at this point is terrified. After a few threats, Balio and Sunder begin their attack on your party. You cannot win this battle, so let your party be defeated quickly, and don't waste any healing or AP items.

Chapter Seven - There's Nothing For Me Here Now

After the battle, your character comes to in Bunyan's house. After waking up, walk outside the house and talk to Bunyan. He tells you that he found you in the forest and brought you to his home to help you get well. You are very upset over your loss of Rei and Teepo, and decide to set out for Wyndia.

After Bunyan gives you directions on how to reach Wyndia, make your way to Mt. Myrneg(to the right of Yraall Road on the world map), which you must cross if you hope to reach Wyndia. Once you reach Mt. Myrneg, make your way to the top of it. At the top of the mountain, your character will run into Sunder, who alerts Balio to your arrival.

As Balio distracts you, Sunder quietly sneaks behind you and draws a sword. You never knew what hit you. As Sunder and Balio are laughing at what they have apparently done, something they find very confusing happens.

Upon your supposed death, the dragon blood that flows through your veins, mutates your body into that of a small dragon(note, at this point you are automatically given the "Flame" dragon gene). Shocked by this turn of events, Balio and Sunder cage you and bring you before the King of Wyndia.

Balio and Sunder intend to give the baby dragon to the King, but upon uncovering the cage in front of him, all that is inside the cage is a small boy(your character). Balio and Sunder are very upset by this and start kicking and punching the cage in an attempt to cause you to revert back to dragon form.

All this does is anger the King, who orders all three of you to be thrown into the dungeon. While Balio and Sunder are complaining in their cell, and you are crying in yours, the King's daughter, Princess Nina, enters the dungeon and introduces herself to you. While you are talking to Nina, Sunder calls for Nina to come over to their cell.

Once she gets there, Sunder and Balio persuade Nina to unlock the cell door. As soon as they are free, instead of thanking her, Sunder knocks Nina unconscious. They then take her hostage and start an attempt to escape by heading down the stairs in the back. At this point, inspect your cell's door.

Choose to try to break the door(don't call the guard for help, as he just ignores you) and your character will perform a running smash into the door to try and knock it open. It doesn't work. Inspect the door a second time, and choose to hit the door again.

This time your character will start running from further away in order to build up more momentum, and is successful in knocking the door loose. After getting back to your feet, make your way down the stairs to the rear right of the dungeon. At the bottom of the stairs you will find Balio and Sunder, still holding Nina captive.

After spotting you, Balio kicks Nina aside and the two villainous unicorns attack you. As in your previous battle with Balio and Santo, you cannot win, so don't waste any healing or AP items during this fight. Once Balio and Sunder defeat you(or if the battle lasts too long), they run off, leaving you with Nina.

Nina helps you get back to your feet, and tells you that she would like to travel with you, and that she will help you escape from the palace through the underground cemetery.

Chapter Eight - Escape Through The Boneyard

Make your way down the stairs at the back of the room, and you will descend into the palace's underground cemetery. Walk through the cemetery until you find the large tombstone at the end of the stone ramp to the Northwest.

Inspect the tombstone and it will tell you that you need to answer the questions on the other seven tombstones correctly in order to proceed. Walk around the cemetery and inspect the other seven tombstones(there are actually eight others, but ignore the tombstone furthest South at the top of the dirt ramp.

There is a tombstone next to it that contains a question that needs answering however). When asked the question upon inspecting each tombstone, choose the answer highlighted in green. This will trigger the tombstones correctly.

After you have triggered all seven tombstones correctly(one is slightly hidden below a drop spot to the Southwest), return to the large tombstone and inspect it again. Choose the top choice when prompted to make a selection, and you will open a hole in front of the tombstone that you and Nina will fall through.

Upon landing in the area below, open the treasure chest that is there to receive a Light Bangle, then jump down the drop spot and make your way to the ladder to the North. After climbing the ladder and returning to the cemetery above, open the chest on the platform you appear on to receive a helmet.

After receiving the helmet, proceed to the one tombstone that you didn't inspect previously(the tombstone furthest South out of the two that are up the dirt ramp). Inspect the tombstone and you will be asked a series of questions referring to the choices you made on the other seven tombstones.

Answer them properly by selecting these choices: 1st question: 1st choice, "Red" 2nd question: 1st choice, "Climbing" 3rd question: 1st choice, "I" 4th question: 3rd choice, "Is" 5th question: 2nd choice, "Look" 6th question: 2nd choice, "Beneath" 7th question: 2nd choice, "This" After answering the final question correctly, a hole will appear in the ground in front of the tombstone.

Nina and your character fall through it and land in a new area. This new area is actually part of the lower area you fell into earlier(from the large tombstone), but on the other side of the large area with the pillars Southern wall. Walk to the left to fall into another hole, this one bringing you to the Royal Tomb.

Upon landing in the Royal Tomb, you tell Nina of Rei and Teepo. After filling her in, leave the tomb and you will find yourself on the walls of Wyndia Castle. Walk down the walkway on the wall and enter the grounds of Wyndia Castle.

After asking the various people about the castle grounds if anyone has seen Rei or Teepo, walk to the fountain at the lower level and speak to the four children playing around it. When you talk to the boy standing still in front of it, they decide to play hide and seek with you.

Find all four of the children(now hiding within the grounds of Wyndia Castle) to receive some information.

The children are in the following locations: Child #1: The Northeast corner of the lower level Child #2: The Northwest corner of the lower level Child #3: To the right of the weapons shop in the lower level Child #4: In the dining area(where tables are) at the top of the stairs, he is hiding behind the tree After finding all four children, they tell you that Teepo may have fled to an area near the castle.

After learning this, leave Wyndia Castle and return to the world map. Proceed to the "?" area at the end of the path that cuts through the trees on the Western side of Wyndia Castle. Enter this area and you will find a chest hidden next to the wall of the castle.

After obtaining the item(Ginseng) from the chest, return to the world map and proceed to the other "?" area that is at the end of the path that runs between the Southern walls of Wyndia Castle. In this area, once you enter the shack that is there, you will meet another of the Masters.

This Master is Durandal, and after meeting, and aligning with him(if necessary), return to the world map and walk down the road leading away from Wyndia Castle. Enter the area at the crossroads you come to(Eygnock Road), you can go no further). Once on Eygnock Road, enter the house that is there.

Upon your entering the front door, you hear Nina scream. Run back outside, and you will see that Balio and Sunder have returned and have captured Nina. After a painful stomping by Balio, you are knocked unconscious and brought to a pub in a bazaar type town called Genmel just outside of Wyndia, where you are then left tied up in the back room.

Balio and Sunder leave after talking to the barkeep and saying hello to a large gargoyle type creature named Garr. After Balio and Sunder leave, Nina is able to loosen her ropes enough to escape. She crawls to the corner of the back wall and peeks into the pub to get a better idea of what you are now up against.

After coming back and untying you, you both attempt to sneak out of the pub, but are noticed just before you reach the door. After some smooth talking by Nina, the barkeep lets you both leave(note, the barkeep's name is Fahl. He is also a Master.

Return to him later in the game when you have won thirty battles in a row without resting, and he will offer you his services as a Master).

Chapter Nine - Betrayed

After escaping from the pub, leave the bazaar town of Genmel, and travel to Mt. Boumore(on the world map, mountain just to the right of Genmel). Once there, climb to the top of the mountain, and you will find two men standing outside of a small house. Talk to the two men and they will invite you inside.

After telling the men that you are trying to escape being found by Balio and Sunder, they tell you of the lift that will take you to the other side of the mountain range. They also tell you that you can rest in their back room. After talking to the two men, enter the door to the right(inside the house), as the back room and lift are that way.

After a brief rest, make your way through the door at the back of the room and you will find the lift. Upon inspecting the lift, you find that it is not completely operational, and upon returning towards the room where the two men are, you find yourselves locked in the back room. Suddenly you hear Sunder's voice.

You've been betrayed, the men have sold you out to your enemies. At this point Nina exclaims that the two of you must get the lift working in order to escape being captured again. Return to the lift room and inspect the lift's control panel. It seems that there is no energy to drive the lift. Upon learning this, Nina tells you to get on the lift.

As Sunder is approaching the room you are in, Nina explains that she will try to use her special action(wand blast) to start the lift. As you try to hold off Sunder, who has now entered the lift room, Nina blasts the control panel with a bolt of energy from her wand.

The control panel burns out, but as it does, a charge of energy is released, and the lift starts. With a leap of faith by Nina, the two of you escape Sunder once again. Upon reaching the landing dock for the lift at the opposite end of the mountain range, Nina suggests that the two of you should head down the mountain quickly.

As you leave the landing dock, you find that the main gate to the road leading off the mountain is locked, and you will now have to figure out another way to get down from the mountain. Start to climb the high path(only one that leads anywhere), and at the very top of it, Nina starts to worry that there is no way to get down the mountain.

To make matters worse, Sunder suddenly shows himself just down the path. As he advances up the path towards your characters, you realize that there is only one way out... So down the side of the mountain you go. During your slide down the mountainside, your main character reverts back to dragon form.

Once you hit the bottom of the mountain, Nina helps revive you, and you return to human form(note, at this point you automatically receive the "Defender" dragon gene). Once you are back on your feet, leave the area at the base of the mountain and return to the world map.

Chapter Ten - Opposite

Once on the world map, walk slightly to the left and you will find another "?" area(beside two trees at the base of the mountain range). Enter the "?" area and you will find the "Reverse" dragon gene. After receiving the Reverse dragon gene, return to the world map.

Chapter Eleven - Momo

Once back on the world map, proceed up the path heading North, until you come to the stone tower. Enter the area where the tower is, and talk to the fish man that you will find sitting next to the stairs. He is a merchant and will sell you a variety of useful items and armors.

After doing business with the merchant, walk up the center set of stairs and inspect the plaque in front of the pool of water. Reading the plaque will tell you that in order to drain the water in the pool, so that you may reach the chest, you must light the four crystals surrounding the pool after lighting the large crystal inside the tower first.

Make your way into one of the lower doors to the tower and use Nina's special action(wand blast) to light the large crystal on the pedestal near the stairs leading down into the pool of water. As soon as the crystal is lit, a timer appears letting you know that you have thirty seconds to light the remaining four crystals outside.

To make the task of lighting the crystals a little more difficult than it seems, a laser barricade is also activated so that you cannot leave this room by the doors that lead directly to the four crystals that you still need to light. Quickly make your way up the stairs to the left, and exit the tower from the level above.

Once back outside, make your way down the stairs, and use Nina's special action(wand blast) to light each of the four smaller crystals around the pool of water.

If you are successful in lighting both the large crystal inside, and the four smaller crystals outside, within the allotted time, upon lighting the final crystal, the pool of water will drain. Once this happens, return inside to where the large crystal is, and walk down the stairs into the now empty pool.

Walk through the pool to the chest, and open it to receive one of three possible items(note, if you return to the tower later in the game, or just leave and re-enter, the chest will be resealed. Re-opening it will get you another of the three items). After getting the items from the pool, make your way back into the tower and proceed upstairs.

On the third floor you will find a room where you can get some rest and save your progress. After resting and saving(if necessary), continue making your way upstairs. Upon rounding the first corner on the fourth floor, you hear a loud crash.

A small robot then comes out from under a door, followed by a loud explosion from within the room where she came from. Follow the robot back into the room and you will meet Momo(and her little robot friend, Honey).

After introducing yourselves(you'll have to yell, as Momo's hearing isn't that good after the explosion), Momo leaves with Honey for a moment while you rest up. Upon Momo's return, the scene cuts to show some men questioning the fishman merchant on your whereabouts.

Momo suggests an alternate way out, from a device on the top level of the tower, but it will be difficult to reach, as the tower is filled with monsters. Nina asks if Momo will come with you, and after some thought, Momo agrees. At this point, Momo joins your party(you are also given the option to save your game).

Leave the room and enter the next room in the outer hall(next to the stairs). In this room there is a four by four tile grid in the center of the floor, two bookcases, a sign on the wall and a locked door in the back. First, read the sign on the wall and it will tell you the way to unlock the door in the back of the room.

To unlock the door you must turn all the tiles on the floor grid to gray, and then walk off the tiles. To turn the tiles from red to gray(or vice versa), just walk on them and they will change color.

After changing all the tiles to gray(you must read the sign on the wall first for the tiles to be able to change), and walking off them, the door in the back unlocks. Enter the room and open the three chests to receive a skill ink and two weapons(flame and frost).

After receiving the items, make your way back out to the hallway and continue on your way upstairs. You will come to a room at the end of a hall where there are five rotating, multicolored cubes atop small pedestals. Four of the cubes are near the door, while the fifth is in the center of the room. This room contains a trap.

The object here is two trigger the two cubes that match the one across the room by itself. On the face of each of the four pedestals near the door is a switch.

If you attempt to walk across the center of the room without deactivating the trap, you will open a large hole in the center of the room, and fall back down to the floor where the rest and save spot is.

To deactivate the trap, flip the switches beneath the second and the fourth cubes(assuming you number them one thru four, from left to right), as they are the two matching cubes. After flipping the proper switches, proceed through the room and continue your journey to the top floor.

You will come to another room where there are red and blue levers, and floating floorplates in the gaps in the center of the floor. Due to the gaps in the floor, the room is divided into four sections.

The Eastern section has a door that leads to two other rooms, one containing a bookshelf with books that tell you about energy, and the other containing a chest with money inside it. The Western section has a hallway that eventually leads to a room with a chest containing an all member HP restoration item.

After getting the items from the rooms off the Eastern and Western sections, proceed to the Northern section and continue your trek upstairs. You will come to another room where the floor is divided up into sections due to gaps in it. Walk up the stairs that you can reach and ride the gray plate to the section to the left.

From there, walk up the next set of stairs and you will find a large crystal on a pedestal. There is also a large red floating floorplate near the crystal. The sign on the wall to the right of the crystal tells you that you must charge up the crystal with energy in order to get the red floorplate to work.

So just as you did to drain the pool of water outside the fortress, use Nina's special action(wand blast) to charge(it lights up) the large crystal. You need to charge the crystal with a specific amount of energy in order to cause the red floorplate to travel enough distance to reach the various chests and the exit to the room.

To charge the crystal more, just use Nina's special action more than once.

Here are the amounts of charging it takes to reach each desired location: 1st chest: Two uses worth of Nina's special action 2nd chest: Six uses worth of Nina's special action Stairs(to exit): Eight uses worth of Nina's special action After receiving the items from the chests(note, after each use of the red floorplate, you must use the drop spots and gray floorplates to make your way back to the crystal, as the red floorplate resets), proceed to the stairs and continue upwards.

There will be a room containing a chest. Inside the chest is a new fishing pole. Shortly after the room with the chest containing the fishing pole, you will come to a room with laser barricades preventing you from crossing it. In order to get by this trap, use Nina's special action(wand blast) on the small crystal in the center of the room.

The first wand blast will deactivate the red and blue laser barricades, but activate a purple laser barricade in the center. If you use a second wand blast on the crystal, it will deactivate the purple barricade, but reactivate the red and blue ones. Subsequent blasts will alternate between the above pattern.

After making your way past the laser barricades, enter the door at the end of the room. You will now be in a small library, at the rear of which is a desk. Have Momo inspect the desk and she will find a switch underneath it. At this point you are asked if you would like Momo to flip the switch.

After flipping the switch, an alarm sounds, and two of the bookcases near the desk rotate, allowing you to see a rocket in a silo beneath them. As the rocket rises from the silo in the floor, your characters grab onto it so that they may ride it out of the tower once it launches.

Chapter Twelve - A Thorny Landing

After a not so perfect landing, Honey wakes everyone, and Momo finds the rocket's manual. After receiving control of your characters, search the area that the rocket crash landed in, and you will find the "Thorn" dragon gene. After finding the Thorn dragon gene, leave the crash site and return to the world map.

Chapter Thirteen - Hey, They Have A Starbuck's Here

Once back on the world map, walk up the road to the Northwest until you reach the Coffee Shop(small shack next to mountains, you can go no further on the road past this point). Enter the Coffee Shop area and walk up the hill to the Coffee Shop itself, which is at the top of it.

Once at the top of the hill, your characters will be seated at a table by a waitress. When the waitress leaves, a man named Palet comes over to talk to Momo. He tells her of a scientific community just West of the Coffee Shop, called Plant. He also tells Momo that her late father was one of the people who founded Plant.

He then asks Momo if she could drop by to see if she can help get the machines working properly. After Palet leaves, your party decides to go to Plant, but before you leave the Coffee Shop area, speak to the rest of the people that are there.

On the very top of the hill(above the Coffee Shop) you will find a woman wearing green shorts and a halter top. She is D'lonzo, another of the Masters. For her to offer her skills as a Master, she asks that you have fifteen different types of weapons in your possession(inventory), which is something that at this point you most likely do not have.

Remember that D'lonzo is here so that you may re-visit her at a later point in the game when you have amassed more of a collection of weapons. There is also a small robed person next to the well just down the path to the side of the Coffee Shop. Remember this person as well, as you will have to return to see him at a point later in your game.

After talking to D'lonzo and the others at the Coffee Shop, leave the area and return to the world map.

Chapter Fourteen - Onions Always Make You Cry

Once back on the world map, you will be able to travel on the road past the Coffee Shop. Follow the road that leads Southwest to Plant(the gray dwelling on the raised area). Enter Plant, and make sure to choose Momo as your character that you use to interact with the people(speak) here.

To get to the different levels in plant, you must ride the conveyor belts in the correct directions. The conveyor belts are controlled by the levers that are at one end of each of them. Make your way around Plant until you come to the area at the bottom of one of the red conveyor belts towards the Southwestern corner.

Here you will find many bails of hay and a steel building. Talk to the scientists here, and upon talking to Palet, who you spoke to at the Coffee Shop, he will draw your attention to the large plant bud at the edge of the steel building. He then tells you of a similar mutant in the dump in the mountain next to Plant.

After hearing of the mutant, leave Plant and head to the mountain directly to the left of it. Enter the cave in the mountain and make your way to the blue lever in the center of the first section of the cave.

Flip the lever twice(make sure none of your characters are on the conveyor belt or the lever will not move), so that you can reach the area behind the crates, where the chest is.

Open the chest to receive a large sum of money, then return towards the cave entrance, but instead of leaving, walk to the upper area as now you will be able to reach the second chest that is on the ledge to the left of the lever.

By moving the crates on the conveyor, you have created a bridge that will allow you to cross over to where the chest is from the upper area. Open the chest to receive a pair of high boots. After receiving the boots, jump down the drop spot and proceed to the doorway at the Northwest corner of the cave.

Once through the doorway, make your way to the levers just above the lava pit at the bottom of this section of the cave. Flip the red lever six or seven times, so that the two crates on the conveyor belt line up with the gaps in the ledges above.

After lining the crates up with the gaps, walk towards the conveyor belt that runs from East to West at the top of this section of the cave, and proceed up the ramp on the side of it. You will now be able to walk across the ledges and reach the chest at the end of them(due to your moving the crates on the conveyor belt).

Open the chest to receive an Artemis Cap. After receiving the cap, make your way back off of the ledges and proceed to the doorway at the bottom right side of this section of the cave(the doorway surrounded by roots). Upon entering the doorway, you are attacked by the mutant you came looking for.

After defeating this boss, you are brought out to the area where the lava pit is. The mutant is now sitting on the conveyor belt, and asks you to finish him off. Flip the red lever to start the conveyor moving towards the lava, thereby dropping him into it.

Once the mutant hits the lava and seemingly burns up, a loud squeal is heard, and a small plant bud hops out of the lava pit and lands in front of the blue lever. Your main character believes the plant bud to be a threat, and starts to swing his sword at it. Momo steps in the way and asks you not to hurt it. She then talks to the bud.

Nina then suggests the name Peco for the bud. Peco then joins your party(you have the option of changing current party members at this point also). After Peco joins your party, make your way out of the caves and leave the dump.

Chapter Fifteen - The Tree Of Wisdom

After exiting the dump, make your way to the tree "?" area just East of Plant(between Plant and Momo's tower). Enter the tree "?" area with Peco in your current party, and have him speak to the large gray tree at the end of the path inside.

This is Yggdrasil, the Tree of Wisdom, and it takes giving him a Wisdom Fruit in return for allowing you his services as a Master. After aligning with Yggdrasil, the Tree of Wisdom(if necessary, note, Peco must initiate any contact with this Master), return to the world map and re-enter the scientific community of Plant.

Chapter Sixteen - A Ride In The Hay

Once back in Plant, Palet greets you, and you tell him how things went at the dump. Momo explains to him that Nina and your main character are trying to get back to Wyndia Castle, but that a certain pair of undesirables are making that task quite difficult.

After talking to Palet, enter the building on the lower level(where you are now) and talk to the innkeeper(woman behind the counter). She will let you stay at the inn for free. When your characters wake up the next morning, you find that a ride to Wyndia has been arranged for you.

All you need to do is hide beneath the hay in a wagon headed for Wyndia. After everyone hides in the wagon, your journey towards Wyndia Castle begins. The scene then fades.

Chapter Seventeen - There Can Be Only One

When the wagon reaches Eygnock Road, it is detained by none other than Sunder. The driver tells him that he is just bringing hay from Plant to Wyndia, but Sunder doesn't buy this and scares him off. Your characters are then captured and brought back to Genmel, this time to compete in the arena.

After being bound and led into Balio and Sunder's office at the arena complex, you are given the choice of who you would rather have held as collateral, to insure that you don't try to escape from the arena complex, either Momo or Peco(note, the character that you do not choose stays in your battle party).

After deciding which party member to leave behind, you regain control of your characters(note, if you talk to Sunder at this point, you will be able to re-choose out of the remaining party members who you want left behind. They will not let you choose Nina or your main character) and will be allowed to wander the arena complex.

Make your way to the rooms at the rear left of the arena complex(you will see four tanned men in speedo briefs in the hallway that the rooms you are looking for are in).

Enter the room at the beginning of the rear left hall, as it is your dressing room for the first competition, and talk to the woman dressed in the bunny-girl uniform standing inside. She will then ask you if you know the rules of the first competition, then she will ask if you are ready to begin the competition.

After choosing yes, you are led into the first combat arena. In this first arena you must fight three opponents(one at a time) with only your main character(note, you can also hurt the men holding up the platforms that you and your opponents are standing on. If you kill them, your opponent will fall into the lava, thus giving you the win).

After winning the first series of battles, the crowd cheers you on, shouting that you are number one. You are then brought back to your dressing room(room where you spoke to the woman in the bunny uniform), and told about the next team that you must face in battle. As you leave your dressing room, you notice Garr standing outside in the hall.

Talk to him then make your way to the next combat arena(all the way to the rear right of the arena complex, your next dressing room is down the hall to the right of the mother and child).

Once in your dressing room, talk to the woman by the rear door in the bunny uniform, and she will ask you the same questions that were asked of you in the previous dressing room, would you like to know the rules of the battle, followed by, are you ready to begin the battle.

After answering yes, your party is confronted by the opposing team(a father and two sons), who tell you a sad story about why they are fighting. After they leave, the father(Emitai) chants a spell and turns the children into golems so they will have a chance in the battle, then you are brought into the arena to face them in battle.

This battle is a no magic allowed, three versus three battle, so Nina and your other party member(most likely Momo) will be with you. During this battle, if you defeat Emitai(the father), the two golems will attack only each other until only one is left.

After winning this second battle, Emitai(the father) drags himself forward a short distance, then collapses. You have won the battle, but at what price? Back in the dressing room Sunder appears and tells your main character that he must face Garr, the defending champion in the final battle.

As Sunder is leaving, he laughs about the opponents you just defeated in battle. Nina can then no longer hold back her tears, as she feels terrible about what you were just forced to do by Sunder and Balio. The scene then fades. Next you are shown Sunder informing Balio of the defeat of your last opponents.

Balio finds this just as amusing as Sunder did. They both then have a good laugh over the fate they think will befall you after you face Garr in the final battle. The scene then cuts back to show your characters in the dressing room.

Once you regain control of your party, leave the dressing room and make your way to the next combat arena area(enter the door behind the guard just to the right of the weapons/items merchants). Enter your final dressing room(first door in the hall behind the guard), and speak to the woman in the bunny uniform again.

You will only be asked if you are ready to fight the last battle. After answering yes, the scene cuts to show Balio and Sunder talking to Garr in his dressing room. They warn him of your ability to turn into a dragon. Once they are finished speaking to him, you are called into the final combat arena to face Garr.

Even though you try your best, Garr proves too much for you, and you cannot defeat him. With a mighty blow, Garr wins the battle and remains the arena's reigning champion. After the fight, Garr comes to your dressing room to see how you are. Upon finding out that you are ok, he leaves.

When you regain control of your characters, make your way back to Balio and Sunder's office(front right section of the arena complex). Once there, you will find Garr holding Balio and Sunder at bay, to allow you time to release your other party member(most likely Peco) from the cage in the corner.

After a quick word of thanks to Garr, your party races out the office door. Garr follows shortly behind. After a few brief words from Garr outside Balio and Sunder's office, during which you learn that your main character is part of an ancient race called the Brood, and that you should seek out Angel Tower to the East, he leaves.

At this point you are given the option of choosing your current party members. After selecting your party, leave the arena complex and the bazaar town of Genmel, and proceed towards Wyndia Castle by way of Maekyss Gorge(the area where the bridge and small wooden house are, just to the Northwest of Genmel on the world map).

Chapter Eighteen - Cut Off At The Pass

Once you reach Maekyss Gorge, enter the area to find that Balio and Sunder have blockaded the bridge leading to Wyndia with their hired mercenaries, a nasty looking gang of cutthroats. As you turn to retreat, you find that you are surrounded. You are now forced to fight the first three of the mercenaries.

After defeating them, Balio and Sunder step forward. Just as they do, Garr appears on the bridge behind you. He has taken care of the mercenaries that were blocking your retreat. Balio and Sunder are worried by the fact that Garr has come to your aid.

At this point Garr joins your party and you are given the option of re-choosing the members of your current battle party(your main character and Garr must stay in the battle party). After choosing the third member of your battle party, Balio and Sunder merge together into one, forming a giant creature called Stallion.

They(or it) then begin their attack on your party. After defeating Stallion, the subject of Teepo and Rei is brought up, which starts your main character crying. After a discussion between your current party members, it is decided that they will head for Wyndia Castle.

Chapter Nineteen - A Few Useful Items

Before heading towards Wyndia, walk down the rear path(where your characters were talking after they defeated Stallion) and make your way to the house beneath the Maekyss Gorge bridge. On the right side of the house, you will find the "Frost" dragon gene.

After finding the Frost dragon gene, leave the Maekyss Gorge area, and make your way slightly West(back towards Genmel) to the "?" area on the opposite side of the mountain from the road. Enter the "?" area with Peco in your party, and have him use his special action(bash) on the tree that has a bird sitting atop it, in front of the tent.

Once Peco bashes the tree, the bird flies off, dropping an item called the "Flower Jewel". The flower jewel will be needed to acquire the services of another Master later in the game. After receiving the flower jewel, leave the "?" area(the tent only contains three mercenary types, like those who were with Balio and Sunder at Maekyss Gorge).

Once back on the world map, make your way back to Wyndia Castle.

Chapter Twenty - You're Grounded Young Lady

Once there, make sure Nina is in your current party, then enter Wyndia Castle. Walk to the upper balcony and have Nina speak to the guard at the front door of the castle. The guard is very surprised to see Nina, and quickly allows you entrance to the castle. After a feast with the King of Wyndia, the scene cuts to show Nina alone in her bedroom.

Suddenly, a loud screech is heard from another room, followed by a crashing noise. At this point you control only Nina(apparently someone's father thinks they were a little too young to be gallivanting all around the countryside with her friends, and made her stay put at home where she belongs). Walk downstairs and enter the dining room to the left.

There you will find a waitress standing next to a broken plate. Upon talking to her, you find out that something startled her and that's why she dropped the plate. At this point, Honey(Momo's little robot friend) runs out from under the table and dashes away. Nina notices Honey run towards the left, so make your way up the stairs to the left.

Here you will find the Queen in her bed, and two servants attending to her. After talking to the Queen(your mother), return downstairs and make your way to the lower levels of the castle.

In the wine cellar(below the kitchen), you will find a mouse(hidden by the rows of wine barrels, rotate the screen to find him), and upon talking to him, he will give you some cheese. After getting the cheese from the mouse, look behind the top of the center row of wine barrels(again, rotate the screen) and you will find Honey hiding among them.

Talk to Honey, and she will run off again, this time to your(Nina's) bedroom's balcony upstairs. Return to your bedroom and make your way to the balcony by going through the rear door. Once on the outer balcony, Honey grabs Nina and jumps off of the balcony.

As they are falling, an energy field appears around them, and lowers them slowly towards the ground. Just before they touch down, Honey drops out of the safety of the energy field, and lands rather badly on the ground below. As Nina goes to help Honey, she realizes that she will need Momo's help.

The scene then cuts to show your other party members who have set up camp just outside Wyndia Castle. Momo is wondering where Honey has run off to. As she is about to go and look for her, Nina appears in the camp and explains what happened to Honey. Momo tells her to bring her into the tent so that she can see what she can do.

After a short while, Nina comes out of the tent and speaks to you and Garr about going to the Eastern lands. The scene then fades.

Chapter Twenty One - Another Of The Masters Revealed

When you appear on the world map(Nina is now back with your party), return to Bunyan's house in Cedar Woods. You will find Bunyan out in front of the house splitting firewood. Talk to him and he will offer you his services as a Master. After aligning with Bunyan(if necessary), return to the world map.

Chapter Twenty Two - These Are Not The Droids You're Looking For

Once back on the world map, continue to the Northeast, to Eastern Wyndia, and enter the checkpoint(area at the start of the bridge you can see leading across the water to the East). Once inside, Garr convinces the guards to let your party cross the bridge. As Nina is walking past the guards, one of them recognizes her.

Garr helps talk your way out of this as well. Once you are past the guards, and on the bridge, Garr tells you that he thinks Nina may be the key to your main character's powers, and then walks on ahead.

You try to catch up to him, but Nina steps in your way, and tells you that she wants to learn how to fight, so that you won't have any need for your powers. The scene then fades.

Chapter Twenty Three - Good Things Come To Those Who Fish

When you are returned to the world map, you will be across the bridge, and in the Rhapala Region. Once in Rhapala region, make your way South to the "?" area on the beach. Enter it and speak to the fishman that is at the far end of the beach(choose yes to his question). He is Giotto, another of the Masters that you have been meeting in your travels.

If your fishing rank is Rod Master or above, he will offer his services to you as a Master. After aligning with Giotto(if necessary), return to the world map and proceed to the wooden house "?" area to the Northwest(on the hill, between the bay and the ocean). Enter the house "?" area and walk down the stairs behind the house to the beach below.

On the beach you will find the "Thunder" dragon gene. After receiving the Thunder dragon gene, return to the world map.

Chapter Twenty Four - Rumble In Rhapala

Once back on the world map, make your way slightly Southeast to the port town of Rhapala(four blue buildings at the start of the pier). Enter Rhapala and proceed towards the rear of the first section of it(Rhapala is composed of two sections, the first, which has shops and the inn, and the second where the shipyard and bridge to the lighthouse are).

Towards the rear of the first section you will find the inn. Enter the inn and walk downstairs to the bar/restaurant that is on the floor below. Once in the bar, talk to the man in the red vest(Sinkar) at the table next to the flight of stairs towards the upper left.

After talking to Sinkar, leave the inn and proceed to the stone bridge behind it(at the very rear left of the first section of Rhapala), leading Northwest. This stone bridge leads to the second section of the port town of Rhapala, the shipyard. Walk across the stone bridge and proceed to the Northern end of the shipyard, towards the ocean bay.

Here you will find a body builder type sailor showing off for a woman by terrorizing a smaller man. Talk to the woman(Shadis), and the body builder(Zig) will accost the smaller man(Beyd) by knocking him over. Zig then turns to Shadis and laughs. Before leaving, Zig flexes his muscles at Beyd in an attempt to scare him further.

After Zig leaves, you are introduced to Beyd. Beyd speaks to Shadis and then she too leaves. After Shadis leaves, you can talk to Beyd to gain information on various topics such as, Shadis, Zig or the guild/lighthouse. After speaking with Beyd, return to the stone bridge that leads to the first section of Rhapala, and you will find Shadis.

Speak to her again(if you speak to her twice, she will give you information on various topics as Beyd did), then return to the bar beneath the inn, and speak to Sinkar, the man in the red vest again. Sinkar tells you of a place called Mt. Zublo(speaking to him a second time will allow you to receive information as you did from Beyd and Shadis).

After speaking to him, leave the port town of Rhapala and you will enter an automatic camp scene where your characters discuss what to do about the guild, Shadis, Zig and Beyd.

After the camp scene(your characters automatically rest, and you are given Momo and Nina in your current party), return to the port town of Rhapala, and speak to Beyd(he's where he was before, at the rear dock in the shipyard). Nina tells him that he should let his true feelings be known, and propose to Shadis.

After you finish talking to him, he returns to the rear dock to try to stop Zig from accosting Shadis. Follow Beyd to the rear dock and you will see him on the ground, apparently shoved aside by Zig, who is professing his feelings to a very annoyed Shadis.

Speak to Beyd, and tell him that you will help him get strong enough to attempt to fix the lighthouse. He agrees and gives you the 1,000z to buy him the equipment that he'll need to train in. After receiving the money, talk to Beyd again and choose the second choice(the first choice allows you to exit the conversation).

This will bring up two more selections, choose to tell him you are ready(the first choice allows you to exit the conversation again) and you will be brought to the town square(later that night) to help Beyd train.

You are then asked to equip Beyd(note, if you hit the "Triangle" button(button may differ depending on your controller configuration) to cancel out of the equipping screen, then exit the training by talking to Beyd and choosing the second choice, "nothing to equip".

He will then give you another 1,000z to buy equipment with) with a sword and a breastplate. After equipping Beyd, talk to him and you will be presented with six choices: 1. Not yet(exit training) 2. How do we do this(instructions) 3. Let's go!(begin training) 4. Change Beyd's equipment 5. Member change(change current party members) 6.

Quit training(exit) The object here is to train Beyd well enough so that he can survive a fight against Zig the body builder. To do this, attack him, but don't kill him(keep healing him with one or more characters) for twenty turns.

After each training session is completed, you will be awarded raised statistics for Beyd in these categories: Damage inflicted on Beyd while he's defending = Defense up Damage inflicted on Beyd = HP up Damage inflicted on your party by Beyd = Power up After each training session, you are sent back to the world map and must return to the port town of Rhapala and talk to Beyd again if you wish to continue training him.

Upon talking to Beyd after training him at least once, you will get three selections to choose from instead of two. The first two are still, "Exit the conversation", and "Train Beyd". The third, "To the lighthouse", however starts the fight between Beyd and Zig.

After training Beyd to the desired level(you can train him any number of times), talk to him at the rear dock and choose the bottom selection to start the fight between him and Zig.

During the fight against Zig, you may interfere, but only when Zig is waving at Shadis(this happens after Zig has delivered a massive attack on Beyd and he feels overly confident) and not paying attention. Any other interference will cause the fight to end prematurely. You can use magic or herbs to heal or defend Beyd.

Be careful to choose a character to interfere with that will perform his/her turn before Beyd, as once Beyd hits Zig, Zig's attention will return to the fight. After Beyd defeats Zig, you will be sent back to the world map.

Return to the rear dock and speak to Beyd, who will give you a pass for the guild(Guild Badge), which will allow you to gain access to the lighthouse area, and two chests containing a sword for your main character(note, the better the sword you equipped Beyd with during his training, the better the sword you will receive), and a piece of armor.

After getting the items from the chests, and the badge from Beyd, show the badge to the guard on the wooden bridge at the Northwest end of the shipyard/wharf. Upon finding out that you have the badge, he will step aside(after a word of warning about the monsters that you should be cautious of) and let you cross the bridge.

Chapter Twenty Five - Into The Lighthouse

After crossing the bridge, make your way around the stairs, ladders and buildings, until you come to the large door on the section of building at the upper Northeast. Enter the door and you'll see a sign that will give you information on the boiler and valves that are in the basement, and run throughout this building.

After looking at the sign, look around the inside of this building and you will find steel chests that contain Flame Chrysm. After finding these items, proceed to the boiler room on the lowest level, and put a Flame Chrysm in the incinerator(brown panel on the boiler, inspect it and choose to toss a Flame Chrysm in).

Next, walk to the blue lever that is in upper corner of the room with the boiler/incinerator. This is the main valve. Pull the lever once to cause a monitor to appear. The monitor shows an EKG type chart with a blip running across it in a wave pattern.

The object here is to pull the lever a second time while the blip that is running across the chart is somewhat steady, and towards the center(note, if you run out of Flame Chrysm, and need more than you could find, the weapons merchant in Rhapala sells them at a cost of 500z a piece.

Also, the screen indicators brighten for a moment when you should pull the lever, so watch for that). If done successfully, the main valve will open(you will know you did it correctly, as the duct that runs along the floor of the lower section of the room will light up with orange lights) and energy will start traveling towards the roof.

Your next task is to flip the levers in the rest of this building so that the energy completes it's circuit to the roof(the ducts will light up with orange lights as the one in the boiler room did, when they have energy flowing through them). To do this, flip each of the two levers in the remaining part of the building once.

Once you have the energy flowing properly, make your way towards the roof. As soon as you pass the point where the stairs that lead back outside are, a creature appears and stops you from reaching the stairs that lead to the roof. Approach the creature and speak to it, then attempt to make your way up the stairs that lead to the roof.

As you are about to climb the stairs, a huge living eye bounces down them and lands on the raised arms of the creature you spoke to previously. The giant eye(Gazer) then attacks your party. After defeating the Gazer, proceed to the roof. Upon reaching the roof, you will find the "Eldritch" dragon gene.

After receiving the Eldritch dragon gene, flip the final lever that is also on the roof. Flipping the lever will cause the lighthouse bulb to be turned back on, so that the boat may return to Rhapala. A faerie then flies up and breaks the lever in an attempt to shut off the bulb. Due to this, it can't be shut off at all.

After doing this, the faerie gives you the Faerie Tiara, an object that when used, will allow you to travel into the Faerie Realm through the rings of flowers scattered throughout the world map(to use the Faerie Tiara, stand over a flower circle on the world map and enter it like it was a location, you will then be asked if you would like to use the Faerie Tiara to enter).

The faerie then flies off. Once the faerie leaves, leave the roof and make your way back to the world map.

Chapter Twenty Six - Not Dolphin Safe

Once on the world map, go to the ring of flowers "?" area just outside of the port town of Rhapala and attempt to enter it. You will be asked if you would like to use the Faerie Tiara to enter the Faerie Realm. After answering yes, you are brought to the Faerie Village.

Walk up the path and enter the small shack, you will meet three of the faeries that live here(note, no matter which characters you have in your party, Momo and Nina will automatically take their place at this point). The faeries tell you of a terrible monster that has been troubling them, and ask if you can help them in dealing with it.

You tell them that you will try your best to help them with their problem(note, there is a small cocoon in the corner of the shack, near the window). After regaining control of your characters, leave the shack and make your way down the path to the left that leads to the beach.

Once you are on the beach, walk to the water's edge, and look out towards the sea. You will then be asked if you would like to wait and see if the monster shows up. After answering yes, your characters wait out the day at the beach. As night begins to fall, you notice something moving around in the water just offshore.

As your characters arm themselves, a large fin rises from the water and heads towards the small beach. As the fin reaches the beach, your characters are surprised to see a dolphin emerge from the water. They are all slightly confused, is this the terrible monster?

After a slight discussion, Momo and Nina leave to tell the faeries about the dolphin, leaving your main character alone with it. As soon as you are alone with the dolphin, it spits water at you, soaking you to the bone. You are then asked if you would like to see the water splashing scene again, this time without the embellished dialog.

After answering the question, Momo and Nina return to the beach with the three faeries. As the faeries approach the dolphin and let their guard down, the dolphin lunges forward out of the water, a huge horn spouting from it's head. The faeries quickly fly off.

Now that you can see more of the dolphin, you can tell it's not the cute and friendly creature you thought it was. Now that the dolphin has shown it's true self, it begins an attack on your party. After defeating the dolphin, return to the shack and one of the faeries will give your main character a kiss that knocks him flat on his back.

After this, the cocoon in the corner hatches and another faerie emerges. At this point, leave the Faerie Village(through the ring of flowers) and return to the world map.

Chapter Twenty Seven - Skipping Stones

After leaving the Faerie village, return to Eastern Wyndia and make your way towards the Coffee Shop area. Instead of going into the Coffee Shop area, enter the "?" area down the path in the trees just to the Northwest of it(the Coffee Shop). Make sure Peco is in your party when you enter the "?" area.

Once inside the "?" area, have your main character cut down the three bushes that are blocking the path leading to the small pond in the center. Once the bushes are cut down, have Peco run(get a running start) into the rock at the end of the path so that it is sent flying into the pond.

The rock hitting the water causes a faerie to rise from the pond. The faerie is Meryleep, and she asks that you give her the Flower Jewel(note, the Flower Jewel is the item you received when Peco bashed the tree with the bird sitting atop it in the tent "?" area near Maekyss Gorge) in exchange for her offering her services to you as a Master.

You may also want to have Peco bash the rocks on the ground in this area, as you may find items underneath them. After retrieving all the items from this area, and aligning with Meryleep(if necessary), return to the world map.

Chapter Twenty Eight - Walking Papers

Once back on the world map, return to the port town of Rhapala and talk to Beyd(he is at the rear dock with Shadis). Beyd tells you to go speak to Sinkar at the bar beneath the inn. Upon talking to Sinkar, he asks if you are going to resume your travels. He tells you that in order to proceed through Mt. Zublo, you will need a special pass.

Having this pass is the only way that the guards at Mt. Zublo will let you enter the mountain, and in order to travel past it, you must pass through the caves within. With this, Sinkar gives you the pass you will need. After receiving the pass from Sinkar, leave the port town of Rhapala and return to the world map.

Chapter Twenty Nine - Fire Mountain

On the world map, proceed to the temple in front of the volcano to the East. This is Mt. Zublo, the gateway to the Urkan Region. Enter the Mt. Zublo area, then make your way up the temple steps and follow the walkway that leads upwards to the right.

The guard at the base of the walkway will let you through now that you have the pass that Sinkar gave you. Upon reaching the top of the walkway of steps(to the right, the left walkway is blocked by flowing magma), you will find the cave entrance to Mt. Zublo.

Enter the cave and make your way through the various passages inside(note, the steam coming from the small holes in the ground, and the patches of hot magma can hurt you). Inside a chest in the second section of the caves, you will find a ring of fire protection(gain HP when hit with fire attacks if equipped).

In the third section of the caves, you will find the "Miracle" dragon gene(towards the upper right corner). After receiving the Miracle dragon gene, proceed to the Southeastern section of the cave section you are in(third).

Upon trying to cross the last path through the magma, a drooling, hunchbacked old man walking with a cane appears and blocks your passage. After a few brief words with him, he summons two giant magma leeches from the pools of lava on either side of the path. Your characters then draw their weapons, and the battle to exit Mt. Zublo begins.

After defeating the old man and magma leeches, exit the third section of the caves within Mt. Zublo through the doorway at the end of the path ahead of you(where the old man was).

Once through the doorway, walk down the hill(note, there is a Life Shard in a chest hidden by the wall at the bottom of the hill, rotate the screen to find it) and exit Mt. Zublo.

Chapter Thirty - Urkan Tapa

Upon exiting Mt. Zublo, you will be returned to the world map. You will now be in the Urkan Region. Make sure Garr is in your current party, then walk down the path leading Northeast and enter Urkan Tapa(block shaped city with ladders on the outside of it). Once inside Urkan Tapa, enter the doorway in the dwelling to the right(the Hall of Prayer).

There you will see three people kneeling in prayer, and a robed priest on the level above them delivering a sermon. The priest's name is Hondara, and if you meet his requirements, he will offer you his services as a Master.

Hondara requires that a member of your party(doesn't have to be a current party member) know the skill of "Backhand", which is the third skill learned from Durandal, the Master that lives in the shack within the outer walls of Wyndia Castle.

If a member of your party has previously learned this skill, Hondara will ask if you'd like to align a current party member with him. After aligning with Hondara(if necessary), climb the ladder behind him to the roof above. Continue upwards by way of the next ladder, and you will find a large rock blocking the entrance to the top level.

Use Garr to push the rock aside, and enter the doorway that it was blocking. Once inside, a scene will play out where your characters meet Sudama, the Urkan Tapa village elder. Sudama recognizes Garr, and tells him of his next role as a guardian.

After hearing this, leave Urkan Tapa and you will encounter another automatic camp scene, this one involving Garr discussing his responsibilities to the people of Urkan Tapa, and of things to come, with your main character... Until Nina calls them both to bed that is.

Chapter Thirty One - The True Role Of The Guardians

When you appear on the world map the next morning, proceed to Angel Tower(semi pyramid shaped temple) just East of Urkan Tapa. Upon entering the tower area with Garr in your party, the two guards will let you enter the tower grounds(proceed past them). Make your way up the stairs and across the upper ledges of the tower.

Use the drop spots(the edges of each ledge can be jumped off of) to reach the stairs on the right side of the tower. At the foot of the stairs leading up the right side of the tower, are a set of stairs leading down a hole to a lower chamber. Walk down these stairs and you will find a nude woman(Deis) sealed within a pyramid shaped dome of energy.

After seeing Deis, return to the tower above, and proceed up the stairs on the side of it. At the top of this right hand set of stairs, you will find the entrance to the tower itself. Enter the tower and proceed down the stairs that you will find inside.

At the bottom of the first set of stairs inside the tower, if you go left you will come to a dead end. At this dead end you will see a section of the rear wall that looks different from the rest.

If you have Momo in your current party, use her special action(bazooka) to blast the wall and reveal a hidden doorway(note, if you do not have Momo in your current party, you can either return to the world map and camp so you can get her, or you can come back to Angel Tower later in the game) that leads to a room with two chests.

After finding the two chests in the hidden area, make your way down through the tower until you reach the long hallway with the single stone block at the end of it.

Use Garr to push the stone block back down the hallway to the left(where you came from), and then push it into the first gap in the upper wall that you come to(not the one with the door you entered the hallway from).

After pushing the stone block into the gap in the wall, return to the level above and enter the area where the upper ledge in the hallway is(door at the end of the hall in the level above). You will find that you can now walk across the top of the stone block you just pushed into the gap, and reach a chest at the rear containing a helmet.

After receiving the helmet, return to the hallway below(where you pushed the stone block) and enter the doorway at the right end of it.

In the next room, proceed down the stairs(note, there is a room to the left, before going down the stairs, that has a chest containing a Soul Gem in it) and have Garr push the three stone blocks so that you can climb the steps in the center of the room, and cross over the tops of them(the blocks) to reach the stairs leading down in the far right corner(to do this, push the single stone block at the right side of the room to the left, then downwards against the ledge with the steps leading down.

Next, push the two left most blocks upward so they form a bridge from the first set of steps to the ledge to the right of them). After pushing the blocks, and descending the stairs to the next level, Nina(or whoever your third party member is) is asked to wait above, as only Garr and your main character are needed at this point.

After Nina(or whoever your third party member is) goes back upstairs, walk to the left and read the stone plaques in front of the North, East, South and West sides of the pyramid shaped monument. The plaques list the names of the guardians who have come before Garr. Upon reading the plaque at the Western side of the monument, you read Garr's name.

Garr then tells you that the number below each name is the amount of dragons each of the guardians had slain in the great war. At this point, energy begins to rise from the now visible bones of dragons scattered about the lower floor of this chamber. Garr begins to speak to you, but a dragon spirit then materializes in front of him and stops him.

The spirit then vanishes just as suddenly as it had appeared. Garr then tells you some disturbing truths about the guardians and their role in the protection of Urkan Tapa. With this, Garr then draws his weapon. After telling you to prepare for battle, Garr attacks you.

After defeating Garr, the dragon spirit returns and causes you to change into a Kaiser dragon before Garr. You then vanish, and a rockfall begins, causing Garr to seek refuge. The scene then fades.

Chapter Thirty Two - You Can Never Go Home

Your character is shown wandering in the darkness, being confronted by visions of the dragon spirit from the monument, and of Teepo(only much older than when you last saw him), both of which are trying to make you come to grips with your true destiny, one that lies in the blood of the dragons which flows through your veins.

After the visions, your character changes into a dragon whelp and returns to the Dauna Mine, from where he was originally found. Garr is there with him, and despite attempts to evade him, Garr overcomes you, and knocks you out. You then return to human form, but something is different, time has passed, and you are now older.

Garr wakes you and leaves a bag of clothing(you were naked when you returned to human form) for you to wear. After putting the clothes on(happens during a scene fade), leave the dark section of the mine you are in, and meet up with Garr in the next section.

After talking with Garr, make your way to the lift at the Southwestern corner of the level(B3) you are on.

Inspect the control panel next to the lift to be given these selections: Ride to level B1 (this leads to an items merchant) Ride to level B2 (this leads to the exit from the mine) Exit Upon choosing which level you'd like to ride to first, you and Garr get into the lift and are brought to a level above.

As you are leaving level B3, a supernatural entity flickers briefly near the lift controls. Upon reaching level B2(presumably after going to level B1 and finding the items merchant if necessary), you will find a room just to the right of the lift control panel where you can rest and save your progress.

After resting and saving(if necessary), make your way to the room at the end of the small hallway at the Northeast corner of the main room(where the mine cart tracks are) on level B2. In this room you will find a steel lock box with an item in it, but take notice of the wall next to it.

Where the wall has a broken section, with an "X" shaped pieces of wood on it, there is a hidden door. To open this door(there is a steel box inside that contains coupons), you will need to use Momo's special action(bazooka), so keep this room in mind when you eventually meet back up with Momo later in the game.

After taking note of the broken section of the wall, return to the main room and you will notice a mine cart filled with TNT, and various levers scattered throughout the room. These levers control the mine cart track turnoffs. You will also notice an enormous rock blocking a doorway at the far right side of the room.

The object of this room is to flip the levers so that the mine cart tracks lead towards the rock blocking the doorway at the far right(note, to get to the steel lock box on the ledge near the rock, flip the first two track turnoff levers, then have Garr push the TNT filled mine cart.

It will roll down the tracks and stop in the gap between the bottom ledge and the ledge with the steel lock box. You can then walk up the bottom ledge and cross over the top of the mine cart to reach the steel lock box, which contains a more powerful sword for your main character.

After getting the sword, use Garr to push the mine cart back to it's starting position, then finish positioning the levers correctly).

Once the tracks are aligned so that the mine cart can be pushed towards the large rock, use Garr to send it on it's way(note, you'll have to align the last section of the track after the mine cart is pushed towards the rock, as it stops just before the final section of track).

Once the mine cart hits the rock, the TNT inside detonates, and the rock is destroyed. At this point, the supernatural entity you saw briefly on level B1 appears on the ledge just behind Garr. As the entity calls out to Garr, it shows it's true self, that of a Dragon Zombie.

It tries to sway your main character into killing Garr by telling you what the guardians have done, but you will hear none of it. The battle against the Dragon Zombie then begins.

After inflicting a certain amount of damage on the Dragon Zombie, it changes into another of the dragon genes, which rolls off the ledge and lands at your main character's feet. You then take possession of the "Shadow" dragon gene. After receiving the Shadow dragon gene, another spirit, this one of a winged woman, appears in a burst of bright light.

With a point of her hand towards your main character, she too turns into another of the dragon genes. You then take possession of the "Fusion" dragon gene. After receiving the Fusion dragon gene, proceed through the doorway that was previously blocked by the large rock(note, you may want to save your progress at this point).

Once through the doorway, proceed down the tunnel towards the South(the ladder at the Eastern end goes nowhere) and enter the door on the platform at the end of it. Continue through the tunnels until you come to a gap in the ground that you cannot cross.

At this point, enter the room just to the side, and flip the lever that you will find inside three times. This will raise a platform that will allow you to cross the gap. After crossing the gap, exit the tunnel by the doorway just beyond.

Chapter Thirty Three - Destiny Calls

Once outside the mine tunnels, one of the mine workers recognizes Garr. Garr tells him of what happened in the mine. As Garr is talking to the mine worker, your main character starts to feel drained, and collapses to his knees. The mine worker suggests going to see the foreman about your pay, in one of the houses below.

At this point, walk to the house on the left and enter it. Garr will speak to the foreman, then both of your characters will leave the house. Next, leave the mining area, and you will encounter another automatic camp scene, in which your main character awakens from a terrible nightmare involving his past.

As you come out of the tent, and talk to Garr who is sitting by the fire, he tells you that the two of you must make your way down through the mountains and head back towards Angel Tower. The scene then fades.

Chapter Thirty Four - Reunion With Emitai

Upon returning to the world map, walk down the road and enter the "?" area where there is a house next to the mine tracks(just East of the Dauna Mine). Once inside the "?" area, walk up the hill and enter the house. Inside you will find a purple haired man dressed in rags near the chimney.

This man is Emitai(one of the contestants you defeated in the Genmel Arena long ago). Talk to Emitai and he will ask you for 10,000z. If you give him the 10,000z, he will offer his services as a Master to you and your party. After aligning with Emitai(if necessary), leave the "?" area and return to the world map.

Chapter Thirty Five - Syn City

Proceed Southwest through Dauna Hills, and you will come to what looks like a wooden platform surrounding a small mountain on three sides. The small mountain is in the center of a group of larger mountains. This is Syn City, enter it and purchase all the items/equipment that your characters need(if necessary).

There is a bum sitting against one of the merchant's stands that will give you information on a variety of topics for a small fee(note, he asks for 20z each time you wish to speak to him. Choose the top choice to give it to him when asked). After purchasing what you need from the merchants in Syn City, return to the world map.

Chapter Thirty Six - Trouble On Ogre Road

Once back on the world map, walk towards the Northeast, but before crossing the bridge, head to the South and walk down the path next to the fence that leads into the forest area. This is the Ogre Road. Enter the forest area, and make your way towards the exit to Ogre Road at the Southern end of it.

About halfway through the woods, you will find three fernlike plants(Horseradish) growing in a swampy area. Cut them down using your main character's special action(sword swipe) and you will receive them as items in your inventory(note, these will be important later, as you will need them to progress in the game).

After cutting down, and receiving the Horseradish plants, continue on your journey down the Ogre Road(note, there are chests containing useful items in the woods as well). Just beyond the area where you found the Horseradish plants, your characters come face to face with a monster.

The monster is a were-tiger, and without provocation, it attacks your party. After inflicting a certain amount of damage on the were-tiger, it runs off into the woods. Once this happens, make your way out of the woods by way of the exit to Ogre Road to the South.

Chapter Thirty Seven - Up The Hill Backwards

Once back out on the world map(now in Yraall Region), continue down the road to the Southeast. You will soon come to another mountain range(Mt. Levett). Enter Mt. Levett, and make your way through it(note, there are chests with useful items in them that you can find here as well).

At the top of the first hill, there is a hole to the right(you can't see it until you walk on the spot where it is located). After making your way through Mt. Levett, and exiting to the East, you will return to the world map.

Chapter Thirty Eight - Detour

After crossing Mt. Levett, return to Yraall Road(you can't go any further than this point). Enter Yraall Road, and you will find that the road to Wyndia has been blocked. Talk to the Knight at the roadblock, and you will learn that the King has put up the roadblock in order to stop a food smuggler.

After learning this, proceed North towards McNeil Town.

Chapter Thirty Nine - McNeil In Hot Water

After proceeding North from Yraall Road, you will be returned to the world map. Proceed to McNeil Town, where once you enter it, Garr suggests that the two of you get some rest. Go to the McNeil Town inn, where you will find the innkeeper standing outside the front door. Talk to her and you will be brought inside.

The innkeeper tells you that the were-tiger that you saw on Ogre Road has been seen in Cedar Woods. You are then given a free night's room and board. After resting, leave the inn and you will notice that all the townspeople of McNeil are being questioned about McNeil himself(the man), by the Wyndia guards.

Leave McNeil Town and return to the tree house in Cedar Woods where you lived briefly with Rei and Teepo.

Chapter Forty - Reunited

Once you reach the area where the tree house is, you see a brief flashback involving what happened to Rei just after the battle against Balio and Sunder. After the flashback, start to walk up the path to the tree house. Your main character will ask Garr to wait below while he goes to the tree house. A growling is heard.

As you walk towards the tree house, the growling grows louder. As you reach the turn in the path that leads behind the tree house, you see Rei. Rei talks to you of your meeting on Ogre Road, and of some unfinished business at Syn City in Dauna Hills. Shortly after, Rei leaps from the tree house with a mighty roar and disappears into the forest.

Leave the tree house yourself, and return down the path to where Garr is waiting. Speak to Garr, then return to the world map.

Chapter Forty One - Catching Up

Next, make your way to the farm(wheat field) below McNeil Town and enter it. From the wheat field, follow the road to the East and make your way to McNeil House. Once you enter the McNeil House area, you will see McNeil himself, bound, and being led away by a group of Wyndia guardsmen.

The guards are under the command of none other than Nina, who tells them to take McNeil to the dungeons at Wyndia Castle. After giving the guards their orders, Nina notices you. She comes over to say hello. Nina has aged, just as you have, and is shocked by how you look.

After the guards leave with McNeil, Nina, Garr and your main character spend some time in the pasture next to McNeil House catching up on what has happened since last they met. After talking to Nina about Syn City in Dauna Hills, she rejoins your party.

As you leave the pasture to return towards McNeil House, a shadowy figure leaps unnoticed from a nearby tree. A familiar growl is heard as well. At this point, return to the world map.

Chapter Forty Two - Going Back To Syn City

From the world map, return to Yraall Road and have Nina speak to the guards that are at the roadblock preventing you from heading towards Wyndia. After speaking to them, exit Yraall Road by the Western turnoff road, and return with Nina to Syn City in Dauna Hills(note, you will need to re-cross Mt. Levett in Yraall Region).

Chapter Forty Three - Has Rei Gone Berserk

Once you enter Syn City with Nina, you behold a terrible sight. There is blood everywhere. People are lying hurt, in shock, or dead all around the market. Make your way through the market, past the now lowered gate, and proceed to the room at the opposite end of it(the entrance to the room looks like a snarling cat's mouth).

Once you enter the room, talk to the bleeding man against the rear wall. He will tell you that the person who did this went towards the house at the checkpoint to the North(on the world map, to the North of Syn City, and West of the Dauna Mine, house with large gate next to it). Could Rei have done this terrible deed?

After talking to the wounded man, and getting the item(Old Painting) from the chest, leave the room. Nina voices her suspicions of Rei once you are in the hall outside the room. After hearing Nina out, make your way out of Syn City.

Chapter Forty Four - Everything Is Not As It Seems

From Syn City, walk to the Northwest and enter the area where the checkpoint is(house next to the giant wall) to try and find the person who is responsible for what happened at Syn City. As soon as you enter the area, the were-tiger jumps from the hill to your side.

Soon after, the were-tiger changes into Rei, and he then confronts a large man wearing a red cape(Mikba). As Mikba tries to walk away from Rei, a knife is thrown by his shoulder, hitting the large gate by the house. Mikba turns to face Rei, who is enraged at him. After a few brief words, Rei slashes him in the chest with one of his knives.

Rei then notices you, and talks to you of his new strength. As Rei is talking to your party, Mikba mutates into a large creature weilding an axe. Mikba then strikes Rei, who falls to the ground. At this point, your party rushes to aid Rei in his battle against Mikba.

You are then given the option of re-choosing the members of your current battle party(note, you cannot remove Rei, or your main character, as they must take part in this battle). After choosing your battle party, you will be asked to re-choose your battle formation. After selecting these two things, you are returned to the battle to face Mikba.

After defeating Mikba, he reverts back to human form and dies. Rei then regains consciousness(if you did not revive him during the battle with Mikba. Note, if you do revive Rei during the battle, he will revert to his were-tiger form) and fills in your party with the details of him becoming a were-tiger.

At this point, Rei officially rejoins your party(you are again asked to select current party members). Once Rei has rejoined your party, enter the house that you just fought Mikba in front of.

Use Rei to pick the lock on the locked door inside to gain access to a room with a chest containing a new fishing rod(note, the boxes in this room contain items as well). After receiving the fishing rod and the items from the boxes, leave the room and return to the world map.

Chapter Forty Five - Going Back To Plant

Once back on the world map, make your way to Eygnock Road, in front of Wyndia Castle. After entering Eygnock Road, Nina, Garr and your main character discuss what to do next. It is decided that they must travel to Plant, so once you regain control of your characters, make your way to the scientific community.

Chapter Forty Six - Momo, Part Two

Upon entering Plant, make your way to the area where you first saw Peco(where the large steel building is). After stepping off the final conveyor belt, and reaching the area with the steel building, you see Honey stop her activities and run over to Momo, who is welding a valve on the chrysm reactor to the left.

As Honey tells Momo that she has visitors, Momo turns to see who it is. Unfortunately Momo doesn't recognize you, and returns to her welding. Honey then tells Momo who you are. With a startled look, Momo yells your name. It's been a long time, and you look so different.

With that, Momo goes with you to the sleeping quarters of the Plant hotel to catch up with you and Nina on what's been going on. Nina asks Momo to rejoin your party, to help with the current situation in Plant, and after calling Honey over, she accepts(Momo is now officially a member of your party again, from this point on).

Leave the hotel, and as you walk outside, Momo tells you that Peco has been spending his time with Yggdrasil, the Tree of Wisdom. After learning this, leave Plant and return to the world map.

Chapter Forty Seven - At One With Nature

Enter the "?" area where Yggdrasil, the Tree of Wisdom is(next to Plant), and you will see Peco, animals all around him, talking to the tree Master. Momo walks forward and talks to Peco about rejoining the party to help out with something in Plant.

Peco agrees, and after he becomes a member of your party, you are given the option of re-choosing your current party members(note, put Peco and Momo in your current party, as you will need them in Plant shortly). After Peco rejoins your party, return to the scientific community of Plant.

Chapter Forty Eight - Breaking Glass

After returning to Plant with Peco and Momo in your party, proceed towards the two greenhouses in the upper left section. You will notice that the greenhouses are filled with a strange green gas(chrysm gas). Your objective here, is to find a way to release the gas from the two greenhouses.

In order to release the gas from the greenhouses, make your way to the ledges above them, where you will find several small rocks. Using Peco's special action(bash), position a rock on each of the two "X" marks written in the sand at the edge of each overlooking ledge(there is one above each greenhouse).

Once the rocks have been properly placed, still using Peco, get a running start and run into each of the rocks that you placed on an "X"(note, the further away that you start running from the rocks, the further the rocks will travel when hit. Also, turning Peco will not stop the momentum he has built up).

If you've gotten a good enough running start(and placed the rocks properly), when Peco bashes the rocks(happens automatically upon impact, no need to hit the special action button) they will be sent flying off the ledges and smash through the large window on the top of each of the greenhouses.

Once each greenhouse is broken open, and the chrysm gas escapes, a terrible rumbling occurs and your attention is drawn to the steel building nearby. The smoke coming from the two smokestacks in the steel building, suddenly turns to the same type of chrysm gas that you just released from the two greenhouses.

Upon regaining control of your characters, proceed to the steel building where the gas is now coming from the smokestacks and enter it. Once inside, have Momo use her special action(bazooka) to shoot the furnace against the back wall. Doing this will reveal a room with a ladder leading to a new area.

Chapter Forty Nine - The Roots Of Plant

After your characters descend into the facility beneath Plant, you will notice that certain locked doors have the numbers one thru four stenciled on them.

To unlock and open these doors, you will need to have Momo access the correct computer terminals for each door in the computer control room(to the right of the ladder you entered the facility from).

In order for Momo to access the computer terminals, you must have previously discovered the particular computer's password(note, upon entering the computer control room, the computer that you currently need to access, will be turned on with a red number showing on the screen.

Once the correct password has been entered, the number will turn from red to green, and the next computer you need to access will light up). The passwords can be found in the various rooms of the facility(note, the password to computer number one does not need to be found, as when you access it with Momo, she guesses the password correctly).

After opening the number one marked doors(note, when a numbered door is unlocked, all doors marked with the same number will unlock as well, unless another computer is nearby. Also, make note of the fact that there is a rest and save room behind the computer control room.

To rest, inspect one of the beds, and you will be asked if you would like to rest. After resting(you will be asked whether or not you would like to save your progress in the game), make your way to the room past the second number one marked door(there is a computer with a number two on it's screen here as well).

Once in this room, proceed down the stairs at the lower right corner of it. They will lead to a radiation filled room that you can enter, but only for brief periods of time(you will be brought back to the top of the stairs after about fifteen seconds).

In this radiation filled room, you will find another plant bud sample, similar to Peco, in one of the garden terrariums(top right of room). Inspect the plant bud to learn the password for the computer to open the number two marked doors.

After inspecting the plant bud and learning the password for the computer terminal that controls the locks on the number two marked doors, return to the computer control room(note, you cannot use the number two marked computer in the room above the radiation filled room until you access the one marked number two in the computer control room first) and have Momo access the number two marked computer terminal.

After Momo inputs the password(this happens automatically upon inspecting the computer terminal), the main number two marked door opens, and the terminal in the room above the radiation filled room becomes usable. Make your way back to the computer terminal in the room above the radiation filled room, and have Momo access the terminal.

Once she does, the door next to it will open. Enter the room and you will find a steel box containing a piece of armor. After receiving the armor, leave the room and proceed through the number two marked door that Momo opened by accessing the computer terminal in the computer control room.

Once through the door, you will see another door marked with a number two directly to your right. Proceed through this door as well. This second door leads to a small thin blocked off area of a room where all you can reach is a blue lever.

Pull the lever to turn the power on to the console terminals in the large part of the room you are in(on the opposite side of the duct you are behind). After pulling the lever, return to the previous room and descend the stairs in the left corner of the upper balcony that you are on(near the number three marked computer terminal).

Once down the stairs, you will be able to climb onto the gray ducts that run above the lower rooms. Follow the ducts upwards and you will find a memo on top of the machinery that the ducts lead to.

Read the memo(the memo says, "repair notes: Unit 3 out of order, adjust pressure counter by +10), then return to where you first climbed onto the ducts(above the radiation filled room). Once back, enter the doorway behind the crane, and you will find a room with more ducts that you can climb onto, and a conveyor belt leading to an upper area.

If you walk around behind the ducts, you will find another memo on the ground in the corner. Read the memo, and you will learn the password for the number three marked computer terminal in the computer control room. After reading the memo, climb onto the ducts that you are standing behind, and follow them upwards to the right.

At the end of this series of ducts, you will find the "Force" dragon gene. After receiving the Force dragon gene, return to the room where you found the last memo(the one that contained the password). Once back, ride the conveyor belt to the upper area to the right, and exit through the door that is there.

In the next room, you will find a chest containing a more powerful weapon for Momo, and also another conveyor belt. After receiving the weapon, ride the conveyor belt back to the main hallway of the facility.

Once back in the main hallway(the hall where you originally entered the facility), return to the computer control room and have Momo access the number three marked computer terminal. Once Momo accesses the terminal, the number three marked door in the large room off the main hallway will open.

Proceed through the number three marked door that you just opened, and you will enter the larger portion of the room where you turned on the power to the console terminals by way of flipping a lever earlier. After inspecting the three lower chrysm pressure terminals(objects with green lit screens), walk to the door at the rear of the room.

Just as you approach it, there is a loud rumbling and the door opens, gas then leaks into the room you are in. Enter the now open door, and you will witness many larvae climbing through a vent in the floor, and forming together into a giant slug like creature. Once formed, the creature attacks your party.

After defeating the creature, return to the previous room(where the terminals are) and make your way up the stairs to the left. At the top of the stairs, you will find a yellow book, two more console terminals, and a chest containing a Wisdom Ring(Intelligence up).

After receiving the ring, read the yellow book(it tells you to align the terminals from lowest to highest to find the next password. Note, don't forget to add ten to the third terminal's readout, as the memo you found earlier told you to) and inspect the two new terminals.

After doing this, return to the computer control room and have Momo access the number four marked computer terminal. She will be given the following password choices(note, there are two screens worth of selections): First screen: 1-2-3-4-5 1-2-3-5-4 1-2-4-3-5 1-3-2-4-5 2-1-3-4-5 Other(go to next screen)

Second screen: 2-1-3-5-4 2-1-4-5-3 1-3-2-5-4 3-1-2-4-5 3-1-2-5-4 Other(go back to previous screen)

The correct password is 1-3-2-5-4, which is on the second selection screen. After choosing the correct password, the door marked with the number four will unlock and open(note, the door is after the halls behind the rest and save room).

Proceed through the now unlocked door marked with the number four, and you will come to a balcony overlooking the room with the chrysm pressure terminals. Proceed across the duct in this room, and descend the ladder on the other side(to the right). Once down the ladder, you will see Palet again.

He flips a lever, and starts the large generator behind him running. After a moment it stops. Your characters then confront him about his activities. He seems nervous as he tries to explain himself. At the end of his explanation(he is trying to reanimate his dead mother), he takes out a beaker, and drinks the chemicals from it.

Soon afterwards, he is mutated into a giant mushroom type creature, with an enormous two colored brain(Shroom). You must then fight the creature. After defeating the creature that Palet became, your task will be to stop the generator. To do this, inspect the blue lever and choose to cut the switch.

After stopping the generator, leave the facility by way of the ladder under the steel building(same way you entered it), and return to Plant. From Plant, return to the world map, and you will encounter another automatic camp scene, in which Momo decides to journey East with your party.

Chapter Fifty - A Dysfunctional Family

After the camp scene, return to Wyndia Castle. Nina, Rei and your main character will enter the castle grounds(no matter who you have in your current party). Nina asks Rei to accompany her into the castle, and also that your main character wait outside at the camp.

With that, your main character heads back to the world map, and you take control of Nina and Rei. Proceed to the fountain at the right, and speak to the tall teenager standing in the front.

These are the same four children that you had to find when Nina and your main character escaped from Wyndia Castle long ago: Bais, tall boy(leader) Lang, fat boy Wynn, tall girl Lee, short girl(sitting) Bais will ask you if you are up for a game of hide and seek.

After answering yes, he tells you that the four of them(teenagers) will hide in various locations throughout the lands(could be anywhere), and that if you find any of them, they will make it worth your while. After he explains the challenge to you, you are asked if you need anymore hints.

After telling him that you don't need anymore hints, the four teenagers leave to hide. If you find any of them, they will return to the fountain in the lower level of the Wyndia Castle grounds(where you are now).

After they are found, if you talk to them at the fountain, they will offer you their services as Masters(note, you must finish the present Wyndia Castle scenario first, they will not become Masters until afterwards. You also have to have found all four of them in order to use any of them as a Master).

The four teenagers can be found in the following locations(note, you will have to wait until after you leave Wyndia Castle to begin searching for three of the four of them): Bais: Level B3 of the Dauna Mine Lang: In the Royal Tomb beneath Wyndia Castle Wynn: Behind a hut in Junk Town Lee: Behind(waterside) wall leading to the bridge that connects Eastern Wyndia to the Rhapala Region Once the four teenagers have hidden, proceed to the main entrance to Wyndia Castle(the door on the upper balcony).

Once there, have Nina speak to the guard in front of the door and you will be brought inside. After speaking with the King about what happened in Plant, proceed upstairs and talk to the Queen with Nina.

After speaking with the Queen, who tells you that she doesn't want you to go away anymore, proceed downstairs to the floor above the kitchen(note, if you go to Nina's bedroom and have Rei attempt to open her bureau, Nina gets embarrassed and stops him, as there are ladies private things inside 😊 .

Once downstairs, Nina suggests going to the kitchen. At this point, Honey comes down the stairs, and Nina decides to carry her for safekeeping. At this point walk up the stairs, and you will be sent to the dining area, where Rei is given a passport, and the King and Queen are sitting down to dinner.

After a long argument between Nina and her parents, Nina and Rei run off. They are stopped from escaping by way of the main door, so they run back downstairs, Honey leading the way. Rei wonders that if they can't make it to the balcony, how will they get out of the castle. Honey then runs down to the kitchen. Follow Honey to the kitchen level.

In the kitchen, one of the chefs tells you that Honey went downstairs to the wine cellar, so follow Honey's lead and continue downstairs. Once in the wine cellar, you see Honey jump down the ladder in the corner to the level below. Continue following Honey. Once down the ladder, you see Honey trying desperately to smash open a locked door.

As Nina distracts the nearby guard, Rei picks the lock on the door Honey is trying to open. Rei and Honey then run inside the room. Inside the room is a teleportation device, and Honey knows the navigation code needed to start it working.

After Honey enters the navigation code needed to start the portal drive(teleporter), it activates, and Honey hurries into the transport field and escapes. Rei then goes back out the door to get Nina, who is about to be swarmed by the Queen and her guards.

After a final attempt at making her mother understand why she needs to continue the journey with your characters, Nina and Rei run into the unlocked room and escape by way of the teleporter.

Chapter Fifty One - A Quick Getaway

Rei and Nina appear on another teleport pad, in a room where Honey is waiting for them. Upon climbing up the ladder in the rear, you find that this teleport room(where they came out) is directly beneath Durandal's shack between the outer walls of Wyndia Castle.

Chapter Fifty Two - Beats Walking

Once you have escaped Wyndia Castle by way of the teleporter, you can return to Wyndia Castle at any time by way of certain teleport pads. The teleport pad in the basement of Wyndia Castle is "Relay Point B", and all the teleports that are linked to it are now operational.

If you return to the teleport pad in the basement of Wyndia Castle, you can change the destination that you will appear in once you teleport from Relay Point B, by resetting the controls on the portal drive(teleport) control panel(the panel that Honey put the navigation code into) next to the teleporter.

Your choices(listed when you access the control panel) are: Dauna Hills Region(basement of Emitai's house) Yraall Region(house next to Mt. Levett) Wyndia(basement of Durandal's shack) Relay Point A(unavailable until later in the game) Quit

Chapter Fifty Three - Back With Her Friends

Upon leaving Durandal's shack and returning to the world map, you are sent to another automatic camp scene where Rei and Nina fill your other party members in on what happened inside Wyndia Castle.

Chapter Fifty Four - Back Through The Eastern Checkpoint

After the camp scene, you are given the opportunity to re-choose your current party members. After doing this, enter the checkpoint where the bridge is that runs from Eastern Wyndia to the Rhapala Region. Once inside, approach the guards at the entrance gate to the bridge.

Talk to them and they will let you cross the bridge(note, Lee is hiding behind the gate to the left).

Chapter Fifty Five - Look Ma, No Hands

After crossing the bridge and entering the Rhapala Region, enter the port town of Rhapala. Once in the port town, seek out Shadis at one of the rear docks and speak to her. It seems that her and Beyd have had a child since you have last seen them. As you are there, you witness Beyd and Shadis' child take it's first steps.

Chapter Fifty Six - An Audience With Sudama

After speaking with Shadis, make your way to Urkan Tapa(note, you must cross the temple at Mt. Zublo in order to reach it. You don't have to go through Mt. Zublo itself, as the lava flow has stopped, allowing you to cross at the top of the left hand path of steps) and bring Garr in to speak with Sudama(the village elder).

After Garr speaks with Sudama, leave Urkan Tapa and proceed to Angel Tower to the Southeast.

Chapter Fifty Seven - Garr's Quest Begins

Once you arrive at Angel Tower(make sure you still have Garr in your party), have Garr lead your party up the front stairs(note, the guards will only allow you to pass if Garr is leading the party). At the top of the tower, Garr, one of the last of the guardians, prays to the gods.

The sky grows dark, and Garr is told that in order to speak to god, he must first resurrect Deis(the girl sealed beneath the energy pyramid in the chamber below the tower). The way to do this can be found by journeying to see another of the guardians, guardian Gaist. In a flash, everything returns to normal.

Garr knows what must be done, he must resurrect Deis, and to do so, he must seek out guardian Gaist. After Garr is finished telling your party members of what they now face, leave Angel Tower and return to the world map.

Chapter Fifty Eight - Information

Once back on the world map, enter Urkan Tapa and have Garr speak with Sudama again. Sudama gives you information about Gaist. After learning about guardian Gaist, leave Urkan Tapa and return to the world map.

Chapter Fifty Nine - High Tide

On the world map, make your way Southwest, and follow the path that runs along the shore of the Southern sea. After a bit of walking(the path leads back into the Rhapala Region), you will come to an area known as the Tidal Caves(note, you can go no further down the path once you reach the Tidal Caves).

The Tidal Caves are a series of caves that are affected by the high and low tides of the sea. Enter the Tidal Caves and walk past the fishman who is sitting on the ground next to a cave entrance, eating his lunch. As soon as you pass the fishman, the ground begins to rumble. This rumbling is the tide going out.

Make your way through the caves(note, whenever you hear this rumbling, it is the tide going in or out. Depending on the tide, there will be chests in various sections of the caves that you will be able to reach).

When the tide is in, you will be able to use rafts to explore different sections of the caves that you would otherwise not be able to reach. To gain access to the raft, use your main character's special action(sword swipe) to cut the rope and lower the section of the dock that leads to it(the raft).

In order to proceed through the caves, the tide must be out, as you will need to enter the lower caves, and these caves are below sea level when the tide is in. Once you have successfully made your way through the caves, and have exited back onto the shore, you will find the "Gross" dragon gene.

After receiving the Gross dragon gene, leave the Tidal Caves, and return to the world map.

Chapter Sixty - A Fitting End For A Guardian

Once back on the world map, continue South, and at the end of the path you will find the village of Cliff. With Garr in your current party, enter the village of Cliff and make your way into the cave at the Western end of the second tier. Upon entering this cave, you will meet Gaist.

After Garr discusses reviving Deis with him, Gaist asks to have a word with your main character. At this point, Garr and your other party member leave the cave so that Gaist will be able to speak to you privately. Once Gaist has spoken to you, leave his cave and speak to Garr, who is standing on the path just outside.

Garr tells you that you have been chosen to battle Gaist. You are then asked if you will accept this challenge. After answering yes, return to Gaist's cave and speak with him. He will ask you if you are ready to challenge him. After answering yes, Gaist tells you to step into the center of the two flames at the exit hallway to his cave.

Once you step between the two flames(note, you must be directly in the center of them), they emit energy which surrounds Gaist. Your battle against Gaist then begins(note, Gaist turns into a demon that is aligned with fire. The two flames on either side of your character will heal Gaist during the battle.

Destroy the flames first to stop this from happening). After defeating Gaist, with his dying breath, he tells you what you need to know about Deis(that with his death the seal at Angel Tower can now be broken). Your other two party members then enter the cave. Garr goes to his fellow guardian's side, and before your eyes, Gaist turns to ash.

Inspect the ashes to receive Gaist's spear, the Beast Spear. The Beast Spear is extremely powerful, but the power comes at a price, as the user loses a small amount of HP every battle turn that the Beast Spear is equipped(note, only Garr can use the Beast Spear). At this point, make your way out of Cliff and return to the world map.

Chapter Sixty One - Deis Revived

Once back on the world map, with Garr still in your party, return to Angel Tower. Once there, make your way to the chamber beneath the tower(stairs leading down at the right side of the tower). As soon as you enter the lower chamber, the seal that Deis is encased under will be lifted, and Deis will be revived.

Upon her revival, Deis calls for Garr to step closer. Once he does, Deis unleashes her anger at the guardians on him in the form of a severe beating. For five hundred years Deis has remained sealed in this crypt beneath the tower, and now she is free. With this, she gives Garr another good whack.

Deis then tells your main character(in the form of a flashback) what Garr, Gaist, and the other guardians did to the others of your species(the Brood). After informing you of this, Deis tells you that she will now travel to Mt. Zublo, and if you need her, she will be in the temple at the base of it(the Cave of Ages). With that said, she vanishes.

Chapter Sixty Two - The Power Within

At this point, make your way to the temple at Mt. Zublo. Once there, enter the temple(Cave of Ages) by the doorway where the guards are. Inside you will find a wall at the end of a short walkway. Inspect the wall with your main character, and the wall will emit energy.

Your main character then dematerializes and is sucked into the chamber beyond the wall. Once your main character materializes in the inner chamber, Deis, in her true form, walks out of the shadows and steps onto a platform in the center of the room. She then addresses your character.

You are told that in the human form you saw her in originally, she wasn't able to use her powers to their full extent. At this point, choose the bottom choice(note, by choosing the bottom choice, you will have the opportunity to acquire Deis' services as a Master later in the game). Garr then materializes next to you.

Deis then creates a symbol out of energy, and with it, she draws a hidden power(Prana, the Eye of God) that was buried deep within you to the surface. This power will point you in the direction of the guardian's god. After releasing this new power in you, Deis speaks a few brief words to you and Garr.

You are then sent back to the temple's inner walkway(Note, if had any character other than Nina as your third party member, Nina will now be waiting in the inner walkway instead of your third party member). At this point, make your way out of the Cave of Ages at Mt. Zublo, and return to the world map.

Chapter Sixty Three - Won't You Take Me To... Junk Town

After leaving the Cave of Ages at Mt. Zublo, make your way back to the Urkan Region. Once in the Urkan Region, proceed to Junk Town. Junk Town is the town located to the North of Urkan Tapa on the world map. It is surrounded on three sides by piles of rubble. Enter Junk Town and proceed to it's lower level.

Talk to Beyd and the sailors who are standing at the lower gate, talking to the guard. Beyd and the sailors have come to get their boat back. The guard directs Beyd and his crew to the docks, which are through this lower exit and to the West.

After getting this information from the guard, Beyd and company leave Junk Town through the lower exit(note, Wynn, one of the teenagers from the Wyndia Castle grounds, is hiding behind one of the lower huts here in Junk Town.

Find her before you leave Junk Town, and she will return to the Wyndia Castle grounds and await your return so she can offer you her services as a Master) and proceed to the docks to the West.

Chapter Sixty Four - Row, Row, Row Your Boat

Enter the docks area with Momo in your current party, and make your way to the boat docked at the Southern end. Beyd and his men are there talking to a mechanic. It seems the boat's engine is damaged, and the boat is not in any shape to travel. At this point, Beyd notices your party and you step forward to speak with him.

Once you regain control of your characters, have Momo talk to Beyd. Momo suggests taking over as the ship's engineer, and goes to take a look at what the problem may be. Once in the ship's engine room, Momo gives the ship's engine a quick glance, then jumps up on top of it to get a better look. Shortly after this, Momo calls you over.

She has figured out what's wrong, and has drawn a small diagram of the parts that she will need to do the necessary repairs. After you receive the diagram, the mechanic suggests asking the guildmen where the best places to find the necessary parts are.

After finding this out, leave the boat(Momo stays behind to work on the engine), and speak to the man on the dock(this happens automatically). After speaking with the man on the dock(he tells you to go back to Junk Town and speak to the guildmaster), leave the dock area and return to the world map.

Chapter Sixty Five - A Private Beach

Once back on the world map, you will be prompted to pick another party member to replace Momo. After choosing your third party member, return to Junk Town and enter the top left hut on the lower level(to the right of where you found Wynn). Once inside the hut, speak to the man standing at the table wearing a headband.

The man will give you permission to enter Steel Beach(where you need to go to find the parts for the boat). Once you have his permission to enter Steel Beach, leave Junk Town by the lower exit and return to the world map.

Chapter Sixty Six - Which Gene?

Once on the world map, walk West from Junk Town, and you will see a cave. This cave is the entrance to Steel Beach. Instead of entering the cave, continue down the path to the Southwest that runs along the peninsula. At the end of the peninsula, you will come to a "?" area where there is a wooden house.

Enter the wooden house "?" area and look inside the house that is there. Behind the sheet hanging at the back of the room inside the house, you will find the "???" dragon gene. After receiving the ??? dragon gene, leave the house, and "?" area, and return to the world map.

Chapter Sixty Seven - A Day At The Beach

Return to the cave at the beginning of the peninsula, and enter it with Garr in your current party. Once in the cave, proceed past the guard, towards the lit doorway. The guard, seeing that you have the guildmaster's permission, lets you pass. You then enter Steel Beach. Once inside, walk down the beach to the Northeastern corner.

There you will find the "Mutant" dragon gene. After receiving the Mutant dragon gene, have Garr speak to the foreman(the large bull wearing the hat, standing at the side of the wench). The foreman suggests a rope pulling competition between himself and Garr.

To do the rope pulling competition, when the monkey raises the white flag, it's the foreman's turn. When he raises the red flag, it's Garr's turn. Rapidly press the "X" button only when it's Garr's turn. Do not press the button while it is the foreman's turn, or you will be disqualified.

You must also keep within two meters of your competitor, or the competition will end. Just before the competition is to begin, you will be asked if you are ready(note, if you answer wait, you will be given the option of seeing the instructions for the competition again). After answering to begin, the competition starts.

During the course of the competition, you will pull in a giant Angler fish creature. The Angler crawls onto the beach and attacks your party. After defeating the fish, parts for the boat appear on the beach area, and the guard will now let you enter the freighter to the left. There are also parts for the boat within the freighter.

You will find these parts, necessary for repairing the boat, in the following locations(note, you will need to raise and lower the lifts in the bottom of the freighter to find all the parts hidden inside): Part A: in the water in front of the wench Part H: on the beach against the cliff, behind the wench Part B: hidden in a junk pile on the beach Part F: on the beach on the side of the man welding the freighter Part G: against the cliff in front of the freighter Part C: in the top right corner of the base of the freighter Part D: at the foot of the center lift in the freighter Part A: on the crate at the bottom right corner of the base of the freighter Part H: behind the girder in front of the center lift in the freighter Part G: at the foot of the left-most lift in the freighter Part C: on the side of the crate at the bottom left of the freighter Part E: on the side of the top left-most crate in the freighter Part C: on a crate towards the top left of the base of the freighter.

You need to raise the lift high to reach this part Part F: on one of the top left crates at the base of the freighter.

You need to have the lift at it's low point to reach this part Part B: on the upper walkway in the freighter, near the locked door Part D: inside the freighter, near the entrance There is also a chest hidden on the side of the top left-most crate at the base of the freighter.

Once you have found all the parts needed to repair the boat, leave Steel Beach and return to the dock area.

Chapter Sixty Eight - Fighting The Current

Once back at the dock, make your way to the engine room of the boat. When you enter the engine room, speak to Momo(walk towards her) and she will ask you to give her the parts needed to repair the boat. You will then be presented with a list of all the parts you found at Steel Beach.

Press "Triangle" to exit the repair screen, press "Square" to check the diagram that Momo gave you, and press "X" to give the desired part to Momo.

The parts you need to give Momo are as follows: Part A = 2 Part C = 3 Part D = 2 Part F = 1 Part H = 2 After giving Momo all the parts necessary for repairing the boat, Beyd and your main character head up to the ship's bridge. Once on the bridge, Momo calls up from the engine room that she has fixed the engine.

Shortly afterwards, the boat sets sail. Beyd tells the sailor at the wheel to set a course for the port town of Rhapala. Once you regain control of your main character, leave the bridge and talk to your fellow party members. After talking to Nina, you see a large ship(the Black Ship) floating out in the Middle Sea.

Shortly after this, your boat pulls into the port town of Rhapala, where Beyd and his crew disembark. At this point, Zig steps forward and offers his services as ship's captain. He then heads for the bridge of the boat. Once you regain control of your characters, board the boat and proceed to the bridge.

Once there, talk to Zig and he will ask if you'd like to set sail from the port town of Rhapala. After choosing yes, the boat begins to travel into the Middle Sea. At this point, talk to Zig, and tell him you wish to go to the outer sea. He will ask you to talk over your decision with your fellow party members.

After speaking with your fellow teammates, return to the bridge and speak to Zig. He then asks if you'd like to take over the controls of the boat.

The boat's controls are(at default controller setting): Directional Pad: left, right, forward, reverse Circle(hold): speed burst, lasts until green status bar is depleted Start: re-enter the boat Once you take control of the boat, attempt to sail out of the Middle Sea and into the Outer Sea(blue section of water).

Once you sail out to the Outer Sea, you find that the waters are far too rough to sail upon without knowing the correct direction in which to sail. Zig suggests sailing to the fishing community of Parch, to see if someone there knows how to find the legendary mariner, as he may be the key to traveling these treacherous waters.

Chapter Sixty Nine - The Fishing Community Of Parch

At this time, retake control of the boat and sail to the fishing community of Parch(small dock with two wooden houses, located across the inlet, slightly Northwest of the port town of Rhapala). Once you've docked at Parch, make your way into the village and enter the house at the Northeastern corner.

There you will find the village mayor sitting on the floor. His wife and advisor(robed man) are in the house as well. Speak to the mayor and he will tell you that in return for telling the story of the legendary mariner, he would like for you to bring him something.

The people in Maekyss Gorge will know how to get what he wants(note, if you speak to the advisor(robed man), he will tell you that the mayor is from Central Wyndia. Once you hear the mayor talk of the Maekyss River, leave Parch and return to the mainland.

Chapter Seventy - Ingredients

Once back on the mainland, return to Maekyss Gorge with Peco in your current party. Enter the house beneath the bridge in Maekyss Gorge, and speak to the people that are there. Upon speaking to the woman in the pink skirt, you are given a listing of the ingredients for making a food called Shisu.

They are: Mackerel Vinegar Shaly Seeds Horseradish She then gives you a list of topics which include the locations where the various ingredients can be found: Mackerel: found in the fishing spot in front of Maekyss Gorge(note, this fishing spot appears in Maekyss Gorge at this time) Shaly Seeds: found in the tree behind the house in Maekyss Gorge(note, have Peco bash the tree to knock the seeds out of it) Vinegar: found in the well at the Coffee Shop(note, have Garr pull a pail of water out of the well) Horseradish: found on Ogre Road(note, have your main character cut the plants down with his sword swipe) Shisu: general information Thanks: exit the menu After receiving the information on making the Shisu, leave the house and have Peco bash the tree behind it in order to gather the Shaly Seeds(note, Peco can hurt himself by bashing into things, but he will not drop below one HP).

After receiving the Shaly Seeds(you need at least eight), leave the Maekyss Gorge area and gather the other items you need for the Shisu. After getting at least four Horseradish plants, and a Mackerel, make your way to the Coffee Shop to collect the vinegar.

Enter the Coffee Shop area with Garr in your party, and have him talk to the small robed person standing in front of the well. Upon talking to the robed person, Garr will be given the opportunity to try and raise a bucket of water from the well.

The controls for getting the water from the well are as follows(at default setting): "Triangle": press this button repeatedly to lower the rope and bucket Directional Pad: wiggle this to scoop water into the bucket(make sure the water filling sound stops or the bucket is not full, thus you won't be able to raise it) "X": press this button repeatedly to raise the bucket, you must press it the same number of times you pressed the triangle button to lower the bucket.

After hearing out the robed person, you will be asked if you would like to give it a try. After successfully drawing water from the well, the robed person gives you four units of vinegar(note, each successful try will get you four more units of vinegar from the robed person).

After receiving the vinegar, leave the Coffee Shop area and return to the world map.

Chapter Seventy One - My Compliments To The Chef

After returning to the world map, return towards Wyndia Castle, as there is another Master that you may be able to acquire at this time. Once near Wyndia Castle, enter Durandal's shack and use the teleporter in the basement to return to the basement of Wyndia Castle. From the basement of the castle, make your way to the kitchen.

Once in the kitchen, talk to Hachio the cook(Hachio is the fat cat chef with the meat cleaver standing next to the stairs to the next level). In return for Hachio to come to your aid as a Master, he asks that you give him four items that he needs for a dish he's making.

They are: Beef Jerky: HP 100 item, the type you stole from Bunyan's house Swallow Eye: Agility up item Angler: Can be caught off the shore near Angel Tower Martian Squid: Can be caught in the fishing spot just outside Wyndia Castle Once you give him these four items, he will offer his services to you as a Master.

After aligning with Hachio(if necessary), make your way out of the castle by way of the teleporter. If you haven't found the four teenagers yet, now would be a good time to do so, as you are able to enter the castle grounds at this time as well. Once all four teenagers have been found, they will each offer their services to you as a Master.

Once you have finished in Wyndia, return to the world map and make your way back to the house under the bridge in Maekyss Gorge.

Chapter Seventy Two - The Recipe

Once there, talk to the woman in the pink skirt again. Upon exiting her information menu, she will ask if you know the correct amounts of each item to use in the Shisu.

After asking her to tell you, she gives you the following amounts: 10 ounce Mackerel 8 Shaly Seeds 2 Units of vinegar 4 Horseradish plants After learning the correct amounts of each ingredient to use in the Shisu, leave Maekyss Gorge and return via the boat to the fishing community of Parch.

Chapter Seventy Three - Now We're Cookin'

Upon returning to Parch, proceed to the mayor's house and speak to his advisor(robed man). He will then ask you to prepare the Shisu for the mayor. You are then sent to the following menu in order to prepare the dish: Knead Shisu End Shisu(ingredients) Amount Mackerel x?? Shaly Seeds x??

Vinegar x?? Horseradish x?? To make the Shisu, select the amount of each item you would like to add(1 Mackerel, 8 Shaly Seeds, 2 Vinegar, 4 Horseradish), then choose the "Knead Shisu" box at the top of the menu. Once the Shisu has been kneaded, choose the "End" box, and you will be returned to the game.

Once out of the menu, the mayor gets up and walks over to the table. You present him with the Shisu you have made for him, and he eats it with tear filled eyes.

After the mayor eats the Shisu(if you made it properly), he will honor your request of telling you of the legendary mariner, and offers you help in navigating the rough sea that lies beyond the coast of Parch by presenting you with some sea charts to the Craggs. These charts show the way through the rough sea to reach Kukuys' cabin in the sea.

After receiving the charts, speak with the advisor and he will give you a Wisdom Fruit. After this, return to your boat and sail out of the Middle Sea into the rough waters(out of the inlet).

Chapter Seventy Four - The Craggs

Once you leave the inlet, sail to the "?" area between the two small islands on the edge of the Middle Sea. Enter this "?" area(the Craggs) and you will find that the waters there are now calm enough to sail upon. At this point, the chart that the mayor of Parch gave you will appear at the lower right corner of the screen. A timer will also appear.

You will now have thirty seconds to guide the boat to your desired destination. There are four locations in this mapped section of the sea(the Craggs) that will be of interest to you.

They are: Kukuys' cabin, to the Northwest A chest containing a Heavy dagger, to the East A chest containing Blizzard Mail armor, to the North A chest containing an Ice shield, to the Southwest You can make as many attempts at reaching each, or all of the destinations as you'd like, just re-enter the "?" area at the edge of the inlet to try again.

You do not need to reach all the destinations in one attempt. After reaching all three chests(if necessary), sail to Kukuys' cabin on the dock to the Northwest(by way of the "?" area). Once you dock at Kukuys' cabin, you will meet Kukuys(doesn't his bird sound like Nelson from the Simpsons, Ha Ha 😊.

Nina, Momo and your main character follow Kukuys into his cabin to talk to him. Kukuys tells you of the Blackship that you saw in the Middle Sea earlier. At this point, the scene cuts to show your characters back onboard the boat, sailing alongside the Blackship.

Momo takes a shot at the Blackship with her bazooka, but all it does is trigger the Blackship's defenses to fire back at them. Luckily they miss the smaller boat, and hit only the water nearby. The explosion in the water rocks your ship violently.

Upon regaining control of your characters, talk to Momo, who is on the ship's deck, then return to the ship's bridge and talk to Zig. Take over control of the boat from Zig(happens automatically after talking to your teammates, especially Momo) and you will see the Blackship entering the Middle Sea(inlet).

Your objective at this time, is to stop the Blackship and somehow get aboard it. To do this, simply ram it at full speed(press and hold the Circle button) in the rear. After the collision, make your way to your boat's engine room and revive Momo, as she was knocked unconscious upon the impact. Momo will then recall something Kukuys spoke of.

After a discussion with your other party members aboard the small boat, you will be asked to choose a boarding party to bring onto the Blackship to assess the situation. Make sure to bring Momo, as she will be needed once you reach the bridge of the Blackship.

After choosing your boarding party, make your way onto the Blackship from the deck of your boat.

Chapter Seventy Five - Ghost Ship

Once aboard the Blackship, make your way into the ship and proceed to the lower decks. You will come to a room at the end of a hall where you will have to ride a platform across numerous conveyor belts, in order to reach the doorway at the opposite end, or the holes leading to the rooms below.

To use the platform on the conveyor belts, access the computer to the right, and you will be given a choice of six programs(cycles to run the platform in), P1 - P6. Choose program 2, and then walk onto the platform. You will then be brought to the opposite end of the room.

Once there, proceed through the doorway that is there and you will enter a hallway with an access terminal at the end of it. Inspect the access terminal and you will find the I.D. Card. After receiving the I.D.

Card(it appears in your Vital Items category in your inventory), return to the previous room and make your way back to the platform control computer. Choose program 4, then ride the platform to a lower room where you will find a steel box containing a Skill Ink.

After receiving the Skill Ink, return to the platform control computer and choose program 3. Program 3 will cause the platform to take you(after you step on it) to a lower room that leads to the room where you will find the main power switch for the crane(the crane is in one of the rooms above, near where you entered the Blackship).

Turn on the main switch so that the crane will have power flowing to it, then make your way back upstairs to the crane room itself. Once in the crane room, use the crane to create a bridge across the gap in the room, from three crates. To use the crane, inspect the console panel that is just in front of it.

You will then be given three choices: Operate without guide(use the crane) Operate with guide(instructions on using the crane) Quit(leave crane menu) To use the crane, choose "Operate without guide", then press and hold the "X" button to start the crane traveling Northeast.

Release the "X" button to stop the crane from traveling in the Northeastern direction. Press and hold the "X" button a second time to start the crane traveling in a Northwestern direction. As before, release the "X" button when it reaches the desired spot.

Press the "X" button a third time to have the crane lower and attempt to grab anything that is underneath it. Once a crate has been successfully picked up, it will automatically be placed in the correct location in the center of the room(note, use the red cross indicator as a guide, align it with the center of each crate.

Also, since there are four crates, yet you only need three to complete the bridge, whichever crate you grab last will be dropped onto the platform you are on, and break open revealing a chest. The chests contain the following, rear crate between the steel containers, Protectors. Crate closest to the crane, Ascension.

Crate at the center right, Light Bangle. Crate at the far right, Wisdom Fruit). Once all three crates are properly placed, proceed across the makeshift bridge and exit the crane room by the door to the South(note, the side door leads toward the steel box that is on one of the rear containers in the crane room).

Once out of the crane room, flip the blue lever that is next to the door to raise a steel beam that will allow you to travel from this section of the Blackship, back towards where your boat is. After raising the steel beam, make your way up the stairs and make your way through the ship until you reach the elevator. Use the I.D.

Card to access the elevator(inspect the access terminal next to the elevator) and you will be allowed the use of it(you will automatically ride the elevator up to the next floor). After stepping out of the elevator, continue up the stairs at the side of the room, and you will reach the ship's bridge.

Once on the bridge, have Momo inspect the main controls, at which point she will tell you to go and check the "Boost counter" in the ship's monitor room(the location will be shown in a cut scene, the monitor room is in the hallway where the personal quarters are). She needs to know when it reaches one hundred.

After Momo finishes talking, she asks if you are ready. After telling her that you are ready, make your way down to the monitor room(minus Momo, as she stays on the bridge) to check the boost counter.

The object here, is to talk to Momo on the Blackship's bridge when the counter reaches one hundred, so that she'll know when the counter reaches that point(100). Once you reach the monitor room, inspect the boost counter and it will start counting upwards, making a beeping noise at each number.

Start walking back to the bridge when the counter is around seventy five, and count the number of beeps to keep track of the number the boost counter is at. This way, you can talk to Momo at the appropriate time. After successfully telling Momo when the boost counter reaches one hundred, the Blackship's engines will start.

Momo then calls your other party members on the smaller boat, to come to the bridge of the Blackship.

Once everyone is gathered on the bridge of the Blackship, the hidden force in your main character that was revealed by Deis, emerges and guides the Blackship on it's journey across the Outer Sea(many cut scenes of the characters passing the time are shown).

Chapter Seventy Six - All Hands On Deck

While on your journey across the sea, something unexpected happens on the upper deck. Sirens wail and red warning lights flash. At this point, you must make your way to the ship's bridge. Once on the bridge, Momo tells you that something is approaching the rear section of the upper deck.

You will then be asked to choose a battle party to take with you to investigate what is happening. After choosing your party, make your way to the previously locked door on the personal quarters level(note, there is now a camp menu book available to you in the conference room on the personal quarters level. It contains all but the "Rest" option.

You can rest in the beds in the next room). Once there, proceed through the now unlocked door(thanks to Momo), and make your way to the ship's upper deck. Once there, proceed to the rear of the ship, and two creatures will rise from the water and approach you.

Once this happens, walk your party members backwards until the creatures(they are following you) are in line with the side mounted defense gun. Once there, the creatures will attack you, but the defense gun will randomly fire at them to aid you in this battle.

After defeating the creatures, climb back down the ladder to the lower deck and the scene will fade. When the next scene rises, the Blackship, having completed it's journey across the sea, will be docked in Kombinat. All of your characters will be outside talking, after which you will be asked to choose members for your current party.

Chapter Seventy Seven - Brave New World

Upon arriving in Kombinat, and having chosen your current party, look for the robot hidden behind the side of the weapons/items building(he's on the right side). Upon talking to him, he will emit a series of sounds, then ask you to choose one of six selections.

The object here is to choose the selection that contains a correct portion of the pattern of sounds the robot emitted previously. The correct choice is selection number three, which when chosen, will prompt the robot to give you a Homing Bomb(a weapon for Momo).

After exploring Kombinat, and buying all the equipment you need(if necessary), leave the town by the stairs to the Northwest, and you will be presented with another automatic camp scene. In this scene, Rei, Nina and Momo talk to visions of themselves about their true reasons for coming on the journey.

Chapter Seventy Eight - The Yggdrasil Network

After the camp scene, you will emerge on the world map in this new area(Lost Shore) you have sailed to. Put Peco in your current party, then make your way to the tree "?" area to the Northwest. Enter the tree "?" area, and have Peco speak to the large gray tree at the end of the path inside.

It seems that Yggdrasil, the Tree of Wisdom is part of a network. After Peco talks to the Tree of Wisdom, use your main character to pick up the "Trance" dragon gene that is at the right side of the tree. After receiving the Trance dragon gene, leave the area and return to the world map.

Chapter Seventy Nine - The Abandoned Airfield

Once back on the world map, proceed to the Steel Grave(abandoned airplane hangar) just Southeast of where you are. With Momo in your party, enter the Steel Grave area and make your way to the roof of the hangars to the North(note, there are chests in this area that contain UV Glasses and Speed Boots).

Once there, find the open hatch and climb down the ladder into the hangar itself. Once inside the hangar, have Momo shoot the wall to the left of the bank of terminals. A hidden doorway will be revealed that leads to the control room. In the control room you will find a chest containing a new fishing pole(Spanner).

After receiving the fishing pole, leave the hangar and continue through the Steel Grave area to the exit at the North in order to return to the world map.

Chapter Eighty - We Need More Power

Upon returning to the world map, after exiting the Steel Gave area from the North, you will be able to travel through the Steel Grave area by way of the world map(you don't have to enter it and walk through).

Now that you've proceeded past the Steel Grave, with Momo still in your party, proceed to the Colony temple(dwelling shaped like Angel Tower) to the North.

Once you enter the Colony temple area, your party will notice a large antenna dish at the top of the temple(note, if you do not have Momo in your current party at this time, your members will suggest that you go and get her). Walk up the main stairs and enter the room below the antenna dish.

Here you will find a teleporter that is not currently functioning. Your characters realize that if they can get the teleporter working, they would have a much easier time returning to Wyndia.

Open the bag on the teleport pad to receive a key that you will need to return it(the teleporter) to functional status(note, the key appears in your Vital Items category once you pick it up). After receiving the key, leave the teleporter room and jump down the drop spot to the left of the stairs.

Once down the drop spot, you will be able to reach the "Failure" dragon gene which is on a ledge to the left. After receiving the Failure dragon gene(note, there is a Deep Diver fishing lure inside a satchel in a room below), walk down the stairs nearby, and you will find a locked door.

To get to the room beyond this locked door, make your way around the outer ledges, until you reach the area at the top right side of the temple. Here you will find a drop spot above a blue glass skylight. Jump down the drop spot, and your characters will crash through the glass skylight and land in the generator room for the teleporter.

Have Momo inspect the terminal with the lever on it, and you will be asked if you would like to place the key you found on the teleport pad in the terminal.

After Momo places the key into the terminal, she will find out that you now need to align the laser reflectors that direct power to the conductors properly(note, you need to do this before throwing the lever). Once the switch is thrown, a beam will be projected from the machine at the right.

You want to align the reflectors(inspect them and they will rotate slightly) so that the beam can reach the conductors at the rear of the room. To align the reflectors properly, turn the reflector closest to the beam projector once, then turn the reflector to the left of the lever three times.

After aligning the reflectors properly, throw the lever, and the beam will travel to the conductors, thereby powering the teleporter in the room at the top of the temple(beneath the antenna dish). After starting the conductors, use the teleporter to get to Relay Point A.

Chapter Eighty One - Familiar Ground

Once you arrive at Relay Point A, check the control panel for the teleporter.

By doing so, you will find out that the antenna that controls the outgoing transports from this relay point is currently down(note, from this point on, you can reach Relay Point A from the teleporter in the basement of the Wyndia Castle if you set the controls for that destination).

Leave the teleporter room, and you will see Honey appear and run off down a hallway. Follow Honey(she went down the hall to the right, not straight ahead) and you will find that you are actually back in the Urkan Region, inside the freighter at Steel Beach.

It seems the Relay Point was what was on the opposite side of the previously locked door(note, the door was locked if you approached it from the Steel Beach side when you were searching for the parts to repair the boat. Also, Zig is at the boat dock below Junk Town with your smaller boat if you want to see him/it.

After finding out that you are at Steel Beach, you will be asked to choose which party members you would like to take with you into the Relay Point, so that you can attempt to repair the antenna.

Chapter Eighty Two - White Noise

Once you've chosen your current party, return inside the Relay Point, and start to make your way through it to the antenna on the roof. On your way to the roof, you will come to an area with four switches and four girders, each labeled with a corresponding color circle, dark red, red, blue and light blue.

The object here is to raise all four of the girders in order to reach the stairway(the dark red labeled girder and the stairs are out of your current line of vision) that will lead you towards the roof. To raise or lower the girders, flip the switches in a specific order. Some switches cause some girders to raise, while others lower, or vice versa.

If you choose incorrectly, inspect the large rectangular stone in front of the dark red switch. It will ask if you'd like to know about the switches, then if you would like to reset the switches/girders to their original positions. The switches raise and lower the girders in the following fashion:

Blue switch: Blue girder: Up Red girder: Down Light Blue girder: Nothing Dark Red girder: Up

Light Blue switch: Blue girder: Nothing Red girder: Up Light Blue girder: Up Dark Red: Down

Red switch: Blue girder: Down Red girder: Up Light Blue girder: Nothing Dark Red girder: Down

Dark Red switch: Blue girder: Nothing Red girder: Nothing Light Blue girder: Nothing Dark Red girder: Up

>From these patterns you can see that you need to flip the switches in this order: Blue Light Blue Dark Red Flipping the switches in this order will raise all four girders, and allow you to cross the first three girders, then pass under the fourth to reach the stairs beyond.

After proceeding up the stairs past the girders, you will come to a locked door beside a large open pit. There are three floating platforms hovering in the air over the pit. To open the door, you must ride one of the platforms to the island in the center of the pit, and trigger the door's unlocking mechanism.

The platforms will travel in a straight line across the pit in whichever direction you walk onto them from. To make it to the center, line all three platforms up against one side, then ride the one closest to the center straight across the pit.

Walk back around the pit, and ride a second platform around the edges of the pit, until it hits the one you just rode across(you will be automatically sent onto the first platform and it will bring you back to the side of the pit).

From here, you can go back to the second platform you rode around the edges, and ride it across the pit to the island in the center and unlock the door(note, you must move forward slightly once on the center island to trigger the unlocking mechanism). Take the platform back across the pit and proceed through the now unlocked door.

A short walk later, you should arrive on the roof. Inspect the antenna's controls and you will be prompted to align the antenna properly(first by asking if you would like instructions for aligning the antenna. Then by asking if you would like to try aligning the antenna dish itself).

To do this, use the D-pad to turn the antenna, and press the "X" button when the antenna is in the position you want it to stay in. The object here, is to place the antenna at an angle where it isn't receiving any static interference(crackling), just straight signal.

The correct direction to face the antenna is between North and Northwest(you will know by a small cut scene when you've accomplished this task correctly). Once you have properly positioned the antenna, make your way back down to the teleporter and inspect it's control panel.

You can now use Relay Point A (this teleporter) to reach: Colony Dragnier Container Yard Relay Point B Quit Just choose which location you'd like to go to, and step onto the teleporter.

Chapter Eighty Three - A Quick Side Trip

Your next destination should be to go to Dragnier, but first make a quick trip to Container Yard. Once in Container Yard, you will find the "Radiance" dragon gene in a corner of the room you appear in. Retrieve the Radiance dragon gene, then use the teleporter to return to Relay Point A.

Once back at Relay Point A, reprogram the control panel for the teleporter to take you to Dragnier and step back onto it.

Chapter Eighty Four - The Brood

Upon arriving in Dragnier, leave the teleporter room, and you will be brought by an old man to see the village leader.

During a feast with the village leader, you are told that all the people of this village are of the Brood(the race of dragons that your main character is part of), and that they gave up their powers long ago and fled here, so as not to be discovered by the guardians.

After learning this, you will have a vision, and awake separated from your other party members. Upon leaving the dining area(tent the feast took place in), Rei appears, and joins back up with you. Rei suggests meeting up with Garr(note: you can save your game at the small gray dragon statue in one of the tents on the upper section of the village).

Go and talk to Garr, he is standing at the top of the temple at the rear of the village. After a brief discussion with Garr, the old man approaches and tells you that the village elder wishes to meet with you. You may now enter the temple through the well in the center of the village. Before doing this, leave Dragnier and set up camp.

Once you have set up camp, change party members so that Nina is in your current party instead of Rei. Bring Garr and Nina back into Dragnier and climb down the ladder into the well. There you will find another ladder across the bottom of the well that leads to a stairway. Walk up the stairway to enter the temple.

At the top of the stairs you will see a very familiar sight. There is a wall in the entry hall with a mural painted on it(note, it is the mural that you see when you first turn on the game, during the intro). Proceed past the hall with the mural, until you come to a room where the village elder is seated on the floor.

Talk to the elder(Jono), and the prophecy of the mural will be explained. Jono will also tell you of someone called "Myria". After the elder has spoken, and you have regained control of your characters, approach the elder with Garr. Garr will then speak to the elder about his role as a guardian, and of what is to come.

After Garr is finished speaking to Jono, have Nina speak with him(Jono). He will tell Nina more about Myria, and then ask her a question. After choosing the top choice as an answer to his question, Nina gives him a kiss.

After you regain control of your party, talk to Jono once more with your main character(note, choose the top choice when you approach the steps in front of him, and you will walk towards Jono and speak to him).

After giving you more information about Myria, Jono decides to test you, by turning into an Elder Dragon, and attacking your party(note, you cannot use your dragon transformation abilities in this test battle). After defeating the dragon that he had become, talk to Jono once more with your main character.

He(Jono) will tell you that you have been deemed worthy of receiving the "Infinity" dragon gene. He then disappears, leaving in his place, the final dragon gene, the Infinity dragon gene. After taking the gene, leave the temple, and the old man will meet you by the top of the well.

After seeing that you have the Infinity dragon gene, he tells you that the man with the camel standing near the gate to the village will be your guide, and get you to the Desert of Death to the North. After talking to the old man, speak to the woman in the tent where you had the feast.

She will tell you of a passage through the factory to the Northwest of Dragnier. At any point after receiving the Infinity dragon gene, have your main character inspect the dragon shaped carving at the top of the temple(above the teleport room) and it will come to life.

This is Ladon, the Dragon God, and it will then offer you it's services as a Master. After aligning with Ladon, the Dragon God(if necessary), speak to the man(Horis) with the camel standing by the gate to the village.

Choose "Let's go" when he asks you a question, and he will travel with your party as an unplayable character(if you camp, you will see him and his camel sitting beside the fire) to his home in the desert beyond the giant wall to the Northwest. After Horis joins you, make your way out of Dragnier, and proceed to the factory that is to the Northwest.

Make sure to have Momo and Peco in your party, as they will be needed in the factory.

Chapter Eighty Five - Scrambled Eggs

Once at the factory, make your way down the dirt paths(there are treasure chests at some of the dead ends) to the open door at the bottom that leads into the factory. Once inside the factory itself, make your way to the rear of the lower level. There is a wall there that Momo can shoot out with her bazooka to reveal a hidden room.

There is a treasure chest containing a spear for Garr in the hidden room. After receiving the spear from the chest in the hidden room, find the stairway that leads up into the factory around the center of the lower level.

After climbing the stairway, do not flip the switch that you see next to the door, as once thrown, a wall of lasers is activated to the left of it.

Instead, proceed through the door and make your way past the maze of switches and electric floor panels(trigger specific switches to deactivate corresponding floor panels), until you reach an area where there is a robot and a control panel(the control panel is atop a raised area with a blue tiled floor).

Flip the switch to the right of the raised area(with anyone other than your main character) to gain access to the stairs that lead to the control panel. The robot in the area beyond the control panel is a remote controlled robot. To use him, choose "Activate" when accessing the control panel(the top choice is instructions, while the bottom is quit).

To control him, move your character around on the blue tiled floor of the platform where the control panel is. The robot will move accordingly(as if your character was a computer's mouse, and the robot was the onscreen pointer).

Use the robot to flip the switches, thereby deactivating the electric currents that are running along the floor in the area he is in. To flip a switch, hit the action button while the robot is facing it.

To gain extra walking space, have the robot get stuck on the opposite sides of the small square pillars, while you put some distance between yourself and the robot.

Once the three switches have been triggered, and the electric floor panels where the robot is have all been shut off, you will be able to access the higher area above where the robot was. Walk around to the higher area, and enter the door that is there(there is a chest to the right, open it before entering the door).

You will come to a long set of stairs, at the top of which is a locked door. A lock control panel is on the wall, slightly to the left of the locked door. This panel controls the lock on the door.

To open this door, you must either, shoot the lock control panel with Momo's bazooka, or equip the Rockbreaker weapon on Peco, and then use his slam on the lock control panel. The Rockbreaker weapon can be found in one of the chests in the lower level of the factory.

After breaking the lock control panel, the door automatically opens, allowing you to exit back onto the world map, but in a desert area on the other side of the giant wall.

Chapter Eighty Six - The Desert Of Death

Once you have made your way past the factory, and are in the desert, you will come to Horis' home(tee pee area, walk slightly North while on the world map, and you will automatically be brought there). A scene showing Nina, Rei and your main character talking to Horis will then take place.

After this, talk to Horis and he will tell you the way to wander the desert in order to get to the Oasis town. There are also several useful items in various locations throughout the desert. The way to these places(the Oasis town and the items) involve using the stars as your guides.

Horis says that his camel creature(Rakda) will travel with you, in case you get lost along the way(to return, camp and talk to the Rakda. Choose the top choice to both his questions and you will be returned to Horis').

Horis will also tell you that you may get dehydrated from walking in the desert, and that it is better to walk at night, and camp during the day, as during the day the heat will cause you to need more water. He tells you to make sure to bring plenty of water with you(inspect the jar next to Horis' tee pee, it contains water.

Choose to receive sixteen units worth of water. Use the water when the sun rises as you are walking across the desert to prevent HP loss). To leave Horis' home area, walk to the edge of the screen and choose to go into the desert(the second choice returns you to the world map so you can go back towards the factory if you need to).

To find a piece of armor, you must walk towards the North star(left hand red star) that you face when you leave Horis' home area. Upon walking towards it, you will notice that the positioning of the blue stars to the left, both the single(Evening) and three diagonally lined stars, is changing.

The blue stars are coming closer together due to the angle of your journey across the desert.

When the single blue star(Evening) is lined up directly above the first of the three diagonally lined blue stars(the rightmost one, most likely the only one visible over the horizon at this point), turn and walk towards them, keeping the Evening star aligned over the right-most of the three diagonal stars as you travel.

You will eventually encounter a random battle screen, where, instead of/in addition to, a satchel containing an item as your reward, there will be a large armor breastplate(Life Armor, graphically it looks like a breastplate sitting in the sand). Once you find the Life Armor, return to Horis'.

At Horis', refill your Water Jug, then head back out into the desert. Once in the desert, turn directly to the East(four turns to the right) and walk straight ahead(traveling East).

During the seventh night of your journey, you will encounter another random battle, where instead of/in addition to, an item satchel, there will be a skeleton in the center of the battle screen lying in the sand. Inspect the skeleton to receive a pair of Speed Boots. After finding the Speed Boots, use the Rakda to return to Horis'.

Once back, restock your water supply, then head back out into the desert to start your trek to the Oasis town. To reach the Oasis town, walk towards the False North star(lower red star, to the right) once you leave Horis', and are in the desert.

Whenever you get into a battle, or use the camp, redirect yourself so you are facing the False North star(right hand red star, if necessary) and continue walking towards it. At around the fourth night, you will notice red lights appear just above the horizon.

These lights are from Oasis Town, and during the daylight hours, you will be able to see the town in the distance. Continue walking towards the False North star(right hand red star), until you notice the lights from Oasis Town fade away(what did you expect from an oasis).

At this point, turn towards the True North star(left hand red star, two turns to the left) and walk towards it. You will notice the stars are starting to align in a certain manner, due to the directions that you have been walking.

The two red stars(True North and False North) are now at even heights in the sky, and the three blue diagonally lined stars are slightly lower, near the center of them.

This star alignment was a key to reaching the Oasis town(note, an easier way to reach the Oasis town, is to walk in a straight line, starting from between the two red stars, True North and False North. Remember to realign yourself properly after each battle or camping session. This will take you in a direct route to the Oasis town).

Upon nearing this star alignment, you will then encounter another random battle, but this one will be different. A giant creature will rise from under a mountain of sand and attack your party. This is Manmo, the boss creature of the desert.

After defeating him, you will then go into an automatic camp scene, in which, Nina is terribly ill and needs you to do an unspeakable act in order to save her. She needs Rakda meat in order to return to normal health. To get the meat, go outside the tent and use your main character's special action(sword swipe) while you are behind the Rakda.

After a terrible cry, inspect the carcass to receive the meat, then bring it into the tent and it will automatically be given to Nina. After this scene ends, you will arrive at the Oasis town.

Chapter Eighty Seven - Oasis Town

After arriving at the Oasis town, and enjoying a feast(does dinner look familiar?) and some rest and recreation for your party members, you find out that Nina is going to be allright.

You then regain control of your characters(note, the girl Rei was talking to on the dock in front of the inn will replenish your supply of water to sixteen units, in case you need it). Your next step is to take the path up the hill out of the Oasis town.

This will bring you back to the world map(rather than leave the Oasis town through the gate to the South that leads back out into the desert. Note, if you leave Oasis town through the gate, and return to the desert, there is a weapon for Peco that you can find.

To reach the weapon, once you leave Oasis town, walk to the West, which is four turns to the right. On your seventh night of your journey to the West, you will encounter a random battle, where instead of/in addition to an item satchel, there will be a large red chest. Open the chest to receive the Death Claws, which are a powerful weapon for Peco.

After receiving the Death Claws, use the Rakda to return to Oasis town so that you may proceed on with the game).

Chapter Eighty Eight - Last Chance

Once on the world map, make sure Garr is in your party, then make your way Northeast to Container Yard(the "?" area with the small square building and crates near it). Enter Container Yard and walk into the building at the Northern end.

You will see that this is the Container Yard that the teleporter at Relay Point A brought you to earlier(where you found the Radiance dragon gene).

Have Garr push the crate that is blocking the ladders, and it will break apart against the wall, allowing your party access to the teleporter above(now you don't need to walk back across the desert to return to familiar territory).

After gaining access to the teleporter at Container Yard, return outside to the world map, and enter the city(Caer Xhan) to the Northwest.

Chapter Eighty Nine - No Turning Back

Once inside the Caer Xhan, you will find two shops that you can use, a weapon/armor shop, and an item shop. Both shops are staffed by robots.

After buying the necessary items and weapons that you need, enter the security building at the Northeast corner of the first section of the city(walk down the main road and turn right at the red circular marker. The building you are looking for is on the left at the end of the turn off road).

Inside the building, you will find a honey type robot lying on the floor. Continue through the building until you come to the room containing a checkered floor section, between four posts(there is a chest in the center of the checkered section of the floor). Walk around the outside of the four posts, to the stairs at the left leading down.

Once down the stairs, enter the door to the security room. Inside this room is a switch, in the "On" position, the security system is in "Normal mode"(default, what it is on now), while in the "Off" position, the security system will go into "Test mode". Turn the switch to the off position, so the security system will go into test mode.

Doing this will shut out the lights in the building. Return to the checkered floor area above and you will notice that there are infa-red beams coming from the tops of the four posts surrounding the checkered area of the floor.

These beams are the building's security system(hitting any of them causes HP loss, and your character to be knocked backwards). Now that you can see the beams, open the chest and take the item that is inside it(Moon Tears).

After taking the item, walk up the set of stairs to the right and make your way past the next set of infa-red beams, then exit the building by the door at the rear. Once back outside, enter the door to the North and you will be in the station control room.

Access the main terminal in the rear of the room(blue screen), and answer yes(Yes/Ok) to the two questions that you are asked. Doing so will bring the station back online, and unlock a door inside another building in the city.

After using the terminal, go back outside the station control room and jump down off the ledge you are on, to the ledge below(there is a drop point in front of the door where you came out of the security building). Next, enter the building at the rear of this section of the city(the only building you can enter at the lower part of this section).

Once inside, access the terminal you will see, to open the closed gate(you unlocked this gate in the station control room) at the top of the stairs to the left. After the gate opens, walk up the stairs and proceed through the door at the other end of the upper level.

Once you pass through the door, you will hear a loudspeaker call attention to the lift that goes to Station Myria. Your characters then realize that this must be the Myria that Jono, the elder in Dragnier spoke of. Proceed up the stairs next to you, and walk onto the lift that is there.

As soon as you are on the lift, an attention alarm will sound, followed by your party being raised high into the sky to a floating station, Station Myria.

Chapter Ninety - Wow, That's A Lot Of Chapters

After walking off the lift and arriving at Station Myria, try the door just down the platform. You will be told that it is locked, and that you must enter by going through the work area. Proceed down the stairs to the right, and make your way to the stairs leading up, a few rooms further ahead.

Walk up the stairs and flip the blue switch that is in the room at the top of them. This will turn the energy on for the elevator(the control panel for the elevator is in the room below, down the stairs that you just came up).

Go to the elevator and inspect the control panel(note, there are two items hidden on this level, a Life Shard, which is outside the rear door, and a weapon(Gas Shells) outside the lower door).

You will be given three choices: Arrival Platform(up, leads to a chest containing a Wisdom Fruit) Maintenance Deck(down) Quit After getting the item from the chest in the level above(by using the elevator), use the elevator to go to the Maintenance Deck on the lower level. On the lower level, walk down the platform to the elevator at the other end.

Take this second elevator back to the work area(only place it goes). Once there, enter the door to the left and walk through the room it leads to. You will come to a hallway with two locked doors that need level's A and B clearance card keys to be opened.

Walk to the left section of the hall, and you will find an unlocked door that leads to the worker's locker room and sleeping quarters. In the sleeping quarters you can rest your party by inspecting the beds, and use the save book to save your game, change party members and such.

After using the sleeping quarters, walk up the stairs in the right section of the outer hallway.

Once up the stairs, inspect both terminals(they look like keypads) to unlock both the automatic lock on the door by the lift you used to reach Station Myria, and the laser locks in the area to the left of where you are now(answer yes to the question you are asked at each terminal to shut off/unlock them.

Note, the door that is by the lift, is on the other side of the glass partitions in the area where the laser locks were). After using the terminals, return down the stairs to the hallway, and make your way up the stairs at the left end of it(near the sleeping quarters).

Walk through the room at the top of the stairs, and you will enter the area where the laser locks were. There are green and yellow tiled paths on the floor of this area.

Follow the yellow tile path up the stairs and through the next few rooms(note, the rooms with the white cross signs on the wall, towards the end of both the yellow and green paths, will heal all characters to maximum HP/AP levels as soon as you walk into them.

Also, to the side of the conveyor belts, is a chest containing 10,000z), until you reach the large room at the end with three doors on the level you are on, and some lower sections that you can see to the left.

Enter the door at the very end of the yellow path and your characters will see a giant creature contained in a cell filled with sleeping gas. Use the terminal to stop the flow of sleeping gas to the cell. Once the gas clears, you will see that there is a card key in the cell with the creature. You must now go and retrieve it.

Exit the room and enter the first door in the larger outside room. You will see a terminal just across from the door, and some stairs leading to an electrified section of floor(shock area, you will be asked if you'd like to enter it when you approach the doorway) in the rear.

To make a path through the electrified section of floor, use the single terminal in this room, and the two terminals(shock panel monitors) in the room to the left, to cut the flow of electricity to various sections of the floor.

Upon using them, you will get a three part schematic of the of the shock area's floor(each terminal corresponds to one of the parts of the schematic), blue dashes represent a negative charge, while red crosses represent a positive charge.

The object here is to think of each section of the schematic as if it were overlain on top of the others, and that a positive charge on top of a negative charge will cancel each other out. So you want to "cancel out" a path through the electrified floor.

If you number the schematics one, two and three, from left to right, the way to line them up so you'll have an "S" shaped path through the shock area is as follows(note, press the Accept button when the schematics are positioned to your liking to see an overhead view of the shock area): On schematic one: Put the single red cross in the top row in the top right corner.

On schematic two: Put the single red cross in the bottom row in the bottom left corner. On schematic three: Put the single blue dash in the top row in the top right corner. After positioning the schematics correctly, proceed safely across the shock area and walk onto the lift(square tile with circular pattern on it) on the other side of it.

The lift will take you down to the level below(that you could see from the large open room), and from there you can make your way around to a second lift that will take you back up to the level above(use terminal).

Once you arrive on the upper level again, enter the doorway to the left and you will be inside the cell with the giant creature that you saw earlier. With a loud screech from the creature, the glass walls shatter, and the creature attacks your party.

After defeating the creature, pick up the level B card key from the floor in front of you, then walk onto the lift that the creature had been sitting on(Note, if Rei is not in your current party, return to the sleeping quarters and get him before stepping onto the lift).

The lift brings you to the lower level, where you will come to a locked gate(note, before the locked gate, you will find a steel box containing a weapon for Momo called the HE Shells. This weapon will be important later), beyond which is a room with several chests(they contain two shields and a helmet). Use Rei to pick the lock and open the gate.

After receiving the items from the chests, return to the hallway where the sleeping quarters are, and use the level B card key on the access terminal on the wall next to the locked level B door. Choose to run an ID check on the card key, and the door will unlock and open.

Enter the level B room and talk to the Honey model robots that are gathered inside. Talk to the one standing by itself to get more information(note, there is a chest containing a weapon in the room also).

After talking to the Honey robots, return to the outer hallway and walk up the left set of stairs again(make sure Rei and Momo are in your party at this point) and make your way to the area with the green and yellow paths. This time, follow the green path to it's end.

At the end of the green path(you will pass another healing room just before the end of the path) you will find a doorway blocked by a wall of plants. Use Momo's He Shells to destroy the plants that are blocking the door, then enter the atrium beyond it.

Make your way across the atrium and use Rei to unlock the door with the deadbolt on it on the other side. After entering the door that Rei just unlocked, walk around the glass cage in the center of the room, while being careful not to step on the thorns that are hanging out of the cage, or you will be poisoned.

Exit the room by the door on the other side of the glass cage and continue through the atrium until you reach it's Northwest corner. Here you will find two possible ways to go, through a door straight ahead, or up the stairs to the right. Proceed through the door at the Northwest corner first(you must walk up the grassy knoll to reach it).

In the room that follows is a chest that contains a Dragon spear. After receiving the spear, return to the atrium and proceed up the stairs to the right then enter the doorway at the end of the walkway above. Through the doorway is a dark hallway, at the end of which is an elevator that goes to a place called Eden.

After taking the elevator to Eden, your characters arrive in a bright grassy field. There are trees all over, and the sound of birds chirping fills the air. A small brook also runs across the Western section of this new area.

Upon crossing the bridge to reach the other side of the brook, your characters startle a bird that was sitting in the grass, just on the other side. The bird flies a short distance to a person(who is facing away from your party) who is playing with several other birds. At this point all the birds fly away, leaving your party to meet this new person.

The person recognizes your main character, and upon the person turning around, Rei asks... Teepo? It is in fact your long lost friend. After filling each other in on what has happened(in a series of flashbacks.

It seems that Teepo is also part of the Dragon clan, the Brood, that your main character is from, and has the same dragon transformation abilities as you. However, after becoming separated from Rei and your main character during the initial battle between Balio and Sunder, Teepo was found by Myria.

Myria convinced Teepo that the dragons were evil, and as such, Teepo agreed to stay here in Eden and abandon his powers) since you last saw each other, Teepo points at you, and all of your party, including Teepo, vanish. You reappear alone, in the center of four stones, a blue light shining down on you in an otherwise dark area.

Teepo enters the light and points to the Northwest. Another blue lit area then appears, and Teepo exits. Upon walking towards the second blue light, you notice that there is a line of blue lights that travel into the distance. As you walk towards the third light, you hear Nina. Upon reaching the third light, visions of Nina appear and speak to you.

In the fourth light there is a dragon statue(it will not let you save your game). After inspecting the statue, walk into the fifth circle of blue light. As you try to enter the sixth light, you will hit a repeating loop, and be sent back to the circle of light where Nina was.

After encountering this loop, continue to the circle of light where the dragon statue was, and inspect it again. After re-inspecting the dragon statue, walk back towards the first circle of blue light(where Teepo was). Upon trying to return to the first circle of light, you will be teleported to another blue lit area where there is a vision of Rei.

There is also another dragon statue here(note, in these next areas where your main character is alone, walking will restore your HP level). After Rei vanishes, inspect the dragon statue to be restored to full HP/AP levels. It will then ask you if you'd like to save your game.

After using the statue, walk towards the lights to the upper left until you reach another dragon statue. On either side of this statue are raised terminals. Use the terminals to light the areas on either side of the circle of light that you are presently in. Both newly lit areas contain a chest.

If you walk towards the left light, you will fall into a hole(note, there is a hole to the right as well) that leads to another dragon statue. Inspect the dragon statue to light the area to the left of where you now are(choose the top choice when prompted). This newly lit area contains a chest. Open the chest to receive the Shaman Ring.

After receiving the Shaman Ring, walk back to the right, past the dragon statue, to the next circle of light. Here you will find a cylinder of rising energy. Step into it to be teleported back to a circle of blue light that is just to the South of where you saw the vision of Rei(where the dragon statue heal/save spot is).

After returning to the upper level with the Shaman Ring, walk back to the dragon statue between the two raised terminals. Read the inscription on the dragon statue and then remain motionless in front of it for a few moments(10-15 seconds).

While you are standing still in front of the statue, another light will appear in the dark area behind the statue. Once this new area lights up, you can begin moving your character again. Begin walking into the newly lit area and you will encounter a vision of Momo and Honey. After they disappear, walk into the newly lit area.

From this new area you can reach the chests that were on the opposite sides of the holes you fell into earlier. After opening the chests and receiving the items from them, walk to the circle of light at the rear that contains another cylinder of energy. Walk into the cylinder of energy to be brought to a new area consisting of a maze of ledges.

Within this maze of ledges are many colored teleport markers(snow flake shaped) on the ground. There are two of each color, and as you walk onto one, you will appear on the second of the same color in another section of the maze.

There are a white and a yellow marker in the first section of the maze, and purple, green, red, pink and blue markers, which can only be reached after using either the white or yellow teleport markers. The object of the maze is to reach the blue teleport marker, as it has another cylinder of energy on it that will take you to the next area.

To reach the blue marker, walk onto the yellow marker first, then after seeing a vision of Garr(between the yellow and purple markers), follow the markers by going through them in this order, purple, green and after seeing a vision of Peco, finally blue. After going through the blue teleport marker, you will arrive at the base of a set of stairs.

A vision of yourself blocks your path. After talking to the vision, it mentions Myria and you fall to the ground. As the vision offers you a hand in getting to your feet, you stand and walk through it, causing it to disappear. Walk towards the stairs and a vision of Teepo will appear at the top of them.

He talks to you of the dragon blood flowing through your veins, and how grand it would be if you joined him here in Eden, serving Myria. After the discussion ends, Teepo calls forth a skeleton riding a two headed wolf beast(Arwan) to challenge you. After defeating the Arwan, you fall back down to Eden, where the true Teepo confronts you.

In a flash of light, Teepo transforms into an immense Dragon Lord, at which point you are able to choose two party members to join you in the forthcoming battle. After choosing your party members and your battle formation, you then face Teepo in his Dragon Lord form.

After inflicting a certain amount of damage on Teepo's Dragon Lord form, he will revert back to his human form. The two characters that were in your party before Teepo made everyone vanish, are there as well. As your characters speak to Teepo, he changes form once again, this time to that of a purple dragon whelp.

Upon the dragon's death(from wounds inflicted during the battle with your party), it vanishes, leaving the level A card key in it's place. At this point you regain control of your characters. Walk to the card key and pick it up.

After receiving the card key, return via the lift to the lower levels of Station Myria, and use the level A card key on the access terminal for the level A door, in the hallway where the sleeping quarters are. After the door is unlocked and opened, enter the level A room and open the chest that is inside to receive a Light Bangle.

After receiving the item, make your way back up the left hand set of stairs in the outer hallway(next to the sleeping quarters) and return to the area above where the green and yellow tiled paths begin. Once there, walk through the gates where the laser locks were, and proceed to the locked door(level A access required) at the bottom left.

Use the level A card key in the access terminal next to the door to unlock and open it. After opening the door, proceed through it and follow the hall(there are numerous dead ends) that it leads to, to the bottom, where you will find a door with a light over it. Enter the door and you will be inside a maze of doors and rooms, three levels high.

A red light over a door means that you haven't entered it yet, while a green light means that you have. Make your way through this maze, in which you will fight many versions of past enemies and bosses(called samples), to a room towards the rear left.

This room contains a save book which will let you save your progress, change characters, and look at your Skill and Master lists. The room also contains a ladder that leads down. Before going down the ladder, rest in the room behind this one(you will find beds in it) to regain any HP/AP you may have used getting here.

When you are ready, proceed down the ladder in the room with the save book. Once you reach the bottom of the ladder, you will find yourself in a dark hallway. Honey will emerge and run down the hallway ahead of you, proceed after her.

When you reach the bend in the hall, you will witness Honey project a beam at the gate in front of her that is blocking the hallway. The beam deactivates the lock on the gate, causing it to lower, thus allowing your party to travel deeper into the hallway.

Before you can continue however, a holographic screen appears just beyond the gate, and calls for your attention(note, if you are not allowed to pass this screen, return to the level B clearance room and speak with the Honey type robots). After the screen fades away, proceed down the hall and enter the door at the end of it.

You will step onto a lift that carries your party far below, to the very bottom levels of Station Myria. Upon stepping out of the lift, the hallway in front of you lights up like a runway, a vision of a red haired woman standing towards the end of it. Talk to the vision to learn that Myria awaits you below.

Proceed past the vision and leave the hallway and enter the next area. You will find more visions of the same red haired woman here. Walk down the walkway that leads around the outer rim of this new area and you will trigger another holographic view screen, this one showing the Urkan Region.

Continue around the side of the area and you will encounter more visions and view screens. Follow the lit walkway that is to the left after the vision who shows you Junk Town, and make your way into the room at the end of it.

Speak to the vision in this room for more information, including information about chrysm, and a viewing of the Dauna Mine, then return to the previous area and continue following the lit walkway towards the center of the area. Just before the center, you will find a lift that will bring you to the center platform, step onto it.

Once you reach the center platform, your entire party(all six members) assembles, a winged woman then appears and speaks to them. This woman is Myria herself. While talking to Myria, you are shown different locations throughout the world map, and learn that Myria is responsible for everything that goes on.

It seems that the dragon clan(the Brood, the species that Teepo and your main character belong to) had gotten too powerful, so she(Myria) made people everywhere believe that they were the cause of all evil.

You also find out that Garr is actually a guardian of Myria, and under her orders, he and the other guardians destroyed nearly all of the Brood). Although the dragons could have defended themselves, they knew that in doing so, the powers that they would need to call upon, could very well destroy the world.

Due to this terrible fact, they willingly let themselves be slaughtered. However, they never gave up hope, as it was prophecised that a chosen member of the dragon clan(Brood) would survive, and someday confront Myria herself. At this point Myria tells you that the humans are next in line for extinction, as they are abusing the world.

She claims that technology is hazardous, and cites destructive weapons as an example. Teepo is then mentioned, at which point Rei draws his weapons, and declares that he isn't buying any of Myria's story. Nina adds that if the dragons were truly evil, then how does she explain your main character. Nina believes in you, and knows you are not evil.

This enrages Myria, which causes her to use her powers to dematerialize Rei, then Momo, Nina, and finally Garr, claiming that she is returning them to where they belong, with all memories of the journey erased. Shortly after this, Peco, spared by the powers of Yggdrasil, the Tree of Wisdom, runs to your character.

Through Peco, Yggdrasil, the Tree of Wisdom tells Myria that she is all wrong, and that she must learn about human values before she commits such dire acts. With this, Yggdrasil blocks Myria from vanquishing your party members, and returns them to your side. After Yggdrasil is finished lecturing her, Myria lands and kneels on the floor.

At this point you regain control of your main character. Speak to each of your party members, then approach Myria. Myria will ask your character a question(be careful not to use the Accept button to advance the text quickly here, as you may skip over your choice). You have to make a choice...

Forsake the powers of the dragon clan, and take Teepo's place in Eden(give up his power). Or, believe in yourself, and challenge Myria herself(choose his own path). If you choose the top choice you will get the game's bad ending, which entails your main character spending the rest of his life sitting in Eden, so choose the bottom choice.

Your character will then draw his sword and swing it at Myria. At this point you will be asked to choose your battle party and formation. After doing this, you will do battle with Myria, who has transformed herself into the Goddess of Destruction.

After defeating Myria(note, she has roughly 20,000HP in this form), you return to the center platform in the bottom level of Station Myria where you first met Myria herself. Garr, Nina and your character are talking about what just happened, when suddenly, you hear a loud crash.

At this point, Garr, who was a guardian of Myria's, turns into a stone statue, due to her defeat. Myria is then shown in human form on the platform where you fought her. Deis(who was her sister) then appears in front of her and attempts to hold her at bay while you make your escape.

Nina and your character are then shown attempting to leave the lower levels of the station. Deis is then shown again confronting Myria. The scene cuts to show your character and Nina being ushered quickly to the ladder in the dark hallway at the top of the lift by Honey, Momo and Rei. All around them the station is shaking.

Deis is then shown perishing at her sister Myria's side. Your characters, minus Garr, then escape the station just as it explodes and crumbles to the ground behind them. Your character's sword is then shown half buried in the desert sand. The scene then cuts to show him walking across the sand.

Nina joins him, and together they walk to the edge of a nearby cliff, where Rei and Momo are waiting for them. After the credits roll, a small shot of Peco almost totally buried in the sand is shown. The tip of his head(all that is above ground level) starts to shake, and a plant sprouts. Life begins again...............

FIN

After this screen fades, you are then asked if you would like to save a "Breath of Fire 3 Clear Game" file, Yes/No. Upon loading a clear game save file, your party will appear in front of Ladon, the Dragon God, at Dragnier.

I'd like to extend my thanks and appreciation to the following:

Thanks to Capcom, this is the first turn based RPG I've enjoyed since playing Persona.

Thanks to Joe Chan at Playstation Gamer([url=http://www.sol.no/games/psgamer]http://www.sol.no/games/psgamer[/url]), for all his help 😊

Thanks to Paul Hansen, for his tips on Oasis town and where to find the Vinegar for the Shisu

Thanks to Aziz Aldejain, for his method of the shortcut through the Desert of Death

Thanks to Dave Laehn, for still bein' a Dave

Thanks to all the people who have sent me letters about my work in the past. There have been some very nice things written to me, and I just want to say that I appreciate it a great deal 😊

Thanks to Mick and the boys, for the CDs I listened to while typing, and the great shows I saw during this and their three previous tours(nothing compares to 2nd row at a Stones show)

Thanks to Pup, for not bothering me too much while I was updating this walkthrough 😊

Thanks to Bandit, for keeping Pup occupied while I was updating this walkthrough, thus enabling me get the job done 😊

The list of Idiots:

Official U.S. Playstation Magazine/Dave Malec, for stealing solutions directly out of my Alundra walkthru for his article on Alundra. Thanks a lot Dave, you thief, you didn't even bother to change anything to make it look different. I hope you got paid well for my work!!!

Why is it the gaming magazines/writers feel that they don't need to do the work for themselves anymore? All they seem to do is grab from the internet these days. A bit of information that the magazines need to learn is that just because something is posted to the internet, it does not make it a public domain piece of work.

You are not legally entitled to use it as you want. The copyrights that we faq/walkthrough writers put on them, hold, and one of these days someone just might take you to court to prove it.

EGM2, for basing their February 1998 issue number 44 article on Alundra on my walkthrough without asking first for permission. Anyone who doubts the article was based on my walkthrough need only to look at the small strat-stats box on page 82. There you will find my name listed below these two interesting facts...

Time to complete: 23 hours, Challenge: ok for beginners. Yeah right. These, combined with the fact that the article uses the same format/wording as my faq, makes it painfully obvious the writers didn't do the job all by themselves, and that they played through the game with a certain bit of help in front of them.

Although it's nice to see my name in the magazine, asking first(as it clearly states in all my work) would have gone a long way. After putting so much time and effort into writing these walkthroughs, I can tell you first hand, it really hurts to see them taken without prior consent.

[email protected] (baby-x), for removing my name from the header and credits section of my Breath of Fire 3 walkthrough when he posted it on his site. He also did this to all the other faqs/walkthroughs found at his site as well. This is low, trying to take the credit for other peoples hard work.

gemini ([email protected]), for posting my Alundra faq to the rec.games.video.sony newsgroup. He did not ask my permission to do this, and the version he posted was incomplete and formatted in a different way than the faq was written.

Hence the version he posted was inaccurate, incomplete, and had extremely messy spacing due to the format it was posted in. Due to this, I have had to deal with e-mails regarding these problems, which is something I should not have to do.

Please do not use this faq on your website without asking me for permission first. Permission is NOT granted to reprint this summary in a for-profit magazine or publication without my prior consent.

Nor is it granted for this document to be used as any type of "source material" for for-profit magazines to use in any way, be it basing their own articles from, reading prior to get ideas, or outright copying. I do not write these walkthroughs so some hack writers can sit back and get paid for it.

In no way do I wish this faq to be cut up into sections or altered in any way. Nor do I wish for import game dealers to use this or any of my faqs to sway people into buying the game from them, when without a walkthrough or translation, they wouldn't have purchased the game(ring any bells Game cave?

I heard you try to charge extra for faqs, and I don't write them to make you money). It is to remain in it's original state and in one piece if used on websites.

Permission is not granted for anyone to "update" any of my work, be it changing names so an import walkthrough better fits an American release(if I write an import walkthrough, I will update it myself), or add things to an already existing walkthrough.

A specific note to Game cave, I adamantly deny your use of this faq in any way.

Do not give it away free, do not sell it, do not give it away as a "free" gift to those who buy your smaller guides, do not give it to those who buy the game from you, do not tell people that you will give it to them if they purchase the game from you, do not put it on your website................................................. Get the picture?

You are not authorized to use this faq in any way, shape or form...PERIOD!

This walkthrough was written by Henry LaPierre, [email protected]. Feel free to E-mail me with any questions you may have on the game, and I'll do my best to try and help you out 😊

WALKTHROUGH (Source 3)

WALKTHROUGH

Note: Before you read on, you must know that this walkthrough is not complete, it will only teach you from the start to the end of the game. Secrets and other stuff are incomplete and I suggest you find another source for this. If any of you know what I donmt, feel free to revise this guide.

*Numbers that you see beside the title indicates that there is a ghost here.

And they are not in order either.

The Beginning

Play through the opening scene as the dragon puppy and torch every miner you see. You will end up in Lei and Teepoms house as a normal kid. Save your game and explore the forest, you will meet Babaderu. Talk to him and leave the forest. Go to the town just south of the forest, a scene will commence.

Now you will have clothes and you can experience the normal fighting scene routine. Go south and Babaderu will soon arrive. Go back to his house and Lei will leave your party. Babaderu will want you to slice fire wood just to see what you can do. Next, go to the question mark area beside the forest( the question mark in a conversation bubble).

Go through this area and you will now be able to enter the mountain. Enter the mountain and go to the house on top. You will meet a boss. Then after that Lei will rejoin your party. Ascend the mountain some more until you reach the cave. Enter the cave and explore. Go to the cavern with the water and press the examine button.

You will jump in the water and ride down to the bottom. By some time you will meet the boss again, defeat him and

descend the mountain.

The Mansion

Go back to the town and a scene will start. Watch the scene and wait till it ends. Talk to the hooded guy and he will ask you if you would enter the mansion. Agree and it will turn to night. Go to the mansion and you will see a loose wall. Press the examine button in this wall and Lei will eventually make it fall down. Enter and a puzzle awaits.

Your objective is to go through without being caught. Sounds easy enough. The first guard will take bribe and the second and third one will orient you some more. You will have to walk pass the guy with the lamp. Simply hide behind the wall and wait till he turns his back. Walk near him and when he turns around walk through him.

Donmt go up the stairs, instead go to the tower with the bell. Let Ryu hit the bell with his sword. The guard will walk away and you could pass further. Battle the dog and the chicken then proceed to the mansion door. A scene will occur and Lei will leave your party once more. Walk in the house until you will find Lei once more.

One tip: look left, every path you need to go to is in your left. Fight through until you battle the big

ghost. Watch the scene and return to your house.

Windia (1,2)

As you return, you will notice that your house has been burned down by a couple of horses. Battle the horses and wellV * I lost in this battle I donmt know if winning will affect the story* Lose and you will wake up in Babaderums house. Now youmre alone.

Go to the nearby mountain to the east and as you reach the top a scene will happen, the horses ( Bario and Santo as I read their names ) will take you to Windia, and now you can transform to a dragon. Transforming to a dragon requires you to combine some gems called ghosts.

You will find yourself in the dungeon and wellV will fight the horses for the second time around. After that Nina will join along. Descend the castle dungeon to the catacombs. There you will have a task to talk to all the tomb stones. They will ask you something and you must answer the right answer.

If not you will fall and need to ascend to the main room and try again. The answers are the green options ( this thing worked in the Japanese version) then the last tombstone will ask you more questions and the answers goes as follows: top, top, top, bottom, middle, middle, middle.

After answering the last stone, you will fall down and end up in the town. Talk to the kids playing near the fountain, they will want you to play hide and seek with them. They are hidden in the town, no one is in a house. (1) Is hidden in the upper level of town playing with an old man. (2) One is found behind a tree.

(3) One is behind the immunity centre. (4) One is behind the house with a doghouse near it. (5) The last kid is behind the house in the lower left side of town. After finding them you will be able to get out of town. In the junction with the windmill you will be caught, again , by the two horses. You will be taken to the coliseum

and then get out of that town.

Momoms turf

After you get out of the town go to the mountain in the east. Ascend it and you will find yourself in Masonms house. Go through the scene and you will be trapped in a room. The only chance to escape is through the cart. Examine the controls and watch the scene. You will now have the second ghost of the game.

Also look in the question mark area directly at the bottom of where you end up. Ghosts are frequently seen in places like these. Now, go to the pyramid-like structure. Enter and shoot the large gem you see inside. While the clock is ticking, exit through the back door and shoot the four gems using Nina. The water will now go down.

Get the treasure and continue to go up the structure. In one room you will meet Momo, your third character. Rest and save your game. In the next room you will see a floor with red and black tiles. Talk to the instructions and start the sub-game. Your objective is to make all the tiles black and exit the floor panel.

The door will open and you will now have access to three treasures. Go out of the room and then go up. You will be faced with four small cubes and a large one. Talk to cube number 2 and 4 (the second one from left to right). Now go up some more until you reach the room with a large gem and a moving floor tile.

Shoot the gem 5 times so that you can step in the right path. Go up some more until you reach the library. Examine the back of the silver desk and you will find a switch and youmre outta here!

The walkinm talkinm onion, Pecoros (3)

First of all check out the area where the rocket crashed and you will find yet another ghost. Next go to the tea house, a scene will happen, then leave. Now go to the Plant ( as in the factory type of plant). Go and find the head cheese of this joint and talk to him. Your next goal is to go to the cave to the west.

Before going in, you might as well check out the question mark area in the north, no ghosts here just a strong sword that might come in handy. Now go in the cave until you battle a weird looking boss, no technique here but to heal time and time again, wait until his AP is all gone, then beat him up.

A scene will follow then you will have Pecoros as a

party member. Go back to the plant and rest in the inn.

Garland (4)

After sleeping a scene will follow then you will be in the clutches of Bario and Santo, again. They will ask you who you want to be in your party then let you compete in the tournament. Go to the room beside the macho-guys and talk to the bunny. This is the first part of the tourney: Ryu will fight three enemies simultaneously one-on-one.

Just concentrate on the fighters themselves not the platform. After you beat the three, you are free to do anything then you must take battle again with another set of goons in another ring. This will take time but Emitai, your enemy, is never too hard to beat. The trick is to concentrate on Emitai himself and not his goblin companions.

Beat him and his goons will beat each other silly. The next match is with Garland, find your room and face him one-on-one. If you can manage to defeat him or not the story will still remain the same. He will help you escape and as you do get out, save, and then go to the bridge. A scene will follow as you will be faced by the three thieves.

Then Garland will join you in your final battle with the two horses, this time they combine as one in the shape of, well, Ultraman, a famous Japanese guy who uses a ray to beat the heck out of giant monsters, only this time itms a horse. This will let you experience the major pain you will feel in the later parts of the game.

Beat him and go through the bridge. Donmt forget to check out the house under the bridge and the

ice ghost beside it.

Bait Training (5)

Before going back through, go back to Windia and enter the castle. Watch some scenes and youmll get to control Nina. Youmll need to talk to the maid downstairs then find Honey, Momoms pet, in the castle. He is found in the brewery where there are lots of barrels. Just walk round the edges of the walls, he is found here:

| | stairs | |---------------------------------------| | | | | | | | | Honey | | | -------------- | | | | | | | | | | | | | | | | | | | | | | | guard | | | | | drunk | | | | | dog | | ramp | | stairs | |rat ramp |

After you talk to him, go to Ninams momms room. Talk to her mom then go to the balcony. Watch the scene, now you could enter the bridge. Go to the question mark areas before anything else and search for ghosts.

Now head to the town of Lapalla( could be pronounced as Rapalla, Laparra, or Raparra, who cares how its spelled just get in)talk to the guy below the inn with the orange hair in the upper right table. Now go to the port then talk to the guy in glasses, hemll ask you to train him to fight the guy who is pestering his girlfriend.

Hemll give you 1000 Zenis to buy him some armour. If you come back without armour hemll pay you some more but this is the last draw. Buy him some and equip it to him. You must train him until he can fight the guy by himself.

The training process is long but easy, the more you attack the higher defence he will get, the more you block the higher his attack will be. Just do it like this, the first 7 times you fight watch for twenty rounds. When his attack really hurts, block. The next 8 fights, block but when Baitms turns are almost gone attack him.

Then for about 15 fights attack him. After this hemll be a lean, mean, fighting machine. Let him kill the bully, do not interfere. When he defeats him, Bait will return all the armour you bought for him. Then talk to the guy down the inn again and you could go to the blocked path to your left.

* Search the lower level of the house west of the map( should be marked with a l?n. There will be a plight of stairs where you should go down.

Down there you will find a ghost.

Fairy Tear (6)

You canmt go in the volcano just yet. First take the path to the left of the shipyard. Youmll come to a place with lots of barrels. Go in and get the three treasure boxes which contain lflame ghostsn. They are not the gene types of ghosts but instead Momoms weapon. There will be a room with a control panel and a place to put in the lflame ghostsn.

Put one of the ghosts then flip the switch. There will be a wavy line going up and down in a graph, and on its sides there are bars that light up when the line touches it. Time the movement of the line as it touches the bars, when the bars light up, that is the time when you should flip the switch again.

Actually the topmost bar is the only one youmll need

to light up. If done correctly a light will start to come out when wrong, you should try again until all your flame ghosts are all gone (donmt worry if you run out of them there are plenty sold in the town). Now when the light has emitted, divert the light so that it goes up to the top floor by flicking the switches in the other rooms.

You will now battle the Gazer, a very easy boss, nothing to worry about really. After you defeat him go up and get the ghost, flip the switch and watch the upcoming scene. The fairy will give you a tear that will let you enter those rings of flowers you see in the map. Exit. * As you may clearly see, a ghost will be lying around the floor with

the giant gem.

Fairy Land

Go to Fairy Land by entering the ring of flowers in the map. Get in and go to the fairiesm house. Watch the scene. They will want you to defeat a so-called monster. Go to the docks then watch some more scenes. Fight Irca and watch some more in the fairiesm house.

Now go back to the town and talk to the guy down the cafH(not really necessary I think) and Bait, then you will get the pass to the volcano.

HOW TO MAKE THE HOUSE

* On the first version of this walkthrough, some guys keep on e-mailing me about this area. It is not yet possible to build your house. You should wait a while before you build your house, and here is how. Now that you are in here, let me teach you how to put up your own house.

In this part of the game talk to the main fairy and shemll let you choose some stuff. Choose a worker then put that worker on the hoe icon which means land. Let them flatten some land for your house, then choose a worker and let them work in the bow and arrow icon, which lets you have some more workers.

After that you should start working on the house icon which means to build your house. Do this again and again until you have your dream house. When you have your own house, you could choose if you want to make it a item shop or a weaponry or

something.

The Volcano (7)

Before you enter the volcano, make your characters immune to fire and confuse ailments so that they could walk freely in the volcano. Enter the volcano until you see the lava pit. Before you proceed get the ghost youmll see first. Then an old man will block your path. He is a boss with two worm goons.

Concentrate on the worms before you fight the old man himself. After you kill him you could get out to the outer

side.

Recollections

After you get out the first own you see is Garlandms hometown. Donmt forget to bring him in there. Let him push the big boulder and talk to his mentor. His mentor will tell him to go to the big temple. Go there and descend it. There will be a place there where large stones are scattered.

Push them around so that they create a path for you to walk on. Be careful not to break one or you will have to repeat this again. Garland will want him and Ryu to be alone in the bottom-most room so let them. Ryu will be forced to fight Garland. Defeat him and watch some scenes unfold.

Now you are about half through the game.

Out and Older (7,8)

Ryu now is older, yes! Watch some more scenes and join Garland in escaping the mine shaft. There is a part where you should direct the tracks to the blocked path then let Garland push the dynamite cart to blow up the obstruction. After that you will face the Dragon Zombie.

If you are still immune to ailments, youmre lucky, because most of this bossm attacks are confuse and poison that might be a real pain. Defeat him and you will receive the dark and fusion ghosts. Escape then watch the scene. The next thing you must do is to go to the forest.

Hems Back!!!

Go through the forest until you will be blocked by a huge tiger. Battle him until he escapes. Walk through and go in the mountain. Exit this place and go back to Leims house. There you will find him, watch the scene. Go out and return to the mansion, Nina will now rejoin your party. Watch some more scenes.

Go to the dark market ( itms the place near the mine where a wooden compound surrounds a mountain). Talk to everybody, they will tell you about a tiger. Go to the gate in the northern part of this place. Watch the scene and Lei will join you in the next battle. Choose your third player and start the battle.

Give Lei some revive item to let him fight. After you defeat the boss head

to Windia for a short stop.

Optional!: The Global Hide and Seek Game.

This even is not too important, its just for fun! Remember those kids who asked you for a hide and seek game around Windia? Go to where you found them then talk to the slim guy. Now youmll play a hide and seek game around the world! For every one you find you will get a clue to where the next one might be. No need to get them in order.

The boys you could get immediately, the girls need some time. Here are their locations: THE GUYS: The slim guy is found in the mines near the big green dragon head behind a post. If you donmt know where the dragon head is, its in B2 of the mine.

The fat guy is right there in Windia, in the tombs area, hems behind the upper left tomb.

=The girls could be found after the scene where Nina will be banished from Windia. Read on the next 2 parts then do this:

THE GIRLS: the one in the skirt is found at the back of the bridge that you will open. Press R2 then look at the back, shems there sitting.

The one in the shorts is in the junk yard, behind the lower most house in the whole town.

= The only use for these guys are they could let you enter Windia after you are banished. They are also masters that raise attack power, defence power, charm and luck.(I guess, but Imm sure theymre masters)

XIV. Ghost Gas!!! (9)

Back to the normal routine of the game. Go back to the Plant and find Momo. When she rejoins your party, go to the Wise Tree where Pecoros is then get him and go back to Plant. Be sure Pecoros is with you. Let Pecoros push the stones you will see to the lxn marked spots in the ground.

Get some running ground then push the rock to the glass window of the greenhouse. Do the same to the other one. Now itms time to get Momo in your party, blow up the furnace in the place with two chimneys. A secret passage will be revealed. Descend with Momo still in your party.

Go to the main computer room and let Momo talk to the computer marked l1n. Momo will do the rest. Your job is to find the possible passkey to the other computers. The passkey to number two is found in the room with red lights. It is in the figure that looks like Pecoros. The second one is in a book. As door 3 opens you will face a worm boss.

This one will take time because it will be difficult to hit it. Go and find the fourth one which is in a piece of paper. The computer will let you choose from some numbers on which is the right passkey. Guess the right one. Now enter door 4 and fight a boss. This one is tough yet you could get through. Flip the switch then get out of there.

Watch the scene. *Mark Andrews e-mailed me that the Power gem is found here if you

followed the vent.

Banished

One of the most shortest scenes, done to get the pass to the bridge.(it is also boring, before the Miria scene later.) Go to Windia, watch some more scenes. Go to the castle, let Nina talk to the guard, then watch some more. Talk to Ninam s mother then go to the kitchen. Watch some more. Go down to the locked door. Watch some more.

Go back to the locked door, open it thenV watch some more. Go to

the teleporter and youmre outta here.

Geist and Daisy (Gaisuto and Deisu are their Japanese names!) (10)

Go back to Garlandms hometown then talk to his mentor again. Go to the temple again, climb the ladder to the very top where a stone is found, watch the scene. Go to the room where there is a naked lady in a pyramid. Watch the events. After that go to the volcano in the room where there is a black wall. Let Ryu touch the wall and watch the scenes.

Go to the Tide Palace then watch go through then go to the town. Go and save your game, meet Gaisuto in his house then answer some questions. Ryu will be left to fight him one on one. Go in between the two flame stands then fight him. Kill the two lamps first because they

help him get healed. After that go to the junkyard.

The Mid Sea

Watch some scenes in the southern exit of the junkyard. Bait will let you pass then go to the docks. Bring Momo then let her talk to Bait. Watch some scenes, you will need to get some parts for the boat so get them. Go back to the junkyard then talk to the guy with spiked hair. Then go to the cave in the north.

Go in and make sure Garland is in your party. Let him talk to the chief and theymll start a pulling event. In this event youmll need to notice which flag is raised. Whenever the red flag is raised, rapidly tap the O button. After this youmll fight the Anglerfish. Then donmt forget to pick up the parts lying around the beach and the ghost too.

Go in the tower then find the other parts. Bring the parts to Momo, watch the scene. Walk around town and do what you want when you return Bait will give you the boat with the bully as your captain. Go to the edge of the sea then a scene will follow. Then go to the town near the sea shore ( I think its name is Patch or some

thing).

SUSHI !!!

When you arrive at that town buy some supply then talk to the people in the topmost house in the right side. This is the mayorms house and the mayor is a littleV out of hand. So talk to the old man and the woman and theymll tell you to go back to the house under the bridge where you battled the big horse. Go there and talk to the lady.

Shemll tell you that youmll need some ingredients to give to the mayor. And the location of the ingredients are as follows: The first one is a fish, youmll catch this in the fishpond near the bridge itself. There are only three kinds of fishes you could catch here, one is the fish you want then a pink puffer fish. Youmll only need one.

( fish ) The second is in the bridge itself. Bring Pecoros along with you then let him bump the tree beside the house. Youmll only need one. ( fruit ) The third is in the tea house. Bring Garland along then let him talk to the hooded guy/lady near the well. A sub-game will commence, you will need to pull the bucket to get the third ingredient.

( water ) The fourth one is in the forest where you fought Lei. There is a weird looking grass then cut it.

( grass ) After getting the ingredients, go back to Patch then talk to the old man with the mayor you will have to make the sushi and the proper amounts are: 1 of the fish 8 pieces of the fruit 2 drops of the water 4 pieces of the grass then watch a scene. The mayor will give you something.

Now go to an islet in the east, it will appear as a question mark area. You must move fast because the clock is ticking. Go to the shining dot in the

west, a scene will start.

The Black Ship

The house you get to is the sea hermit( I think)ms home. It will teach you on how you will enter the black ship to sail in the ocean. He will say that you must bump the rear of the ship with yours. Do so after the scene. When you get in the black ship, you will reach a room with very long conveyer belts leading nowhere, and a platform.

There is also a computer that will ask you what program you would like. Pick every one, one by one, then get the key and other stuff. Now proceed to the room with the crane. You must lead the crane towards the bright coloured boxes. Press the command button to move from west to east. Then stop when you want to.

Press the button again and let it move from bottom to top. When you stop the crane will pick up the crate under it. It will make a path for you to go to. Make sure you have Momo in your party after this. Let her talk to the computer at the top floor. Shemll tell you to switch the switch you see near the bedrooms.

Notice the counter, wait till it reaches a good number for you to get back to Momo, just make sure that it counts to 100 before you get there.(it will not stop ticking until you talk to Momo) When youmve done it correctly, a scene will start. Watch the long scene. Now you must confront two monster bosses. Lightning spells work here best.

After that, watch the

scene.

Port A (11)

You will arrive at Conveyer Yard. Buy the stuff you need because you will need them. Nothing is to be done here so leave immediately. Go to the colony in the north. Make sure you bring Momo again there. Go to the room with the teleporter, you will find a bag there, get it. Find the ledge above the mirror in the ground.

Jump down this ledge then examine the switch. You must move the mirrors so that they direct the laser in the right spot. After doing so, go back and teleport out of here. Youmll find your self in the ship with the locked door. Follow Honey then watch the scene. Choose your ideal party then go in.

Fight your way down until you reach four switches and a tablet. Talk to the tablet and let the switches down. Switch the switches this way: Right, Down, Up. Now you will be able to pass the right way.( if Imm wrong, you find the combination because I sorta forgot about it.

Just remember that only the three mentioned switches are needed.) Youmll know if itms right when all then beams are raised. Go up then you will arrive at a room with three platforms. You must find a way to step in the centre platform which is a switch to open the door. Go in until you find the satellite dish.

Direct the dish so that it gets a perfect signal. When you find the right signal, Ryu will react with a question mark, if wrong some sweat drops. Go and teleport to the Dragon Town. *You can teleport to an area where there is nothing to do but to pick up

a ghost.

Dragon Town

When you arrive at Dragon Town, a scene will start. After the scene, pick your choice party then go and buy stuff, save, and immunise your party to fire and lightning because trust me, youmll need it. Go down the well, youmll see the mural showing the characters in BOF1. There is also an old man named Bono.

Let all the members of your party talk to him then let Ryu talk to him again. He will turn to a giant dragon, of course fight him. If you took my advise and got yourself immunised youmll be a shoo-in. After you beat him, youmll receive the Anfini ghost. Save your game then watch the scene before you get out. Go and bring Momo to the Factory.

Get in and switch off the laser door. Go to the room where you control a robot to flip the switches. Control the robot by letting it follow your every movement and switch the switches. Find your way up the compound where you are blocked by a locked door.

Let Momo shoot the switch box to get out. Get out!

The Search for the Oasis

Watch the scene then, talk to the guy, know what you could understand ( where in Japanese, nothing!) youmll need to cross the desert and find the Oasis by following stars. This is how to do it: Examine the jug of water in the guyms camp and get some.

Rule#1: only walk at night Rule#2: donmt forget rule # 1 get out of the camp, youmll be wandering aimlessly in the desert follow the lfake North Starn, the lower red star.

follow the star only at night drink one of the water when necessary only one drink will replenish your whole party camp when the note says itms morning follow the star until you see the town when the town disappears, follow the North Star, the higher red one youmll eventually fight a boss After beating the boss watch the scene. Nina will be sick.

You will have to kill the strange looking camel with you. Watch some more and youmll arrive at Oasis. Watch the scene, buy your stuff and prepare yourself, for you are approaching the last part of the game. ================================================================================XXIII.

Miriams Station

Bring Momo with you so she could open the gates in the high tech place north of Oasis. When the door is open choose the best party members you have and brace yourself. Go up to Miriams Station. Find your way through the complicated maze of passages. Youmll eventually meet the Hybrid Chimera. The best technique in this boss isVVVPRAY!

This boss is tough because it will make everyone in your party stop. After that excruciating fight go down and pick up the weapons, especially the dragon armour and the cannon. Rest and save before something happens!!! Now, go to the opposite path on which you fought the chimera. You will be blocked by a moving plant.

Equip the cannon you got from the bottom of the cage of the chimera and use it on the plant.( Of Course, Momo should be the one to shoot it if you donmt know.) Get in and bring Lei along. Let him open the doors until you reach Eden. There a scene will happen, Teepo is there!!

He will reveal that he too is part of the dragon clan and just turned to a dragon when their house

burned down. Watch the whole thing untilV

The Way of The Dragon

Vyou will be transported to a training ground for the dragonms heart sort of scenario. On the first one a scene with Nina will start. All you have to do here is to watch then after the scene, turn back and walk around the dragon statue. Then youmll be transported to the next level. There a scene with Lei will start.

After that walk around and earn those levels. Ignore the treasure chest for now. Talk to the statue at the middle of two tablets. WaitV . Momo will soon arrive. Watch the scene with Momo. Now talk to the tablets so paths would light up. Walk towards the treasure and you will fall down.

Get the treasure down there and leave through the path that Momo made. Now youmll be transported to the maze. Find your way until you see Garland. Watch the scene then, find your way still until you see Pecoros. Watch some more then youmll face the Hell Rider. After defeating this boss youmll watch a scene before fighting the Dragon Lord, Teepo!

He is tough in a sense that he can do more than the Chimera, but after the Chimera he is easy. Get the key card A and go down. Save, breathe easy, immunise your whole party, get ready for the final battle with Miria!

FINALE: THE FINAL BATTLE

Use the keycard to open the door near the save point. Descend this perilous path to the depths of nowhere to fight Miria. There is a part here where you will need to fight some of the past bosses of the game( the bad part is that youmll need to fight the giant horse again but this time there are three of them!).

You donmt need to fight all of them but they can give some valuable experience points. Descend some more until you reach Miriams turf.

This is a LONG, EXCRUCIATING, SCENE, but when the time comes that Miria would want you to choose your way: -answer the top option then enjoy the worse ending in BOF history -answer the bottom choice and youmll come face to face with Miria. Of course, after you defeat Miria, youmre done! How long did it take you to finish this game?

I spent about 50 hours, without getting the secrets. How about you? * Itms up to you where you find the other ghosts, I sorta forgot where I picked them up but hey, Imm doinm the best I could to help you.

REFERENCE SECTION

CHARACTER ABILITIES: HERE IS THE LIST OF THE CHARACTER ABILITIES AND I RANKED THEM FROM THE USEFUL TO THE USELESS: MOMO- AS YOU MIGHT HAVE SEEN SHE IS USED IN ALMOST THE WHOLE GAME. HER MAIN ABILITY IS TO OPERATE AND FIX GADGETS.

IT IS ONLY SELDOM THAT SHE USES HER CANNON FOR A GOOD PURPOSE GARLAND- WELL HE IS USED TO TALK TO HIS MENTOR AND ENTER THE TEMPLE. AND HIS MAIN USE IS TO BE THE STRONG ONE IN THIS GAME, EVERYTIME SOMEONE ASKS OF A STRONG PERSON, HEmS YOUR MAN. HE COULD ALSO PUSH THOSE BIG BLOCKS.

LEI- WELL THERE ARE A LOT OF THOSE LOCKED DOORS IN THE GAME AND HE IS THE ONE TO OPEN THEM. NINA- SHEmS USED IN SOME PARTS OF THE GAME, AND ENTERING WINDIA CASTLE, NOTHING MORE. PECOROS- TALKING WITH TREES? PUSHING ROCKS AND BUMPING TREES? WHO NEEDS THIS GUY? RYU- WELL YOU DONmT HAVE MUCH OF A CHOICE IN THIS ONE.

MASTER LIST: THESE ARE THE MASTERS ImVE FOUND IN THE GAME: WHATSHISNAME FROM THE BACK OF WINDIA- YOU JUST TALK TO HIM AND POOF! HEmS A MASTER.

THE INDIAN GIRL ATOP THE TEAHOUSE- SHE WANTS SOMETHING FROM YOU THAT I JUST DONmT KNOW THE FOUR KIDS IN WINDIA- FIND THEM ALL AND THEYmLL INCREASE YOUR STATUS THE BARTENDER IN THE COLISEUM- JUST TOLD TO ME BY MY FRIEND DEISU- TALK TO HER AND POOF!

SHEmS A MASTER THE PRIEST IN GARLANDmS HOMETOWN- TALK TO HIM THE OLD MAN WHO LOOKS A LOT LIKE THE WIZARD ENEMY-GIVE HIM ALL YOUR MONEY BABADERU-TALK TO HIM EMITAI- DISH OUT 10000 ZENIS THESE GUYS ImM NOT SO SURE OF: THE CHEF IN WINDIA- I DUNNO ABOUT THIS BUT I THINK IF YOU GIVE HIM THE THINGS HE WANTS FOR HIS DISH.

THE WEIRD LOOKING FISH NEAR LAPALLA-? THE CARVED DRAGON ON THE WALL ON TOP OF DRAGON TOWN-ONLY FOR RYU I THINK.

DRAGON COMBINATIONS: THERE ARE 18 GHOSTS ALL IN ALL: FLAME ICE BOLT DARK LIGHT POWER PROTECT MAGICAL WONDER GROWTH SHARP REVERSE MUTATION ??? (THATmS ITS NAME) TRANCE ERA FUSION ANFINI These are arranged from left to right( 1-6 is left to right in the first row. 7-12 is left to right in the second and 13-18 on the third)

DRAGON FORMS: DRAGON PUPPY=MADE BY USING GHOSTS BY THEMSELVES ( SOME ) DRAGON=COMMON BEHEMOTH=MADE BY USING THE WONDER GHOST + ANOTHER GHOST(with some exceptions of course) TIAMATO=MADE BY USING THE TRANCE GHOST WITH THE DARK GHOST DRAGON HENNA=IT LOOKS LIKE A LEECH! MADE BY USING THE MUTATION GHOST WITH THE ??? GHOST .

KEYZER DRAGON=I DONmT KNOW WHY THE HECK DOES THIS GUY TURN RYU TO V RYU, ONLY WITH A BAD ATTITUDE(ATTACKS COHORTS)MADE BY USING THE ANIFINI GHOST HYBRIDS=MADE BY USING THE FUSION GHOST. RELYS ON WHICH ALLY HAS THE STRONGER GENE. THE HYBRIDS ARE THE COMBINATION OF BOTH CHARACTERS. THEIR STRONGER SPELLS ARE ALSO COPIED.

ATTACK,MAGIC,DEFENCE POWER RELY ON THE PARTY MEMBERS. FOR EXAMPLE YOU HAVE LEI AND GARLAND IN YOUR PARTY, WHOEVER HAS THE STRONER GENE WILL MAKE YOUR HYBRID.

THE CHARACTERS ARRANGED FROM THE WEAKER TO THE STRONGER ARE GARLAND, NINA, MOMO, LEI, PECOROS(the stronger gene, again works on most of the characters but it still has some exemptions.) HERE ARE THE HYBRIDS: LEI-THE TIGER HYBRID, STRONGEST ONE FOR ME MOMO-THE ARMOURED THING NINA-THE GREAT BIRD PECOROS-WEIRD LOOKING THING GARLAND-NONE (8)THERE IS OTHER COMBOS BUT THAT I DID NOT EXPERIMENT ON YET(maybe something connected to the POWER ghost which I donmt have)

SOME QUESTIONS THAT REMAIN UNANSWERED( UNTIL SOMEONE DECIDES TO PUT THEIR OWN WALKTHROUGH AND ANSWERS THESE QUESTIONS)(1) ARE THERE ANY ALTERNATIVE ENDING?HOW? WHERE ARE THE OTHER MASTERS? OTHER DRAGON FORMS? ANY OTHER SECRETS? WHAT IS THE GATE IN THE DOWN AREA FOR? ANY SECRET CHARCTERS?

CAN YOU GO BACK IN WINDIA CASTLE AND BE FORGIVEN BY NINAmS PARENTS?