Breath of Fire Walkthrough (SNES, GBA)

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Breath of Fire Walkthrough (SNES, GBA)

~By tankMage (August 2022)

About this Guide

This walkthrough is laid out to be a step-by-step guide to this game and I did my best to provide as much info as possible in the actual body of the walkthrough. As a result, many of the spell and item effects are glossed over for the sake of brevity since this guide is already 90 pages and it’s not even complete as of the writing of this introduction. Those interested in equipment stats and spells will find links to detailed information in the References section at the end of this walkthrough. I have also included images to help clarify certain parts of the game. Thanks for choosing this guide, I hope you find it helpful and that you have as much fun playing Breath of Fire as I did.

Note: This walkthrough should work for both the SNES and Game Boy Advance versions of Breath of Fire. That said, there are some variations between the two. This guide uses the old SNES version, so names and the amount of Exp/GP the party gets from battles will vary from the GBA release.

Contents

I. Basics

II. Tips

III. Walkthrough Part 1: Drogen, Camlon Castle, Nanai Castle

IV. Walkthrough Part 2: Winlan, Aura Cave, Romero, Karma Forest, Karma Tower

V. Walkthrough Part 3: Tantar, Forest of Despair, Tuntar, Cleansing Water Cave

VI. Walkthrough Part 4: Agua Tower, Stone Robot, Lake Cave, Dragon Shrine 1

VII. Walkthrough Part 5: North Cave, Auria, Light and Dark Cave, Bleak, and Arad

VIII. Walkthrough Part 6: Krypt, Backtracking with Karn, Auria (Ross’s House), Light and Dark Keep

IX. Walkthrough Part 7: Auria (Saving Ross’s Daughter), Dark Dragon Port and Ship, Prima, Gant

X. Walkthrough Part 8: Backtracking with Ox, Dark Dragon Fortress, Reforging the B.Rang at Gant and the Old Man’s Hut, Grim Fowl Forest, Nabal Castle

XI. Walkthrough Part 9: Wisdon, Undersea Volcano, Tunlan, Dragon Shrine 2 and the Fishing Trip

XII. Walkthrough Part 10: Gust, Cort’s Lab, The Frog Cave, Tunlan, Mogu’s Dream

XIII. Walkthrough Part 11: Buried Treasures (Backtracking), South Cave, Spring, Spyre Tower, World of Dreams

XIV. Walkthrough Part 12: Waterfall Cave (Spring), Carmen, Tock Tower

XV. Walkthrough Part 13: Curing Nina, Exploring with Nina, Dragon Shrine 3, Scande Tower

XVI. Walkthrough Part 14: Pagoda

XVII. Walkthrough Part 15: Obelisk 

XVIII. Secrets and Miscellanea

XIX. References

I. Basics

Here’s an overview of some of the things you can do in Breath of Fire as well as core mechanics like stats. This walkthrough assumes you have a basic knowledge of RPGs, so topics like “How to equip armor” have been left out. Please refer to the resources in the References section at the end of this guide if you have questions about the most basic gameplay elements.

1. Stats

Like many RPGs, Breath of Fire’s playable characters have several stats that determine their performance in battle. Many of these stats have fairly obvious effects, but others are rather unusual. It is important to understand what these stats do in order to take advantage of a hero’s strengths while covering his or her deficiencies. Unfortunately, there seems to be some confusion and debate concerning what some of the stats actually do. The good news is that the stats that really matter have obvious effects and it is safe to ignore the more mysterious ones like Wisdom.

STR – Along with the character’s weapon and accessories, STR determines how much damage he or she does with weapon attacks.

VIGOR – Determines how much damage a character takes from physical attacks. 

AGIL – High Agility characters tend to go first in combat and evade attacks more frequently.

WISDOM – This stat is thought to impact the damage of certain spells, but I have not found proof of this and most spells do set damage/healing anyway. Ultimately, it is safe to ignore Wisdom. 

LUCK – High Luck increases the likelihood of getting a critical hit.

HP – Hit Points at as a character’s life pool. A character that runs out of HP will collapse.

AP – Acts as a magic pool in this game. Casting spells and using certain abilities will drain AP.

ATK – Attack represents the amount of damage a hero can do with a physical attack. STR, weapons, and some accessories raise Attack power.

DEF – Reduces the amount of damage a character takes from physical attacks and abilities. Vigor and armor raise the Defense stat.

INT and MAG – These two stats go hand in hand and are basically worthless. It is believed they increase magic defense, however this stat supposedly only works when a character is using the Defend command. Due to the set nature of spell damage and limited utility of the Defend command, there’s really no point in considering this stat when choosing equipment.

ACT – An important stat, ACT determines turn order and evade chances. Equipment tends to lower ACT, while Agility reasies ACT.

FATE – Combined with Luck and certain pieces of equipment, FATE determines the likelihood of getting a critical hit and possibly evading attacks.

2. Status Effects

There are a number of status effects in Breath of Fire. Some are positive, while others are detrimental. Many status effects can be removed with items or spells. Nina’s Heal spell can remove the majority of negative status effects. Here is a brief overview of negative status effects.

Sleep – Characters afflicted with this status cannot take turns until they awaken or are cured with a Charm. Nina’s Heal spell also removes this status.

Poison – Causes its victim to lose HP with every turn. Cured with an Antidote, Charm, or Heal magic.

Curse – Drastically reduces the FATE stat, reducing the odds of scoring a critical or evading.

Zombie – Massively reduces Def and Atk. Cured with Charm, T.Drop, or the Heal spell. This status increases attack power at night, but defense will still be low.

3. Combat Spells and Abilities

Breath of Fire boasts dozens of spells and abilities that can be used in combat. Most abilities are unique to certain characters. For the sake of brevity, this section is just an overview of the spells and powers that appear in this game, rather than an exhaustive list.

a.The Hero’s Dragon Form

The Hero will eventually learn how to turn into a number of different dragons. These dragons often deal more damage than the Hero can with his standard attacks. They are also largely elemental based, so they can inflict heavy damage when used on the right enemy.

b. Nina’s White Magic

Nina is a master of healing and support magic, which makes her the backbone of the party. From the very start, Nina can cast a few helpful spells, so learn to take advantage of her powers right away. Here are a few of Nina’s more important spells:

Heal – Removes all status effects except Stun.

Cura – Replenishes HP. Nina will eventually learn more powerful forms of Cura.

ATK-Up – Increases physical attack damage.

LK-Up – Boosts FATE.

Warp – Teleport to almost any previously visited town.

Renew – Revives fallen allies.

Shield – Raises MAG. This spell seems to function independently from the MAG stat. Consequently, a character under the effects of Shield will take less damage from spell attacks even if they are not defending.*

Fort – Increases DEF.

*This is based on my personal experience and may not be accurate.

c. Karn’s Fusion Ability

Karn can learn to Fuse with certain characters to temporarily create a new character with heightened abilities. While this takes Karn and anyone he is fused with out of battle, the resulting character is usually very powerful. As far as I can tell, the strength of a fused character is based solely on Karn’s level and the type of fusion.

d. Bo’s Black Magic

Bo can use a few basic black magic spells that inflict damage on monsters. These spells can be effective early in the game, but become outmoded when Karn learns his first fusion ability, since Bo is an ingredient in all of Karn’s fusions.

e. Gobi’s Water Magic

Gobi has the unique ability to cast spells that summon schools of sea creatures to attack enemies. These spells are very powerful, but are only available underwater, so they are very limited as far as usefulness goes.

f. Bleu’s Black Magic

Bleu is a mighty magic user that can cast a number of offensive spells. Many of her later spells, like Comet and NovaX, inflict heavy damage on groups of monsters. Bleu can also use the extremely helpful Exit spell to leave dungeons as well as Warp.

g. Ox’s White Magic

Ox is extremely limited in terms of magical ability, but he can cast helpful spells like Cura3 and Heal in an emergency.

h. Mogu’s Dig Ability

As a mole, Mogu is adept at digging holes in the ground. This allows him to immediately escape from battles for the low cost of 5 AP. Dig works 100% of the time in random battles, which makes it a very reliable way to avoid conflict.

4. Non-Combat Abilities

Some of the playable characters in this game have special abilities that can be used outside of combat. Most of these abilities involve manipulating the environment in some way or traveling over certain types of terrain. Some of these abilities work automatically, while others have to be activated by interacting with certain objects.

a. Bo’s Skills

As a hunter, Bo can lead the party through otherwise impassable forests if he is in front. He can also fire his bow on the overworld map. Animals yield useful items if you manage to shoot them.

b. Karn’s Skills

Karn is usually the best person to have leading the party through a dungeon thanks to his skills. Trapped chests are no longer an issue with Karn in the front, because he can disarm them. He can also detect hidden pits and unlock doors. When fused with other party members, Karn can often still use his abilities as well as those of his friends. In some cases, fusion enhances his abilities or unlocks new ones. Here are a few notable examples of new abilities granted by fusions:

Puka – Can roar to open special doors on the world map.

Doof – This fusion can push caretes that are too heavy to move normally.

c. Nina’s Skills

Nina cannot do much outside of combat aside from the usual, but she does gain the ability to fly very late in the game. Simply push the A Button while on the overworld map to transform into a bird that can carry the party anywhere. This also allows the party to reach previously inaccessible areas.

d. Ox’s Skills

Ox can smash brittle walls in dungeons if the player presses the A Button while facing the wall. Such walls are very common, so this ability comes in handy. He can also punch fruit trees on the overworld map, which will sometimes cause an apple or other consumable to fall from the tree.

e. Gobi’s Skills

After acquiring the Sphere, Gobi will be able to transform into a big fish that can quickly travel around the ocean without random encounters. Gobi is also able to sell and buy items at flea markets in certain towns. To set up shop at a Flea Market, simply walk behind an empty counter and Press A. Some of the items found in the Flea Market are unique and can only be acquired with Gobi. For more info on the Flea Market see IX. Walkthrough Part 7, Section 6.

f. Mogu’s Skills

Mogu can dig up certain pits on the world map. These pits are actually caches of powerful weapons, armor, and other items that can be very helpful. To dig up a cache, stand on the dragon symbol and press the A Button with Mogu in front of the party.

g. General Skills

There are some skills that anyone can use on the world map. These include hunting and fishing. It’s important to learn how to use the abilities, because some important items are acquired through hunting and fishing.

Fishing – Equip a character with a Rod and some bait (worms being the most basic of baits) and look for a school of fish off the coast on the world map, then approach it and press A to begin fishing. Your character will automatically haul up a fish. In some cases (namely the wells scattered around the map) the player can fish up powerful pieces of armor once he or she has the Rod5. Players can find fishing spots near Drogen, Camlon, WInlan, Tantar, and Gramor. Most fish can be used as healing items, with some fish types being quite powerful.

Hunting – Any character can hunt animals on the world map, though Bo is best at it. To hunt with someone other than Bo, fight random battles until some animals spawn on the map. Try to corner the animal, then press A or wait until it spins around, eventually yielding a piece of Meat or Antlers. This can be difficult to do since animals are fast, so try to find areas with narrow valleys or peninsulas that can trap your prey.

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II. Tips

Here are a few tips that can make Breath of Fire a lot easier, especially in the early game.

1. Stock Up on Healing Items

Players start out controlling what this guide refers to as “the Hero” who is canonically known as Ryu. The Hero cannot heal himself, so it is important to have access to plenty of curative items like Herbs, Meat, Antdt (which cures poison), and anything else that may come in handy. Most of the items that fall into this category are fairly cheap and can be bought in Drogen or any of the early towns. These items retain their usefulness far into the game, since even an Herb can be used effectively outside of combat to heal someone, saving Nina’s AP in the process.

2. Level Up

While this game is not particularly difficult, taking some time to level up by fighting monsters near a safe town is always wise. Gaining levels increases HP, STR, DEF, and all of the other core stats of a character. They may also learn new spells or abilities that can make the next dungeon easier. Another benefit of grinding is that you will be able to buy any restorative items, weapons, and armor you need since you will have plenty of money.

3. Save Stat Boosting Potions for Your Favorite Character

You will find a decent number of potions that increase stats like Strength and Agility. These potions have names like V.Ptn and S.Ptn, so it is often easy to figure out what they do. Save these potions for a character that you really like using or use them to cover up the weaknesses of characters you use frequently. For example, players that really like Mogu can just give him all of the stat boosting potions, while players that want to improve everyone can give someone like Ox Agility potions and Nina Strength Potions.

4. Have the Hero Use the Rang 

You will eventually find an item called the Rang not long into the game. In my experience, this is the best weapon for the Hero. This is thanks to the Rang’s ability to hit every enemy in battle. While the Rang may not be as strong as single target weapons found later on, it can often one shot kill or really soften up enemies for the other party members to finish off. In serious battles, you will want to use the Hero’s dragon powers and his current weapon has no impact on his dragon form. Later on, you will acquire the B.Rang, an upgraded version of the Rang that deals even more damage.

5. The E.Key Damages Enemies

The Hero will acquire an item called the E.Key not long into the game. If used in battle, this Key will hit every enemy for 30 HP. While this may not sound like much, 30 HP is a lot early on and it retains its usefulness far into the game, because physically weak characters like Nina can use it to harm everything on the screen at no cost to the party. The best part about this item is that it can be used infinitely and does not require AP. It also bypasses the defenses of most monsters, so you can rely on it working on just about everything.

6. Karn’s Fusions are Awesome

Karn will learn how to fuse with certain members of the party about halfway into the game. Fusion characters are more powerful than Karn and the characters he is fused with. In fact, they are often more powerful than the Hero, Bleu, and other characters that are considered top tier. It’s a good idea to use Karn’s fusions whenever possible, especially during boss battles.

7. Best Party Setups

What constitutes the “Best Party” is somewhat subjective in this game, since it often depends on who is available, what monsters you are fighting, and the party’s average level. That said, I consider the Hero, one of Karn’s fusion forms, Nina, and Bleu to be the overall best party setup. The Hero’s Rang and dragon forms are always useful. Karn is incredibly powerful as Shin and Doof, though Puka is hands down his best form. Nina’s buffs and healing are always helpful. Lastly, Bleu’s attack magic is deadly and she becomes fairly tanky as she levels up.

Those looking for something different may want to swap out Bleu for Mogu as he levels up. Mogu’s Dig ability is always nice for avoiding random battles. On top of that, he becomes fairly strong if you can get him good weapons and armor. It takes a lot to level Mogu up, but he does get nice stat bonuses, especially in terms of HP. Ox is another good choice if you can get your hands on the Mallet late in the game. However, you will not be able to use some of Karn’s fusions if you want Ox in the party. You may also want to improve Ox’s Agility with potions if you wish to use him seriously. Lastly, I’ll put a good word in for Gobi, who is often neglected. While he is pretty weak in many ways, Gobi’s high Luck earns him a lot of critical hits. He is also extremely powerful in the rare situations where the party is underwater.

8. Avoid items like the PowerHT and WolfHt

Some pieces of equipment in Breath of Fire are “cursed”. Such items come with negative effects or those that are undesirable in certain situations. The WolfHt and PowerHt are good examples of cursed items, as they both double the amount of damage the wearer takes from enemy attacks. The SkullRG is rumored to increase the random encounter rate, which can be useful in some situations, but is not desirable in dungeons. 

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III. Walkthrough Part 1: Drogen, Camlon Castle, Nanai Castle

The first section of the game is surprisingly dangerous since you only control one character who has to explore a couple of dungeons and fight two bosses. Careful preparation is key if you want to survive, so do not be afraid to save regularly and grind a few levels. It also helps to buy healing Herbs and Antidotes.

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1. Drogen

Items: V.Ptn, 300GP

Equipment Shop: Dirk 50, Sabre 400, Cloth 10, SuedeCP 240, ArmPad 300, WoodSH 300, HairBand 1000, SilkGN 2800

Item Shop: Mrbl3 9, Herb 9, Herb x9 81, Antdt 13, T.Drop 18, Apple 90, Life 450, Cure 1800

The Hero will wake up in a burning building. Check the flaming dresser right of the Hero’s bed to get a V.Ptn. Follow the elder down the steps after getting the V.Ptn. Talk to the people in the large room. If you talk to the blue haired girl on the lower left she will move, allowing you to talk to the girl in the center who happens to be Sarah, the Hero’s sister. Do not talk to Sarah until you are ready for the game to commence, because her dialogue triggers an event.

Sara will turn everyone to stone and some time will pass. Eventually the spell will fade and you will be free to move. The Village Chief will make a box appear. Take the 300GP from the box. Leave the building.

Drogen is in ruins, but you can still use the shops. Buy a few Herbs and consider fighting a few random battles to save up for a Sabre. You can save at the Dragon Shrine in the lower left corner of town by interacting with the dragon statue inside the shrine. Remember, you can always visit the large building in the center of town and talk to the old woman in blue for free healing.

Drogen save shrine

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2. Outside Drogen

You can exit Drogen by walking south from the main building or west from the shops. Take some time to battle enemies and level up before continuing onward. Save at the Dragon Shrine in Drogen before fighting, because the overworld enemies can be dangerous if you get attacked by a Bulla or group of Fleas. It is also wise to carry an Herb or two in case you need to heal in battle. Visit the old woman in the big house in Drogen to heal if you take damage.

Try to get enough money together from fighting random battles to buy a Sabre from the shop in Drogen. This should also get the Hero to about level 3, which is high enough to travel around the immediate area fairly safely. Rest and save your game when you are ready to go to the next area. It also pays to purchase an Herb or two and a few Antidotes.

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3. Camlon

Camlon is a ruined city just north of Drogen. Cross the bridge near Drogen and walk east a bit to find Camlon. Only the Dragon Shrine is intact (aside from the castle) and everything else is in ruin. Talk to the people of the town to learn that the castle in the northern end of town is infested with monsters. Make sure you have some Herbs and full HP, then enter the Castle of Camlon.

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4. Camlon Castle (Dungeon)

Recommended Level: 3-5

Items: 70GP x2, BronzSD, Herb x5, Gauntlet, SeudeCP, Visor, Antidote x2, 150GP

Camlon Castle is the first dungeon in Breath of Fire. Consequently, it’s a fairly simple dungeon filled with useful gear, but it can still be dangerous. Try to get to level 4 before entering and bring some Antidotes. The P. Bugs in this dungeon will poison you and not having a few Antidotes on hand is a good way to get killed. The Exp in this dungeon is pretty good and there are healing springs near the entrance, so feel free to grind here if you want to level up a bit.

a. Camlon Castle 1st Floor

Walk northwest from the castle entrance to find a spring. Examine the fountains for free healing. You can come back here as often as you like for healing. The healing spring even removes status effects like Poison.

Healing Spring

Walk northeast from the healing spring (following the path through the rubble) to find another healing spring with a pair of treasure chests to the left of it. Open the boxes to acquire 70GP from each box. Look for some steps leading down northeast of the spring and walk down them to get to B1 of the castle.

b. Camlon Castle B1

Examine the doors left of the steps that lead to this floor to open them. Take the BronzSD and Herb from the chests inside the small room behind the doors. Equip the BronzSD for a nice damage boost. A second room blocked by a similar pair of doors is on the left side of this room. Open the doors, then interact with the chests to get a Gauntlet and Herb. Take the steps on the left back up to the 1st Floor.

c. Camlon Castle 1st Floor (West)

Your Hero will emerge on the upper left side of the first floor after going up the staircase. Walk south to find another set of steps going down to a different part of B1.

d. Camlon Castle B1 (South)

This basement is identical to the one you just came from. Open the boxes behind the doors to get a SeudeCP, two Herbs, and a Visor. Equip your new armor and head up the steps on the right.

e. Camlon Castle 1st Floor (East)

You will end up on the lower east side of the first floor after ascending the stairs. Head left, then north to a trapped chest. Opening this “trapped” chest will actually restore your HP and AP. You will also receive an Antdt (Antidote) for your trouble. There’s a second chest that has an AP draining trap and a second Antidote inside to the left. Head up the steps situated between the two chests to get to the next floor. Make sure you are ready for a boss fight before going up these steps.

f. Camlon Castle 2nd Floor

Frog will attack once you enter this floor, so heal up before going up the steps.

***Frog (Boss)***

Recommended Level: 5-6

Prize: 500 EP and 350 GP

The Hero will have to fight a boss called Frog upon reaching the second floor of the castle. This guy should be a pushover as long as you took time to equip the new weapons and armor found in Camlon Castle. Most of Frog’s attacks only do about 6 damage, but he can hit for much more with his jump attack, so keep your Hero’s HP above 20 with Herbs during this fight. Frog may heal itself and even avoid death once its HP gets low, but it won’t last long if you attack it steadily.

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With Frog defeated, walk over to the boxes on the right to collect the Herb and 150GP. Go down the steps and backtrack through the castle after taking the items. All of the monsters are gone, so the trip should be easy. Do not forget to visit the healing spring before you leave.

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5. Camlon (Revisited)

The residents of Camlon will praise the Hero once he exits the castle. They will also tell you to go to the town of Nanai and disable the Quake Control. Use the Dragon Shrine in Camlon to save your game, then get ready to set out for Nanai. 

Tip: Go back to Drogen and buy a bunch of Herbs (about 9 should do) in preparation for Nanai.

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6. The Road to Nanai

Exit Camlon, then walk northwest over a narrow strip of land. Head north when you get to a beach and cross a bridge to the right. You will see a waterfall with steps beside it. Go up the steps and cross another bridge to the east. Keep moving east, then head south down a slope when you see a mountain. Nanai should be on your right when you reach a river.

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7. Nanai

Items: S. Ptn, 150GP x2

Equipment Shop: IronRP 1800, LongSD 2250, Cloth 9, SuedeSH 135, SuedeCP 216, WoodSH 270, HairBand 900, SilkGN 2520

The Hero will not be able to enter Nanai during the day. Wait on the world map until the sun goes down, then enter Nanai. The gate guards should be asleep. Exit the town and wait for it to get darker if they are still awake. 

You can sneak past the guards once it is dark, but do not get too close to them or you will be thrown out of the town. Step inside the Inn near the entrance to town and examine the dresser above the beds to get a S.Ptn. You should also visit the Dragon Shrine and save before continuing.

Go around the left side of town then head east when you spot a guard that is awake. Keep walking until you see a house to the right of a slumbering guard on the north end of town. Go inside the house to find a pair of chests that contain 150GP each. Leave the house and walk south along the edge of the water. Pass through a pair of pillars to avoid being spotted by the guard on the right.

Go through these pillars to sneak past the guards.

Continue south until you see water then walk east a bit. The Hero can sneak into Nanai Castle by walking north or head east, then north to find an equipment shop. This shop sells some expensive weapons and armor that are entirely optional. In fact, it’s best to just save your money at this point, because you’ll find plenty of gear by exploring. However, players with a lot of money to spare may want to purchase a LongSD (Long Sword) for its high damage and moderate weight. 

At any rate, visit the castle near the center of town after exploring.

Note: There are a lot of buildings that can be entered in this town, but only those that contain items are mentioned in this section.

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8. Nanai Castle (Dungeon)

Recommended Level: 7-9

Items: 650GP, B.Stn, Antdt, ArmPad, 70GP, F.Stn, Cure, E.Key

Make sure you have a few Herbs before entering this area. You can explore the top floor of the castle, but there’s really nothing of interest, so it’s not covered in this guide. The monsters are the same as those from Camlon, but they appear in greater numbers. Even so, you should not have trouble defeating them.

a. Nanai Castle Stairwell

Examine the doors north of the entrance to open them, then go down the steps to find a cave. Keep descending the steps in each small room (watch out for random battles) until you see an area filled with lava.

b. Nanai Castle Caves B1

From the stairs that serve as the entrance to this area, go down a stone ramp, then right over a short rope bridge to find a box with an Antdt inside. Return to the entrance, then walk south over a long rope bridge. Turn west at the end of the rope bridge then walk north over a ramp and two more bridges. You should see a box that contains 650GP to the north.

Backtrack to the long rope bridge, then walk east past a ramp. Walk up the second ramp you see to get to a chest with a B.Stn. Head back over to the ramp on the left and climb it to get to a horizontal rope bridge. Follow the path over another bridge and up to some steps that lead to B2 in the northeast part of this cave.

c. Nanai Castle Caves B2

You will have to go down another series of steps to get to the deepest part of the cave. Look for a couple of chests on the other side of the rope bridge east of the steps. The box on the far right contains an ArmPad while the one slightly below it has 70GB inside of it.

Backtrack to the entrance stairs and walk down the rope bridge to the southwest. Follow the path south until you see a ramp with a box to the left of it. Open the box to get an F.Stn. There’s another box to the right that contains a Cure. Follow the path across the bridge right of the chest that contained the Cure to a large staircase that leads down to the next area.

d. Nanai Castle Cave B3

Make sure you are fully healed after going down the steps to the area and equip any new armor you have acquired if you have not already done so. Walk north and talk to the guy in armor to fight this dungeon’s boss.

***Knight (Boss)***

Recommended Level: 7-9

Prize: 700 EP and 500 GP

The Knight is pretty basic as bosses go. He merely attacks with his sword, but he does a respectable 9-12 damage depending on your level and has a lot of HP. He may also use his T.Bolt spell which can do about 20 damage. Trade blows with him until he dies. Use Herbs and other healing items if you have them to restore your HP if it gets near 20. You may want to use the F.Stn and B.Stn to inflict some serious damage on this boss once he gets to about 30% HP, because he will start healing himself at that point. The Knight will refuse to die once his HP is depleted, so keep pummeling him until he drops.

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Check the machine the Knight was standing in front of and choose the “Yes” option when asked if you want to remove the E.Key. The screen will shake for a few moments and a mysterious voice will speak to the Hero. Step on the circle to the right of the machine to warp out of this dungeon.

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9. Camlon (Revisited)

One of the advisors of Camlon’s King will meet with the Hero after he warps out of Nanai. After speaking to the advisor, the Hero will instantly return to Camlon. The King will thank the Hero again and you will be told to visit Winlan in the east. Save your game at the Dragon Shrine and prepare for the next section of Breath of Fire in Part 2 of this walkthrough.

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IV. Walkthrough Part 2: Winlan, Aura Cave, Romero, Karma Forest, Karma Tower

This section of the game mostly revolves around a new character named Nina. The dungeons in this section are fairly long compared to the previous ones, but the monsters are mostly the same as what you have fought before.

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1. Finding Winlan

The trip to Winlan is not necessarily difficult, but it is wise to save and use Camlon’s healing spring before setting out. Follow the path you took to get to Nanai and walk past the town’s ruins. Continue east, then walk north after passing a small island with a bridge to the south. Go up a ramp and you should see a town with a huge windmill near a long bridge. Welcome to Winlan.

Note: Observant players may notice a cave north of Camlon and a landmark shaped like a dragon’s head north of what was once Nanai. The player cannot do much with these places at the moment, but they will come into play down the line.

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2. Winlan

Items: V.Ptn, Herb x4, SuedeHT, SuedeSH, Antidote x2

Equipment Shop: Sabre 400, BronzSD 700, BronzRP 800, SuedeHT 200, WoodSH 300, SuedeGN 500, Visor 800, ChainML 2000

Item Shop: Mrbl3 10, Herb 10, Antdt 15, T.Drop 20, Acorn 30, Charm 150, Life 500, Cure 2000

Winlan features a few new amenities, such as an Inn that costs 80GP near the entrance to town and a Storage next to the item shop. Players can place items and money in storage, then withdraw them later on at any town that has a storage of its own. Do not bother buying any weapons or armor here unless you have upwards of 5000 GP, because none of the stuff sold in town is not really worth it. You may want to buy a Charm or two from the item shop, since they can be used to cure status ailments.

Look in the small building by the broken bridge on the second tier of Winlan. Check the chest of drawers in this building to find a V.Ptn. You will find an edible fish on a table in the house north of the weapon shop. The fish resotres 10 HP and respawns if you leave the room. You can also eat some HP restoring fruit in a basket in a house to the right of the one with the fish. A small house just north of the item shop has both fish and fruit that can be eaten, so it’s not really necessary to use the Inn.

Winlan Castle is located in the far north part of town. Talk to the woman in white north of the entrance to the castle to trigger a scene with Nina who talks about getting the Remedy. The Hero will be shown to some beds and encouraged to rest, then the game will switch to Nina on the top floor of the castle. You can talk to the king whose room is to the west, but there isn’t much to see on the top floor other than that, so go down the steps near Nina’s room.

Open the chest right of the stairs on the first floor to get two Herbs. Look in the room on the west side of the castle to find four chests that contain the following: SuedeHT, SuedeSH, Herb, and an Antdt. Have Nina equip the SuedeHT and SuedeSH for a defense boost.

Go down the steps in the east to find the castle basement. Look around this area to find a few chests sitting out in the open scattered around the basement. Open the boxes to get an Antdt and an Herb. There are more treasure chests on the east end of the basement, but the guards will not let Nina collect them without the king’s permission, so they will have to wait.

Go back up the steps and exit the castle. Nina is free to explore Winlan. You can buy her some gear if you like since she has access to all of the Hero’s money and items somehow. The only thing really worth getting is the BronzRP, though it only raises Nina’s attack power by 2. Save at the Dragon Shrine near the edge of town, then set out for Aura Cave to the west of Winlan.

Tip: Have Nina use the E.Key in battle; it will do more damage than Nina can with her weapon and hit everything on the screen.

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3. Aura Cave

Recommended Level: 5-6

Items: Cure, SuedeGN, 150GP, 70GP, I.Ore, Herb x2, B.Stn, C.Stn

Aura cave is just west of Winlan, so it should be easy to locate. The monsters in this cave are not particularly strong and Nina should have plenty of items to help her out. She can also cast Cura to restore HP and Heal to cure poison. 

Aura Cave, west of Winlan

a. Aura Cave Section 1

A pair of soldiers will stop Nina and offer to join her as soon as she enters the cave. Accept the offer, because they are a great help, but do not equip them with any gear. The soldiers will leave your party rather abruptly. Walk north to a set of steps that lead deeper into the cave.

b. Aura Cave Section 2

Another set of steps occupies the left side of the tiny room you enter after going down the Section 1 steps. Take these steps to a large watery area. From the entrance steps, go east to a chest that contains a Cure, then head over the small land bridge right of the chest.

Open the box at the bottom of the cliff to get a SuedeGN and equip Nina with it. Next, go up the ramp and open the box at the top of the hill to get 150GP. After opening the boxes, head north along the narrow strip of land just west of the hill.

You should see a chest after going north a few steps. Open the box for 70GP. Another chest that has some I.Ore inside of it is just west of the 70GP chest. Make your way back to the entrance steps in the lower west side of the cave after looting all the boxes.

Walk north over a rope bridge from the entrance steps and take the Herb in the box at the end of the bridge. After that, head east over another rope bridge. Cross the next rope bridge to get to an island in the north.

Walk west on the island and be sure to check the box at the bottom of a ramp to the south for another Herb. You will see some steps leading up to another part of the cave, but explore the narrow strip of land left of the steps first to find a chest that holds a B.Stn. Go up the steps you just passed to get to the next section of the cave.

c. Aura Cave Section 3

This area is very simple. Make sure you grab the C.Stn from the chest on the left before taking the stairs in the north up to the next part of the cave. The final floor of Aura cave is hardly worth mentioning, since it simply leads to the overworld.

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4. Romero

Items: L.Ptn, ProtnB, Map

Equipment Shop: Sabre 400, ShortRP 400, BronzRP 800, BronzSH 500, BronzHT 1200, ChainML 2000, SilkGN 2800

Item Shop: Herb 10, Herb x9 90, Antdt 15, Antdt x9 135, Acorn 30, Acorn x9 270, Life 500, Cure 2000

Impossible to miss, the town of Romero is just west of the Aura Cave exit. Shell out the 60 GP it costs to rest at the inn just north of the cemetery at the town entrance and search the drawers above the beds for an L.Ptn.* Save at the Dragon Shrine left of the inn. Check the second floor of the house in the northeast most corner of town to find a chest of drawers that contains a ProtnB. 

The equipment shop sells a lot of nice stuff, but there’s no point in buying any of it as you will soon find better gear. Get some Herbs and Antidotes from the item shop if needed.

Before leaving town, enter the house with the chimney just north of the inn. You will see a curious hole with a man standing by it. Drop into the hole to find a secret room occupied by a few mysterious NPCs. You can move the pots on the left side of the room by pushing on them to get to a secret item. Start by moving the bottom pot to the left or right, then move the topmost pot north. Next, push the pot on the left (the one that is just below the topmost pot) to the left to open the way to a barrel. Push the barrel in any direction, then check the spot it occupied to get the Map. With the map in your possession, you can press Start while on the overworld to see a map of the world, though only explored areas are visible.

Pot puzzle solution

Use the steps in the secret room to get back to the overworld. Re-enter the town and save your game, then exit via the western path to get to emerge in the overworld on the other side of Romero.

*Do not waste this Luck increasing potion on the generic soldiers that accompany Nina. ===================================

5. Karma Forest

Recommended Level: 5-6

Items: S.Ptn, Herb x3, Bandage, W.Ptn, 150GP

Karma Forest is just west of Romero. No icon marks the forest entrance, but the path to Karma Forest is narrow and your party will enter it as long as they walk west for a bit. Despite having a lot of twists and turns, this area is fairly simple, because the exit is located directly west of the entrance. The enemies in this forest are not tough, but they can poison the party, so bring a few Antidotes along. 

Players will also encounter mushrooms scattered around this forest. The bright red mushrooms will heal the party leader if examined, while the lighter colored mushrooms will hurt the person who eats them. Avoid interacting with these mushrooms if you are unsure of their color.

Check behind a lone tree a few paces west of the entrance to find a hidden S.Ptn.

Head west after getting the S.Ptn from the hidden chest and turn north when the path forks. Check the box in the upper left side of this clearing to get an Herb. A patch of mushrooms occupies the northern part of this clearing. Stay away from the mushrooms because they will reduce Nina’s HP by 10. Return to the fork to the south when you are done in this clearing.

Take a few steps west at the fork and you will come to another branching path that goes off in four directions. The southern path leads to another clearing. Check behind the tree in the northern part of this clearing to get an Herb and look in the box to the east to get a Bandage. Have Nina equip the Bandage.

Backtrack to the branching path to the northeast and take the road leading north. The path will fork yet again after a few steps. Go west and look behind the first free standing tree you see on the left to get a W.Ptn. Continue west in this clearing to find a box with another Herb, then return to the fork where you found the W.Ptn.

Head north at this fork and look for a chest that contains 150GP on the west side of the clearing, then return to the four way path to the south. Head west towards the exit. Look for a lone tree to the north while you make your way to the exit (it’s the last lone tree on the north side of this path before the end of the forest) and check behind the tree to get an A.Ptn. Continue west to leave Karma Forest.

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6. Karma Tower

Recommended Level: 6-7

Items: M.Drop x2, Charm x2, Cure x2, Herb x4, Life2, Rang, Remedy

Karma Tower is just west of the forest. This long dungeon is fraught with danger, so make sure you are stocked with Herbs and Antidotes. Do not be afraid to backtrack and save if you think you will not be able to survive the tower. That said, Nina’s Heal and Cura spell can keep the party going. There are also healing springs in this tower that can refill her magic, so you should be fine.

a. Karma Tower 1st Floor

Take advantage of the healing springs just north of the entrance to the tower. Some players may want to hang around the springs and battle enemies to level up a bit before exploring the tower.* Look for a staircase to the left and ascend it to reach a small room on the second floor. Open the chest in this room to get an M.Drop, then return to the first floor. 

Check out the lower eastern part of this floor to find a box that contains an M.Drop. You may have noticed a grim reaper lookalike blocking some steps right of the healing spring. Make sure the party is at full health before you approach this guy, because he will attack you when you speak to him.

*Do not bother trying to level the soldiers up, because their Exp requirements are massive.

***Morte (Boss)***

Recommended Level: 7

Prize: 280 EP and 200 GP

Morte is more of a mid-boss than an actual boss, but he is powerful enough to warrant special attention. This creature will attack with its scythe, inflicting somewhere around 16 points of damage per hit. With three party members, Morte is not much of a threat as long as you have Nina heal anyone who gets down to about 20-25 HP. It can also help to cast ATK-Up on SR-1 and SR-2 to boost their damage output, but the spell is expensive and it may be best to just use Fort to boost their defense. Either way, this battle should go smoothly as long as you keep everyone’s HP topped off.

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Use the spring to heal after defeating Morte, then take the steps he was guarding to get to the second floor.

b. Karma Tower 2nd Floor

Take a few steps to the right after entering the 2nd floor, then walk south along the wall until you see steps leading down. These steps will take you to a small room on the 1st floor with a box that holds a Charm. Go back up the steps after getting the charm, then go up the steps just north of the ones you just came from.

These steps will take you to another small room, this time on the 3rd floor. Open the box here to get a Cure. Go back down the steps to return to the 2nd floor. Walk north toward the steps that brought you to this floor (visit the healing spring on 1F if you need to) and turn left when you reach the northmost wall. Keep walking west, then south when you hit the far wall of the tower. Take the steps on your right to floor 3.

c. Karma Tower 3rd Floor

Take the path that leads south, which is just left of the entrance steps to this floor. Walk south until you see a box slightly to the right at the southern end of the tower. Open it to obtain a Charm. Make the trip back to the north side of the tower near the steps you entered this floor from, then walk east until you hit the wall on the right. Walk south through a sort of zigzagging hallway and turn left at its end. Thai should bring you to some steps that lead down to the 2nd floor.

d. Karma Tower 2nd Floor (Center)

The steps will take you to the center of the 2nd floor. Go north and you will see some steps leading back up to 3F as well as a pair of holes. The hole on the left will send the party all the way down to B1 where they can get some optional items and where they can use the healing springs on 1F, though you will have to backtrack to 3F if you choose to explore this area.

For the purposes of this guide, we will go down the hole on the left, but players who wish to skip ahead to the last parts of the tower can ignore this hole and skip to Section F of this part of the walkthrough.

Note: Players who skip the basement are only going to miss out on a couple of Herbs, so it is fine to skip to Section F.

e. Karma Tower B1 and Backtracking to 3F (Optional)

Loot the chests in the basement of the tower after dropping down the hole to get two Herbs. Take the steps back up to the 1st floor when you are done. Climb the stairs right of the healing spring to get back to the 2nd floor, then walk west along the north side of the tower to find the steps that go to the 3rd floor. Once on the 3rd floor, walk right, then south to find the steps that go back down to 2F. From there you can look for the steps up north that lead back to 3F and the holes.

f. Karma Tower 3rd Floor (Continued)

This part of the guide picks up from Section E, so return to the room with the two holes if you chose to explore the basement. Go up the steps that lead to the 4th floor to get an Herb if you need one. Otherwise, drop down the hole on the right.

The hole on the right leads deeper into the tower.

You will end up on 2F. Go up the steps to return to a new part of the 3rd floor. Walk south a bit and use the stairs to get to 4F.

g. Karma Tower 4th Floor

Players are presented with the option of fighting another mid boss or going down the steps just south of the entrance to this floor to get a Life2. You may as well grab the Life2, since the trip simply involves going down a few sets of stairs to get to the chest that holds it on 2F. Come back up the way you came after you get the item. Talk to the Grim Reaper wannabe to the right to fight the second mid-boss: Mortea.

***Mortea (Boss)***

Recommended Level: 7-9

Prize: 280 EP and 200 GP

Mortea is a lot more dangerous than her(?) brother since she can do about 28 damage per hit. What’s worse is you may be low on AP, making it impossible to cast a lot of spells in this fight. Use the Fort spell to increase everyone’s defense if you have enough AP and use Herbs to heal. Players with a lot of AP may be able to cast ATK-Up on the soldiers.

Mortea has high defense, so use the B.Stn you found early to soften her up a bit. Make sure you heal your party members when their HP gets low (35 HP if you did not cast Fort and about 25 if you did use Fort) or she may end up knocking someone out. Hammer away at Mortea with melee attacks whenever possible. Do not forget to take advantage of the E.Key, which can inflict more damage than Nina and the soldiers in this battle.

Tip: Have Nina use the Herbs to cure SR-1 and SR-2, because she is faster than them. She also has less attack power, so Mortea will die faster if you have her do all the healing while the soldiers focus on attacking.

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Climb the steps north of where Mortea was standing after you defeat her.

h. Karma Tower Outside

The party will find themselves on the outer turrets of the tower after going up the steps. Walk over to the gap in the west wall and stand on the grayish blocks to make a bridge extend. The room to the west has three girls blocking the steps leading down and another switch behind a door. Stepping on the switch will re-extend the bridge and make one of the girls move away from the steps. 

Go up the steps by the door first, because they lead to a Dragon Shrine and a healing spring. You can also go to the top of the tower by climbing the steps between the shrine and spring, but there is nothing up there. Return to the three girls and step on the switch behind the door to make the middle one move out of the way. Descend the steps the girls were blocking to enter the final parts of the Karma Tower.

i. Karma Tower: The Wizard’s Lair Part 1

The monsters in this area are stronger than those you have fought in the tower so far, so make sure you heal at the spring on the top floor when needed. Open the chest left of the entrance stairs for a Cure. Descend the steps to the right.

Go down the steps to the left in the next room to reach an underground area. The wizard will show up as soon as the party takes a few steps from the stairs. Nina and the Wizard will talk briefly before he attacks the party…

***Wizard (Boss)***

Recommended Level: 7-9

Prize: None

This is an unwinnable battle, because your party cannot hurt the Wizard. Just heal everyone a bit with Cura to reverse the effects of the Xeon gas a bit and hang on until one of the soldiers leaves to get help. The fight will resume and the Wizard will use powerful spells like Frost and Bolt on Nina and the remaining Soldier. Let him defeat Nina and the Soldier.

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After Nina falls, the game will switch to the soldier that escaped to the roof of the tower. The Soldier will fly back to Winlan and the guards will ask the Hero to help them out. Answer “Yes” to keep things moving. Make sure you have Herbs and anything else you need, then leave Winlan. Talk to the Soldier in red outside of town to fly back to the Tower of Karma.

j. Karma Tower Wizard’s Lair Part 2

The tower should be familiar to you at this point. Remember to save your game at the dragon statue and head back down to the lowest point of the tower where you fought the Wizard with Nina.

Note: Do not equip the soldier that joins you with anything valuable, he leaves the party when you reach the bottom of the tower.

Walk south once you get to the gas filled bottom floor and turn left when you get to the end of the path. Keep going left as far as you can and start walking north after passing the first fork in the path. This will lead you to a chest that has a “sproing” trap that will heal you. It also contains a Rang. Equip this new weapon, which is superior to the BronzSD. Go back down the path heading south then turn north when you see a path leading to the fiery cauldron. Make sure your Hero is fully healed before talking to the Wizard.

***Wizard (Boss)***

Recommended Level: 7-9

Prize: 1000 EP 700 GP

The Hero will not have the sort of disadvantage Nina had in this fight, but the Wizard is still a threat. The Wizard will cast Fort on himself, making melee attacks nearly useless unless you are a high level. Luckily you should have the E.Key, which can inflict 30 HP worth of damage on the boss every time it is used. Even better, the E.Key can be used infinitely. Use the E.Key on the Wizard every turn and heal with an Herb when your HP gets down to about 25. About 8 hits from the key should slay the Wizard.

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The Hero will receive the Remedy after slaying the Wizard, then the group will fly back to Winlan.

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7. Winlan Revisited

Nina will rush into the castle once she and the Hero arrive at Winlan. Follow Nina up to the second floor of the castle and look for her in the king’s room. Talk to her and Nina will officially join the party after a conversation.

Visit the town and save your game, rest at the inn, and stock up on anything you may need…namely Herbs. After finishing your preparations, return to Winlan Castle and go down to the basement. Head over to the hallway blocked by guards on the right side of the basement. The guards will let the party pass after you talk to them. Walk right to exit the castle and begin the journey to Tantar and the next portion of this walkthrough.

Note: You cannot unlock the gate to the treasure above the guards yet, but remember this place for later.

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(Click here to jump to Contents)

V. Walkthrough Part 3: Tantar, Forest of Despair, Tuntar, Cleansing Water Cave

With Nina in the party, you will have a dedicated healer and buffer. This also means you will need to buy more armor and weapons. For the first few areas we were able to largely avoid buying gear, but it becomes necessary to equip everyone as the monsters get stronger. Save up your money and do not be shy about grinding in this part of the game.

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1. Finding Tantar

To begin the trip to Tantar, use the tunnel in the basement of Winlan Castle to get to the east side of the overworld. Watch out for the monsters in this area, they are stronger than those in the west. The Zombies are particularly bad, because they can weaken your party members with their “Rot Away” ability, which reduces defense so much that they can one-hit-kill someone inflicted with it.

Follow the road south, then east when it turns near a forest. The path will bend south again after a few steps, follow it down a ramp, then continue east to a dried up river with a pair of towns flanking it. The town on the left side of the river is Tantar. Enter it.

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2. Tantar

Items: Charm, W.Ptn, Saw

Equipment Shop: Sabre 400, BronzRP 800, ShortBW 1000, Scythe 1200, Bandana 400, BronzSH 500, SuedeAR 750, Visor 800

Pay the inn a visit if you need to rest for 60 GP. Do not forget to search the chest of drawers above the beds for a Charm. Visit the large round house near the center of town, just south of the weapon shop. Talk to Terry and the other residents. Check the dresser on the second floor before leaving to get a W.Ptn.

The huts in the southern end of town are empty aside from the lower right, which is home to a blacksmith. Talk to him and he will offer to make a Saw in exchange for some I.Ore. Give him the I.Ore to get the Saw, which will come in handy later.

As for weapons and armor, the only important items sold in the shop are the SuedeAR and the Bandana. Get the Bandana for Nina and buy two SuedeARs. The first SuedeAR should go to the Hero and the second one is for a character who will join the party in the near future. Buy a ShortBW for the character I just mentioned if you have enough money. 

Leave Tantar when you are done and set out for the rather ominously named Forest of Despair.

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3. Tuntar (Optional)

Items: Cure, Herb

Item Shop: Herb 10, Herb x9 90, Antdt 15, Acorn 30, Cure 2000, Life 500, Drop x9 180, T.Drop 20

Tuntar, Tantar’s sister town, is on the eastern side of the dry riverbed. There is not much to do here at the moment, but it’s still worthwhile visiting this town for the item shop and storage. Some of the buildings in Tuntar have useful items like the Cure hidden in the dresser at the inn. An Herb is located in the chest of drawers on the second floor of the big house in the middle of town. That’s about it for Tuntar.

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4. The Forest of Despair

Recommended Level: 10-12

Items: T.Drop x4, Life x3, Herb x6, Wrist, LongSD, Life2, WolfHT, Acorn

The monsters in the Forest of Despair are fairly strong, so take some time to fight near the entrance to the woods to get Nina to about level 10 and the Hero up to at least 12. Watch out for Zombies and the zombie status they can inflict. Use Nina’s heal magic to dispel zombie status.

a. Entering the Forest of Despair

Head back up the slope northwest of Tantar. Keep walking north and you will see a wooded area. This is the Forest of Despair. The Hero will automatically use the Saw to cut down the tree blocking the way into the forest. The Saw breaks after a single use. 

If you do not have a Saw, give the I.Ore to the blacksmith in Tantar and he will make you one. The I.Ore can be found in Aura Cave, see Section IV Part 3 for more on Aura Cave if you missed the I.Ore.

b. Forest of Despair

A maze of trees and narrow paths awaits players in the Forest of Despair. Players who simply want to get through the forest should make their way northeast to find the entrance to a secret base. Those who want to collect the treasures in the Forest of Despair should read on.

To find the first set of items, head north from the entrance, then turn west for a couple of paces. The path will fork north and south, take the northern road until you reach another crossroads. Go east at the crossroads for a few steps, then turn south. Follow the path as it turns east then south again and you should see two boxes that contain a T.Drop and a Life. Return to the entrance of the forest after getting the items.

From the entrance again, make your way to where the path forks north and south, then take the southern path. Follow it as it turns west then north. Grab the Herb from the chest on the right as you follow the road north. Remain on the path until you hit a dead end on the far north end where you will find another chest that holds a T.Drop.

After acquiring the T.Drop, follow the path leading east just below the chest. This path leads to the far eastern side of the forest where you will find a new piece of armor. It has a few twists and turns, but the chest will come into view after the path twists north then south. Open the box to get a Wrist. Have the Hero wear the Wrist and hand the Gauntlet down to Nina.

Retrace your steps across the path that leads to the Wrist and turn north as soon as you see a path going in that direction. Walk east a few steps and you should see the entrance to a secret base.

c. Forest of Despair Secret Base Part 1

You will have to battle a Lancer and Bowman to get into the secret base, so heal up before talking to the soldiers blocking the archway. You will fall through the floor if you walk under the second archway north of the entrance. The trap door leads to a basement with a few treasures, so it’s worth the fall.

Open the chest after dropping through the trap door to get a LongSD, Life x2, and a T.Drop. The Rang is arguably better than the LongSD and I recommend sticking with it. Go up the steps to the lower right to get back to the floor you just fell from. Walk north to bypass the trap door near the arch on the left and turn north again when the passage forks. You will see two soldiers after going north a few paces. Fight them to clear the way. 

Check the area to the south before going down the steps on the left after beating the soldiers. The boxes contain an Herb, T.Drop, Acorn, and a Life2. Go down the steps to the north to reach the next part of the base.

d. Forest of Despair Secret Base Part 2

Go down the steps left of the entrance to this area to find another room full of chests. Watch out when opening the lower right chest, because it is trapped and will inflict 50 points of damage on the Hero. The chests contain a WolfHT (trapped), an Herb, T.Drop, and another Herb. Go back upstairs after looting the treasures. Walk right after leaving the treasure room and do not step into the hallway leading north or you will fall through the floor.

The passage to the north is blocked by a trap door, keep going right.

Continue along this winding hallway until you loop around to the chest near the entrance. Open it for an Herb. Head over to the western end of the area to get another Herb. Heal up and talk to the soldiers north of the chest to start another battle. You will have to fight three soldiers this time, but they should drop after a few turns if you have the Rang equipped. 

The village chief will thank you for saving him after you beat the soldiers. Accept his offer. Unfortunately, the chief will lead the party into a trap and you will have to battle a boss named Pog.

***Pog (Boss)***

Recommended Level: 11-13

Prize: 1400 EP and 800 GP

Pog’s claim to fame is its ability to attack both party members with its heads. It only does about 10 damage, so this move is not really a problem as long you heal up every few turns. Pog may also breathe fire or ice on a single target; this move only does slightly more than its standard attack. Nina should cast ATK-Up on the Hero when the battle commences, then use the E.Key or heal for the rest of the fight. Pog should die fairly quickly as long as you keep attacking with the Hero and use the E.Key when Nina is not healing.

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Do not get too comfortable after slaying Pog, because the chief will reveal his true form as the general and attack the party. Luckily a new ally named Bo will help Nina and the Hero out.

***General (Boss)***

Recommended Level: 11-13

Prize: 1443 EP and 360 GP

The General can inflict a respectable 22 damage with his melee attack. Bo, who is only level 8, will likely take closer to 30 damage per hit. Nina should cast ATK-Up and heal anyone in the party who is weak from the last battle. The Hero should use melee attacks. As for Bo, he has some decent attack spells, but little in the way of AP right now. Save his AP in case you need to cast Cura and have him use his bow on the General.

The General may have high attack power, but his HP leaves something to be desired. The Hero can deal significant damage with his Rang and the ATK-Up buff and Bo’s physical attacks are also helpful. If Nina isn’t busy healing, use the E.Key to speed the battle up a bit. The General will only last a few rounds if you keep up a strong offensive.  

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Bo will join up after the battle. Do not equip him with the WolfHT you found in the basement earlier, it doubles the damage he takes. Players who took my advice and bought an extra SuedeAR and ShortBW can also equip Bo with these items to give him a power boost. Finally, Bo can attack effectively from the back rank, so feel free to move him to the rear.

You can explore the room behind the cage you fought Pog in, but there is really nothing of interest there. Instead, you will have to backtrack through the Secret Base and Forest of Despair to return to Tantar. This task should be easy with Bo in the party. Be sure to fight enemies on the way back if you have enough supplies. Run from battles if you are not sure you will make the trip safely.

Tip: Use the trap doors as shortcuts to the exits.

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5. Tuntar 

The town of Tuntar should be familiar if you took this guide’s advice and explored it earlier. See Part 3 of this section if you did not visit Tuntar earlier. Restock your items at the shop if needed

And sleep at the inn. Have a word with the village chief in the tall building in the center of the town. He will inform you that the Stone Robot can move the stone that blocks the river to the north. You will have to go to Agua Tower to learn the secret of the Stone Robot, which requires the party to visit Romero.

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6. Returning to Romero

Items: Herb, WtrJr

There are two ways to get to Romero: You can Warp there or walk. To Warp to Romero, you will have to get Nina to level 13 if you have not already done so. At this point, Nina should be about level 11 or 12, so getting her to 13 should not take long. It is also wise to get Bo to about level 12. The area far north of Tantar/Tuntar is a great place to fight battles for extra Exp. Just walk north up a few ramps from Tuntar to find the Stone Robot, which marks the grinding spot.

Cast Warp and select Romero after you get Nina to level 13 to teleport to the town. Get ready to open your wallet in Romero, because the weapon shop sells some nice armor. Buy a SilkGN for Nina. Get ChainML for the Hero and Bo. Talk to the village chief in the house on the upper right side of town. He will agree to tell you about Agua if you get rid of the zombies that have been plaguing Romero. The villagers have new dialogue, so talk to them if you want details.

To get rid of the zombies, leave town and wait for nightfall, then re-enter Romero. Head to the cemetery and talk to the old woman who will tell you about the WtrJr (Water Jar) and the Cleansing Water. Enter the hole under the tombstone after talking to her. Open the chests to get the WtrJr and an Herb, then go up the steps.

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7. Cleansing Water Cave

Recommended Level: 13-15

Items: Herb x3, NiceHT, F.Stn, T.Drop, Apple, BronzHT, Cleansing Water

To easily reach Cleansing Water Cave, put Bo in the front of the party, because he can walk through forests. Head west from Romero, sticking to the southern end of the forest and you will see Karma Tower. From there, head south and you will see the cave sitting on an island.

a. Cleansing Water Cave B1

Walk east after entering the cave to find an Herb. Walk to the western end of the cave after grabbing the Herb, then go north to find another Herb. Walk further north and you will find a chest with a NiceHT inside. While the NiceHT gives Nina a small defense boost, you are probably better off with the Bandana, which is lighter.

Take the hallway that runs east from the chest and continue along it as it turns north. Keep following the passage and you will see the steps down. Before you go down the steps, walk south to find an F.Stn, then go down the steps in the northwest to enter B2.

b. Cleansing Water Cave B2

Go southeast from the steps to find a chamber with an Herb, then backtrack to the steps. Go north then turn east when the passage splits in two. Open the box at the back of the passage to get a T.Drop  Go left again, then follow the tunnel north. The tunnel essentially loops around the entire floor of the cave, so follow it to the steps in the southeast. Go down the steps to enter B3.

c. Cleansing Water Cave B3

B3 is basically a single room with three sets of steps. Go up the steps in the northwest first to enter a chamber on B2 with a pair of boxes that contain a BronzHT and an Apple. Return to B3 and take the steps in the south to reach B4.

d. Cleansing Water Cave B4

The rest of the cave is really straightforward, just walk down to the water and examine to fill the WtrJr with the Cleansing Water. The party will return to Romero and use the Cleansing Water automatically. 

Tip: The WtrJr can be refilled at this cave and used in later parts of the game to fully heal the party, though it is likely not worth the effort needed to refill this jar.

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8. Romero Village Chief’s House

Items: Tablet, Antdt, Herb, 900GP, Cure

The chief of Romero will tell the party about a Tablet that will allow them to enter Agua after they return to Romero with the Cleansing Water. You can also open the five chests in his home to get an Antdt, Herb, 900GP, Cure, and the Tablet that opens the way to Agua Tower, which is your next destination.

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(Click here to jump to Contents)

VI. Walkthrough Part 4: Agua Tower, Stone Robot, Lake Cave, Dragon Shrine 1

With the Tablet in hand, the party is ready to set out for Agua Tower. This section of the game should be fairly easy now that the Hero, Bo, and Nina are together.

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1. Agua Tower

Recommended Level: 13-14

Items: Herb x2, Life2, Apple, Acorn x2, SunHT, IronSH, ThiefCL, Hairband, SteelBW, KngKey

Agua Tower is just northwest of Romero. Place Bo in the front of the party to walk through the woods that surround Romero, then walk over to the floating island the tower occupies. Go left to the glowing spot on the stone pier and the tower will descend. Walk up the steps to enter the Tower of Agua.

Bo can lead they party through the forest

The monsters in Agua Tower are fairly weak at this point, but make sure you have restorative items on hand just in case things go wrong.

a. Agua Tower Part 1

Go up the steps after entering the tower to get to a room with floating blocks. The door north of the steps is locked, so use the block in the south to cross the pit. Go to the wall on the far west to find an Herb (getting tired of finding these yet?) then walk north alongside the pit to another box that contains a Life2. Look for a couple of boxes to the west to get an Apple and an Acorn.

Go north from the boxes to reach the steps leading up to the next floor. This floor is very simple, so I will not go into great detail here. Simply ride the floating platforms to get across the chasm. Check each corner of the chamber to find the following treasures: SunHT (West), IronSH (Southeast), and ThiefCL (Southwest). The hovering platform that leads up to the exit steps is just north of the box that contains the ThiefCL.

b. Agua Tower Part 2

The next floor of the tower is similar to the previous one and not any more complicated, so I’ll just list the treasures and how to get to the exit.

Acorn (Southwest), Hairband (South), Herb (North), Bracelet (Southeast)

Ride the platform just north of the Bracelet to reach the steps at the northern end of the room. Be sure to equip all of the armor you found in this tower so far. Go up the steps to reach the next floor. Head right and step behind the pillar with the flashing light to get a SteelBW for Bo.

Examine the spot behind this pillar to find the SteelBW

Ride the floating platform south of the SteelBW to an island with a pillar that has a glowing orb on top of it. Make sure everyone is healed, then examine the pillar to fight the boss.

***Wisp (Boss)***

Recommended Level: 12-14

Prize: 1200 EP and 300 GP

Wisp can hit everyone in the party for about 15 damage every turn. Have Nina cast ATK-Up on the Hero and Bo. Cast Fort on everyone as the battle goes on and keep them healed with Nina’s Cura spell. Bo’s Fry spell does about 80 damage to Wisp, so use it. This battle can be a bit tough, so do not hesitate to use Herbs to keep everyone alive if Nina cannot keep up with healing. Nina can use the E.Key to dish out some extra damage if you are doing ok. Use normal attacks to finish Wisp off.

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Check the pillar after beating the boss to get the KngKey. While there is more to this tower, the party cannot explore it further for the time being, so leave the tower the way you came then Warp back to Tantar.

Note: If Nina has not learned Warp yet, you will have to walk all the way back to Tantar. At this point you should take some time to grind a level or two for Nina, because Warp saves a lot of backtracking.

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2. Finding the Stone Robot

Stop at Tantar and heal up before setting out for the Stone Robot. It also helps to sell old gear and stock up on Herbs. Walk northeast from Tantar and cross the bridge. You will see a dirt road a few steps north of Tuntar. This road leads to a ramp in the north, walk west after ascending the ramp and you should see a huge circular depression in the ground. The Stone Robot is in this circular area, just walk north towards another ramp leading down and you should see it.

Walk over to the Stone Robot’s left leg and press against it to enter the giant machine.

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3. The Stone Robot (Dungeon)

Recommended Level: 13-15

Items: Herb, BronzHT, Acorn, Life2, Mrbl1

The Stone Robot should not be a problem to get through, since the enemies in this area are the same as those in the Agua Tower and there is no boss to fight. A maze of teleporters awaits players in this dungeon, but it is not difficult to get through if you have a good memory or follow the guide carefully. 

a. The Stone Robot Part 1

Climb several flights of steps and you will come to an area with two treasure chests on the right. Open the boxes to get an Herb and a BronzHT. Go up the steps on the right after taking the items. Take a few steps left and talk to the soldiers in front of the object that looks like a mechanical heart. You will have to fight a General and two Lancers, but these guys should be easy at this point.

Heal everyone after the fight and examine the block in front of the heart. The party will use the KngKey on the block and the Robot will come to life. Step on the blue circle south of the heart and you will be transported onto the blue circle to demonstrate that all of the blue circles are now active teleporters.

Walk onto the transporter north of the steps that brought you to this area and you will warp to a different part of the Stone Robot. There should be another blue circle directly north of where the party materializes. Ignore it and follow the hallway to another transporter by the north wall. This transporter will take you to a spot on the left side of the heart room.

Step on the circle just northwest of where you appeared to get to a chest north of the heart. Check the chest for an Acorn.

Note: The transporters in this dungeon do not lead back to where the player was when they first stepped on them, so follow the directions in this guide carefully.

b. The Stone Robot Part 2

Step back onto the transporter after taking the Acorn. You will appear back in front of the heart. Use the transporter in the upper right again, then go into the transporter by the north wall from before. This should bring you back to the left side of the heart room.

Walk north this time and use the transporter that’s slightly above the heart on your right. You should see another transporter slightly to the northeast from where you are standing. Use this one to warp to a small room with two chests. Open the boxes for a Life2 and a Mrbl1, then step onto the transport below the chests to go back to the room you just warped from. 

From here, walk north past the transporter in the northeast and follow the hallway to a chamber with two pillars. Another transporter should be visible just right of the pillars. Use it to warp to a small room with two transporters, then step on the transporter to the north. 

You will appear in a small room with a  huge block. Examine the block and the party will use the KngKey to fully activate the Stone Robot. Nina will order the robot to go to the lake, then the robot will destroy the rock blocking the river. Exit the Stone Robot and return to Tantar.

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4. Tantar Chief’s House

Items: Key, Herb

Rest at the inn and save your game as usual, then pay the village chief a visit. He is in a tall house near the middle of town. Speak to the wolfman sitting on the chair surrounded by torches. He will tell you to get the Ring from the cave up north before moving his chair to reveal a hidden staircase. Descend the steps and open the chests in the room below to get a Key and an Herb. Double check your items and equipment after acquiring the Key, then head out for the River Cave North of Tantar.

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5. Lake Cave

Recommended Level: 14-15

Items: W.Ptn, Life, Life2, 2000GP, Herb, Acorn, SkySH, Ring

The Lake Cave next to the Stone Robot north of Tantar. Nothing in this cave should pose a threat to the party, since the monsters are basically what you have dealt with for the past three dungeons. 

a. Lake Cave Part 1

There’s only one way to go in the first part of the Lake Cave, so follow the path (do not forget to take the W.Ptn from the chest near the steps) to an exit that leads to the overworld. Walk into the cave on the left to continue exploring the Lake Cave. Walk north and examine the locked door to open it, then go down the steps behind the door. Continue down a series of steps to reach the next section of this cave.

b. Lake Cave Part 2

Follow the tunnel to some steps leading up to a large chamber with a waterfall. Step into the pool of water then ride the waterfall to the south down to a lower level of the cave. You should see a blue chest surrounded by three pillars upon landing.

Walk south through a narrow passage between the islands to find a chest that contains a Life. Walk over to the island south of the Life you just acquired, then head west on the island to some steps leading into the water. Climb the steps to the north and open the box on the southern part of this island for a Life2. Go down the steps to the north to start the next part of the cave.

c. Lake Cave Part 3

Follow the tunnel after going down the steps north of the Life2 in the waterfall room to a set of steps leading up. You will have to climb a series of steps to get to a watery area that is actually the northwest side of the waterfall room. Open the box north of the steps you came from to get 2000GP, then climb down the steps that go into the water south of the box. 

Walk west and grab the Herb from the container on the island to the north. Next, climb up the steps west of the chest. Look for a box on the southwest part of the island to find another chest that has an Acorn. Use the steps north of the Acorn chest to enter the water.

Head south and squeeze through the rocks above the waterfall to ride it down the area with the blue chest. Climb up to the island on the east and loot the chest at the top of the island to get a SkySH. Equip Nina with the SkySH, then climb back down into the water. From here go east to reach the island with the blue chest and open it to get the Ring. The transporter north of the blue chest will become active after you acquire the Ring, use it to return to the start of the Lake Cave. Cast Warp to go back to Tantar.

Note: You can equip the Ring for a 10 point bonus to ATK.

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6. A Wedding at Tantar

Upon entering Tantar you will see some NPCs blocking the way. Talk to them and they will mention a ceremony before wandering off. Enter the chief’s house in the center of town and you will see a wedding party. Talk to the old man on the left to begin the ceremony. The town will celebrate the newlyweds and the chief will tell you that the Stone Robot is capable of crossing the river. Leave town to trigger a brief cutscene with the Stone Robot.

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7. The Stone Robot (Revisited)

Recommended Level: 14-15

Items: None

Enter the Stone Robot via its left leg after the cutscene. This area should be familiar from earlier. There are no new treasures in the robot, so make your way up to the “head” and deal with the boss. This guide recaps the directions to the robot’s head for the sake of convenience.

Use the transporter in the north after you enter the heart room, then follow the hallway north to the next transporter. This should take the party to the west side of the heart room. From there walk all the way up to the transporter that is slightly to the northeast.

In the next room, walk around the walls to the area with two pillars and use the transporter to the right of the pillar. After that, walk north to the next transporter and the party will appear in the Stone Robot’s head. Make sure everyone is fully healed, then talk to the guy in armor to start the boss fight.

***Gremlin (Boss)***

Recommended Level: 14-15

Prize: 1400 EP and 800 GP

The Gremlin is more dangerous than the previous boss thanks to his high HP and ability to attack the entire party. Luckily, the Gremlin prefers to use his single target attacks, so it should be easy to keep everyone on their feet as long as Nina concentrates on healing. Cast buffs like ATK-Up and Fort when possible. Bo and the Hero should attack unless they have to use a healing item. 

Have Bo cast Fry until his MP runs out to dish out some heavy damage. The party shouldn’t take a lot of damage from the Gremlin’s attacks, especially with the Fort buff. Use an Herb to heal up if the boss decides to use his more damaging attack frequently. This boss tends to live a long time after its HP meter has been visibly depleted. It also uses its multihit attack more often, so be ready to heal a lot at the end of the fight. You can also use the E.Key to deal some extra damage. You may want to restore Bo’s AP with an Acorn so he can cast Fry to speed things up.

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After the battle with the Gremlin, the Stone Robot will step into the volcano south of Tuntar. The lava will flow into the river and cool into terrain that the party can cross. After the cutscene, return to Tantar to the northwest (sadly Tuntar is no more) and sleep at the inn. You may also want to save your game. Come back to the cooled lava after resting. 

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8. Dragon Shrine

Recommended Level: 14-16

Items: Melon

Look for the Dragon Shrine in a semicircle of trees just south of the volcano. You may want to Warp back to a town like Winlan and restock your curative items before entering the shrine and you should definitely go back to Tantar and save your game. Talk to the old man guarding the entrance to the Dragon Shrine and he will step aside. Only the Hero may enter the shrine proper, where he will have to pass a test that involves fighting a boss.

Walk north and look in the chest on the right to get a Melon. Check the spring on the left to heal up and talk to the dragon spirit in the center of the room when you are ready to undergo the trial.

***Talon (Boss)***

Recommended Level: 15-17

Prize: 400 Ep and 190 GP

This battle is fairly simple, since the Hero merely has to trade blows with a winged creature called Talon. As usual, the E.Key works well in this fight and likely deals more damage than the Hero’s attack at this point, so feel free to use it. Talon can only do about 10 to 15 damage to the Hero if his gear is up to date and he is at least level 15. Use healing items like Herbs or Meat to restore the Hero’s health when it gets to about 35 to avoid an accidental death. This battle is long and drawn out, but you will win if you use the E.Key enough and keep the Hero’s HP up.

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Defeat Talon and the Hero will gain a new ability to transform into a Snow, Fire, or Thunder Dragon with his new found power. Leave the shrine and save before setting out for the next leg of the journey.

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(Click here to jump to Contents)

VII. Walkthrough Part 5: North Cave, Auria, Light and Dark Cave, Bleak, and Arad

This phase of the game begins on the southeast continent after the Hero gains the ability to turn into a dragon. Beware the monsters on this continent, particularly Tronks, which can hit the party with status ailments like Curse and Silence. The Curse effect can be dangerous, because it lowers its victim’s Luck making it more difficult to dodge and get critical hits. Use a Charm or the Heal spell to remove Curse status.

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1. The Fairy Forest (Optional)

Note: This area is not mandatory, but you may want to visit it on the way to North Cave.

Walk south from the Dragon Shrine and you will see a patch of forest that has been partially felled. Place Bo at the front of the party and walk into a patch of flowers in the woods to find some fairies. Talk to them to learn that they are not happy about having their forest cut down. 

Look for a circle of flowers east of the woods. Step into the center of the circle to meet a young man who is trapped in the circle, then leave. Keep this area in mind for later.

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2. North Cave

Recommended Level: 14-16

Items: None

There is nothing of interest in this cave and only one way to go, so follow the path south to leave. You will see some rocks that block the way to another part of the cave, but you cannot move them yet. The enemies in this cave should not be much of a problem, but make sure you heal anyone who has been cursed by a Shadow.

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3. Auria

Items: PrisnCL, Life x3, S.Ptn, Cure x3, W.Ant, V.Ptn, 2000GP, Antdt, L.Ptn, Mrbl3, 5000GP, 20000GP x2, 2000GP, G.Tiara

Equipment Shop: Rapier 1650, Dagger 2000, LongSD 2750, LongBW 2860, BroadSD 5500, Tiara 1650, SunHT 2750, SageML 3300

Item Shop: Herb 13, Worm 65, Life 650, Vitamin 650, Mrbl1 1300, Pouch 1300, Rod1 1300, G.Bar 65000

Auria is just south of the North Cave exit. This town is complex compared to the previous cities in Breath of Fire, so this part of the guide is broken into sections for the sake of clarity.

**Important** Do not spend the money you find in Auria recklessly, you will need it for an important item.

a. Imprisoned in Auria

Auria is just south of the North Cave exit. Guards will arrest our heroes and throw them in prison as soon as they enter town. Check the tub of water in the upper right corner of the cell to get the PrisnCL, a body armor with low defense that increases Luck. Next, talk to the man in the bed and say “Yes” when he offers to help. The man will unlock the cell for you…well that was easy.

Go up the steps to leave the prison and walk out the front door.

The party is free to roam the town, but do not get closer than three steps away from the guards or they will throw you back in jail. Luckily, the man sleeping in the bed will just open the door again if you talk to him if you happen to get nabbed.

b. Auria’s Treasures

Save at the Dragon Shrine near the entrance to town. Auria is filled with loot, so refer to the list below.

House 1 (Directly north of the prison)

Life –  Inside a chest on the 1st floor

S.Ptn – Check the dresser right of the chest

Cure – Second floor, inside a dresser right of the steps

W.Ant – Chest in bedroom on second floor

House 2 (North of the Inn)

Life –  Inside a chest on the 1st floor

V.Ptn – Check the dresser right of the chest on 1F

2000GP – Look in the dresser on the east side of the 2nd floor

Mrbl1 – Open the chest in the second floor bedroom

House 3 (Left of the fountains)

Acorn – Chest on 1st floor

SmartRG – Look in the dresser on 1F

Life – Dresser right of 2F steps

Antdt – Chest on second floor

House 4 (Right of the fountains)

Note: Leave the chest on the 1st floor alone or you will end up in prison again. You should also leave the food in this house alone, because it will make whoever eats it lose HP.

L.Ptn – Dresser on first floor

Mrbl3 – Dresser on the second floor

Cure – Second floor chest

House 5 (Northernmost house)

Cure – Chest on second floor

G.Tiara -Chest on 2F

2000GP – Dresser in upper right hand of 2F

c. Auria Side Quests

A few of the citizens in Auria have minor tasks for the player to accomplish in exchange for rewards. Take some time to do these little quests, because you will need the money to advance the story.

The Man Who Needs a Vitamin

Check out the building that serves as the town’s shop next to the prison. Buy a Vitamin from the item shop for 650 GP, then head upstairs. Talk to the man at the table and he will give you 5000GP as a reward. 

Note: Talk to the man before buying the Vitamin if you want to see all of his dialogue.

Fix the Old Man’s Back

Visit the second floor of the house east of the fountains to find an old man who wants to talk to Nina. He will ask her to *ahem* heal his back. Accept the offer to earn 20000GP

Save the Trapped Man

The woman in the house left of the fountains will tell you about her son who has been trapped by the fairies up north. You should remember visiting these fairies on the way to North Cave. Leave Auria and trek through the North Cave to get back to the Fairy Forest. Remember to switch to Bo so the party can walk through the trees.

Enter the patch of flowers in the north part of the forest and talk to the fairy to get her to help, then head over to the ring of flowers to the southeast. Talk to the man and fairies, then leave. Warp back to Auria. Visit the house on the left of the fountain and talk to the woman for 20000GP!

d. Purchasing Important Items

There’s a lot of new stuff to buy in Auria. Some of these items are important for later, while others are useful pieces of equipment. First and foremost, you should take all of the money you earned in Auria and buy a G.Bar for 65k as well as a Pouch. Both items will prove useful in the near future. A Rod1 and a Worm or two are worth buying if you are interested in fishing. Wealthy players may want to invest in a few Mrbl1s for a nice attack boost in battle.

After getting the really expensive G.Bar and Pouch, buy your party members some new gear. Nina should get a Rapier and Tiara, while whoever is still wearing ChainML should get SageML. Some players may want to trade the Rang in for a BroadSD if they are not happy with the amount of damage the Hero is doing. That said, I prefer to keep the Rang. Fight a few battles in North Cave to raise funds if you do not have enough money for new equipment or the G.Bar.

e. Leaving Auria

Now that you’ve completed a number of side quests and spent an outrageous amount of money, it’s time to get ready to leave. It’s VERY important to talk to the ship captain on the dock on the west side of town, then to Ross in the biggest house in town. Ross will ask for your help, say “Yes” and you will be able to enter the cave to Bleak.

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4. Light and Dark Cave

Recommended Level: 14-16

Items: ShellHT, Cure

Bleak cave is a few steps east of Auria.

a. Light and Dark Cave B1

Talk to the two men guarding the entrance to the cave. They will move out of the way and let you enter if you spoke to the ship captain and Ross in Auria. If they do not move, return to Auria, talk to the captain, then talk to Ross in the biggest house in town and tell him “yes”. 

Now that that’s out of the way, go down the steps on the left, there’s nothing else to do here at the moment.

b. Light and Dark Cave B2

This area is huge, but not very complex. Follow the path as it loops around the screen. Take note of the locked doors that cannot be opened yet. Keep going until you get to the eastern side of the floor and turn left at the first opportunity. You will find a pair of chests just right of some candles. Open them to get ShellHT and Cure

Go east to leave the chest room and turn south when you hit the wall. Continue down the hallway until you see some steps leading up to the east side of B1.

c. Light and Dark Cave B1 (Revisited)

The stairs will take you back up to B1, but on the opposite end of the tunnel. Walk north, then west (past a few treasure boxes you cannot access yet) to find a switch that opens a gate in the west. Step on the switch to lower the gate to quickly leave when you come back through this cave. 

Walk north, then east again to return to the steps you just entered this floor from. Head south when you reach the far eastern wall, then walk south again to the cave exit. This should bring you back to the overworld.

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5. The Journey to Bleak

Bleak is some distance from the Light and Dark Cave. The enemies in this area should be familiar from earlier. While they should not be tough, these monsters appear in larger numbers, so be careful in combat. Walk from the cave passing a tower along the way, then turn east when you hit the mountain range. Keep going and turn south once you pass the lake. From there you should see Bleak in the west.

Tip: The Bleak region is an excellent place to level up thanks to an enemy called G.Slime. Just two G.Slimes give the party over 2000 Exp and 700 GP, which can raise your levels very quickly.

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6. Bleak

Items: 5000GP, Herb x4, Icicle, Life, W.Ant, Life2

Equipment Shop: Dagger 2000, LongBW 2600, BroadSD 5000, MetalSH 1400, HuntCL 1500, IronSL 2000, BronzAR 3600, WoolRB 5000

Item Shop: Herb 12, Herb x9 108, Antdt 18, T.Drop 24, Acorn 36, Charm 180, Life 600, Cure 2400

Be careful when sleeping at the inn. The inn keeper says it’s free, but he will attempt to steal from the party. You will lose a lot of money if you do not have the Pouch. If you have the Pouch in your inventory you will get 5000GP from the repentant inn keeper.

The girl dancing outside of the house northeast of the Dragon Shrine will offer to tell your fortune for 200GP. Do not pay her unless you are willing to spend 200GP on getting scammed. The house she stands in front of has a Life2 hidden beneath a moveable barrel in the lower left corner. The house north of the “fortune teller” has two Herbs locked in chests on its second floor. The house north of the Equipment and Item Shops has a magician that will steal 100GP from the party if you give it to him, but there are two more Herbs on the 2nd floor.

Visit the house at the north end of town and talk to the old man by the fireplace. He will tell you to look for Karn in Krypt and that you need an Icicle to get through the desert that leads to Krypt. You will need to pony up the G.Bar sold in Auria to get the Icicle. If you have been using this guide, you should already have a G.Bar, but you can always run back to Auria to get it. There’s plenty of money to be made in Auria (Refer to Part 3 of this walkthrough) so raising 65000 GP should not take long. Search the second floor for a Life and W.Ant. 

Check out the armor shop and buy some new stuff for the party. Get the Hero a MetalSH and buy Nina a WoolRB.

Easter Egg: Players can see a Chun-Li cameo if they talk to the man in the house on the west side of town. Give him 100 GP and say “No” twice when he asks you to turn around. Say “Yes” the third time to see a brief animation with Chun-Li from Street Fighter. Patient players willing to say “No” 24 times will see Chun-Li in a red dress, though it’s not really worth the effort.

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7. Preparing for Arad and Krypt

The experience and gold drops from random battles in this area are pretty good. As I mentioned before, G.Slimes award players with a lot of Exp and money, so it’s worthwhile to stick around this area a bit and fight. Try to get everyone up to about level 18 or 19 before setting out for the next area. Make sure you buy new equipment and healing items as well.

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8. Desert Cave

Recommended Level: 18-20

Items: None

Look for the Desert Cave a few paces west of Bleak. I’m not going to provide directions for this cave, because it’s a simple tunnel that is devoid of items. The monsters here are also weak. Just make sure you traded the G.Bar from Auria for the Icicle at Bleak, because you will need it to traverse the desert beyond this cave.

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9. Arad Desert

Hopefully you brought the Icicle from Bleak and got up to about level 18, because this desert is home to many dangers. The enemies in this area are stronger than those in Bleak and the walk to the town of Arad is long, so having a few extra experience levels can save your life.

Arad town is located far to the southeast of the Desert Cave. To get there easily without getting lost, walk south to exit the Desert Cave valley, then take about 10 paces east. From there head directly south and you should see the walled town of Arad. You may see a small moving block near Arad and a temple to the south, leave them alone for now.

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10. Arad

Items: Fife

Arad is built around a small oasis. The settlement’s inn is located just northeast of the entrance. It’s free to rest at this inn and you can save at the Dragon Statue in the upper left part of the tent. The other dwellings scattered around town are empty save the big red tent in the north. 

Talk to the mayor in the red tent and he will offer to give the party the Fife if they defeat the Sandworm. You will need the Fife to enter Krypt. Say “Yes” and the party will wait until nightfall. Leave the mayor’s tent and look in the upper right corner of town to find a circular patch of sand that looks like something is beneath it. Examine the patch to fight the Sandworm.

***Sandworm (Boss)***

Recommended Level: 18-19

Prize: 1200 EP and 1200 GP

The Sandworm is not much of a boss. He has one attack that does about 16-30 damage to one of your party members. The Hero should transform into the thunder dragon, which does over 100 damage per round to this boss with its breath attack. Bo can cast Fry until he runs out of magic, but it may be better to just have Nina cast ATK-Up on him and use regular attacks, because his buffed standard attack may outdamage Fry at this point. Nina should buff and heal as usual. This boss should die without much effort on your part.

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The mayor will thank you after the battle. Check the box in the red tent to find the Fife. Rest, save and get ready for the next part of the adventure.

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(Click here to jump to Contents)

VIII. Walkthrough Part 6: Krypt, Backtracking with Karn, Auria (Ross’s House), Light and Dark Keep

This portion of the walkthrough is mainly concerned with the Krypt and a lot of backtracking. Karn will join the team in Krypt, which will allow you to open all of those locked doors around the world. 

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1.  Krypt

Recommended Level: 18-19

Items: SkullHT x2, Antdt, IcyHT, Cure, Life x2, Herb x3, HuntCL, HeadGear, Dagger, IronSH, Book

Krypt lies just south of Arad. The swirling sands that surround the temple will prevent the party from entering unless you have the Fife, which can be acquired in Arad. Stand on the gray tile just below the temple and press the A Button to use the Fife. A bridge will appear, allowing the party to enter Krypt. 

The entrance to Krypt

Krypt itself is a series of fairly massive open chambers. The monsters in this area are largely the same as those found in the desert, so you should be fine if you made it this far. Karn, who can disarm traps and unlock doors, will join near the end of this dungeon, so leave all the trapped chests in here alone until you have his assistance.

a. Krypt B1

The first floor of Krypt is really simple. The party cannot open the locked door near the entrance yet, so follow the hallway as it wraps around the room to a large staircase that will take you to B2.

b. Krypt B2

B2 of the Krypt is a wide open area filled with traps. Many spots on the floor are pitfalls that will dump the party in a room below and all of the chests are trapped. I highly recommend finding Karn (who is deeper in the dungeon) before attempting to open any of the boxes on this floor. With this in mind, take a few steps south from the staircase that goes back up to B1, then turn right when you run into a raised platform. Walk south when you see a pillar and climb the staircase on the right when you reach it. Go down the stairs between the pillars to get to B3. 

Note: The pits will drop the party in B3. Look for steps in the north end of B3 to return to B2.

c. Krypt B3

This huge, empty floor will be familiar if you decided to explore B2 and fell into a pit. Luckily, the steps you entered this empty room from end up on a platform with another set of steps that go to B4.

d. Krypt B4

B4 has fewer traps. Also, it’s just a straightforward room with two treasures near its center and steps that go down to the next floor to the north. Unfortunately, a boss guards the steps. Additionally, you cannot take the B.Rang from the stone at the moment and the chest left of the B.Rang is trapped, so we will skip the treasures until we have Karn.* Walk north and the boss will automatically attack when you get close to the steps.

*The trapped chest can KO whoever opens it, so it’s really best to wait for Karn before opening it.

***EyeSpy (Boss)***

Recommended Level: 18-19

Prize: 2800 EP and 2800 GP

EyeSpy starts out surrounded by small eyeballs that it uses to ram party members for about 16 damage. This single target ability is fairly weak, but it’s deceptively dangerous, because it can wear the party down. Damaging this boss destroys the small eyes one by one. Once the small eyes are gone, the large eye will cast a T.Bolt spell that does 25 damage to each party member. This trick can catch players off guard if they do not heal while the small eyes are around, so keep every healed from the start to avoid trouble.

Thunder dragon does 130 damage per turn to EyeSpy and even more with a critical, so the Hero should transform right away. Bo’s Fry spell works well in this fight and he should use it until he runs out of AP. Nina will need to keep everyone healed with Cura, but you may want to cast LK-Up, ATK-Up, and Fort to hurry this fight up. You should be able to weather the T.Bolt spell without issue as long as Nina keeps healing, but be ready to use an Herb to help her out. 

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Descend the steps behind EyeSpy after you defeat it.

e. Krypt B5

Open the boxes surrounding the blue chest to get two SkullHTs, an Antdt, an IcyHT, and a Cure. Examine the blue chest to trigger an event that locks the party in this room. Karn will move the blue chest after a few seconds, revealing a secret staircase. Go down the steps.

f. Krypt B6 (East)

You will see Karn right beside you as soon as you reach this floor. Talk to him and he will join the group. At this point he is a bit weak compared to the others, so give him any extra gear you have and leave him in the back row for now.

Check out the locked doors to the right and place Karn in the front of the party. He will unlock the doors, allowing everyone to pass. Continue along the twisting hallway and you will eventually see another locked door to the north. Leave the door alone for now and walk west to a pair of trapped chests. Karn can disarm the traps, so have him examine the boxes to acquire a Life and an Herb. Return to the locked door to the east and descend the steps behind it.

The steps will take you to B7. This room/hallway has a staircase leading back up to the other side of B6 in its lower left corner and not much else.

g. Krypt B6 (West)

The party will emerge from the steps on the west end of B6. Some stairs going back down to B7 are on the right, but skip them for now and enter the hallway to the south. Explore the hallway a bit to find a chest that contains the HuntCL, let Karn open it to remove the trap. Equip Karn with the new armor. Backtrack to the room you just came from, then go down the steps with two pillars next to them. This will bring the party back down to B7. Descend the steps to the right to enter B8.

h. Krypt B8 

This gigantic chamber is home to several stone caskets. All of the caskets are trapped, so do not touch them unless Karn is in the lead. Open all of the caskets and the final one will have a message for Karn along with the Book. After completing your objective, head back up the steps. 

i. Krypt Backtracking

Now that Karn is in the party, your goal is to set out for Auria, BUT there is a ton of backtracking to do. Remember all of those locked doors from earlier areas? We will start with Krypt, since this guide advised against opening the trapped chests on the upper floor until Karn joined the group.

Start at the casket room and go back up the steps, through B7 to get back up to B6. Use the steps to the left of the double pillars to go back through the B7 hallway to get to the east side of B6.

Back at B6, head down the hallway south of the door you had Karn open earlier and go up the stairs to the south. The party will be back in the room with the blue chest in B5. The gate will be open now, so walk north to return to B4. The party still can’t free the B.Rang from the stone, but Karn can disarm the trapped box right of it for a HeadGear. Give the HeadGear to Nina, then climb the steps to the south to return to B3.

Almost there! Climb the steps to the left on this platform to get to B2. Karn is not only able to disarm traps and unlock doors, he can also spot pitfalls. Keep Karn in the lead here to avoid the pitfalls and traps. The treasures on this floor are easy to reach, so this guide merely lists their contents and general position:

Dagger – Right of steps to B3

IronSH – Near the northeast corner

Herb – East of steps to B1

Herb – South of B1 steps

Life – West side of the chamber

DreamRG – Upper left side of the chamber

Return to B1 via the staircase near the center of the upper half of the chamber. Karn can unlock the door to the south for easy access to the overworld. Visit Arad to the north and rest up after your journey or Warp to Auria to start backtracking for some nice gear. Alternatively, players who do not want to backtrack through old dungeons for treasures can continue the quest.

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2. Backtracking with Karn (Optional)

Items: FlameRP, Turban, BrokenSD, Life, Life2, Cure, FlameSH, LifeAR, IcyDR, Dart, G.Bar

This section is not mandatory, but there’s really no reason to skip the items locked behind doors that Karn can open. In fact the party can get the LifeAR, which is the best armor in the game, while backtracking, so it is really worthwhile. Those not interested in free gear should skip to the next part of this walkthrough.

a. Winlan Castle Basement

Warp back to Winlan and enter the basement. With Karn at the front, open the six chests behind the locked gate to get: FlameRP, Turban, BrokenSD, Life, Life2, Cure. The FlameRP is an excellent weapon for Nina, so have her use it or keep it in your inventory and use it in combat to unleash a powerful flame spell.

Note: The BrokenSD, is a rather weak weapon, but it unlocks a special ending if you equip it on the Hero for the final boss fight.

b. Romero

Remember the house that had a hole in its floor in Romero? There’s no treasure in the secret room under the house (aside from the Map, which you should already have) but you can still open the door and talk to the guy in the room for some info on a man in Bleak who supposedly teaches magic.

c. Agua Tower

Warp to Romero if you have not already done so and use Bo to walk through the forest to the north. Agua Tower will be just northwest of Romero. Enter the Tower as you did in the past and ascend the steps to 2F. Use Karn to unlock the door north of the steps and climb up to the third floor.

You should see another locked door on the left, go through itn and up the steps left of it. Next, open the door on the 4th floor to reach the stairs to the right. Walk over to the door on the left, open it, and ride the floating platform just south of the door.

Continue south to a grassy area on the outside of the Tower. You should see a door to the right, enter it. Open the chest after going through the door to get a FlameSH. Walk left, passing the floating platform left of the FlameSH chest, and take the steps up to the next floor. You will arrive at the top of the tower. Examine the dragon statues to obtain a LifeAR and an IcyDR

Equip the Hero with the LifeAR and pass the ThiefCL down to Karn. You should also give Karn the IcyDR. At this point, Karn should have enough Defense to fight in the front row. You can explore the shrine north of the statues, but the party cannot do anything with it at the moment. Leave the Tower the way you came when you are finished. 

d. Light and Dark Cave

Light and Dark Cave is slightly east of Auria. Go down the steps on the right after entering the cave, then unlock the door to the south. Go through the door and then east through the passage. Walk north when you see the steps and continue north at the first intersection. Turn west with the passage and go into the narrow hallway on the left when the path splits in two. Walk north a bit more to another door. Open it and take the Dart from the chest in the back.* 

Return to the first door on this floor and take the steps on the upper right to go back to the first floor. Look for a locked door in the northern part of the first floor and open it to get a G.Bar. Make sure you hold onto this G.Bar, you will need it later. That’s it for this cave, so head back to Auria.

*The Dart is not anywhere near as good as the IcyDR, but it can be sold for some gold.

e. Camlon

Item: ProtnA, Mrbl1, A.Ptn, W.Ptn, DkKiss

Camlon has changed a lot since the start of the game. Check the house left of the Dragon Shrine to get the ProtnA. The house to the south of the shrine has a Mrbl1 in its dresser and the inn has an A.Ptn in the chest of drawers near the beds. Search the dresser on the second floor of the house in the northeast to get a DkKiss. The house next to it has a W.Ptn in the dresser by the beds. The castle has been rebuilt and you can talk to a few NPCs inside, but there are no new items to take.

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3. Auria (Ross’s House)

Ross lives in a big house in the northern end of Auria. Look for the steps to the basement of his house in the lower left. Have Karn open the doors in the basement, then talk to the girl standing in front of the chests. She will tell you about Ross’s plans. While the game does not state this, your next goal is the Light and Dark Keep, which is north of Bleak. 

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4. The Light and Dark Keep

Recommended Level: 18-20

Items: 2000GP x2, B.Stn, Life, Life2, Herb, Cure, HornHT, Turban, D.Key, Mirror

Located north of Bleak, the Light and Dark Keep is home to a very important item called the D.Key. This dungeon is a tangle of staircases. The monsters are weak at first, but they will become stronger once you acquire the D.Key. That said, a level 18 to 20 party should be just fine roaming around this dungeon even after the lights are on.

a. Light and Dark Keep 1F

Unlock the door north of the entrance, step inside. Take a moment to snag 2000GP  from the box on the right, then climb the stairs to the left.

b. Light and Dark Keep 2F

Talk to the man on the lower right side of this floor to get him to move, then go up the steps to the left.

c. Light and Dark Keep 3F

Two sets of steps await players on the third floor. Take the one on the left to get some treasure, then come back down here to go up the steps on the right to proceed through the tower. 

d. Light and Dark Keep 4F

Climb the left hand steps on 3F to get to a small treasure room on this floor. Open the chests for a B.Stn and a Life. Go back down to 3F and use the steps on the right to reach the east side of this floor. Climb the staircase to the south to get to the fifth floor.

e. Light and Dark Keep 5F and 6F

The steps north of the entrance lead up to 6F. Open the chest after climbing the steps to get a Life2, then go down the steps to the left. Open the three boxes in the small chamber on the fifth floor to get an Herb, Cure, and a HornHT. Give the HornHT to Karn, who can probably still use the extra Def. Climb back up to the sixth floor when you are done opening the boxes.

Take the steps on the right back down to 5F and walk south past the steps going down. Walk up the hallway on the right to find some steps that go back up to 6F. Back on the sixth floor, you have the option of climbing two staircases, one on the east side and one on the west side. Both lead to the seventh floor.

f. Light and Dark Keep 7F and 8F

To start, take the steps on the right side of the sixth floor up to 7F. You will end up in a small room with another flight of stairs on the left. Climb these to reach the 8th floor. You will find two boxes on 8F, open them to acquire a Turban and 2000GP. You will have to find another way to reach the glowing ball in the center of this room, so go back down to 6F.

Ascend the steps on the left after returning to 6F and climb the stairs to the east to get to the middle of 8F. Check your gear and heal before examining the ball north of the steps, because a boss will attack the team.

***Cloud (Boss)***

Recommended Level: 18-19

Prize: 4800 EP and 1200 GP

Cloud is pretty dangerous thanks to his Devastate spell, which does 40 damage to everyone in the party. He also uses slightly weaker spells like Burn Out and T.Bolt. Have Nina cast Cura2 to counter the heavy damage this boss can inflict. She should also buff Karn and Bo with ATK-Up, but do not use Fort as it’s ineffective against magical attacks. The Hero should use his Thunder Dragon form, everyone else should just attack. Bo’s Fry spell is effective as always, but you may want to conserve some of his AP in case he needs to heal. Cloud should drop without much of a fight after a few rounds if you can survive his onslaught.

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Cloud will give the heroes the D.Key after you defeat him and the tower will light up. The monsters in the Light and Dark Keep get stronger once the lights come on, so make sure everyone is healed up before attempting to explore.

g. Light and Dark Keep 2F (Revisited) 

Walk back down to the second floor of the tower and talk to the old man. He will congratulate you, then move away from the box he was guarding. Open it to obtain the Mirror, then get out of the keep. Return to Bleak or Auria, save immediately, then get ready for the next chapter of Breath of Fire.

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(Click here to jump to Contents)

IX. Walkthrough Part 7: Auria (Saving Ross’s Daughter), Dark Dragon Port and Ship, Prima, Gant

A lot happens in this chapter of the game. A new ally named Gobi will join and players will get to explore another area of the world: The ocean. However, there are no major dungeons and the enemies are mostly pushovers, so this section is something of a respite from the action. Ox will also join the party at the end of this section, so make sure you have plenty of money.

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1. Auria (Saving Ross’s Daughter)

Items: Herb x5, Dart, MetalSH, F.Stn, LtKey, GnPwdr

Warp back to Auria after getting the D.Key and Mirror. Save before you visit Ross, then go to his house in the north. Look for Ross at a table on the east side of his house and the Hero will use the Mirror on him. Talk to Ross again, then go see his daughter in the basement.

Ross’s daughter will move after you talk to her. Loot the chests in this room to get 5 Herbs, a Dart, a MetalSH, and a B.Stn. Climb the steps behind the boxes to enter the tower. Keep going up the steps and open a chest on the way for an F.Stn after a few flights of steps. Examine the pedestal on the top floor to get a LtKey.

Leave the tower. Talk to Ross and his daughter in the main room of the house before leaving, then save your game. Head over to the port on the west side of the town. Talk to the captain and he will say you can use the boat, but the Dark Dragons are preventing him from sailing. Approach the soldiers by the ship on the left to fight an Archer and a Knight. This battle should be easy. You can speed the fight up by using the Hero’s Thunder Dragon form.

The Dark Dragons will sink the ship after you defeat them and the captain will talk to the party. A fishman will approach the group and offer GnPwdr to blast the rock blocking the North Cave in exchange for a G.Bar. Hopefully you held onto the G.Bar from the cave to Bleak. Otherwise, you will have to buy one at the shop in Auria. Talk to the fishman with the G.Bar in your inventory to acquire the GnPwdr. Rest up and prepare for the next leg of the journey.

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2. The North Cave (Revisited)

North Cave is a few paces north of Auria. Look for a pile of rocks west of the entrance to this cave and walk up to them. The Hero will automatically set the GnPwdr and blast the rubble away.

The western hallway after being cleared of rubble

Go down the newly cleared passage and you will soon find an exit that leads to the Dark Dragon Port.

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3. Dark Dragon Port and Ship

Recommended Level: 19-21

Items: V.Ptn, Acorn x2, Herb x2

Enter this port by using the GnPwdr traded from a fishman in Auria to blow up the rocks blocking the west passage of North Cave. The area is defended by Dark Dragon troops, but they should be easy to defeat. Walk west from the North Cave past a small hut (there is nothing of interest in this hut) and fight a pair of Spearmen a few paces west of the hut. 

The Spearmen should be easy to beat. Continue west along the narrow strip of land and you will soon see a ship. Step inside the ship and an Archer will immediately attack the party. Despite being more powerful than Archers you fought in the past, this guy is nothing to worry about. Descend the steps to the north after the Archer fight.

A couple of Dark Dragon troopers will waylay the party when they enter the ship’s hold. The Archer and Spearman in this battle should be pushovers like the rest, just make sure you heal up between fights if needed. Climb up the stairs in the upper right room to enter the captain’s quarters. You will have to battle a boss after taking a few steps into this room, so make sure everyone is ready for combat.

***Squid (Boss)***

Recommended Level: 19-21

Prize: 7218 EP and 5053 GP

Squid can shoot ink at one or multiple members of the party. The attack deals physical damage, so its effectiveness varies depending on the Def of its target. The boss also rams into party members, dealing a fair bit of damage (roughly 40HP) to characters with low defense. All in all, Squid is nothing to worry about. Use the Hero’s Thunder Dragon form in this fight, because its attack does extra damage. Let the other party members attack and heal as usual. Bo’s Fry spell also does extra damage. Squid should be history after a few rounds.

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Examine the dresser above the bed in the captain’s room after the fight with Squid to get a V.Ptn. Next, go down the steps to the right to enter a treasure room. Open the boxes for 2 Acorns, and 2 Herbs. Your work here is done. The rest of the ship is empty, so leave the ship and port for Auria.

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4. Auria and the High Seas

Take a moment to save your game and sleep at the inn after returning to Auria. March over to the dock and have a word with the captain who is standing by the wreckage of his ship. A brief cutscene will play and the fishman (Gobi) from earlier will join the crew as they set sail. The ship will sail west a bit before being intercepted by three Dark Dragon warships. 

Dark Dragon troops will board your ship and attack after a bit of dialogue. The battle should be very easy. Gobi will lead the party below decks afterwards. More soldiers will attack. Once again, this fight should not be a challenge by any means. The party will follow Gobi down to the powder room, where more Dark Dragons will accost the party. Take a moment to heal up during the first fight if you need to, because the next battle is a boss.

***Octo (Boss)***

Recommended Level: 19-21

Prize: 6000 EP and 1500 GP

Octo is not much different from his brother, Squid. The Hero’s Thunder Dragon ability and Bo’s Fry magic really shine in this fight. Aside from that, Nina can heal and buff as usual while Karn attacks. Look out for Octo’s ram attack, it can do upwards of 80 HP worth of damage to some characters, so keep everyone healed up. Octo does not have a lot of HP and should not last long.

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The ship will sink after the battle with Octo and the party will end up on a tiny island.

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5. Finding Prima

After the ship sinks, the party will end up on an island in the middle of nowhere. Gobi will tell you Prima is nearby, but you need Gills to survive in the underwater city. He will offer to sell you some Gills for an insane 1000000 GP, which is way out of your price range. Say “Yes” even though you do not have the cash and he will offer to loan you the difference. Agree to this as well.

After the conversation you will assume control of Gobi, leaving the rest of the party behind. Give him any spare equipment you have on hand. You can step into the circle of palm trees  and talk to the rest of the party if you like. Walk south, into the water when you are ready to look for Prima.

Prima is about 25 steps west of the desert island. The enemies under the sea are very tough for Gobi at this point so watch out for random battles. The CreonX worms are particularly dangerous, especially if two attack in one battle. Either use Gobi’s EbbX ability to quickly end fights or run away. 

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6. Prima

Items: TideHT

Equipment Shop (Southwest): Club 3250, IronHR 4550, PowerSD 10400, Glove 3900, IcySH 5200, HornHT 6500, FaceMask 7800, GoldHT 26000

Equipment Shop (East): LongBW 2860, SteelBW 4400, PoisonBW 5500, ChainHT 2750, PlateAR 3740, IronMask 4400, RangerVT 5500, G.Tiara 22000

Equipment Shop (Northeast): Dart 3300, PoisonRP 3300, Tri-DR 4400, Cane 6600, Visor 880, MetalSL 3300, BronzAR 3960, IronML 5500

Equipment Shop (Northwest): Pike 2750, Javelin 4400, RustCW 7700, IronCW 11000, DivingHT 4400, LightSH 4400, SuedeRB 6600, SpineCL 8800

Equipment Shop (Flea Market): Dart 3000, SteelBW 4000, BroadSD 5000, Sickle 6500, EvilRP 20000, Bandana 400, NiceHT 600, WoolRB 5000* 

Item Shop (Flea Market): Mrbl3 10, Herb 10, Antdt 15, T.Drop 20, Acorn 30, Charm 150, Mrbl1 1000, Cure 2000

Item Shop (Southwest): Herb 9, Herb x9 81, Antdt 13, Antdt x9 121, Charm 135, Charm x9 1215, Life 450, Cure 1800

Item Shop (Northeast): Worm 50, Srdine 50, Worm2 100, Mackerel 100, Sole 250, Trout 500, Rod1 1000, Rod2 2000

Item Shop (Northwest): Herb x9 117, Antdt x9 175, Life 650, Vitamin 650, Mrbl1 1300, Pouch 1300, Charm x9 1755, G.Bar 65000

Item Shop (North): B.Stn 22, F.Stn 22, Acorn 33, Acorn x9 297, C.Stn 44, Drop x9 198, Life 550, Charm x9 1485

*There are two equipment shops in the Flea Market, but they sell the same things for the same price.

a. Prima Overview

Use the Dragon Shrine near the entrance to save after the daunting journey on the ocean floor. It is best to use the  inn north of the shrine if you want to rest; it’s cheaper than the one near the town entrance. Check the shelf on the second floor of the inn near the town gate to get a TideHT

There are many shops in this town and a lot of stuff to buy when the party is together again. Players can also change the name of any party member in the building with the quill pen sign on the west side of town. Enter the building with the fishhead sign in the north and talk to the residents to learn that they do not have any Gills. Gobi will have to go to Gant to get what he needs. Buy a Javelin and SpineCL for Gobi from the northwest equipment shop before leaving. 

b. The Flea Market (Optional)

The Flea Market is a rectangular building located in Prima. One of the stalls (the one on the far right) is empty. With Gobi as the lead character, stand behind the counter and press A. An NPC will come and try to buy an item out of the player’s inventory or sell the player an item. 

The items sold by NPCs are the real draw, since some of them are very rare. That said, NPCs seem more likely to buy items than sell and the really good stuff is extremely rare. You could sit for hours or days just trying to get an offer for a super rare item like the Mallet, so the Flea Market is very much optional. It’s also worth noting that you will have to push the A Button after EVERY interaction and you have to scroll through text, so this mini-game can get tedious. 

Finally, the sell offers made by Flea Market NPCs change according to the player’s progress in the story. While there are many useful items that can be bought in the Flea Market, this guide will only list the most useful for the sake of brevity. See the references section at the end of this guide for a link to a detailed guide to the Flea Market if you want more info.

**Warning*** There are some minor story spoilers for the second and third Flea Market inventory lists, so read at your own risk.

Flea Market Inventory 1

Availability: As soon as Gobi enters Prima

ThunderRP – A good weapon for NIna that can be used to cast a powerful spell

Flea Market Inventory 2

Availability: After Gobi retrieves the Sphere

DarkDR – Karn’s best weapon

Sleeper – Gobi’s best weapon

AgileHT – A very good helmet 

AngleAR – Great armor for Nina and Bleu

Flea Market Inventory 3

Availability: After Nina is cured of amnesia

PowerRP – Nina’s strongest weapon

MaskSH – A powerful shield

EvilRB – Good armor for Bleu and Nina

ClearCL – Another high quality piece of body armor

GlowCN – Bleu’s best weapon

Mallet – Powerful one handed weapon for Ox

Tip:  Store everything you can in the bank before starting the Flea Market. This forces NPCs to sell to Gobi since he has nothing to offer them.

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7. The Trip to Gant

Gant is southeast of Prima. Look for a slope similar to the one you used to enter the ocean from the island. Climb up the slope and Gobi will end up in a narrow mountain pass. Going northeast along the shore will take you to a tent surrounded by trees. The man who lives in this tent will mention the B.Rang. Keep this place in mind for later. To reach Gant, walk west through the valley and go north as it turns. Gant is nestled in the northern part of the mountains.

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8. Gant

Items: HrGlass, Goods, A.Ptn

Equipment Shop: IronHR 3150, GiantHR 4050, HeroSP 6750, SpineHR 27000, IronSL 1800, MetalSL 2700, IronHT 6300, MetalAR 8100

Item Shop: Herb 8, Herb x9 72, Antdt 12, F.Stn 16, B.Stn 16, C.Stn 32, Charm 120, Cure 1600

Save and rest at the inn as usual upon entering Gant. Enter the square building in the southwest to get a very helpful item called the HrGlass from the dresser in the upper right, which can change the time of day when used on the overworld. You can also get a L.Ptn from the dresser in the house just north of the weapon shop.

At this point, you likely noticed that Gant is fairly empty. Talk to the man in the house on the north end of town to learn what happened here. He will then ask you to deliver some goods to Prima. Accept his request and open the box behind the man to get the Goods. Take the A.Ptn from the drawers on the second floor, then talk to the person standing by the beds for more info on the story.

Equipping Gobi with new gear is optional based on whether or not you want to use him. Those who wish to use Gobi should get him a HeroSP, MetalSL, and IronHT from the weapon shop.

Set out for Prima after getting the Goods from the chest when you are finished in Gant.

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9. The Gills

Items: Gills

The beach leading back to the ocean and Prima is east of Gant. You should be able to locate Prima quite easily by walking north once back underwater. Enter the guild building in the north (look for the sign with a fishman on it) and talk to the fat fishman standing by the table. He will thank Gobi for bringing him the Goods from Gant, then give him the Gills.

A commotion will break out seconds after Gobi gets the Gills.The guild leader will leave to help out someone who was attacked by the Dark Dragons and Gobi will follow. It turns out a ghost has come for the poor man. Gobi offers to bring help for 10000 GP, but the guild leader will haggle down to 5000 GP. Say “No” twice to get him to offer 6000 GP or just accept the initial offer. 

Exit the inn where the injured man is staying and set out for the Desert Island where the rest of the group waits. Do not forget to save before leaving, because the walk to the Island is still perilous. Remember to go north for about 5 paces, then east to find the beach leading back up to the island. Use EbbX to handle enemy groups. Step in the circle of palm trees when you get back to dry land and talk to the Hero to regroup. 

The entire party can explore the ocean floor now. You can also change battle formation by using the double arrows on the main menu. Only four characters can fight at one time, so make sure you move those you want to participate in combat to the left.

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10. Saving Ox

Head back to Prima. Rest at the inn and save your game after entering town. Enter the inn west of the Dragon Shrine and climb the steps to the second floor. Talk to the apparition hovering over the bed to fight Morteo.

***Morteo (Boss)***

Recommended Level: 19-21

Prize: 3200 EP and 3000 GP

This boss is really easy and even Gobi can fight in this battle safely despite his low level. Use Thunder Dragon and Bo’s Fry spell on Morteo. Gobi’s EbbX also works nicely in this fight, dealing about 50% more damage to Morteo than it normally does against other foes. Have Nina heal anyone who gets weak. The battle should end quickly.

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The man in the bed (Ox) will wake up and tell you his tale. After a bit of dialogue, Ox will join the party! Take some time to save and prepare for the journey ahead. The next part of the walkthrough deals with a lot of backtracking now that Ox is in the party, so I recommend holding off on any purchases until you have gotten a few new items from old places.

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(Click here to jump to Contents)

X. Walkthrough Part 8: Backtracking with Ox, Dark Dragon Fortress, Reforging the B.Rang, Grim Fowl Forest, Nabal Castle

With Ox in the party, players can go back to old dungeons and pick up some loot. The Hero will also get a more powerful version of the Rang and the party will continue their quest to defeat the Dark Dragons in this chapter.

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1. Backtracking with Ox (Optional)

Like Karn, Ox is capable of opening up new areas of dungeons that were explored earlier in the game. Unlike Karn, Ox accomplishes this through brute strength by smashing crumbling walls. While this section is optional, it’ll pay off in the form of some powerful new items.

a. Gant

Items: Shin Spell

Warp to Gant and enter the far north building. Push the chest of drawers in the upper right corner of the house to the right or left to reveal a hole.

Move this piece of furniture to reveal a secret passage.

Put Ox at the head of the party if he isn’t already there and enter the hole. Smash the rocks blocking the guy in the robe by pressing A when standing near them. Move Karn to the front of the party and have him talk to the man in the robe to learn the “Shin” spell. Karn can cast this spell to merge with Bo and Gobi. This greatly increases his stats.

b. Agua Tower

Items: 3000GP, Life, SilverBR, Life2

Make sure you have the Tablet on hand before warping to Romero, because you cannot enter the Agua Tower without it. Look for the cracked wall on the right side of 2F once you are inside the tower. Smash the wall with Ox, then loot the chests on the other side to get 3000GP, Life, SilverBR, and a Life2. The SilverBR is very useful if you want less random encounters, because it cuts down on them by about 50% when equipped on the party leader.

c. Light and Dark Cave

Items: L.Ptn, A.Ptn

Warp to Auria and head over to the Light and Dark cave east of the town. Go down to B1 and through the door that leads to the steps on the right. Climb the steps back up to the first floor and look for a brittle wall in the northwest part of the area. Have Ox smash this wall as well to reveal a few chests. Open them to receive a L.Ptn and an A.Ptn.

d. Krypt

Items: B.Rang

Double check your inventory to make sure you still have the Fife before going for Krypt. Teleport to Arad, then set out for Krypt to the south. Stand on the tile south of the temple as you did before and press A to play the Fife. Enter Krypt and go down the steps to the north to get to the big treasure room with all the traps. 

Look for the big steps leading down in the southeast. Use them to get to the room where you fought EyeSpy. Look for the boomerang embedded in the stone on the northern end of this room. Ox can smash this stone, freeing the B.Rang in the process. Leave Krypt after getting the B.Rang. Unfortunately, the B.Rang is damaged and cannot be repaired until Gant is freed. Hang onto it for now.

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2. Preparing for the Dark Dragon Fortress

Note: This section of the guide recommends a lot of equipment that can get very expensive. It is ok to skip buying gear for characters you do not intend to use.

Ox may be strong, but he needs better equipment before going to Nabal if you plan on using him. Visit Gant and buy Ox the SpineHR if you can afford it; if not, fight a few battles under the sea near Prima to earn some money; you probably need a few levels anyway. Alternatively, you wait until you get the GiantHR in the next dungeon if you do not want to grind. You may also want to get Ox and Bo some MetalAR while you are here, though Karn’s Shin form makes Bo obsolete for the most part.

Prima also has a few helpful items. You may want to get a few HornHTs for characters that can wear them. The PowerSD is also a good weapon for the Hero, but it’s best to stick with the Rang, because you will get the B.Rang soon enough. IcySHs are also good purchases, just do not buy one for Nina who should use a LightSH.

All the purchases in Prima and Gant have likely left you broke. Earn some money and level up your weaker characters to at least 17 or 18 by fighting around Prima. The shore west of Prima leads up to a land area where the Exp is a little bit better, but the enemies are also slightly tougher. 

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3. The Dark Dragon Fortress

Recommended Level: 17-23

Items: GiantHR, EchoHT, Herb x2, Life, MetalSH

The Dark Dragon Fortress can be found by going up the ramp a few steps northwest of Prima. Walk south after you get back to dry land and you should see a narrow mountain pass beyond a stand of dead trees. This mountain pass leads to a temple-like building to the west. Step inside to enter the fortress.

You may want to keep some of the low level characters in your party out of the fights in this dungeon or rotate them, because the monsters in here are fairly strong. Sorcerers in this dungeon can damage the entire party for about 30 HP a piece or hit them for 80 with the Blast spell. That said, Ox is sturdy enough to fight here despite the fact that he is of a lower level.

a. Dark Dragon Fortress Part 1

The door left of the entrance to this dungeon is barred shut and cannot be opened, so head down stairs to the right. Ox can smash the boulders blocking the hallway in the next room. He can also break the weakened wall to the left to get at the boxes on the other side. Check the boxes to get a GiantHR and EchoHT. Put the EchoHT on Nina, then climb the staircase to the south.

b. Dark Dragon Fortress Part 2

You can smash the wall just above the entry steps to avoid a fight with a Dark Dragon LancerX or just head down the hall to fight him and get an Herb. Either way, go north where you will find another breakable wall and a path on the left that leads to another Herb that is guarded by a LancerX. Choose a path and keep going north until you run into two breakable walls. Smash the wall on the left and follow the passage behind it to find a Life, then walk back to the intersection you just came from.

From here you can walk south and get a MetalSH that is guarded by more soldiers or smash the wall on the right for a shortcut. Look for a brittle wall to the north and break it down. Take the path on the right and follow it as it goes south until you see a weak wall to the right. Walk north after crushing the wall to some steps that go deeper into the Dark Dragon Fortress. Make sure everyone is healed up before going down these steps, because a boss waits on the floor below.

C. Dark Dragon Fortress Part 3

A Dark Dragon soldier will stop the party the moment they reach the basement of the fort. The soldier will transform into the boss of this dungeon: Toad.

***Toad (Boss)***

Recommended Level: 17-22

Prize: 6000 EP and 1500 GP

Toad has a boat load of HP as well as a tongue attack that can inflict about 40-50 damage on weaker party members. I recommend fighting this boss with the Hero, Ox, Nina, and Shin.* Transform into the Thunder Dragon with the Hero and have Nina use ATK-Up and Fort on everyone when not healing. Hammer away at Toad and he will get a second wind once his life bar is empty. Watch out for his attacks at this point, because they seem to deal extra damage. Luckily, Toad should die after a few turns once you get his HP low.

*Shin is the fusion of Karn, Gobi, and Bo.

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Ox will free the prisoners in the fort after the boss fight. They will tell the party to go to Nabal, which is north of the Dark Dragon Fortress. After the reunion, smash the weakened wall to the right. Go up the steps behind the now broken wall to get back to the overworld. 

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4. Reforging the B.Rang

Items: B.Rang (Repaired)

The Dark Dragon Fortress has likely left the party somewhat drained, so why not visit Gant to rest and save? Of course this will require some backtracking through the fortress, but it’s worth it aside from an HP and AP refill. Talk to the elder in the northernmost house with the B.Rang in your inventory (See Section X, Part 1 of this guide for the B.Rang location) and he will repair it for you! The B.Rang is an excellent weapon for the Hero, so equip him with it.

Next, head over to the hut east of Gant where the old man who asked about the B.rang resides. If you do not remember the location of the old man (or didn’t visit him) simply walk east past the beach that runs down to Prima and along the narrow path that borders the mountains as it turns north. Continue north, then east and you will eventually see a tent surrounded by palm trees. The old man will tell you that Grim Fowl’s are docile until you touch their eggs. This is a hint about Nabal Castle to the west of Gant. The castle is currently locked tight, but the party can snatch a Grim Fowl Egg from the nearby Grim Fowl Forest and lure the Gim Fowls into Nabal to cause some chaos. Set out for Nabal after talking to the old timer.

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5. Grim Fowl Forest

Recommended Level: 18-24

Items: Egg

Backtrack all the way through the Dark Dragon Fortress after getting the B.Rang fixed at Gant and showing it to the old man east of town. The Grim Fowl forest is a few paces north of the Dark Dragon Fortress exit on the world map. A few Grim Fowl can be found pacing around the forest. They do not do anything if you interact with them, so heal up to prepare for a boss fight, then check the egg sitting near the center of the grove. A Grim Fowl will attack once you touch the egg.

***Grim Fowl (Boss)***

Recommended Level: 18-24

Prize: 4200 EP and 4800 GP

Use the Hero’s Snow Dragon form in this battle and Nina’s LK-Up spell to buff everyone. Karn’s Shin form is also a good choice as always.  Ox can just rely on his normal attack. The Grim Fowl is not much of a boss, but its Burn Out spell can be a threat if it catches you off guard since it can do around 60 damage. Grim Fowl can also take quite a beating even after you deplete its HP and it will use Burn Out more often, but casting Cura each round should be enough to counter its effects.

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Take the Egg after the battle and walk slowly to the northern exit. The birds should follow the party now that the Egg is in your inventory. Let them catch up with you before you leave the map, because you want one to follow you out of the forest. It can be difficult to get them to leave with the party, so try taking a few steps, stopping to let the Grim Fowl catch up, then take another few steps. The process is slow, but you should see a Grim Fowl on the overworld map with the party if you did it right. If you accidentally lose the Grim Fowl, just enter the forest again and talk to one to get it to follow.

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6. Nabal Castle

Recommended Level: 18-24

Items: SkullRG, Life2, MagicRG, Cure, Clog

Head north to Nabal Castle with the Grim Fowl in tow. The Hero will chuck the Egg into the castle when you get close to it and the bird will chase the guards away. 

a. Freeing the Prisoners

Step inside the castle and look for some stairs to the east. Before going down the stairs, push the pots south of them and examine the spots on the floor where the pots were to get a SkullRG and a Life2.

Go down the steps and go south down the hallway, then continue north as it turns to find a brittle wall. Heal up before smashing the wall with Ox, because there’s a boss on the other side. Step into the dungeon room after busting down the wall and a boss will attack the party.

***SlimeX (Boss)***

Recommended Level: 18-24

Prize: 5400 EP and 6000 GP

This fight takes place in two parts with the first being more dangerous than the second. Three slime creatures will attack the party. They each use a melee attack that does about 30-50 damage. The Hero should stay in his normal form for this part of the fight and attack with the B.Rang, while Karn should attack as Shin. Nina will need to buff everyone with ATK-Up and possibly Fort between healing. Try to focus your attack on one SlimeX at a time to take them out efficiently. Keep a close eye on your party members and cast Cura2 whenever someone gets low on HP. 

Slay each SlimeX and they will conglomerate into one big SlimeX that uses a spit attack. Luckily this foe is not as threatening as the first three, because it only attacks once per round. Transform into the Hero’s Flame Dragon form to do some extra damage to this boss and keep pounding away at him. He should die after three or four rounds if you buffed everyone up at the start of the fight.

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Ox will automatically smash the cracked wall after you defeat SlimeX. The women of Gant who are imprisoned in this room will fill the party in on recent events and the party will automatically leave the room to confront the Dark Dragon general before he escapes. After a brief conversation, the party will go to Prima.

b. Nabal Castle Backtracking (Optional)

While the story continues in Prima, there are still a few items to pick up in Nabal thanks to the party’s sudden exit from the castle. You will have to go all the way back up the ramp to the west of Prima and through the Dark Dragon Fortress, then the Grim Fowl Forest to return to Nabal. Fortunately, all the soldiers are gone, so you do not have to throw any more Eggs into the castle. 

Return to the dungeon and use Ox to smash the wall at the back of the cell where the prisoners were held. Follow the long hallway behind the brittle wall to a secret room with a box that contains a MagicRG. Check the chest to the right of the steps to get a Cure. Climb the steps in the center of this chamber to get back to the first floor of the castle.

Go through the exit directly south of the steps you just came from to get to the outside of the castle and walk all the way up to the end of the dock. Check the lower left side of the dock to find the Clog. The Clog increases its wearer’s agility. 

Examine this spot to obtain the Clog.

That’s it for the castle. You can leave quickly by using the switches on the floor left of the throne room to make bridges that lead to the entrance to the castle.

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7. Prima

Items: Statue

This section picks up in Prima just after the party has cleared Nabal Castle. If you backtracked to the castle to collect a few items, return to Prima (the fastest way is to teleport to Gant) and make way to the guild building in the northern part of the city. If you skipped revisiting Nabal, you will already be in Prima. Either way, go upstairs and talk to the fishman in the bed who will tell you to go to the Sorceress in Wisdon.

The old fishman will also tell you that you need a Statue to complete your quest. He will move out of the bed. Step into the bed and examine it while looking away from the old man to find the Statue. Heal, save, and get ready for the next section of the walkthrough.

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(Click here to jump to Contents)

XI. Walkthrough Part 9: Wisdon, Undersea Volcano, Tunlan, Dragon Shrine 2, and the Fishing Trip

This phase of Breath of Fire begins after you get the Statue in Prima. Most of the enemies and dungeons in this section are fairly easy, so you should be able to get through it without much effort. That said, there are some very important items and powers to acquire in this part of the adventure, so read carefully.

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1. Wisdon

Leave Prima after acquiring the Statue and get to dry land. Cast the Warp spell to return to Arad. Remember the small village that moved around the desert just north of Arad? It just so happens to be Wisdon. Step onto the town (it should be easy to do even though it moves) and you will be able to enter it now that you have the Statue.

Wisdon is quite literally a ghost town, though the spirits here are docile. Save at the shrine after exploring. There is nothing of use in the buildings scattered around town. Go do the stairs in the center of town to enter Wisdon Palace.

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2. Wisdon Tunnels

Recommended Level: 19-25

Items: Herb x4, ProSH x2, Life2, Life x2, OldSP, SilverBR, RageHR, ChainML

After going down the steps in the middle of Wisdon, the party will find themselves in a dungeon. The monsters in the dungeon are really weak, but do not let your guard down.

a. Wisdon Tunnels B1 (Part 1)

Walk north from the entrance until you reach an intersection. Go west and up the hallway as it turns north. Smash the cracked wall with Ox, then open the chests in this chamber to receive an Herb and a ProSH. Walk back to the intesection after taking the items, then go down the eastern hallway to find two more boxes behind a brittle wall. The boxes contain a Life2 and a Life.

Head back to the intersection, then go north. Take a few steps and you will come to a set of stairs going down. Use these to enter B2.

b. Wisdon Tunnels B2

Walk north from the entrance to this floor until you come to some steps on a raised section of the ground. Go left before taking the stairs and smash the boulders to the left. Open the box on the right to get an OldSP. Go down the steps next to the chest when you are done here.

c. Wisdon B1 Tunnels (Part 2)

The party will surface in a large chamber. Go over to the chamber in the southwest portion of this floor and use Ox to smash the brittle wall. Take the SilverBR and Life from the chests. Next, go up to the northeast chamber and break the wall to get an Herb and a RageHR from the chests. The RageHR is likely weaker than what Ox is currently using, but it can be used as an item in combat to damage monsters. Finally, smash the wall that encloses the southeast chamber and go down the steps to find some more loot.

The steps lead to a hallway that runs west to steps that go back up to B1. The party will emerge in the northwest chamber in the big room on B1. Open the boxes in this chamber to get an Herb x2, ChainML, and a ProSH. Go back down the steps and through the hallway to return to the main part of B1. From there climb up the stairs in the northern part of the room to get back to the surface of the town.

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3. Wisdon Palace

Recommended Level: 19-25

Items: OldEgg

Wisdon Palace is just north of the tunnel exit. Help yourself to the healing spring in the entrance of the palace. There is not much of value in this building, but feel free to explore if you like. Go up the steps to the right of the spring to get on with the show when you are ready. Walk west to the woman sleeping in the center of the palace once you reach the second floor. Check your gear and HP before approaching her, because the ghosts guarding her will attack the group.

You will have to fight three spirits: Wisp, Cloud, and Myst. The first two spirits are not that difficult, though you should keep everyone healed up while fighting Cloud who can hit the entire party for 40 damage with his Devastate spell. Myst is a different story, since it is strong enough to qualify as a boss and the party will likely be a bit worn out after fighting the first two.

***Myst (Boss)***

Recommended Level: 19-25

Prize: 4812 EP and 4331 GP

Prioritize healing everyone at the start of this fight. Use Herbs or Cures if you have a lot of injured characters, because Myst can cast a Lightning spell that does 40 damage to the party. It can also cast Blizzard, which is just as strong. Use the Thunder Dragon after you are done healing and have the rest of the party attack and heal as usual. It is probably not necessary to use buffs in this fight, since Myst does not have a lot of HP, so concentrate on healing. Your party should be fine in this fight after the first two rounds as long as you make use of healing items if necessary and watch everyone’s HP, which should not be allowed to dip below 90 or so. 

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The ghosts will wake the sorceress after the fight. Bleu (the sorceress) will talk to the party briefly before giving them the OldEgg and instructing them to put it in a volcano. Bleu will promptly return to her slumber after assigning this task. There is not much else to do here, so leave the town the way you came. I recommend paying the healing spring a visit, because you will have to trek back through the tunnels to leave Wisdon. 

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4. Undersea Volcano

Recommended Level: 20-25

Items: SharpBW, 3000 GP, M.Drop, PowerDR, Herb

To get to the Undersea Volcano,warp to Gant and make for Prima as you have done several times now. Save your game and rest before setting out for the Undersea Volcano, then walk directly north from Prima. The party will have to squeeze through some rocks and cross a large, flat portion of sea bed, but you will eventually see the Undersea Volcano.

Undersea Volcano

The monsters in the Volcano are a bit tougher than those you have fought up until now, so proceed with caution. Gobi gets a chance to shine in this dungeon, because he can use his special abilities while underwater. EcoX is particularly good if you have it, since it can deal about 100 damage to every monster with each casting.

a. Undersea Volcano 1F

Follow the passage north from the entrance of the Volcano, then go right when you get to a crossroads. Continue right when you come to another intersection after a few paces and you will find a treasure chest that has a SharpBW. Go back to the intersection you just passed, then take the north tunnel. This passage will twist and turn a bit as it runs northwest.

You should see another intersection after going west for a while. Ignore the passage to the south for now and continue west a few steps. You should find a box that contains 3000 GP. Return to the intersection by the chest and go down the passage to the south to some steps leading up.

b. Undersea Volcano 2F

You should see some steps right of the ones you just climbed to get to this floor. Take them up to a small room where you will get an M.Drop. Go back down the steps to 2F and walk south. Turn right when you arrive at a crossroads and open the chest to obtain 2000 GP. 

Walk west from the chest and take the next passage you see to get to a chest in the southeast. Open it for a PowerDR. Now return to the intersection and take the west passage. You should see some steps to the north when you get to the cave wall. Ascend these to the third floor of the Volcano.

c. Undersea Volcano 2F

Open the chest by the entrance to this floor for an Herb, then head west down a long passage. The party will arrive at a lake of lava after a few dozen steps. Look for a bit of rock jutting out of the cliff and walk to the very end of it. Press A and the party leader will toss the OldEgg into the lava. The party will instantly teleport back to Wisdon.

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5. The Battle for Prima

Items: Sphere, MystSF

Bleu will talk to the party for a moment, then join up. Next, the party will automatically travel to Prima, where the elder will tell you to rest. After a cutscene of sorts and a bit of dialogue, the party will be free to move around again. You will be right by Prima, so visit the Dragon Shrine to save in preparation for the boss fight ahead. 

a. Prima Battlefield

Bleu  is a good offensive magic user and can fight in the battle ahead. That said, I recommend putting Nina in the party as well, because Bleu cannot heal. You may also want to move her to the back row. Even better, you should probably have Bleu sit this one out in favor of Karn’s Shin form, Ox, the Hero, and Nina.

At any rate walk up to the important looking soldier north of Prima (he’s the only one not battling fishmen) and the general will transform into the next boss.

***Pincher (Boss)***

Recommended Level: 19-25

Prize: 5775 EP and 5775 GP

Hopefully you took my advice and kept Bleu out of this fight, because Pincher is fairly dangerous. His T.Bolt spell can hit the entire party for 95 damage and he tends to use it more often when he gets low on HP. Cast Shield to cut the effects of Pincher’s spell in half. The Hero’s Thunder Dragon form will basically win this battle for the team. A single blast from Thunder Dragon can do 195 HP of damage to Pincher. Even better, Thunder Dragon seems to get critical hits against Pincher very often, doing 360 damage a pop. Make sure everyone else stays healed and have them attack when possible to end this battle quickly.

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A rather lengthy bit of story exposition will take place after you beat Pincher. Enjoy the show and save at Prima’s Dragon Shrine afterwards.

b. Obtaining the Sphere

Return to the guild in the north section of Prima and speak to the fishman. He will tell Gobi that he will reissue his license and give him the Sphere. Open the blue chests that spawn to get the Sphere and MystSF. The Sphere grants Gobi the ability to turn into a Big Fish that can swim over underwater chasms. To use this ability, put Gobi in the front of the party and press the A Button while underwater.

c. Prima Flea Market Phase 2

New items can be purchased at the Flea Market in Prima after Gobi gets the Sphere. Many of these items are extremely powerful…and rare. Below is an abbreviated list that includes the most important items that can be bought at this point. Remember to empty the party’s inventory of any non-essential items before setting up shop at the Flea Market to ensure that everyone who visits will offer to sell rather than buy.

DarkDR – Karn’s best weapon

Sleeper – Gobi’s best weapon

AgileHT – A very good helmet 

AngleAR – Great armor for Nina and Bleu

Cure2 – Fully heals the entire party

EvilRP – A weapon for Nina

It goes without saying that you will want the DarkDR and Sleeper since they are the best weapons for Karn and Gobi respectively. AgileHTs are also very popular thanks to their high defense and ACT values. You should also try to get at least one AngleAR for Nina. This stuff is expensive, so make sure you have 70,000 to 80,0000 GP before setting up shop. You may even need upwards of 100K if you want to deck everyone out in AgileHTs.

d. Equipping Bleu

Bleu could use some armor and maybe a weapon, since she is wearing stuff that is way below your current level. You can buy her a Cane in Prima if you want her to have a weapon. Ideally, Bleu should get an AgileHT and AngleAR, but these items are hard to get. The SuedeRB and LightSH are decent upgrades if you cannot afford the rare items. As for Bleu herself, she could use a few experience levels.

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6. The Road to Tunlan 

The trip to Tunlan is more or less optional, but it will earn you the Rod5, which unlocks some important stuff. With the Sphere in your possession, Gobi can transform into a Big Fish as long as he is underwater, in the lead of the party, and not fused with Karn. Leave Prima and Press A to have Gobi transform, then swim north until you spot the Undersea Volcano. Turn left at the Volcano and swim across the rift in the ocean floor. Keep going west as you swim alongside the cliff to the south after crossing the rift. 

You will see a cluster of rocks with a shoreline slope south of them if you follow the seabed wall closely. Continue past these rocks for a long distance and you will come to an isolated clump of stone with a slope on its south side. This is the island of Tunlan. Turn back to your normal form and climb up the ramp to find Tunlan, which occupies the north end of the island.

Tunlan Island

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7. Tunlan

Items: Rod5, Herb, Melon

Equipment Shop (East Market): Dagger 2200, LongBW 2860, PoisonRP 3300, Tri-DR 3300, Gauntlet 880, HuntCL 1650, ThiefCL 2750, RangerVT 5500

Item Shop (East Market): Herb 10, Antdt 15, T.Drop 20, Acorn 30, Charm 150, Acrn x9 270, Mrbl 1000, Cure 2000

Equipment Shop (West): BoneCN 2412, PoisonRP 2700, Cane 5400, EvilRP 18000, Dress 900, Gown 1800, GuruCT 18000, MystRB

Items Shop (West): Herb 13, Antdt 19, T.Drop 26, Acorn 39, Acrn x9 351, Mrbl1 1300, Cure 2600

Tunlan is a mysterious city chock full of secrets. Be sure to use the Dragon Shrine near the entrance to save after coming all this way. This town has a Flea Market in its northeast corner where Gobi can set up shop. This market uses the same item list and rules as the one in Prima. There are also weapon and item shops in the market. 

A regular weapon shop can be found on the west side of Tunlan. You can buy Bleu a BoneCN to boost her ATK power a bit and a GuruCT for Defense if you do not have AngleAR. Nina can also wear the GuruCT if she needs it. There’s a bank next to the item vendor on the west side.

Nearly everyone in Tunlan sings instead of talking so you will not get much out of most of the inhabitants. That said, you can talk to the people in the house that’s behind the second door from the right on the third tier of town. Oddly, a girl who looks like Nina is staying with them…

The residents of the castle at the top of town have the same communication issues. That’s fine, because we are here for a special item at the moment. Walk right through the kitchen, after entering the castle. You will see an archway that leads to some steps to the second floor after passing through the kitchen. Go up the steps, then down the stairs to the left. This will take you to a room with a locked door and some rather imposing statues. The statues will prevent you from accessing the boxes in this room. That said, the item we want is in a secret room, so approach the box in the upper left corner to get knocked into a hole.

The party will fall into a dungeon area with a couple of prisoners (I’m guessing they are prisoners) wandering around. Talk to them then push the crate at the foot of the bed. Examine the spot the crate previously occupied to get the Rod5, which can be used to fish up some important goods.

Check this spot for the Rod5

Push the crate left of the Rod5 to fall down another hole. Take the Herb and Melon from the box here, then go down the hallway to exit town.

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8. Dragon Shrine 2 and the Fishing Trip

Items: DragonSD, DragonHT, Mrbl2

With the Rod5 in your possession, you can fish up some special items that will allow the party to enter a new Dragon Shrine where the Hero can learn some powerful skills.You will need to buy some Worms from the shop in Auria if you do not already have some before setting out on this fishing trip.

a. Romero Fishing Trip

This fishing spot is actually kind of far southwest of Romero, but you will have to warp to the town to get there. Put Bo or Shin at the head of the party and go through the forest west of Romero. Keep going past Karma Tower and you see a narrow strip of mountain flanked by the shoreline. Walk south between the mountain and the shore, then turn west again when you reach a lone tree. 

Eventually, you will arrive at a beat up old well. Have the Hero equip the Rod5 and Worms in his Etc. slots, then examine the well. The Hero will fish for a moment before pulling up the mighty DragonSD! Warp to Arad for the next fishing spot.

b. Arad Fishing Trip

Back at Arad, take a moment to rest up and save. Go southwest from Arad and you will eventually run into some mountains. Walk west through a narrow pass after you hit the mountains, then squeeze through the narrow gap between the shore and the mountain when you arrive at land’s end. You should see another well to the south. Use the Rod5 and Worms (make sure the Hero has these equipped) at the well to get a DragonHT.

c. Dragon Shrine 2

Now that you have the DragonSD and DragonHT, you can access the 2nd Dragon shrine. Unfortunately, you will have to make the long trip back to the Nabal Castle area to get to the Dragon Shrine. Warp to Gant and walk down to Prima. Ascend the shore west of Prima, then go south to take the road that goes to the Dark Dragon Fort near Nabal. 

Go through the fort yet again, then walk west when you return to the overworld map. Go through the valley to the south when you hit the sea. Proceed east along the coast and between the mountain range to find a small building encircled by trees. This is the Dragon Shrine.

Step inside the shrine and have the Hero talk to the old man. Use the healing spring to the west and open the box on the east end of the building to get a Mrbl2. Talk to the Dragon Spirit on the platform between the box and the spring to fight Bain.

***Bain (Boss)***

Recommended Level: 25-27

Prize: 1020 EP and 360 GP

Bain should not be a problem for the Hero if he has the LifeAR and DragonHT on, because his defense will be high enough to cancel out most of the damage from Bain’s attack. Transform into the Thunder Dragon and attack Bain. You should be able to just attack every turn without healing, but watch your HP and use an Herb or Cure when it gets low. Bain should go down after about ten turns.

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Bain will teach the Hero the Ice Dragon, Flame Dragon, Bolt Dragon, and Gold Dragon forms after the battle. Warp back to Tunlan and get ready for the next leg of the journey.

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(Click here to jump to Contents)

XII. Walkthrough Part 10: Gust, Cort’s Lab, The Frog Cave, Tunlan, Mogu’s Dream

This section is rather lengthy as it covers a town, a small dungeon, and a dungeon that may as well be a world in and of itself. Take some time to level up while you explore this part of the game. Bleu gains levels quickly and will learn a few powerful spells that make her a valuable asset if you can get her to about level 35. 

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1. Gust

Items: Sash, Debo (Spell)

Equipment Shop: Tri-DR 4000, OldSP 6000, WingRP 7000, MoonBW 8000, WingSD 10000, GaiaMask 8000, FlameSH 12000, WorldML 22000

Item Shop: Herb 10, Antdt 15, T.Drop 20, Acorn 30, Acrn x9 270, Charm 150, Mrbl1 1000, Cure 2000

a. The Journey to Gust

Warp to Tunlan if you are not already there and walk into the ocean. Have Gobi turn into a Big Fish once you are submerged. Swim north from Tulan Island and cross an empty area of seabed. The party will pass over some pink coral after a few moments of swimming north. Climb the slope just north of the pink coral to the surface.  You should see a stone door with a dragon’s head etched into it after getting back on land.

Walk east until you see some fruit trees. Cross the bridge north of the trees and go up the ramp north of it. Gust will be just north of the ramp.

b. Exploring Gust

The NPCs in Gust can fill you in on current events a bit. It seems that the north wind has driven some of the townsfolk mad and a young man went to investigate, but has not returned. One of the crazy citizens happened to be a master flute craftsman before the wind made him lose his mind, you will find him in the house west of the pool in the town center. You will also learn that the bridge is out by talking to the townspeople. Keep note of all this for later. 

Check the dresser in the inn for a Sash, which increases the attack power of whoever wears it. Aside from being home to a master flute maker, the house west of the pool has a few secrets to uncover. Push the crate on the east side of the building to fall down a hole. The party will fall into a secret basement. Move the barrels to reach the old man in the bedroom. The puzzle is fairly simple: move the bottom barrel left or right, then push the barrel on the second row to the right. Push the barrel on the left side of the same row to the left. Now push the left and right barrels on the third row up, then push the center barrel to the left to make a path. Talk to the old man with Karn to learn the Debo transformation skill.* Go up the steps to the south to leave town, then reenter Gust.

*Karn can only turn into Debo while underwater.

c. Buying Equipment and Leveling Up Around Gust

The shops are in the northeast section of town. You can get Bo a MoonBW, but the rest of the weapons are fairly useless if you have been taking advantage of the Flea Market. If not, the WingRP is also kind of worth buying for Nina. The WorldML is a great piece of armor for Ox and you can also get it for Bo, who does not need it as much since he should be fused with Karn most of the time. 

You may want to spend some time building up your levels around Gust, even if it is just to earn some money. Bleu is really underleveled when she joins, so try to get her up to level 25 or so. This should put the rest of the party in the mid to high 20s level wise. Most of the monsters should be familiar, but you may want to watch out for the undead in this area. They can cast Curse and other nasty status ailment spells.

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2. Cort’s Lab

Recommended Level: 24-28

Items: Herb x2, Cure2, L.Ptn, Rod4, M.Cura, 

Finish your business in Gust, then walk through the northern exit of town. Keep going north through the small valley on the world map and the party will enter an area that is not visible on the overworld. Step on the patch of flowers north of the entrance and the party will get dizzy for a moment, though this merely serves as a plot device.

a. Lab 1F

Open the steel doors above the flowers and step inside. Approach the box left of the entrance and a Rogue will attack the party. These guys have a lot of HP and can strike the entire party, but are not that dangerous as long as you keep the team healed. Open the chest to get an Herb, then head over to the box on the right. Another Rogue defends this box, but this chest contains a far more valuable Cure2.

After getting the treasures near the entrance, walk north through the hallway in the center. You will see three rooms ahead. The first one from the left has no treasure, but you can walk into it to fight a Rogue for some nice Exp. Room 2 is also defended by a Rogue and you will find an L.Ptn in the chest after the fight. Slay the Rogue in the third room and you will earn a Rod4 after looting the chest.

Go east down the hallway when you are done collecting treasure. You can fight more Rogues (which I recommend doing for some extra gold and experience) by stepping into the rooms that line this hallway. In fact, you should probably battle the Rogue in the last room just so you can knock down the brittle wall behind it with some help from Ox to create a shortcut that bypasses this long winding corridor. Walk north and up the steps to ascend to the 2nd floor.

b. Lab 2F

The party will meet Cort after climbing the stairs and he will test a new poison on them. The party will shrink, making the room appear huge. You cannot act in this state. Walk past the staircase north of the entrance and continue to the back wall of the room. Next, walk right until you see a mouse hole in the wall. Enter it and follow the path east until you see some mice. 

For some mysterious reason the party is capable of talking to the mice. The one on the right will offer you a rest at the “Mouse Inn” for free. Talk to the mouse standing between the rocks and the one blocking the passage to the north will move out of the way. Follow the new path and turn right at the fork.

Head north when the passage bends and heal up before approaching the roaches standing in the room with all the cheese. Step up to the bugs to fight a trio of K.Roaches.

***K.Roach x3 (Boss)***

Recommended Level: 25-27

Prize: 1380 EP and 600 GP

These foul beasts barely qualify as bosses. Turn into the Ice Dragon with the Hero and have Bleu cast Gale if you have her in the party. The Ice Dragon’s breath attack and Bleu’s Gale spell will do tons of damage. Have Nina and whoever else is in your party focus on support. The K.Roaches do not do much damage, but they have a fair amount of HP, so they can wear you down if you are not careful.

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Backtrack to the mice after you beat the K.Roaches. Rest at the Mouse Inn again and talk to the mouse standing between the rocks again. It will escort the party to some chests. Open them to get an M.Cura and an Herb. Keep in mind that opening the chest on the left for the M.Cura will make the party leave the mouse hole, so open the one on the right first if you want the Herb.

Go down the steps you had to skip past earlier to enter Cort’s lair.

c. Cort’s Lair

The party will have to ride a few floating platforms to get to Cort. Step on the platform north of the steps first, it will take you to a ledge near Cort. Next walk over to the floating platform to the south and cross over to the ledge on the far left. Walk south all the way to another floating block at the bottom of the screen. Use this one to go back to the right side of the chamber.

After that, use the block to the north to land on the small island in the center of the room. Heal up. I also recommend putting Ox, Shin, the Hero, and Nina into the front line for the upcoming battle. Hop on the floating platform to the north to confront Cort, who will send RugaX after you.

***RugaX (Boss)***

Recommended Level: 25-27

Prize: 4162 EP and 3121 GP

RugaX uses an attack that damages the entire party for about 15-60 damage depending on your defense. Nina should cast FortX to counter this, though it will not help much. The Hero’s Bolt Dragon form is really good in this fight so use it and buff everyone else with ATK-Up so their physical attacks do as much damage as possible. RugaX should die pretty quickly. Be sure to use Cura2 to heal when someone gets weak.

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RugaX will morph into Nicholie after the fight and Cort will run off. The party will automatically travel to Gust where a cutscene will take place. Nicholie will need special medicine called “Oil” to get better. Bleu will leave the party (temporarily) and send everyone off to the Frog Cave in search of the Oil. Step back into town to save and rest at the inn before actually attempting to visit the Frog Cave.

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3. Gust Cave

Items: G.Fly

Before leaving Gust, check out the cave on the west side of town; there’s an important item in this cave. The man who had been standing in front of the cave mouth has moved, making it possible for the group to enter. Make sure everyone is prepared for battle before going inside the cave and have Karn turn into Shin. Walk up to the fly in the back of the cave and it will attack the party.

G.Fly is technically a boss, but this fight does not require any sort of detailed explanation, because it’s so easy. Just hit G.Fly with everything you have and you will defeat it in a round or three. Walk up to the body of the fly and examine it to get the G.Fly. Rest up and prepare to set out for the Frog Cave.

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4. The Frog cave

Items: Oil

Exit Gust and cast Warp to teleport back to Gant. From there walk over to the beach that leads down to the Prima region under the sea. Turn into the Big Fish and swim north, then west across the chasm. Stick closely to the cliff on the south end of the screen as you swim west after passing over the chasm and you will eventually see some rocks to the south. Swim over these to a small alcove.

The Big Fish can swim over rocks.

You should see a ramp to the south of the rock. Transform to your regular form and ascend the ramp. The Frog Cave is just a few steps to the south. Talk to the frog in the back of the room and he will trade some Oil for the G.Fly you just got from the cave in Gust. Exit the Frog Cave and Warp back to Gust.

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5. Wrapping Up in Gant

Items: Maestro

a. Curing Nicholie

Enter the first house on the right once you return to Gust and talk to Bleu who will use the Oil on Nicholie. She will tell you to destroy the flower by the lab. Save and rest up then exit town via the northern road.

Walk north on the world map and you will enter the lab area from earlier. Head north to the spot where you saw the strange flower from before. Cort will be there and he will sic the killer plant on you, so make sure everyone is ready to fight. I also recommend using the Hero, Nina, Shin, and Ox in this battle. 

***FlowerX (Boss)***

Recommended Level: 25-27

Prize: 3200 EP and 3000 GP

FlowerX can poison your teammates, so be ready to cast Heal or use an Antidote in this fight. Aside from that, this boss only uses a single target melee attack. Its attack can do a lot of damage to weaker characters, so cast FortX to negate it somewhat. The Hero’s Fire Dragon form can inflict a lot of damage on FlowerX. Have everyone else attack as usual.

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Return to town after you beat FlowerX. Save and rest up at the inn as usual, then enter the house on the lower right. You will have to fight RugaX again, but this battle shouldn’t be a challenge. Nicholie will recover after the fight and fix the bridge that leads to Scande in the north.

b. Obtaining the Maestro

Talk to the NPCs in town to learn that everyone is cured. Go inside the house west of the pool in the middle of town and talk to the old man who will tell you about his flute (you may need to speak to him twice) then walk into the bed in the upper right. Examine the bed while standing in it to acquire the Maestro.

c. The Showdown with Cort

Heal up and put your best characters in the battle line, then save. Exit Gust via the north road to go back to the lab area once again. Walk north past the lab entrance to find the bridge. Cort will waylay the party before you can cross.

***HornToad (Boss)***

Recommended Level: 25-27

Prize: 6800 EP and 7000 GP

The first half of the fight with HornToad is a breeze. This boss will only hit one target for a small amount of damage every round. Transform the Hero into Bolt Dragon and use the usual buffs on the party for the first part of the battle. Keep everyone healed up, because HornToad gets more dangerous once his HP is depleted. HornToad will still use his normal attack, but he will also smash the ground causing an earthquake that can do 30-80 damage to everyone. Keep pounding away at Cort and use Cura2 to heal. He should only last about five or six rounds more.

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The party will be free to cross the bridge to the Scande continent after the battle with Cort.

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6. Finding Gramor

Cross the bridge north of Gust after slaying Cort. Your destination is far to the west, so ignore the ramp above the bridge and walk towards the mountains. Cross the stone bridge and take a few more steps west. You should see a cracked patch of land. Look for a hole to the south and step inside to enter Gramor.

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7. Gramor

Items:Cowl

Gramor is a simple town inhabited by Molemen. The Gramor Dragon Shrine is right of the entrance, so save your game right away. You may notice a small girl in the doorway north of the entrance. Enter this room to learn that a moleperson named Mogu is trapped in a coma caused by Dark Dragon magic. 

Speak to the molewoman standing next to Mogu to receive the Cowl. She will tell you to go to Tunlan to get an item that will allow the party to enter Mogu’s dream and free him. There isn’t much to see here, so climb back up to the surface and Warp to Tunlan. If you have not been to Tunlan, follow the instructions in XI. Walkthrough Part 9 to find the town.

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8. Tunlan

Items: M.Drop, Bolster, Melon x2

Make sure you have the Maestro from Gust before going to Tunlan; it will allow the party to communicate with the town’s citizens. It should also be daytime when you enter the city, use the HrGlas or sleep at the inn to advance time if you arrive at night. The townspeople have a lot to say now that you can understand them, so talk to them to get some useful information. The house on the far left side of the third level of town is home to an NPC that can heal the party.

Enter the castle when you are finished looking around and talk to the woman in green standing by the steps. She will give you the Bolster, which is what you need to enter Mogu’s dream, if you help her out. Say “Yes” when she asks if you will help. It seems that the princess needs some convincing as she has fallen for the wrong man.

Climb the stairs after the old lady moves out of the way. Have a word with the princess in the throne room, then walk back down to the lady in green. Talk to her again then follow her up to the steps on the right. Keep going until you reach the vault. Make sure you leave the treasure boxes alone or the statues will chase you into a hole. Talk to the old woman again to learn that the marks on the princess’s back are a code that opens the vault.

Leave town and wait a few minutes or use the HrGlas to advance time so it is night. Enter the castle, then scale the steps to the right. This should take you to the throne room, but behind its main entrance. Walk left past the steps and through a crack in the wall, then walk up to the potted plants. Stand behind the pot that is pushed forward a bit and press A to view the marks on the princess’s back which are: “Blue, red, and white from left to right.”. 

Now go down the steps that lead to the vault room and talk to the old lady again. Follow her instructions and examine the left side of the big door. After that, examine the ride side of the door. A scene will play out. The party will wake up in the kitchen after the dust up. Feel free to talk to the woman in green and the princess, then head over to the vault one last time. 

You can reach the vault by simply walking left now that the wall has been destroyed. Do not try to open the chests on the left and right walls by approaching them from the front or you will fall down a hole. Open them from the side instead.The chests in the vault contain the Bolster, two Melons, and an M.Drop. Warp back to Gramor now that you have the Bolster.

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9. Mogu’s Dream

Recommended Level: 24-28

Items: LightSH, HeadGear, Life

Item Shop: Herb 10, Herb x9 90, Antdt x9 135, Acorn 30, Acrn x9 270, Life 500, Cure x9 4500

Mogu’s Dream is a rather unique “dungeon” thanks to its item shop, inn, and peculiar puzzles. The enemies in Mogu’s Dream are also somewhat tougher than those you have fought before, so take care when exploring this area. The monsters tend to use magic that can damage the entire party, so it is important to bring things like Meat, Herbs, and Acorns. It’s also worth knowing that Bleu’s fire spells work wonders in this area.

Warp back to Gramor after getting the Bolster and save at the Dragon Shrine. Talk to the molewoman by Mogu’s bed and she will ask you if you are ready to enter his dream. Say “Yes” and the party will be transported into Mogu’s Dream.

Tip: Bring a few Mrbl3s to this dungeon to make life easier.

a. Mogu’s Dream Town Part 1

The party will wake in a bed inside Mogu’s Dream. A pair of molepeople will ask you to save Mogu. Step out of the bed and leave the house to enter the town. Talk to the NPCs wandering around if you want some insight into what makes Mogu tick. There’s a Dragon Shrine in the northeast, whether or not you want to save is up to you. On one hand it’s convenient to have a save point in this area. On the other hand you are kind of stuck here until you complete the dungeon if you save.

The three houses are basically empty; check them out if you want to see some weird decor, otherwise they are safe to skip. The building labeled “Inn” features a place to sleep for 10 GP a night (what a deal) and an item shop. While the items sold in the shop are pretty basic, they can save your hide if you run into trouble in this dungeon. 

Exit the town via the stairs to the north to begin the dungeon proper. The party will turn up on an overworld map of sorts. Monsters can randomly attack here, so keep your guard up. The only place to go is the tower to the northeast, so walk east a few steps and up the path that leads to the tower.

b. Dream Tower 1F

This tower features buttons that make the walls invisible or opaque depending on which button you step on. The gray button makes the wall translucent, while the reddish (or maybe purple, it’s hard to tell with the colors in this place) ones make the walls visible. It’s important to remember that you cannot pass through the walls even when they are translucent. It is also easy to get lost here (trust me I learned the hard way), so please follow the directions closely. This is also a good place to use the Mrbl3 if you brought any.

From the entrance, step forward onto a gray button that will vanish the walls. Next, walk right to make the walls reappear. Continue east until you hit the wall, then follow the passage as it turns north. Travel north a bit more and you will come to an intersection with a path that goes left and one that runs north with a gray button on it. Take the left path and you will come to a north/south intersection.

Choose the south path at this intersection and continue along it until you hit a gray switch that will make the walls disappear just after it bends left. Take 19 steps from the switch, then turn north (you should see another red switch directly to the south) and go up a hallway. Now take about 5 paces north, then turn right. Keep going right for some time until you run into a wall, then turn north. Eventually you will hit another red button that will bring the walls back.

You should see a little moleboy by some steps. He will ask you if you want to fight. You cannot defeat this creature at the moment, so say “No”. You can retreat from this battle if you choose to accept his challenge. There is no point in fighting Mothro (the little boy’s true form) at the moment, because he cannot be harmed in any way. Make sure you talk to the boy, then use Bleu’s Exit magic to leave the tower. Head back to the town.

c. Mogu’s Dream Town Part 2

Go south to the town after leaving the tower, then talk to the little girl blocking the way into the town. Take a rest at the inn, then enter the central house on the south end of town. Talk to the old moleman and the girl to learn that the bridge to the south cave has been repaired. 

d. South Cave

Exit town and walk west. You should see a rope bridge to the south. Use this bridge to reach the land mass where the South Cave sits. Walk east and you will see some rocks. Head north between the rocks to enter a strange field of geysers. Try not to step on the geysers, because they will damage the party. 

The party can walk safely over cracked ground.

Follow the path marked off by bones as it zigzags. It is fairly easy to stay on this path at first since it’s all hemmed in by bones, but you will eventually come to a three way intersection. First, take the northeast path (it twists and turns a bit) to a chest that contains a LightSH, then return to the intersection.

Back at the intersection, take the northwest road. Move along it as it snakes around the field and you will eventually see the path fork to the south and north. You will take damage from a geyser if you try to go south, so head north. This next part is tricky, because the path looks open, but geysers will spring up if you try to walk directly north. Instead, walk east about eight paces until you get to some cracked ground, then go north until you reach the bones. From there head west and you will see another open area.

Keep going west over more cracked ground that’s safe to walk over, then north. Make way for the cracked ground to the north and follow it to the exit of this field.

Note: There are two chests on the east side of this field that I purposely left out, because they are not worth the hassle. These boxes contain a HeadGear and a Life.

Step into the cave to the north after leaving the field and you will see a mole sitting on a throne. Talk to him and a scene will play out. Mogu will then join the party. Backtrack through the geyser field, it should be fairly easy with Mogu’s Dig ability to escape random battles and if you follow the cracked ground. Run back to the town when you are clear of the geyser field and rest up for the next part of this area.

e. Dream Tower 1F (Revisited)

Stock up on any goods you need (Acorns for Bleu’s magic and a Life or two for the boss are recommended) and save your game at the town, then go back to the tower to the north. The game isn’t going to cut you any breaks, so you will have to go back through the maze. Here’s an abbreviated set of directions to Mothro:

-Walk east, then north until you see a red button.

-Take the left path.

-Go south at the next intersection, then west when you reach the wall.

-Walk 19 paces west after you step on the blue button.

-Go north 5 steps, then turn right.

-Continue right, then north after you hit the invisible wall. 

You should see Mothro who is disguised as a boy after you walk north a while. Talk to Mothro and he will flee up the stairs. Pursue him.

f. Dream Tower 2F

Walk south from the steps over a red button. This passage runs south a bit more before turning north. You’ll hit a blue switch that will make the walls vanish, but you will not have to count paces this time. Continue north until you hit a barrier. After that, walk east until you come to another wall. Walk south from there and you will pass by an unreachable red button on the left.

Keep going south from the red button until you hit a wall once again. Turn west at the wall and you will see a red switch to the north after a few steps. Activate the red button to bring the walls back. Hop into the passage left of the red button and go along it to find steps leading up to the next floor.

g. Dream Tower 3F

You can only go one way from the steps, so follow the path until you step on a blue button that is hidden by the walls. Take a few steps right to hit the barrier, then turn south. The party will be stopped by yet another wall after a few steps south. You will see three blue switches to the south, but leave them alone. Instead, walk right a few steps to another wall, then south 2 paces. Turn right and you should slip into a passage that goes east for a few steps before ending at a wall.

Walk north, then turn east at the next wall which is only about 4 steps ahead. Go east a bit and another barrier will stop the party. Walk north 3 paces from the wall, then right and you will see a red button in the upper right corner. Just go right, then north to activate the red button, revealing the steps to the next floor in the process.

H. Dream Tower 4F

This floor needs little explanation. Just walk over the buttons to get to the boy on the west side of the room. I recommend switching your party to the Hero, Ox (or Shin), Nina, and Bleu before talking to the boy.

***Mothro (Boss)***

Recommended Level: 26-35

Prize: 6000 EP and 8000 GP

Mothro uses an instant death spell, so make sure you have a Life in your inventory and Nina in the party. Aside from that, Mothro likes to use status effect spells, so have Nina use the Heal spell to remove them. Mothro’s “Time Out” ability is fairly annoying, since it will freeze its victim for a round and this boss uses it a lot. Finally, Mothro has high evade and you will whiff a lot with melee attacks, so magic is key in this fight.

Bleu’s more powerful spells like FireX, IceX, and BoltX are really effective in this battle thanks to the fact that Mothro cannot dodge them. That said, Bleu does not learn those spells until she is about level 35, so you may not have them. Use something like Blast if you do not have the better spells. The Hero’s Bolt Dragon form also works in this battle. Use your best spells for a few rounds and Mothro will bite the dust, just make sure you resurrect anyone unlucky enough to fall victim to its Shock ability.

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The party will warp back to Gramor after the battle and Mogu will officially join the squad. This will complete the lineup of playable characters in Breath of Fire. Save your game and prepare to do some backtracking for powerful items in the next section.

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(Click here to jump to Contents)

XIII. Walkthrough Part 11: Buried Treasures (Backtracking), South Cave, Spring, Spyre Tower, World of Dreams

Mogu can dig up all of the buried treasure scattered around the world, so get ready to backtrack again. The party will also have to brave another massive dungeon in this section.

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1. Buried Treasures Backtracking (Optional)

Items: Doof (Spell), L.Ptn, Clog, A.Ptn, V.Ptn, Puka (Spell), DarkBR, LoveBR, EarthRB

Mogu can dig in certain spots on the world map to reveal hidden caches of loot. While this part of the walkthrough is optional, it’s well worth the small amount of time and effort required to find the caches. To dig up a cache, put Mogu in the front of the group and press the A Button to interact with it. Players will also get a new form for Karn that allows them to open up even more new areas, so there is a lot to be done in this part of the game.

a. North of Camlon

The first and arguably most important cache is north of Camlon. To find it, walk over the land bridge northwest of Camlon and keep course in that direction as you pass a beach. Next, cross the bridge to the northeast, climb the steps, then cross another bridge to the east. Keep moving east and you will see mountains. A dragon shaped symbol should be to the north. Mogu can dig this symbol up to reveal a hidden area. 

The first cache

The party will land in a small chamber with an old man and a teleporter in it. Speak to the old man as Karn and he will teach him the Doof fusion. When cast, this ability fuses Karn with Bo and Ox. Doof is extremely strong and can push objects that are too heavy even for Ox. He also has a massive HP pool and decent overall stats that make him good in combat. Step on the teleporter to the right to go back to the surface.

b. Northeast of Tantar

Warp to Tantar and cross the river, then climb up the nearby ramp. Go along the dirt road until you come to a big ramp. Ignore the ramp and head northeast along a narrow path by the sea. You should see another dragon mark on the ground. Use Mogu to dig it up. Switch to Karn to disarm the trapped chests in this chamber. Open the boxes to get an L.Ptn, Clog, A.Ptn, and a V.Ptn.

c. Hidden Rooms in Bleak

Warp over to Bleak. Turn into Doof and make sure he is at the head of the group, then go into the home north of the Dragon Shrine. Move the tall stack of crates in the bedroom (upper left corner of the house) with Doof and the party will drop into a hole. Revert back to Karn and talk to the old man in the secret room to learn Puka. Go up the steps to the south to leave, then come back to this house.

Back in the house north of the Dragon Shrine, push the large stack of crates in the lower left side of the building to the north to open the way to a set of steps. Move the barrels out of the way by pushing the one on the left north and the one on the right east. Push the stack of crates at the back of this room north and check the floor to find ClearCL, a powerful armor for NIna or Bleu.

d. Auria Dragon Cave

Puka will roar if the player presses the A Button with it in the front of the party. Roaring while standing in front of stone doors marked with a dragon symbol on the world map will make the door open. The first of these doors is just north of Auria, so Warp there after getting Puka.

Auria dragon door

Stand in front of the Dragon Door built into the cliff north of Auria and roar with Puka to open it. Take the DarkBR from the chest. This powerful accessory is for Karn.

e. Gust Dragon Cave

Warp to Gust and exit via the south gate. Go down the ramp to the south, cross the bridge, then walk west. The Dragon Cave door will be just north of the beach you used to first enter the Gust region a while back. Puka’s roar will open this cave up as well. Take the LoveBR and give it to Nina or Bleu. This item will heal HP with each step, so you may want to swap it between the two depending on who needs healing.

f. Gust Flute Maker’s House

Remember the Flute Maker’s home left of the fountain in Gust? Return there and use Doof to push the heavy stack of crates near the stove. Check the spot on the floor that was once occupied by the crates to find an EarthRB.

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2. Getting Mogu Battle Ready

Mogu starts out with little in the way of gear. He also lacks HP and AP, so he is a soft target. That said, Mogu’s Dig ability is great for escaping random battles and he can make a passable fighter for those willing to invest in him. Warp to Gust and get Mogu some WorldML, which will give him a massive Defense bonus. 

You can also give him a HornHT if you have any laying around or you can buy one in Prima’s southwest shop. For weapons, you should buy him the IronCW, which can be found in the northwest shop in Prima. Mogu’s weapon type mostly precludes him from using a shield, so you will have to make do without one for a while. The AgileHT is a big help if you have enough patience to do some Flea Marketing.

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3. South Cave

Recommended Level: 26-37

Items: None

Warp back to Gramor once you are finished getting all of the items from the dig spots and dragon caves. At this point I recommend a party composition of the Hero, Nina, Bleu, and Puka. On the world map, walk south from Gramor and you will soon see a cave. Enter it.

This cave is devoid of treasure and there is only one direction you can go in, so this guide does not provide detailed instructions. However, the monsters in here can be extremely dangerous. Prioritize the D.Fleas as targets in battle, because they can instantly kill your team members. Better yet, use a Mrbl3 to avoid random fights or Mogu’s Dig ability to escape from battle.

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4. Spring

Items: Clog, Herb

Item Shop: Herb 10, Antdt 15, T.Drop 20, Drop x9 180, Acorn, Acorn x9 270, Charm 150, Cure 2000

Equipment Shop: PowerDR 5500, RustCW 700, IronCW 10000, WingSD 10000, IronML 5000, SpineCL 8000, GaiaMask 8000, QuartzAR 10000

After exiting the South Cave, walk west a bit to find the town of Spring. Save at the Dragon Shrine west of the bridge that leads to town. Examine the dresser in the inn to get the Clog. An Herb is hidden in the dresser located in the big house near the center of town, but there’s not much else here in the way of loot.

The villagers will tell you about a place called Spyre, which happens to be the next destination. Stock up at the shop before leaving. The weapons and armor sold here are not that great, but you can get Mogu an IronCW if you did not buy him one in Prima. You can also stash your junk in the bank located in the item shop building.

Take a few minutes to level up in the overworld around Spring when you are done in town. The monsters in Spyre Tower are very dangerous and it pays off to be a bit stronger when facing them.

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5. Spyre Tower

Recommended Level: 27-38

Items: Cure2 x2, Shell, A.Ptn, FlameAR, WorldAR, S.Ptn

Spyre is south of Spring and should be visible after a few seconds of walking. Go around the water that surrounds the tower and use Mogu to dig in the spot marked with a dragon head in front of the tower. 

I suggest taking the Hero, Puka, Bleu, and Nina into this tower, because the monsters in this dungeon are fairly tough. The Golems that attack the party have upwards of 3000 HP and you will encounter deadly creatures like D.Fleas that can insta kill your party. BlazeX is an especially dangerous monster that can cast powerful spells, so stay on your toes. Alternatively, you can avoid random fights with a Mrbl3 or Mogu’s Dig ability.

Spyre Tower is a huge dungeon, but it is also very simple for the most part, so I’m going to cover it in a single section rather than break it up. After falling into the hole dug by Mogu, walk up the long corridor to a staircase that will take you to a basement area. From the steps, walk south, then northeast (you will see a stone path going this way) to a chest that contains a Cure2.

Next, head east. There are two paths going east, but you will want to take the northern path since the southern one dead ends. Follow it and you will come to an island with two chests on it; open them for a Shell that can be used as bait and an A.Ptn.

Travel west after opening the boxes and keep going past a set of steps to find two more chests. These contain a WorldAR and a FlameAR. The FlameAR is really good for Mogu or the Hero if you did not get the LifeAR. Run back to the steps you just passed. Before ascending the stairs, look behind the two pillars north of the stairs to find an S.Ptn and a Cure2.

Go up the steps in the tiny room and you will end up in a huge green area. Walk northeast across the gigantic field and you should run into steps going up to the next floor. It’ll be raining on the next floor. Go southwest to find the next set of steps. You may encounter gaps in the walls of this room, do not walk through them or you will leave the tower.

Go up the steps in the rain chamber to enter a desert room. You will find the next set of steps southeast of the entrance to this room. An ice room is just after the desert. Be careful if you decide to explore the southern end of this chamber for some reason, because the gaps in the wall here lead outside of the tower. Instead, walk directly north from the steps to find the way up to the next floor.

The next to last floor of the Spyre is a cloud room. The steps up to the final floor are far to the southwest, so walk west until you come to the wall, then go south. Take the steps to the top floor, which is much like the rest. You will find a raised section of the floor with a machine and a strange orb on a pedestal. Examine the machine and Mote will transport the party to the World of Dreams, which serves as the next dungeon.

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6. World of Dreams

Recommended Level: 27-38

Items: Cure, JadeBW, L.Ptn, Trident, Smoke, CursedHT, FaceMask, SkyKey

Item Shop: Herb 10, Herb x9 90, Antdt 15, Antd x9 135, Acorn 30, Acrn x9 270, Life 500, Cure x9 4500

Unlike Spyre, the World of Dreams is fairly complex and large, though not as big as Mogu’s Dream. The monsters in this area should be familiar and they include some of the more deadly creatures you have met in this game like the D.Flea. Complicated puzzles await the player in the main dungeon, so follow this guide carefully.

a. World of Dreams Town

Upon entering the World of Dreams, the party will find themselves in a small town inhabited by people who are trapped in the dream world. The spirit in the upper right corner of town will tell Bleu he cannot give her the SkyKey until a true Hero comes around. Check the house in the north to learn that you can only leave when Mote is defeated.

There’s an inn and shop in this town, be sure to visit both. You should also save at the Dragon Shrine since it took a while to get here. Leave town when you are ready to move on.

b. Finding the Dream World Tower

Your next stop is a large tower that dominates the northern part of the Dream World. Leave town and you will pop up on an overworld map of sorts. There are no random encounters on this map, so save your Mrbl3s if you brought any. To get to the Tower, you will have to walk far to the southwest in search of a ramp. Scale the ramp when you see it and go northeast.

Keep walking until you can only go west and you should see the Dream World Tower fairly soon. Continue to the far left side of the cliff and you will see a narrow path that runs along the side of the plateau occupied by the Tower. Walk along the path to find a cave that leads into the Tower.

Take this path to reach the cave that serves as the Tower entrance.

c. Dream World Tower Part 1

Enter the cave at the base of the Dream World Tower. Descend the steps to the north after entering the cave. Continue north, ignoring the passage that runs off to the right, which leads to a dead end. Climb down the stairs when you reach the end of the hall. On the next floor, follow the passage as it twists from west to north, then east. You should see a hallway that splits off to the south after walking east a bit. 

There’s treasure at the end of the hall, but the room is trapped and a gate will lock you in here when you open the boxes. Fall down the hole if you get locked in the treasure room, then go up the steps to the right. Follow the hallway to some steps to the west and climb them to get back to the entrance. From there you can go north to return to the floor with the treasure room.

The boxes in the trapped room contain a Cure, JadeBW, L.Ptn, and a Trident. Backtrack to the treasure room again after you clear it out using the instructions above, then head east (ignoring the treasure room) to steps that go up to the next floor.

Open the boxes next to the steps after climbing them to get a Smoke, CursedHT, and a FaceMask. Despite its name, the CursedHT is a good helmet that offers high defense. It’s only drawback is its weight. Head west after cleaning out the chests, then north when you reach the wall. The party will meet Mote’s Conscience at the end of the hall. Talk to him and he will knock down the wall.

Pass through the hole in the wall and climb the stairs to the next floor. Use the healing spring on this floor and interact with the pot in the center of the room if you wish to save your game. The door to the north will take you to a black room with a glass floor.

d. Dream World Tower Part 2 

This room is very complicated thanks to tiles that spin the entire chamber around when you step on them. Needless to say, this can be very disorienting, so I have included a map to make the directions for this part of the tower less confusing. Refer to the numbers below that correspond to those on the map to find your way through this tower.

Note: It is very important to only step on the tiles that spin the room around once per tile, or the perspective of the map will change and the instructions below will not work!

1. This is the start point for this room. Head north until you reach a tile with a “+” on it.

2. Step on the + tile here and the room will spin so that the path you are on appears horizontal. Walk left when the room stops spinning.

3. This tile will also spin the room, causing it to appear vertical again. Go south when it is done spinning and follow the path as it turns.

4. This tile appears different from the rest, stepping on it will spin the room quite a bit. Walk north when the room is finished moving.

5. Another tile will spin the party around when you get here. Walk east towards the crossroads when the spinning stops and keep going past the intersection.

6. Step on this tile to make the world spin again, then head north. Turn east when you get to the end of the road and continue along the path.

7. Everything will turn around again when you get to this tile. Walk south when things settle down.

8. While this passage runs to the east, it will look like it goes south, so take it to reach the final spinning tile.

9. Walk south (which is actually north) after stepping on the tile here and go down the long passage to reach the tile that will warp the party out of this chamber.

After clearing the spinning room, the party will come to a room with three sets of steps and three colored tiles. The tiles can hurt or heal the party depending on how many times they are stepped on, but the amount of health they restore or drain is miniscule. Go up the steps above the purple tile in the center.

The next room features a block of yellow tiles. Walk south, over the yellow tiles, then look for a trap door in the lower right. It should be a few steps away from the right hand wall. Take the stairs to the north to reach a tiny chamber in the floor you just fell from, then ascend the steps to the north. 

This next room has a lot of hidden trap doors.I strongly recommend putting Karn in the front of the party so he can disarm any pitfalls you may blunder into. Go up the steps in the lower left to get to the next area.

Let Karn take the lead here. He can disarm the pitfall traps!

Tip: Puka can also use Karn’s trap detection skills, so you do not need to revert if you have Puka in front.

This next room is filled with steps going up. DO NOT go up any of the staircases except those on the lower right or you will have to slog through this maze again.

The steps in the southeast corner lead to the boss room.

Approach Mote who is standing at the back of the room to begin the boss fight. You may want to go with a party combination like Puka, Nina, Mogu, and the Hero for this battle.

***Mote (Boss)***

Recommended Level: 27-38

Prize: 5400 EP and 6000 GP

Mote begins the battle as a strange mass of pixels. Do not use magic on him for the first few rounds, because he cannot be harmed in this form. Just hit him with melee attacks for a few rounds and the battle will eventually cut to Mote gloating over the fact that the party cannot harm him. The battle will recommence after some dialogue and the party will be able to damage Mote this time. Mote only has a charge attack that hits one target, but it can do around 200 damage with a critical, so have Nina or someone with an item ready to heal.

Mote is highly resistant to magical damage, so the Hero’s dragon forms and Bleu’s spells are pretty worthless in this battle. Mote may start casting spells like inferno when his HP gets low, so be ready to take more damage as the battle drags out. It’s a good idea to cast Nina’s ATK-Up spell on Puka and the others. Puka alone can do around 500 damage per hit and even 999 with a critical if buffed. Mote will eventually fall if you can keep the damage up.

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The party will warp back to the Spyre once Mote has been slain. Check the pillar to get the SkyKey, then walk over to the machine with the flashing light and examine it. The party leader will use the key to deactivate the machine. Cast Exit to leave the Spyre once and for all.

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(Click here to jump to Contents)

XIV. Walkthrough Part 12: Waterfall Cave (Spring), Carmen, Tock Tower

This part of the adventure largely revolves around the town of Carman and Tock Tower. The party will find many of Carmen’s services inaccessible, so be prepared to Warp to other towns for healing. Additionally, you will have to visit Tock Tower several times and it pays to memorize the layout of the tower the first time around. That said, this guide provides two walkthroughs for Tock Tower for your convenience.

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1.  Waterfall Cave (Spring)

Items: DragonAR

Stop by Spring after defeating Mote and turning the machine at the top of Spyre off to find the town greatly changed. Feel free to explore a bit, the townspeople have quite a few hints for the party. When done, equip the Rod5 and a Worm, then head over to the steps west of the item shop. Walk down into the water and look for some steps that go up to a dock on the left. Stand on the dock and examine the water to use the Rod5 to fish up some DragonAR.

After getting your prize, walk north from the dock and you will see a waterfall with the faint outline of a cave mouth behind it. This is another very simple passage to another part of the world map like those from earlier areas. Just follow the path to some steps that go to a smaller tunnel. From there you will find the cave exit to the overworld.

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2. Carmen

Items: RubyBR, W.Ant

Follow the coastline south from the cave for a good distance to find Carmen, the last town. Everyone in this town is frozen in time. The only person in Carmen you can talk to is a young man who can be seen pacing around the center of town. Consequently, the party can not purchase anything here or rest at the inn. I recommend Warping to a place like Arad and using the free inn if you need healing.

A few items can be looted from various containers in Carmen. Start out by checking the dresser at the inn for a RubyBR.*  Move the barrel on the second floor of the windmill north of the weapon shop and check the floor to get a W.Ant. Hold onto the W.Ant for later. That’s about it for the items. Talk to the only mobile person in town to learn that these strange events are likely linked with Tock Tower.

* The actual function of the RubyBR is unknown, though an entry in RPG Shrines speculates that it may increase the wearer’s fire resistance.

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3. Tock Tower

Recommended Level 29-40

Items: Life, EvilCN, IcyAR, Cure, G.Tiara, Life2, GuardSH, AgileHT, WolfSkin

To enter Tock Tower, walk south from Carmen and turn east when you see a patch of forest. Continue east along a narrow path between two plateaus and you will eventually see a slope to the north. Go up the slope, then walk west. Turn south when you reach some dead trees, then resume going in a westward direction. You should encounter another ramp after a few paces. Put Bo in front of the party so you can pass through the ring of trees that surround Tock Tower, which is at the top of the ramp.

Tock is filled with mediocre monsters, but the dungeon itself is a maze of teleporters. Take note of the arrow shaped tiles in this dungeon, which will transport the player in the direction the arrow points to when stepped on. You should also be prepared to memorize some of the paths so you can easily access the healing spring near the dungeon entrance if needed.

a. Tock Tower 1st Floor

Walk through the arch north of the entrance to find a healing spring and some curious arrow tiles that can transport the party in the direction indicated by the arrow. Feel free to try the tiles out. Look for an arrow tile southwest of the spring and step on it to warp through the wall.

After warping, walk north past the tile pointing left (we will come back to this) and open the chest to get a Life. Next, walk northeast to a chest that contains an EvilCN, which serves as a weapon for Bleu. After taking the EvilCN, return to the arrow tile in the south that you bypassed earlier. Step on it to jump across the wall to the west.

Use the arrow tiles to warp past obstacles.

Take a few steps left to another arrow tile that points west. Ignore this one and walk north through a circle of three pillars until you reach a chest that contains the IcyAR. Hop onto the arrow tile right of the treasure chest to warp to the next corridor. Follow the corridor to another tile that points left, then step on the next tile (which also points left) to warp over to the staircase to the west. Take this staircase to the next floor.

b. Tock Tower 2nd Floor

Open the box northwest of the entrance steps to this floor to receive a Cure. Step on the tile to the upper right to exit the chamber, then jump onto the tile pointing right to warp to another room. There’s only one way to go in this chamber, so step on the arrow tile to the right to proceed.

From here you will need to step onto the arrow tile to the north, which will warp the party to a narrow passage.continue along this passage (ignore the down pointing arrow to the south) as it wraps around the north end of this floor of Tock Tower. Go south when you come to the west wall and continue south when the passage branches off to the south and east. Turn right when you hit the southern wall of this floor. Keep going until you reach the southeast most corner of the floor.

Walk north when you get to the corner and walk onto the arrow tile that points left. This will transport the party to a room with some steps that go up to the next floor. There’s nothing else to do here so climb up the steps.

c. Tock Tower 3rd Floor

Open the chest  to get a G.Tiara after you enter this floor. Use the tile to the south to warp to the lower section of this room. DO NOT go through the open doorway to the south or you will drop out of the tower, which will force you to climb all the way back up here. Instead, walk west, then north to an area with a couple of boxes. Crack open the box in the north end of the room to get a Life2, then step on the arrow a few paces to the south to transport the party onto the raised platform with the second chest. This chest contains a GuardSH. Jump on the arrow to the right to warp back down, then go up the steps in the center of the room to reach the next floor.

d. Tock Tower 4th Floor

This is where things get ugly. The entire room is a maze of arrow tiles. Luckily it’s not as bad as it looks, especially if you have a guide. To begin, walk along the northwest wall to reach the top of the room. Next walk east until you are by the set of arrows a few paces away from the eastern steps. You should see a pair of arrows pointing right and left respectively, followed by a space, then another set of right/left arrows. Step onto the arrow to the south to warp one space to the left. 

Use the arrow tile to the south to begin this maze.

Now take one step south then one step east. Jump onto the arrow to the south, which points left to warp in between a cluster of arrows. Simply step onto the arrow below the party to warp left. We will take a detour here to get a treasure, so take one step south after warping and step on the arrow to the left. The party should reappear just north of the chest. Step on the down arrow one pace to the right and you will be able to loot the box for an AgileHT

You will have to restart the puzzle after getting the AgileHT, so step on the down arrow south of the chest, then step on the arrow pointing down to the left of where you materialize. Go all the way back up to the spot you originally entered the maze from (see the image above) to restart the puzzle. After stepping on the left facing arrow, take a step south, then east as you did before, then step on the left arrow directly below the party.

You should pop up in the center of a cluster of arrows as you did earlier. Step on the arrow just south of the party to warp left again. From here take a step south and jump on the arrow that points right to warp between another group of arrows. Step on the arrow that’s just below the party to warp right, then step on the down arrow to the right. 

From here you should be in the middle of another group of arrows, use the arrow on the right to warp in that direction. You can either proceed to the steps or get another treasure from here. To get the treasure, step on the arrow tile to the north and open the box to get the WolfSkin

Luckily, you will not have to restart this maze after getting the WolfSkin. Just step on the arrow pointing left (assuming you are standing right under the chest) then hop onto the down pointing arrow in the upper right. This should warp the party to the arrow cluster near the chest. After that, use the arrow to the right to warp into another arrow cluster, then step on the next arrow to the right to warp down. Next, take one step east, then jump onto the arrow pointing up that’s to the right of the party. Step on the arrow to the north to warp up again. The steps should be very close now. Step on the final arrow to warp past the wall, then go up the steps to the north.

e. Tock Tower 5th Floor

Heal up when you reach this floor and whatever you do, avoid the steps to the left. They will send you back to the arrow maze below and no one wants that. Walk north to meet Cerl, who will distort time and send the party to different places. From here you will only be able to control the Hero.

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4. Reuniting the Party

This portion of the game is extremely dangerous since the Hero is alone on the southeast part of the continent occupied by Carmen and Tock Tower. The monsters here are just as strong as those you’ve been fighting for a while and you will have to watch out for instant death spells from D.Fleas. I strongly recommend using a Mrbl3 to avoid random battles or just blasting everything with Bolt Dragon.

Look for a ramp east of where Ryu appears and use it to reach the second tier of the hill to the north. Walk west and you will see a forest that should be familiar from the journey to Tock Tower. Keep going west while sticking to the southern side of the forest, then turn north when you hit the coast. Continue north for a while and you will arrive at Carmen. 

The party will reunite as soon as the Hero enters Carmen and you will learn that Cerl and Carmen’s only resident that is not frozen in time (Alan) share a common past. Alan will leave for Tock Tower and you will be able to control the party once again.

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5. Tock Tower (Revsisted)

Recommended Level 29-40

You will have to make the long trek back to Tock Tower and its topmost floor to finish this leg of the journey. This walkthrough provides an abbreviated version of the tower for your convenience, but you will have to refer to Section XIV, Part 3 of this walkthrough if you want information on the treasures in the tower.

a. Tock Tower 1F

Go north and use the healing spring. After that step on the left facing arrow tile southwest of the spring. Step on the next tile you see to warp through the wall to the left, then head north past three pillars.You will come to a chest; jump on the arrow tile to the right of the box. Follow the hallway up to an arrow that points left, then step on the next left arrow after passing through the wall. Go up the steps to get to the second floor.

b. Tock Tower 2F

Use the arrow tile in the upper right to get to a narrow passage, then step on the tile to the south to warp to a chamber to the right that has a single pillar. Step on another arrow tile right of the pillar then go north using a tile to warp upwards on the way. The hallway wraps around the entire second floor, so head west and continue along it until you reach the southeast corner of the second floor. Walk north after hitting the eastern wall and use the warp tile to enter a chamber with some steps that go up to the third floor.

c. Tock Tower 3F

This room is really simple, just use the arrow tile left of the steps to get to the lower part of the room, then take the steps in the center of the room up to the fourth floor.

d. Tock Tower 4F

This room should be very familiar, so I’m going to give a very basic description of how to get through it. Walk up the northeastern part of the room, then step on the tile that points left (it will be kind of inbetween a broken row of four tiles) then take a step to the south followed by a step to the east. Hop on the tile that points left (it will be right below you) to warp into the center of a cluster of tiles. Use the tile to the south, then take two steps south to teleport to another tile intersection.

Step on the tile that points right (it will be just below you) then hop onto the tile pointing down that’s right next to the party. Take a step right to warp over again and use the down pointing arrow tile just east of the party. After that take two steps east to warp up and then jump on the next up pointing arrow. At this point you should be a few paces southeast of the stairs that lead to Cerl’s room. Step up to warp past the wall. Climb the steps to leave this room behind.

e. Tock Tower 5F

Ignore the steps to the left and walk up the hallway that runs north. Heal up before going too far, because Cerl will attack the party. You will also want a party combo like the Hero, Nina, and Puka. Use Bleu or Mogu for the fourth slot.

***Cerl (Boss)***

Recommended Level: 29-40

Prize: None

Cerl is not as dangerous as she looks. She can buff herself with Fort and cast some status ailments that can be removed easily with Heal. For attacks, Cerl uses a basic melee slash that inflicts middling damage and one that can hit everyone in the party for the same amount of damage. Just keep everyone healed and use Bolt Dragon as well as Puka to inflict enough damage on Cerl to end the fight.

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The battle with Cerl will end suddenly once you get her down to about 25% health. She will once again use her time magic to scatter the party. Nina and the Hero will land at the South Castle. There, Cerl will retreat into the fortress and seal it with a spell. Our heroes will need to find a way to undo the spell, so get ready to Warp back to Carmen yet again.

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6. Carmen (Revisited)

The South Castle is southeast of Carmen as the name implies. It’s possible to walk northeast to get back to town, but it is much easier (and safer) to cast Nina’s Warp spell to get back. Carmen is still frozen in time. Talk to the other team members wandering around town, then enter the house north of the fountain to get the story moving. You will need to acquire some Fruit from the tree far south of Carmen in order to enter the South Castle.

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7. Tock Tower Backtracking (Optional)

Items: MystSD

This section is VERY optional. In fact, I don’t even think it is worth the trouble, but completionists may want this item and some players may appreciate having a new weapon for the Hero, so I’m including it. Walk back to Tock Tower and make your way all the way up to the top floor. Feel free to refer to one of the two sections on the tower for instructions. Open the box at the back of the room on the top floor to get the MystSD.

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8. The Holiday Tree

Items: Fruit

Remember the ruined town south of Tock Tower? The Holiday Tree Alan spoke of is right next to the ruins. Just head south, then east from Carmen to find a ramp leading down. From the ramp walk west and you will see a large tree by some rubble. Switch to Ox and examine the tree with him in the front of the party. He will strike the tree, causing the Fruit to drop from the tree, though it may take a few tries.

Note: The Fruit may disappear if you are attacked while walking up to it. Simply hit the tree again to make it respawn.

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9. South Castle and Tock

Recommended Level: 29-41

Items: TmKey

Note: This section of the game marks a temporary point of no return, so handle any unfinished business before entering South Castle.

From the Holiday Tree by the ruined town, walk east and you will see a dirt road going south. Take this road to a valley that leads to the South Castle. Approach the doors with the Fruit in your inventory and Cerl will open them for you.

You won’t find anything of use in this castle, so go up the steps once you enter. The party will talk to Cerl, who will allow you to take the TmKey from the chest. A cutscene will commence after you get the key.

The party will return to Tock Tower. Luckily the screen will just transition so the party is by the steps that go up to the final floor of the tower, so you do not have to trudge through this area again. Nina will automatically use the TmKey once you reach the top floor. Carmen will return to normal, but something will go wrong and the party will warp to Tunlan, thus ending this phase of the game.

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(Click here to jump to Contents)

XV. Walkthrough Part 13: Curing Nina, Exploring with Nina, Dragon Shrine 3, Scande Tower

Nina will be unavailable for the first part of this section. Getting her the cure for her amnesia will take quite a bit of traveling, so don’t forget that Bleu can also cast Warp.

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1. Curing Nina

Items: Pass, P.Fish, C.Nut, Root, Tonic

Equipment Shop (Carmen): Tri-BW 12000, IcyCW 15000, FlameSD 2000, LoyalRP 25000, WorldAR 12000, PowerHT 20000, MystSH 20000, LightCL 30000

After being warped out of Tock Tower, the party will land near Tunlan. All will be well, except that Nina is missing. Fortunately she is not far away, so enter the town to find her.

a. Tunlan

This is probably a good time to save and heal up. Visit the house on the third tier of town, just right of the central staircase. Talk to Nina who seems a bit confused as well as the residents of the house. It seems that you will need to get Nina some help before she can rejoin the party. Talk to the shady looking guy in a robe next to the Dragon Shrine in Tunlan to learn that a doctor in Carmen may be able to help Nina. Warp over to Carmen when you are done here.

b. Last Call for the Flea Market

The Flea Market’s stock will change after you cure Nina, so be sure to get anything you need while in Tunlan to avoid missing out on items like the DarkDR or Sleeper.

c. Carmen

Carmen will be very different now that time has resumed for its inhabitants. The doctor is in a purple roofed windmill just north of the equipment shop. Talk to him and he will tell you that he needs P.Fish, Root, C.Nut, and W.Ant to make the amnesia cure called Tonic for Nina. You should already have the W.Ant.

Check out the equipment shop to find some new stuff for the party. The Tri-BW is a nice upgrade for Bo, while the IcyCW is good for Mogu. The MystSH is also pretty good for anyone still wearing an IcySH. Most of the other stuff in this shop is mediocre at this point in the game. However, be sure to avoid the PowerHT. While it appears to have high Defense, it actually increases the amount of damage its wearer takes.

d. Obtaining the W.Ant

You hopefully took my advice and saved the W.Ant found in Bleak or the one under the barrel in the doctor’s house in Carmen. There’s also one in a house in Auria. If not, you will have to hunt a white deer on the world map. Animals appear after random battles and there’s a small chance a White Deer may pop up. That said, I’ve only ever seen one, so you may be in for a long haul if you sold or used the W.Ants found in other areas.

e. P.Fish

Note: Bring some Worms on this trip.

Now walk all the way back to South Castle (well, where South Castle used to be) southeast of Carmen. Enter the remains of the castle to see a melancholy flashback, then exit via the north arch. This should take the party to a narrow valley on the other side of South Castle. Go through the valley until you see some swamp lands and a dirt road. Follow the dirt road west. Take care not to step in the swamp or you will take damage. The road will turn south and you will come to a broken bridge. Equip the Hero with a Rod and some Worms, then examine the bridge while standing by the water to catch a P.Fish.

f. C.Nut

Warp over to Tunlan. Place Ox at the head of the party and step outside of town. You will see some palm trees surrounding the town. Press A to make Ox punch the trees. He will likely fail the first few times, but a C.Nut should drop from the tree after a few punches. 

g. Root

Warp to Gramor and have Mogu lead the party. Look for a bizarre plant southwest of Gramor and stand on the bare patch of soil under the plant. Have Mogu dig here to get the Root.

Dig here to get the Root.

h. Getting the Tonic and Curing Nina

With all the ingredients in hand, Warp back to Carmen and bring them to the old man in the house north of the equipment shop. He will make the Tonic for the party. Take the Tonic to Nina in Tunlan. She should rejoin after you talk to her with the Tonic in your inventory.

i. The Pass

Back in Carmen, look for a trough just northeast of the doctor’s house. The robed man from before should be standing by the trough. Talk to him and he will vanish after telling you to “Search here.”. Examine the spot he was standing on to get the Pass. You will need this to enter Scande in a little while, so it’s worthwhile to grab the Pass now.

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2. Exploring with Nina

Items: HeroBW, WindBR, AgileHT, LoveHT, StarSH, MystCW, S.Ptn x2, A.Ptn, L.Ptn, Life2, V.Ptn, Sash, DragonSH, Tri-Rang

Nina has gained the ability to fly thanks to the time warp. Pressing A with her at the lead of the party after she has been given the Tonic will activate her flight ability. This makes it possible to visit previously inaccessible places as well as travel quickly from one location to another. In this section, we will collect a few treasures that are available now that Nina can fly.

a. Buried Treasure East of Carmen

Go to Carmen and use Nina’s ability to turn into a bird. Fly east past Tock Tower and you will see some mountains near a plain of cracked ground. A treasure cache with a dragon symbol on it is just south of the mountains. Use Mogu to dig into the cache. Have Karn open the chest to disarm the trap on it and you will get the mighty HeroBW, a powerful weapon for Bo. Use the warp point right of the chest to leave.

b. Carmen Dragon Cave

Fly south from Carmen for about five tiles, then turn east. You should pass by two ramps. Look for a door with a dragon head engraved on it after the second ramp. Turn into Puka and use his roar to open the door. Inside you will find the WindBR, which raises ACT and MAG.

c. Buried Treasure Southeast of Scande

We have not been to Scande yet, but it’s hard to miss due to the fact that it’s a massive half buried fortress surrounded by purple colored lakes of poison. The treasure cache we want is on the southeastern tip of the continent. To find it, fly south from Carmen until you see a purple colored lake. Keep going south, then turn right when you reach the coast. Fly along the coast and you will eventually come to some dead trees with a dragon symbol near them. Have Mogu dig the symbol up.

The party will fall into a room with a massive treasure horde. Open the chests to get an AgileHT, LoveHT, StarSH, MystCW, S.Ptn, A.Ptn, L.Ptn, and a Life2. The MystCW is an excellent weapon for Mogu that allows him to hold a shield in his free hand. You may also want to give Nina the LoveHT, because it’s a great piece of armor and the StarSH is one of the best shields in the game.

d. Buried Treasure North of Winlan

Fly north of Winlin for about twelve spaces and you will see a small island with another dragon mark on it. Have Mogu dig down to the treasure chamber, then switch to Karn so you can take the V.Ptn from the box in the middle of the room without triggering the trap on it. Switch to Ox and bust down the fragile walls to the right and left. Open the boxes behind the walls with Karn to disarm the traps. You will get a S.Ptn and a Sash for your trouble. You can also get some free healing from the spring in this chamber, though money should not be a worry at this point.

e. Fishing Well West of Gust

Make sure you have the Rod5 and a Worm for this trip. Warp to Gust, then turn into a bird and fly south about five tiles from Gust. Next, fly west for a few spaces and you will see a well in the center of a mountain range. Equip the Hero with the Rod5 and a Worm, then check the well to fish up a DragonSH. This shield is very powerful and you will need it to enter the last Dragon Palace.

f. The Flea Market

Remember the Flea Markets in Tunlan and Prima? They will have new stock after Nina rejoins the party and you can get some super powerful items. Here are some of the high quality items sold at the Flea Market now that you are near the end of the game:

PowerRP – Nina’s strongest weapon

MaskSH – A powerful shield

EvilRB – Good armor for Bleu and Nina

ClearCL – Another high quality piece of body armor

GlowCN – Bleu’s best weapon

Mallet – Powerful one handed weapon for Ox

The MaskSH and Mallet are arguably the best things you will get out of this Flea Market.* The Mallet alone gives Ox a massive damage boost. Of course, it’s not so useful if you prefer to fuse Ox with Karn. The MaskSH is also a great defensive item for Mogu, Nina, Bleu, and anyone else who can use a shield. These items can get pricey, with the GlowCN at 36K GP and the PowerRP costing about 12,000 GP, so bring upwards of 100K GP if you plan on buying a lot of stuff.

*The Mallet is extremely rare.

g. The Tri-Rang

Fly over to Agua, then north to a tower on a small island. Examine the space behind the tower to find the Tri-Rang, a powerful weapon for the Hero. You can also fight a rare enemy called M-Slime on this island. The M-Slime takes a few turns to kill, but gives the party a massive 9999 Exp. Sadly, the appearance rate of the M-Slime seems very low, so it is not very efficient to hunt this creature if you want to level up quickly.

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3. Dragon Shrine 3

Items: Melon

Fly north from Gust for a few tiles and you will see a waterfall with a lake above it. An island occupies this lake and the final Dragon Shrine is on the island. Make sure you have collected all of the pieces of dragon equipment before entering this shrine. Place the Hero at the head of the party, then talk to the man who will move out of the way for the Hero.

Heal up at the spring to the left. Open the box to the right to get a Melon then talk to the dragon in the center of the room to fight Avian.

***Avian (Boss)***

Recommended Level: 29-33

Prize: 1400 EP and 1600 GP

This battle should not be a challenge. Avian is faster than the Hero, but that’s about it. Transform into Bolt Dragon to inflict heavy damage on Avian and heal up with a Cure if the Hero’s HP gets low. Avian will not last long.

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After beating Avian, the Hero will get the ability to turn into Rudra. Leave the shrine when you are done.

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4. Scande

Items: Herb, B.Part, Parts, D.Hrt

Scande is the seat of the Dark Dragon’s empire; as such it marks the beginning of the end of the game. Make sure you have the Pass before leaving for Scande. Visit the robed man by the water trough in Carmen, talk to him, then check the spot he was standing in to get the pass if you have not done so already.

a. The Journey to Scande

You have likely already spotted Scande if you got the treasures from the previous section with Nina’s bird form. If not, cast Warp to go to Carmen, then activate Nina’s bird form. Fly south until you see a murky looking lake then fly east a bit. You should see Scande (which is a massive city surrounded by a mountain range) after flying east a few tiles. If not, check the map to get an idea of where you are in relation to Scande, which is the only location in the southwest corner of the map.

Scande is far south of Carmen.

b. The Town of Scande

Scande is a town with amenities like an inn and Dragon Shrine despite its intimidating appearance. Speak to the guards with the Pass in your inventory and they will let you enter the fortress town. Down the steps in the center of town you will see two doors. The one on the right is and inn that charges a hefty 400 GP per night, while the other door leads to the Dragon Shrine. Check the dresser at the inn to get an Herb.

The lower tiers of the town are occupied by homes that form a sort of warren. There is not much to see in the homes aside from unhappy residents, but check them out if you want some details on what life is like in the empire. Back at the top of town, you may have noticed an elevator. Examine the panel on the left side of the elevator to find out it’s broken. The man standing to the left of the lift will inform you that someone from Spring broke the elevator switch. This is a vague clue that hints at your next destination: Spring.

c. Repairing the Elevator 

Exit Scande and Warp to Spring. Enter the house south of the inn and talk to the man in the bed. He will give the party the B.Parts which are the broken elevator parts you need to reach the top of Scande Tower. 

Warp to Gant after getting the B.Parts. Enter the house on the far north end of the town and talk to the old woman in red on the second floor. She will wake up the chief of Gant. Talk to him and he will fix the B.Parts for you and give you the Parts. Return to Carmen then fly to Scande, which cannot be reached via the Warp spell.

Save at the Dragon Shrine, then examine the panel left of the elevator to repair it with the Parts. Hop onto the elevator and wait as it takes the party to the next elevator, which takes a few seconds. Get on the second elevator and it will take you to a pair of doors. Examine the doors to enter Scande Tower.

After entering the tower, you will see the robed figure from earlier. He will suggest getting the D.Hrt from Tunlan before entering Scande Tower proper. He won’t step out of the way either, so you will have to go to Tunlan. I recommend casting Bleu’s Exit spell while in the tower to leave quickly.

d. Getting the D.Hrt

Warp to Tunlan after talking to the robed person in Scande Tower. Walk up the steps in the center of town and go into the door directly north of the steps. The woman inside will teach you the D.Hrt song. The Hero will take quite a bit of damage from the song, so heal up before moving on.

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5. Scande Tower

Recommended Level: 30-42

Items: IcyCN, Mrbl1, Glove, PowerHT, Cure

Fly back to Scande again, save your game, and ride up the elevator to the top of the tower. This area is a bit of a maze, but it is not too bad. Random battles are rare in the tower and most of the monsters are pushovers, just watch out for the Entity, which can kill your characters with an instant death spell. There are switches that raise and lower gates in this dungeon, so be careful not to step on any raised switches unless instructed to do so.

Tip: Bring a few Life2s to this dungeon. 

a. Scande Tower 1F (Part 1)

The man in the robe will be gone when you reenter the tower, so take the hallway that runs east. Go north when you reach the wall and you should see a healing spring to the left of a table. Take advantage of the spring and walk over to the steps north of the table. It is very important to only step on the lowered tile (the one on the right) when approaching the steps. Take the steps to the next floor.

b. Scande Tower 2F (Part 1)

Walk west on the next floor to find a pair of boxes that contain an IcyCN and Mrbl1. Give Bleu the IcyCN, then go back down the stairs you came from.

c. Scande Tower 1F (Part2)

Head south towards the entrance when you come back down the steps to this floor. Walk west when you get to the intersection near the entrance to the tower. Go north when you arrive at the western wall and you will see a raised section of the floor. Stay off this part of the floor and go along the left side of it to a set of steps in the north. Climb these steps to get to the other side of 2F.

d. Scande Tower 2F (Part 2)

Stay away from the switches by the steps for now and check out the area northeast of the stairs to find a couple of boxes. Open the boxes for a PowerHT (do not equip the PowerHT) and the Glove. Next, walk south from the steps you used to enter this floor and you will see a long series of pillars. Keep going south and you will see some stairs going up to the next floor. 

e. Scande Tower 3F to 5F

Head north once you enter this floor. There’s only one way to go, so follow the hall until you reach the steps leading up to the next floor. Go along this corridor to some steps that lead down to another section of the third floor. Open the box to the north when you arrive on this floor to get a Cure. Take the steps north of the Cure to go back to 4F. Go up the steps at the south end of this hallway to reach the fifth floor.

Use the healing spring by the entrance to this floor, then go north through a hallway full of pillars. Go through the archway and you will find yourself in a red room. Double check your gear before walking to the end of this room, because you will meet Zog here. Zog will attack the party after a brief conversation.

***Zog (Boss)***

Recommended Level: 30-42

Prize: 7000 EP and 7000 GP

Emperor Zog is quite dangerous. He can breathe fire and use melee attacks to do moderate damage. Watch out for Zog’s Thunder spell, which does over 100 damage to everyone in the party. Use the D.Hrt to soften Zog up a bit. This will also hurt the Hero and you may need to revive him with a Life2, so have someone ready to heal. Puka is a real asset in this fight, since his critical hits can do around 900 damage to Zog. The Hero can dish out some fairly good damage as Rudra and Nina’s healing is indispensable in this fight. CuraX is especially helpful if you can cast it.

You can put Bleu or Mogu in the fourth slot. Either character is decent in this fight, though Bleu is likely a better choice due to her high HP and spells like NovaX. Either way, Zog becomes more deadly when his HP meter is depleted. He will cast multitarget spells more commonly as well as his breath attack. Keep an eye on everyone’s HP and have Nina heal whenever needed. This battle can drag out, so you may have to refill Nina’s AP with an Acorn or two.

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Zog will collapse the tower after being defeated and the party will fall into a deep pit where they will meet Sara. 

f. Escaping Scande

The party will lose all of the keys you spent the entire game collecting. You will regain control of the party once the cutscene ends. It seems you are stuck here. Luckily you will get some help if you go to the niche in the southernmost part of the room, thanks to a moleperson that will pop out of the floor. Drop down the hole made by the mole.

You will see some molepeople to the left of where you land. If you go up the tunnel near the spot where you landed, then walk east at the first intersection, you will find a tunnel that goes south to a mole person that is blocked by the others. Be sure to talk to the other mole people before talking to this guy if you want to know what everyone has to say, because the master digger will finish the escape hole after you talk to the “Talkative Guy” and the other moles will leave. Follow them down the newly dug hole.

The party will land at an excavation site near the bottom of Scande Tower. The moles will inform you that Zog was forcing them to dig up something called Obelisk. There is not much to do here at the moment, so exit this cave via the southern doorway. Scande is largely deserted aside from the innkeeper and a soldier that tells you to go to Agua. Interestingly, you can re-enter Scande Tower, but you should have already picked this dungeon clean by now. Warp to a safe town and save your game in preparation for the next section.

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(Click here to jump to Contents)

XVI. Walkthrough Part 14: Pagoda

This section covers the next to last dungeon in the game. Be sure to collect any treasures you missed, since you will want them for the final dungeons. 

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1. Make Sure You Have Everything You Want!

After leaving Scande take some time to confirm that you got all of the special weapons and items you want from earlier sections. The Flea Market is a really big deal since you can find powerful stuff for Ox, Bleu, and Nina. That said, you will need a huge amount of patience to get these items as well as a lot of money and they are not absolutely necessary, so it is ultimately your choice. It is also wise to level up a bit and get the party’s levels up to about 32 to 46. The area around Scande is a good place to farm experience points.

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2. Agua Tower

Make sure you have the Tablet from long ago in your inventory before setting out for Agua. Warp or fly over to the Romero area, then fly over to Agua, the floating castle northwest of Romero.

Stand on the glowing tile at the end of the stone bridge to make Agua descend and walk inside the tower. Take the stairs in the entrance room to the second floor, then ascend the steps to the north. On the third floor, there should be an open door to the left. Climb the steps by the door to get to the fourth floor.

You will see another set of steps east of an open door on the fourth floor, use these to get to the fifth floor. On the fifth floor, walk west to yet another unlocked door and you will see a floating platform. Ride the platform and walk south through an opening in the wall to a grassy area.

Enter the door on the right side of the grassy ledge, then go up the steps to the left. This will bring the party to a watery area that should be familiar from when you came here after getting Karn. Enter the shrine to the north. 

You will see Sara upon entering the shrine. Follow her up the steps. Jade will be waiting for you in a strange room with an ominous looking device. Approach him and a cutscene will play, then Jade will jump onto the teleporter he was standing next to, follow him to enter Pagoda.

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3. Pagoda

Recommended Level: 30-42

Items: Domino, PowerAR, AgileAR, TrapGRD, FlameDR, StoneHT

Pagoda is the next to last dungeon in the game. While Pagoda must be accessed via Agua Tower the first time, the party can easily leave and return using the door on the southern end of the first floor. You can also pick up the Tri-Rang by looking behind the tower while on the overworld if you have not done so already.

1. Pagoda Part 1

Walk up the steps to the left of the teleporter that serves as the entrance to Pagoda from Agua. Next, head left and around the big hole in the floor to get a Domino from the chest south of the pit. The Domino is a helm that can be worn by Nina or Bleu, but it’s inferior to the AgileHT and other late game helms. Go back downstairs to the first floor.

Look for an orange colored floor tile northwest of the teleporter on the first floor (it should be slightly above and to the left of a treasure chest on a platform near the middle of the room) and step on it to make some steps going up to the platform just above it appear. Go southwest to a staircase and climb it to get back to the second floor. Circumnavigate the pit on your left when you get to the second floor and take the PowerAR from the chest. This armor is also for Nina and Bleu, but it’s somewhat lackluster compared to the EvilRB. Return to the steps you came from, then step on the switch south of them to lower the gate. Go through the gate and down the steps on the right (this is where you found the Domino) to go back to the first floor.

Look for another orange switch in the northeast and use it to get to the platform, then walk south to find yet another set of steps that lead up to the second floor. Back on the second floor, walk east over a skinny bridge to reach a second tower with a purple floor. Turn north at the intersection, then walk west to find a box that contains an AgileAR. Return to the intersection and take the southeastern path. Follow it to some steps that go down to the first floor of this tower.

2. Pagoda Part 2

You will see two raised gates to the north upon entering the first floor of the second tower. These switches raise and lower various gates on this floor. Stand on the left hand switch to lower the gates to the north, then walk over to the hallway in the upper right now that the gate is lowered. Continue along this hallway until you arrive at a crossroads. Take the path on the right (you should see a gate and more switches here) and step on the switch to the right to lower the gate. Go north to a chest that has a TrapGRD inside. Equip this on Karn if you need a decent shield for him.

Go back down the hallway after getting the TrapGRD and step on the switch to raise the gate again. After that, take the southern path that runs along the wall to get to the western end of this room. You will see two hallways to the north, take the hallway on your right. The party should be able to pass through a lowered gate after walking north a bit. Continue along this hallway and you will reach another switch with a gate to the north of it. Use the switch to lower the gate, then head north through the lowered gate and an archway to a chest that contains a FlameDR

Climb the steps near the chest to get back to the second floor. Follow the path from the steps to another set of steps that lead up to the third floor. Approach the staircase in the center of this room. The party will be thrown back, taking tremendous damage and Sara will show herself. Heal up right after you get control of the party again, then talk to Sara. Try to go down the steps and she will attack the party.

***Sara (Boss)***

Recommended Level: 30-42

Prize: 8000 EP and 8000 GP

Have the Hero turn into Rudra and Nina cast Shield on everyone at the start of this battle. Sara does not do a lot of damage, but it helps to have some extra defense against her thunder magic and breath attacks, because this battle is so long. Hopefully you have CuraX for Nina, which makes keeping the party healed a lot easier. It also allows her to cast ATK-Up on Puka and Mogu, though you will not need it for Bleu if you are using her. Bleu’s most powerful spells like CometX work tolerably well in this battle, though you will burn through a lot of AP casting them. 

Sara has a massive HP pool and takes quite a few turns to defeat. The Hero and Puka will likely deal the majority of the damage in this battle, so make sure they get priority for healing. Luckily, Sara will not get any sort of second wind and she will be defeated as soon as her HP bar empties.

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Descend the steps after the battle with Sara.

3. Pagoda Part 3

Go west from the steps on the second floor to find another skinny bridge that leads beach to the first tower. Drink from the healing spring after crossing the bridge. Head west then go down the steps to the south after circumventing another pit. The party will end up on the central platform on the first floor. Open the box to the right to obtain a StoneHT for Mogu. Go up the steps to the right.

Avoid the small hole to the south when you reach the second floor. Instead walk across the walkway to the right of the pit. It’s somewhat hidden by the wall, but the party can get across it with any issues. Ascend the steps to the north after going across the hidden path.

This next floor is a maze of narrow pathways and floating platforms, but the way through it is actually very simple. Go south along the narrow path just left of the steps to this floor. The path will eventually turn right (you will see a staircase that you cannot reach) then north when you come to the far eastern side of the room. Continue north and it will turn west after quite a distance.

The pathway will start to zigzag after a while. Stay on it until you come to a floating platform. Use the platform to cross the gap, then walk south. Simply follow this path as it zigzags. Eventually it will run west, then north. You should see another floating platform (ignore this one) and a purple button north of the platform. Walk north over the button to reach a staircase going up to the next floor.

Heal up, check your gear, and ride the tile north of the steps after ascending the steps. Go north to find Jade surrounded by lightning. A brief cutscene will play out and the party will end up back in Drogen. Jade has activated Obelisk and the team has to do something to stop him. While the game encourages you to take off for Scande, I recommend saving before doing anything.

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(Click here to jump to Contents)

XVII. Walkthrough Part 15: Obelisk 

Obelisk is Breath of Fire’s final dungeon. While you may be eager to conquer Obelisk and see the end of the game, the party will not be able to enter the dungeon without completing a few tasks first. If you are curious, you will find Obelisk floating over the spot that Scande once occupied. Nina can reach the floating fortress in bird form and the party can enter the room on top. Unfortunately, you will need a special tool to dig into Obelisk.

The party can also find hints about how to enter Obelisk by talking to the residents of Gramor, though doing so is not required. Interestingly, one of the citizens of Gramor will mention having lost a treasure in the ocean. It turns out that this side quest was not implemented and the item he mentions does not exist.

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1. Final Preparations

Now is as good a time as any to collect any treasures you may have passed over, level up, and buy anything you want from the Flea Market. You should also use any stat boosting potions you may have on hand to buff up your favorite characters. Gather up a few healing items like Life, Cure, and Acorns, because the final dungeon is a doozy. Cures are especially important, because you will need them for the final battle, so empty your storage of any Cure/Cure2s you have tucked away.

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2. Cleansing Water Cave Dragon Shrine

Items: Agni (Dragon Form)

Before doing anything, visit the Cleansing Water Cave from long ago to get the Hero’s ultimate dragon form: Agni. To find the cave, Warp to Camlon, then fly slightly northwest of the town. The cave will be just north of the waterfall.

After entering the cave, walk north to an intersection. Go east and follow the long hallway to the steps in the northwest. Next, walk north past an intersection, then turn right when you reach the wall. Keep going right and turn south with the passage. Go down the steps when you reach the end of the tunnel.

You should see a tunnel to the north and one to the south after going down the steps. Take the southern path to some steps that lead to a watery area. Walk south and down the steps to submerge. Enter the room at the very bottom of the underwater structure to find a secret Dragon Shrine. Switch to the Hero and talk to the dragon spirit in the hidden shrine to learn Agni.

With Agni, the Hero can turn into the ultimate dragon by fusing with the rest of the party. Agni has a massive amount of HP and can destroy most enemies in a hit. However, this spell will not work if Shin, Debo, Doof, or Puka are in the party. It also costs 60 AP to use Agni, so make sure you do not drain your AP reserves and items by using this ability too much.

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3. Obtaining the I.Claw and opening Obelisk

Items: List, Herb x2, Wtzit, Note1, Note2, I.Claw

The party will need the I.Claw to enter Obelisk. This item can be obtained by ferrying letters back and forth between an old woman east of Camlon and the weapon connoisseur east of Gant. To get started fly east from Camlon until you see a small island littered with rocks. It should also have a beach and a small house. Land here and talk to the old woman who lives in the house.

The old woman lives on this tiny island.

After having a word with the old woman, fly south to the weapon collector who lives near Gant. Talk to the man, then enter his house. Move the pot out of the way of the chest on the left and open the box to get the List. You can open the other two boxes, but they only contain two Herbs.

Return to the old woman’s house and talk to her again. She will go inside her home and invite you inside. To get to the box, walk through the bed, then push the pot that’s next to the head board of the bed north one space. Push the pot directly below the chest west a space, then open it to get the Wtzit. 

Fly back to the old man and talk to him. He will give you the Note1 to take to the old woman. Now fly back to the old woman’s abode. Talk to her to get the Note2. Take the note to the old man and talk to him one last time to get the I.Claw.

With the I.Claw in hand, Warp to Gramor and look for an old mole man in the dwelling in the northeast corner of the town. Move Mogu to the front of the party and talk to the Great Digger to learn how to use the I.Claw. Now it is time to fly to Obelisk and finish Breath of Fire!

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4. Obelisk

Items: FlameHR, EmperorSD, StarHR

You can find Obelisk in the same spot on the map that was once occupied by Scande. It can only be reached using Nina’s gift of flight. After entering the floating fortress, put Mogu in the front of the party, then enter the square building north of where you landed. Walk up to the cracked tile in the northern part of the room and examine it to have Mogu dig a hole into the fortress proper.

a. Obelisk Room 1

The first room of Obelisk is a sort of maze with floating platforms. There is also a teleporter a few steps left of where the party lands that you can use to reach the surface. Walk south and  turn east at the fork. Keep to the right as you follow the path and go north to a floating platform. Make sure you ride the platform on the far right.

The floating tile will take you to a path that leads north. Follow it and turn west when you can go no further. You will see a floating platform after walking west a bit. Take this one to some stairs that go down to the next chamber.

b. Obelisk Room 2

Look for a floating platform north of the steps after entering this section of Obelisk. The platform will transport the party to another maze-like area in the northern part of the room. Make for the northeastern part of this tangle of walkways to a floating tile in the top right corner. Use the floating tile to get to the eastern side of the room. You can only go one way on this next walkway, so ride the floating platform to the southeast to reach the southern corner of the room.

You should see a large character clad in armor standing on the left side of the walkway where the tile stops. Go south and open the treasure box to get a FlameHR for Ox. Ride the platform on the right to go back to the steps that brought you to this floor.

Use the floating tile north of the steps again to get back to the northern walkway. This time you will need to ride the platform on the southeastern corner of this walkway, which will take you south back to the walkway with the entrance steps. From here, use the tile south of the party to fly back to the southeastern walkway where you found the FlameHR. You should see an imposing looking creature to the northeast. The creature will tell the party they cannot get close to Jade, then walk off to the west. Heal up and follow him by taking the floating platform in the west over to some steps that go deeper into Obelisk.

c. Obelisk Room 3

Ride the platform north of the entrance steps to a stone halfway. Make sure you are ready for a battle, because Goda will attack the party as they approach the northern wall.

Tip: Make sure Karn is not fused with anyone before getting near this boss if you want to use Agni.

***Goda (Boss)***

Recommended Level: 30-42

Prize: 6000 EP and 6000 GP

This battle is not too difficult, since Goda only uses physical attacks. He can attack one party member for anywhere between 50 and 250 Hp depending on their defense, so be ready to heal. The best way to fight Goda is to make sure Karn is not fused with Ox, Gobi, etc. and transform into Agni at the start of this battle. Agni can do massive damage to Goda and can weather his attacks really well. Use a Cure to heal if necessary.

Alternatively you can fight him with a party setup of your choosing. In this case you will need Nina’s FortX and CuraX spells to keep everyone on their feet. Goda has a lot of HP, so be prepared for a drawn out battle.

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Go through the hole in the wall that was previously home to Goda to find the stairs to the next room.

d. Obelisk Room 4

This room is very simple. Ride any floating tile of your choosing to one of the staircases and go down the steps. For whatever reason, all of the staircases lead to the same place.

e. Obelisk Room 5

Ride the tile next to the steps and it will drop the party off by a metal heart to the south. Go down the steps south of the heart, then up the steps to the right. Go along the path to get to another transport platform. This platform will take the party to the left side of the room.

Look for some steps leading down in the southwest and take them to the lower part of the room. Head over to the metal heart to the east and climb up the steps. You should see another floating platform to the right, ride it to another metal heart to the south. Descend the steps south of this heart, then go up the steps to the northwest to get to the higher section of the room.

Follow the path south, then east to another tile that will take you to the eastern corner of the room. You will find some steps leading down from this walkway to the north, go down then up the steps in the south to another mechanical heart. Take a few steps west over the narrow catwalk, then north to the steps leading down to the next room.

f. Obelisk Room 6

This room is really straightforward, just ride the floating tile near the steps to some stairs that lead to Jade’s chamber. Ignore the other platforms near these steps, because they will take you to stairs that go up to the previous floor.

g. Jade’s Chamber

Make sure everyone has full health and that Karn is not fused when you reach this room. You should also replenish the Hero’s AP if needed. These preparations will ensure that the Hero will be able to transform into Agni for the fight with Jade. Walk north when you are ready and Jade will attack after a bit of conversation.*

*Jade will ask if you want to join him, the answer does not really matter as he will attack the party either way.

***Jade (Boss)***

Recommended Level: 30-42

Prize: 8000 EP and 8000 GP

Jade uses a lot of powerful spells that can damage the entire party. He also casts Shock, so watch out for instant death. Transform into Agni at the start of the battle. While a well equipped, high level party can out damage Agni, it’s still your best bet if your party levels range from 30 to 45. Agni should do 999 damage to Jade each round, but this battle will still take a long time due to Jade’s huge HP pool. Most of Jade’s abilities will have little effect on Agni, but Shock can kill him if you are unlucky. Bring the Hero back with a Life2 and transform into Agni again if this happens. You must also watch out for T.Bolt, which can do 400 damage. Use a Cure to heal if Agni’s HP drops to around 450 or so.

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Do not step on the circular tiles south of the throne until you are ready to leave after the battle with Jade. Check the throne to get the EmperorSD. This sword is the best weapon for the Hero aside from the Tri-Rang. Examine the back of the pillar in the lower right to obtain the StarHR. Walk over the circular tiles under the throne when you are ready to take on the last boss.

h. Tyr’s Chamber

Make sure everyone is ready for the final boss, though you do not have to heal anyone as the last boss will restore the party’s HP and AP if you answer a question correctly. Ride the floating tile to the spot where Tyr waits, then talk to her. Say “Yes” when she asks if you want a wish granted and she will heal the party. Talk to her again and say “No” the next time to fight the goddess.

The battle with the goddess is hardly worth mentioning. She will not act throughout the fight and you can attack her at will. Do not waste AP on the goddess.  After damaging her enough the fight will end. Talk to Tyr again and say “Yes” when she asks if you want to be friends. Sara will appear and tell you to use Agni, then another fight will commence. Turn into Agni during this fight to make Tyr reveal her true form.

***Tyr (Boss)***

Recommended Level: 30-42

Prize: 10 EP and 12 GP

As you may have guessed, it’s best to fight Tyr’s true form with Agni, since he can do max damage to her every round and does not take a lot of damage from her spells. Most of Tyr’s abilities do 50 to 80 damage, so you will not have to worry about dying suddenly. That said, Tyr has even more endurance than Jade and it will take quite a while to wear her down. Be sure to use Cures or Cure2s to heal Agni. Tyr has 50,000 HP according to the RPGClassics Boss page and I can say that it takes about 53 turns to kill her from personal experience.

The party is not at all capable of fighting this boss at an average level of 40, so use a Life2 on the Hero if Agni is defeated, then transform into Agni again to keep this battle moving. I also recommend casting Wall to deflect Tyr’s spells while you are setting up for Agni.

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Defeat Tyr and you can also claim victory over Breath of Fire. Those interested in a special ending sword should try fighting her with the BrokenSD found in Windlan. Just equip the Hero with the BrokenSD and defeat her to see the ending.

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XVIII. Secrets and Miscellanea  

1. BrokenSD Special Ending

Equipping the BrokenSD for the final boss will earn the player a special ending. This information originally appeared on a Gamefaqs thread and I came across it while doing some research on the BrokenSD, so all of the credit should goes to Novalia_Spirit, who painstakingly analyzed Breath of Fire’s hex code to solve the mystery behind the BrokenSD.

2. Chun-Li Cameo in Bleak

Talk to the guy who claims to be a magician in Bleak. Give him the money he requests, then say “No” twice when he asks you to turn around. You should see Chun-Li for a few moments after answering “Yes” the third time he asks. Say “No” 24 times and Chun-Li will appear in a red dress instead of her usual blue.

3. Free Inns

The player can heal at any time in the house in Drogen by talking to the woman in blue. It is also free to rest at the tent in Arad. For just 2 AP the player can warp to either place and rest for free, potentially saving thousands of gold pieces in the process. Gant also has a free inn after everyone is rescued; talk to the woman in the house north of the item shop to rest there.

4. Karn’s Fusion Ability

Karn can learn several abilities that allow him to fuse with two other characters at a time. Fusing with a character creates one of four other creatures (Shin, Debo, Doof, and Puka) that have massively upgraded stats. It seems that only Karn’s level and possibly his equipment count towards the fusion character’s stats. Here are the locations of each of the fusion spells.

Shin – Visit Gant after getting Ox. Move the dresser in the northmost house to reveal a passage. Go inside and break the rocks blocking the man at the back of the room with Ox. Have Karn talk to him to learn Shin, which makes it possible for him to fuse with Bo and Gobi.

Debo- Move the crate in the flute maker’s house at Gust to fall into a hidden room where you will find the man who can teach Karn Debo.

Doof- Have Mogu dig up the dragon symbol northeast of Tantar.

Puka – Use Doof to move a large crate in Bleak to find the man who can teach Karn this transformation.

5. Flea Market Emulator Exploit

Getting the items you want from the Prima or Tunlan Flea Market is a tedious proposition to say the least. Those playing this game on an Emulator like Snes9x or BSNES can cut down on the repetition a bit by using the save state feature. Simply save state when a customer approaches and the dialogue box with the message “How can I help you?” pops up. Talk to the customer as usual, then load the state if they do not offer the desired item. They should offer something else after the state is loaded, cutting back on a lot of dialogue.

Customers only have four items in stock, so keep track of their offers as you load state, because you will have to complete the conversation, get a new customer, and save state again if they do not have what you want. 

Note: This trick was discovered by a GameFaqs user named HegemonKhan and posted to the Breath of Fire board back in 2009. I merely stumbled upon the post while researching the Flea Market and tested it, so I cannot take credit for this discovery.

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XIX. References

There are many outstanding resources for Breath of Fire that can clarify or expand upon this walkthrough. I also used these sites myself to double check my own findings and get through some of the more cryptic parts of the game.

RPG Shrine’s Walkthrough:

http://shrines.rpgclassics.com/snes/bof1/

Item List:

https://bof.fandom.com/wiki/List_of_Breath_of_Fire_Items

Where I learned about the Chun-Li cameo:

https://fictionalcrossover.fandom.com/wiki/Breath_of_Fire_X_Street_Fighter#:~:text=Chun%2DLi%20makes%20cameo%20appearances,claims%20to%20be%20a%20magician.

Equipment FAQ:

https://gamefaqs.gamespot.com/snes/563529-breath-of-fire/faqs/39907

Best Equipment FAQ:

https://breathoffire.neoseeker.com/wiki/Best_Weapons_and_Armour_(BoF)

Jholt’s Flea Market FAQ:

https://gamefaqs.gamespot.com/snes/563529-breath-of-fire/faqs/49556

Dark Vortex’s Walkthrough:

https://gamefaqs.gamespot.com/snes/563529-breath-of-fire/faqs/43359

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