Breath of Fire 2
Walkthrough

Chapters
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
* * * * *Chapter 1: Suzy
The game begins in the village of Gate. The Hero is sent after his sister. Climb the mountain to the north of the village. There will be a fight, but if the Hero is about to lose, Ganer will rescue him. After the cinema scene, the Hero must decide whether to go to sleep. If he doesn't, he misses a scene, but the game is not otherwise affected. When the hero climbs back down the mountain, he finds that nobody in town recognizes him. Ganer and Yua are gone. In the church, the Hero meets Bow. The two leave the village and, when the storm starts, head for the nearby cave. Follow the tail until you are forced to confront the demon. After you lose, the game will skip forward several years, and you will find yourself (and Bow) in HomeTown. Elder will assign you to go after Mina's pet Suzy. Do not cross the bridge outside yet, and do not enter the mountain until level 3. In the first room in the mountain, you will discover a healing spring. Fight until you reach level 6 or 7, then go on. After exiting the top portion of the cave, you will see a ramp. Healyourself if necessary before climbing the ramp. At the top, you will face three harpies. This is a tough fight, but in the second round, the three will attack each other, giving you a little time. Each harpy has about40 HP. Most of the time, the three will attack the Hero, so have Bow cast DefUp on him. After winning the fight, proceed to the left. You will end up causing a landslide, entering another cave, and falling into a hole. When you land, talk to Azusa, the hunter. Leave the mountain, and head west to the Ruins. There, you will have to fight six Pests and a giant Roach. This isn't too hard, although the Roach sometimes gets up when it's killed, forcing you to fight several more rounds. Once you've finished everything, you'll retrieve Suzy. Head back to HomeTown (it's much easier with the new path, isn't it? ;) and enter the Ranger's Guild. You'll receive your reward for completing the job, and Bow will ask you to return to your room. You'll be forced to agree.
* * * * * Chapter 2: The Coliseum
During the night, Bow will answer a knock on your door. It's a man named Kilgore, with a job. Bow thinks about waking the Hero, but decides against it. He leaves. When you wake up, you find that Bow is now a robbery suspect! Wander around HomeTown, and talk to all the guards. When you've done this, return to your room to confront Bow. He gets an idea--he will hide in the trash can, and you'll carry him to the Ruins! Do so. Niro agrees to hide Bow, if Bow will help him fix the place up. Bow reluctantly agrees, and asks the Hero to chase down the real female thief and clear his name. Asking about strange women reveals that a winged woman is at the Magic School, and a woman fighter is at the Coliseum. You can't do anything about the Magic School for now, so leave HomeTown and head east and north to Coursair. At Coursair, go to the Pub at night. (You can wait till nightfall by talking to the man behind the bar, if you arrive during the day.) Speak to Rand, who tells you the opponent is always Baba, a lumberjack from TagWoods. TagWoods is north of Coursair. Make sure you have a good supply of Herb. Make your way through the forest to confront Baba. He won't give up without a fight. He's not very tough, but he can counterattack, so don't let your HP drop too low. After the fight, he gives you his Axe. With this, you can pretend to be Baba and enter the fight. Return to Coursair and talk to Rand again. Before you enter the Coliseum, deposit all your money in the Bank. Onceyou're in, you'll have to beat the Dir.HR in order to see Augus; that's not a problem, but be sure to heal yourself after the fight, so you don't go into the arena with low HP. Talk to Augus, then go to your dressing room. Don't open the treasure chest yet. Wait for Rand to appear and speak to him. Agree to give him all your money.(This is only 1 coin.) He will leave. Watch the cinema scene, then take your pay. Enter the arena. Katt doesn't believe your story about Augus's treachery, so you'll have to fight her. Katt is faster than the Hero, so time your healing spells accordingly. When you win, the poison needles will begin to fly. *You can move during this scene!* If you reach Katt quickly, you can give her the Antidote! You'll wake later at the Inn. If you weren't fast enough to give Katt the antidote, she will be knocked out by the poison, but you'll be ok. Rand, shocked that the story was true, joins you. If you managed to give Katt the antidote, she will also join you! You can't let Augus get away with this... Go back to Augus. He will transform into a demon and attack. If you still have the FireRock from Mt. Fubi, this is the time to use it. The Hero is faster than Augus, and Rand is slower, but it's usually better to have the Hero attack and Rand cure. If you have Katt, use her speed well--either to use an item or to fight. Augus gets two attacks per round. Hecan also cast Cure1 if his HP start getting low, and he can 'store strength' to make his next attack do greater damage. Once you win, leave the Coliseum. If Katt had been poisoned, a man will tell you to go see her, and you'll be transported there as a cinema scene begins. Ray, the priestof St. Eva, has revived Katt... and she's mad at you. Eventually, you'll straighten things out. Rand will ask youto take him to the hideout, where he can work as a handyman, and Katt will tag along, trying to make amends. Time to visit Niro again. This time, Rand stays,but Katt will be sent to help you track down the femalethief (and keep her out of the way ;). Remember the winged girl at the Magic School? It's time to check that out. Goback to HomeTown.
* * * * * Chapter 3: Nina and Mina
You'll see a breakin in progress at Magic School.Before you can do anything, Nina will use her magic to stopit. She then goes inside. Follow her (after promising Kattthat she too can learn magic). Inside, once you find her, you'll watch anothercinema scene. A man from the Joker Gang forces Nina to go with him by threatening her sister Mina.Katt volunteers tofollow them. The Joker Gang's hideout is the cave near Coursair.You'll have to kill one Hood to get in, but the others inthe first cave won't attack. (There are also no otherencounters in that cave.) You can't get to the treasureyet, and Win, who lives in the top left extension of thecave, is useless for now, so head to the top right. Theguard who keeps the gate asks you for the boss's nephew'sname. If you get it wrong, you have to fight him to get through. The correct name is "Palin". The next gatekeeper tells you the switch is in a hole. It isn't, and you'll be attacked by a poisonous spider and a Hood. Unfortunately, you can't avoid this fight. The spider has far more HP, so take out the Hood first. Descend and make your way through the dungeon. (Besure to get the SilverDR.) You'll enter a room where the boss, Joker, is confronting Nina. He tries to force Nina to become his slave, but Katt will intervene, rescuing Mina. Katt and the Hero will face a fight with four Hoods; if they win, Nina joins the party. Nina buries Joker under rock,but Joker becomes a demon and breaks loose. The three will have to fight him. Afterwards, Nina insists on taking Mina back toWindia. Katt offers to join her (dragging the Hero along ;).Windia is north and west from Coursair. Once there, work your way through the maze and into the castle, where theQueen will thank you and escort you out into the town. Strangely enough, she doesn't seem to recognize Nina... ;) You'll be told you need a highlander with long arms to get back across the cliffs. Where could you find such a person? As you're about to go explore the town, a magicshow begins.
* * * * * Chapter 4: Capitan
It's Sten the magician! And he makes the Hero disappear. But when the show's over... where is the Hero?Watch the cinema scene. Now that Sten has joined you, you can go back across the cliffs. Do so if you need to; otherwise, head for of Windia. Make sure you have a good supply of Antdt, as the Deathpede has a poison breath attack that can poison all four characters at once. When you arrive at Capitan, you learn that a child has fallen down the dried-up well, and most of the villagers have gone down to look for him and not returned. When you descend into the well, you'll meet Ray, who's come to investigate. He kills a large insect (Creon) and explains alittle to you; then, another one appears, knocks him aside, and attacks you. Creon is fairly deadly, because of its Eggbetrdouble-attack. After each time you fight one, heal yourself as much as possible. If any character dies, go tothe inn and rest if you can, otherwise use a LifePL. You'llneed all your strength here. After the first fight, agree to help Ray. He'll lead you to a cavern, and get attacked by a Creon. (This blocks the way back to town.) Go ahead to look for the boy,as he requests. He's in the cavern at the end. Get the treasures first, but be careful of the Creons. After you talk to the boy, a large monster will attack. This monster can attack all four characters at once, and can control a character to force him to attack himself or another party member. Watch your HP, and have Nina cast spells. Once you win, the cavern will start shaking. Ridet he turtles back across. Ray will meet you and tell you that the cavern is flooding. He will put up a barrier to hold the water and ask you to rescue all the villagers. Go through the cave, talking to the people. If a villager attacks you, don't kill the villager! Kill the monster on his face and the fight will end. Katt should beable to kill them easily. You'll also face one or two more Creons, but free as many villagers as you can. Then return to Ray and tell him you've freed them all. Ray will let down the barrier and the water will wash you out of the well and into Capitan. Ray wants to thank you by granting you the Renew P. Sten has fewer AP than Nina and is less useful as a character. I generally give the spell to Nina. Once you've decided, Ray bestows the spell and departs. Head back to Capitan. Have the Hero speak to the girl dressed in red, who is standing near the Inn. She pulls him away from the party, and takes him to the forest north of Capitan to meet Granny. This is the Fire Shaman Sanamo. When she attempts to unite with the Hero, she fails, but awakens the Dragon power. The Hero learns FirePuppy, IcePuppy, and T.Puppy, and burns down Granny's house in the process. Granny and Sanamo ask the Hero to find them another one, so you're headed back to the Hideout. Return to Capitan and speak to the man who's standing where Sanamo was. You'll be transported to the hideout. Granny will take over the room next to Niro's, which Bow and Rand built. She'll ask for remodeling, but Bow and Rand aren't professional enough... you'll have to return to Capitan to find a carpenter. There are three carpenters: The one in the fancy house (top left) will build a pub whose patrons keep track of game stats, if you invite him to the hideout. The one inthe house on poles (top center) will play an Othello gamewith the Tolen medals, in which you can win prizes such as the ThunderST and TigerSD. The one in the normal houses(top right) will cook items, sometimes producing valuable items. The cook/carpenter is probably the best, since you can produce items that raise stats. The gamester/carpenteris fun, andalso provides valuable items. Thebartender/carpenter is good for curiosity value, but not much else. (He can also raise a character's condition toSuper for 500 GP.) Once you've chosen a carpenter, you can also catch the boat, to take you across the water
* * * * * Interlude: Chopchop
The Chopchop technique is elusive. To get it, you must visit the Wild Cat Cafe _before_ you learn about the witches' party. The best thing to do is to wait until defeating Nimufu and breaking Jean's curse. Then, use Jean's frog form to swim down the waterfall and acquire the Dragon spells for the Hero. Visit the Wild Cat at this point--the dragon attack makes the chef much easier to beat. After beating him, go into the back room and talk to him.Forgive him for attacking you, and admit to being soft-hearted. Voila! He teaches one of your characters Chopchop! The Chopchop technique is extremely useful for Ninato have. It's a good attack that costs 0 AP.
* * * * * Chapter 5: Usurper
After crossing the water and entering the woods, the party comes upon a giant frog. It asks them to travel to the Witch's Tower and get the Witch Nimufu to lift the curse that traps it in that form. At the south end of the lake is a campsite where you can rest for free. There's also a Dragon Statue there. Go there first. Most of your characters should be in the level 13-15 range before you go to the Tower. It's best to take Sten and Nina to the tower (to power them up), and Rand (for healing). Katt could be substituted for Sten, but Sten will have a solo adventure fairly soon and will need the experience. Travel north to the tower. Make sure the Hero is inthe lead, then step on the door plate and fight the guardian monsters three times. The door will open. DON'T pick upthe treasure in the first room, or the door closes again!(There's nothing in the chest anyway.) Climb the Tower.(There's a treasure to the left, but the main tower is to the right of that first room.) Nina should probably lead, to guard against falling in holes. When you reach a room with five platforms, choose the one on the far left to continue your ascent. The one on the far right will take you to the Water Shaman, but she will not join youuntil you defeat Nimufu. The one on the middle right will allow you to cross to the stairway leading down into the treasure room. You can go there on your way out. Climb the Tower. You should reach Nimufu without much difficulty.You'll have to fight her. She can cast spells, but it's not hard to defeat her. (You might want to use a Dragon Attack,but it's not necessary.) Once you win, she'll break into tears and tell you that the curse on the frog can be broken if a girl kisses it. Go back to the frog, with either Katt or Nina in the party. Speak to the frog, with one of them in the lead. A cinema scene reveals that the frog is really... Jean. He will join you. At this point, put Jean in your party, since you only have him for a short time. Transform into a frog, and swim through the lake to the west of the woods. Behind the waterfall, there's a hidden cave where you'll pick up aSokletAR and a KamikazeBL, and the Hero will learn the next set of Dragon spells, FireDragon, IceDragon, and T.Dragon. This set attacks all enemies, not just one. It also does more damage. Now swim through the lower lake, to SimaFort. You'll enter the castle, and Jean will be captured by an imposter Prince. The Prince promises you money and a boat, and sends you out of the castle. But before you reach the boat, Princess Petape sinks it. There's a long cinema scene, in which she'll enlist your aid and give you the Gills. Leave the castle and return to the campsite to add a fourth member to your party. When you return, go to the dungeons to face the guard Leader. When you win, you can speak to Jean. Jean can prove he's the real Prince if he shows the Royal Ring. Unfortunately, he gave the ring to Nimufu. Nimufu is no longer at the Witch's Tower; she's attending a party at the Wild Cat Cafe. This is the cave to the west ofthe waterfall. Go there to find her. You'll be forced to leave all your items behind at the door. Each room after that has a sign with instructions. If you choose not to follow the instructions, you must fight a Bouncer in order to proceed to the next room. The instructions tell you to do such things as remove your helmets, trade in your armor for napkins and weapons for forks, and so on. The final instruction will ask how you like your food prepared. Answer Rare. You'll find yourself inside a giant oven... OUCH!The party will take 20 damage if they chose rare, 40 if they chose medium, and 80 if they chose well done. If you don'tchoose, all party members are reduced to 1 HP! After the damage is done (and before you get a chance to heal), the Chef enters. When he sees that you're still raw, he tries to chop you up. You'll have to fight him. Afterward, the chef may ask you whether you're angry at him for trying to charbroil you. Even if you are, choose No. He will then ask whether you're soft-hearted. Choose Yes and he willteach one person his Chopchop attack. This is a 0 AP attack spell, and is very useful for Nina through the middle of the game. *The cook only asks you these questions and teaches Chopchop _before_ you hear about the witches' party, so you may wish to go to the Cafe earlier inthe game, to get this.* It is very useful! After you've dealt with the cook, proceed through the door into the cafe. Nimufu is in the restroom, and hasdropped the Royal Ring in the toilet. You'll have to go after it. (This is a recurring theme in the game.) Go into the cavern(!) beneath the toilet, retrieve the ring, and exit. Leave the Cafe (be sure to talk to the man at the door to retrieve your items) and return to Jean. Petape takes Jean to the King to show him the Royal Ring, but it seems the imposter also has one! Jean has to prove his innocence some other way. He challenges the imposter to a cooking contest. But he needs ingredients... The party proceeds to the roof, where they should help the soldier. After doing so, go back downstairs and speak to the model, Fiolina. She will run to his side. Return to the castle roof and talk to the guard, and ask for Information as your reward. (You'll get the moneyanyway. ;) Using the key the guard gives you, unlock the door. Jump onto a bucket to descend into the dungeons. Inside, you'll immediately confront the Gold Fly. It has a powerful attack and can counterattack, so be careful. Fortunately,it has a weakness: Air attacks. use Sten's Bomb and Nina'sTornado. After a few rounds of combat, it will stop the fight and fly away, taunting you. Follow it to the left. Just as you're about to reach a bridge, you'll be forced to fight a gigantic water worm. The worm is possibly the toughest enemy of this quest, as it can put party members to sleep, can hit all members at once with an attack, and has a powerful normal attack. Heal whenever necessary. Once you win, you'll capture the Worm's Meat, one of the ingredients you need. Retrace your steps. Leave the castle and rest at the campsite if necessary. Also buy more healing items in town. Go back into the dungeon and take the right path from the room where you first fought the Fly. You'll have to thread your way through two roomsfilled with vicious, inedible Blue Roaches in order to get to the Fly. At there end is the Giant Roach, the secondingredient Jean needs. It's much easier to beat than theworm, since it damages only one party member at a time. After defeating the Roach, you'll finally corner the Gold Fly. You'll have to fight it again, and it's tougher this time, but Bomb and Tornado still work. Once you win, return to Jean with the ingredients, and the cooking contest is on. Of course, the usurper isn't going to risk his crown on a fair contest. He threatens the master chef, with the result that he is declared the winner. Petape, distraught atthe thought of the impending executions, decides to blow up the castle. She runs off, and both Jean and the false Prince Jean follow her. The Hero should enter the bathroom with the wall switch (near the kitchen) and pull the switch. A secret elevator descends to the dungeon level, giving the party access to a corridor to the right. Inside, they find a wounded Jean, and go onward to confront Petape and the prince. The prince is really a demon, and attacks the party. Afterward, angry at his defeat, he finishes triggering the procedure Petape had started. Jean enters and tells you not to be alarmed. The console isn't an explosion control after all, but the key to the secret treasure of SimaFort. The party can obtain the SoleSD now. (This weapon occasionally "Toasts" an enemy, killing it with one blow.) Petape and the king thank the Hero for his help, and Jean decides to join permanently.
* * * * * Interlude: Houses in TownShip
By this point in the game, the carpenter has built the first three houses of TownShip. You can get him to build the second (and final) set of three houses by giving him 2000 coins at any time after you visit Tunlan. You need not fill the first three houses to do so.
* * * * * Chapter 6: Trout and Whale
With the usurper defeated, the frogmen of SimaFort release Patty, the bat-winged thief. Return to HomeTown and speak to the guard at Trout's house. Bow's name is now clear, and he will rejoin you. Kilgore asks to talk to him. Go to TownShip for Bow, return with Bow leading he party,and speak to Kilgore. He will give you the magic hood,allowing you to understand the language of Tunlan. Tunlan is the next objective, to rescue the GrassMan, Spar, from the carnival. But first, you'll need tocross the ocean. Head back toward SimaFort. Then, withJean leading, transform into a frog and swim downstream pastthe trees, to the W.Cape. (Just follow the signs. ;)You'll have to descend into the cave. Make sure Katt is inthe party. It's also a good idea to have either Bow or Randalong for healing, and Sten or Jean for combat ability.Magic isn't as useful here. You can use the dragon statueat W.Cape to change your party members. If Katt is in the lead, she can break the flimsygate in the cavewith her staff. Do so, and jump into thehole. You'll meet an old man and a pair of dolphins, whotell you you're inside a sleeping whale. You've got to wakeit up, and to do that, you have to go to the stomach and getrid of the Stone Doll that's put it to sleep. If you needto exit to heal, return to the whale's mouth, and thedolphins will carry you out. Encounters here aren't too bad. This is a goodplace to power-up Sten for the Highfort scenario. Make yourway through the whale. Straight paths take you the properdirections; side branches are dead ends, but occasionallyhold treasures. You'll confront the Stone Doll, which isn'ta very tough enemy, although it can put the party to sleep. Once you've beaten it... nothing happens. The whalestill hasn't awakened. Make your way back towards themouth, and have Katt hit the whale's Adam's apple with herstaff. If the Doll is gone, this will wake the whale. The whale (Grandpa) will thank you for waking it up,and tell you to borrow the Whale Bell from the old man onthe beach. Do so. The party can now summon Grandpa bystanding at any beach and ringing the bell by pressing A.Most of the world is open for exploration.
* * * * * Interlude: Bleu
You can acquire the secret character, Bleu, any time after you awaken Grandpa. Travel to the desert in the farsoutheastern corner of the world. You will see a ramp thatallows access to the southern part of the desert. Get offof Grandpa at that point, and go north a short distance.Look for what appears to be a spiral shape in the sand.This is the remains of Wisdon. Enter. Speak to the spirits, and you'll be toldthat Bleu has gone out. Where could she have gone? Turnsout she's a little rusty after all those years; you'll findher in the Magic School in HomeTown, disguised as a student.(Earlier in the game, she says, "Fascinating. We didn'thave magic like this when I was young.") Once you've beento Wisdon and subsequntly spoken to her, she will shed herdisguise and (forcibly) join your party.
* * * * * Chapter 7: Spar
When you arrive at Tunlan, you find that the magichood allows you to understand the musical language, but youare unable to speak it. Later, you'll need to do somethingabout that, but for now, ignore it. Go to see thecarnivaloutside the city. Hmm, the Grass Man isn't an attraction any more, andthe ringmaster will feed it to a demon! Unless, of course,you can offer him money some other way. He'll take either90,000 coins or an Uparupa. Uparupa like to eat OwlFruit, and some monsterhunters near Capitan have what you need. Go to their house(south and east of Capitan). You'll find it empty. Proceedthrough the back door into the forest. You'll hearsinging... and if you follow the music, you'll find astrange girl. It turns out to be a vicious monster andattacks the party. There are three enemies here. The central monsterusually attacks a single party member for massive damage, orregenerates one of the smaller monsters. The smallermonster further to the right of the screen casts Cure2; theone to the left casts Thunder. It's important to get rid ofthe Thunder-casting monster quickly, and to try to keep bothsmaller monsters dead (the big one can revive them). HavingBow equipped with the Dual Bow helps. Nina and Sten shouldboth have area attacks (S.Boom, Flame) to use in the earlyrounds. Sten can use items in later rounds. If Nina stillhas no area effect spells, you may want to recover Bleu andtake her along instead. When you win, you'll be able to pick five OwlFruit.Hope it's enough! The Uparupa live in a water-filled cave nearCoursair. The only way to enter the cave is to ride a whalein. Encounters in the cave are on the difficult side, butit's a short cave. You'll quickly find yourself in theUparupa's Cave, where there are no enemies except Uparupa. To lure an Uparupa, put food in front of its holeand back up a little. When it comes out of its hole, waituntil it gets its food, then quickly run and 'speak' to it.It will attack. Uparupas do not attack physically, but they have adevastating counterattack. Only the Hero should attack physically; others should use spells, since they probablycannot do enough damage physically. The correct Uparupa totake is the furthest one along the left-hand path. (ThisUparupa is at the top center of the overall cavern.) When you beat the correct Uparupa, it will notdisappear as others do, but will instead try to communicatesomething. You have a choice: You can keep it or let it go free. If you let it go, you will receive a better sword.You should let it go. (If you don't do so immediately, youcan return later to free it, and still get the sword.) Return to the carnival tent. The ringmaster willask whether you've brought the coins or the Uparupa. Answerthat you brought nothing. (This choice is only given afteryou catch the Uparupa.) He will become enraged and attack... after transforming into a demon. When you win, you'll be able to free the Grass Man,Spar. He will join your party. He'll also tell you to go to the west and talk to theGreat Tree Gandaroof.
* * * * * Chapter 8: Highfort
Bow Gandaroof can't remember what he had to say to you,and he tells you you'll have to enter his mind to find the information. To do so, you'll need a Therapy Pillow fromTunlan. Return to Tunlan. There's now a man standing between the Inn and ItemShop. When you speak to him, he tells you that the peopleof Tunlan won't understand you unless you have a finemusical instrument--like the Famous Flute of Highfort. You'll have to travel to Highfort, on the desertplateau--the beach to land at is south of TownShip, near ahouse. You'll need Sten to get in. It's a good idea totake Spar along, since he needs to be powered up and sincehis Nature special does about 70 hp damage to all enemieswhen used in the desert. You'll probably also want morehealing, so Rand or Bow can fill out the party. You'll enter Highfort and find out more about Sten'spast. He will leave the party temporarily, telling you togo get the flute. The other three party members shouldcontinue into Highfort and enter the War Council Room.They'll hear the speech of the new General, Shupkay, whowill drop them into a pit. Now it's Sten's turn, and he'll be solo for a while.First, go down the stairs that were formerly blocked.Retrieve the nearby treasures (and hope you're not attacked). You'll obtain such things as QuickCL and anExtract. Equip Sten. Go back upstairs and trace the party's route.Partway there, you'll be forced into a fight with Trubo, whoholds an old grudge against Sten. Trubo has an Eggbetr dualattack, so watch Sten's HP. The best way to fight Trubo isjust to fight, and use a healing item when necessary. Don'tuse RIP, since it lowers Sten's defense and Sten is the onlypossible target. Save your AP for now. After a short fight, Trubo will step back and blowup the bridge, challenging Sten to beat him in three rounds.Simply casting Bomb three times in succession will work.Sten and Trubo will fall safely into the water, and Stenwill drag Trubo out. They'll agree to go confront Shupkay.Trubo will enter the nearby door, while Sten will pullhimself across a gap and head along a different trail. Encounters will be tough, with only Sten, but make sure youget the NinjaDR and other treasures. Soon, you'll findyourself confronting Shupkay. Before you can do anything,she drops Sten into a pit. Sten rejoins his friends. With a full party, the portion of the maze that'sleft isn't too hard to get through. You'll meet Trubo,who's stuck at a door.Sten will push him out of the way,and your party will have to defeat the Portal boss.Physical attacks work best here. Don't forget toheal... the Hero and Rand or Bow should both have Cure2 bythis point. With that done, the party leaves Trubo to destroythe machinery, and continues onward to confront Shupkay.You'll arrive just in time to rescue the princess from thestrange device. Shupkay can attack with S.Boom, but does soinfrequently. Most of her other spells and attacks arefairly ineffective. You can defeat Shupkay without usingDragon spells, so don't worry if your Hero is low on AP fromhealing. The defeated Shupkay attempts to use the machine toconvert her hate into energy for a weapon, but Trubosucceeds in smashing the device. A chain reaction begins,and the castle starts to crumble. Your party will run forthe door, and Sten will stay behind to turn the crank on thehand-powered elevator. The princess will give you the Famous Flute as areward. Trubo will escort you outside, where you'll seeSten once again. (You knew he wasn't killed in there,right?) Sten will rejoin you, and you can proceed to Tunlanwith the Flute in hand.
* * * * * Chapter 9: Tunlan
When you arrive in Tunlan, talk to the Queen'sattendants. They'll tell you about a magician, Gedd, whocould help her. Gedd was exiled to Maori Isle, which iswest and north of HomeTown. Go there, and enter the nearestcave. (Notice the healing fountain. :) Proceed to the next room, where you'll find that theMagician will only speak to 'a pretty girl'. Put eitherNina or Katt in the lead and talk to him. (Bleu won'twork.) After you straighten him out, he'll rush off toTunlan. Follow. Return to the Queen's room. Gedd will needingredients. Take his letter and return to Maori Island, tothe apprentice. Speak to him, and take a good look at themushroom he shows you. You'll need one that looks just likeit. Climb the mountain, using Sten to cross the gaps.There are some nice treasures along the way. When you getto the top, if you pick any mushroom, you will return to theapprentice instantly. If it's the right one, he'll tell youso and you can return to Tunlan. If not, you'll have tomake the climb again. The correct mushroom is on the leftside of the water--use Sten to cross to the island, and pickup the middle mushroom. Return to Tunlan and speak to Gedd. He'll send youinside the Queen's body to kill the Fatties. You can leaveat any time by using the Mirror--it's in yourItems-Spclsmenu. The Death spell is very useful inside the Queen'sbody. This is not a typical dungeon, you can't just runthrough to a boss. Go to the status screen and look at themonster indicator at the top. If the critter is asleep, itmeans there are no monsters in that room, and you can go on.Otherwise, stay in that room and wander around. When thereare no monsters left in the room, move to the next room andrepeat. Note that you do NOT only have to kill the "Fatty"enemy, any enemy will work. But the Fatty gives the bestxp. Once you've cleared all the encounters, Gedd willremove you from the Queen's body. The Queen will open the treasure vault to you.Speak to the guard there to get the Therapy Pillow. Now youcan enter Gandaroof's memory.
* * * * * Chapter 10: Gandaroof
With Spar in the lead, return to Gandaroof and usethe Pillow to enter his mind. You'll find yourself near atown. Go in and speak to the people there. They'll giveyou useful information and tell you about another town tothe east. There is also a shop here. If you want to buy any of the improved weapons or armor, do it now, because youprobably won't get another chance. Go to the second town and speak to everyone. Youcan rest here, and even leave the mind. Hmm, it seemsthere's another town to the north. Go to this third town.Talk to people again. Hmm, there are only supposed to be two towns, and atower. You can see the tower from the west of the lake, sogo there... and you'll see the first town. If you return tothe first town and enter it, you'll find yourself in theTower! You won't be able to see anything that's close toyou except treasure chests inside this tower, but that's more of an annoyance than a problem. Make your way through,and watch out for RoadSlugs, who often cast S.Boom orThunder. You'll want to have a healer other than Sparalong. At the top, you'll confront the demon who'sdestroying Gandaroof's memory--and it reveals that it causedeveryone in Gate to forget about you, years ago! Fight it.It's very weak, but it does have one annoying ability--itcan chant "Forget about your magic" and make every characterin the party unable to cast his or her most recent spell(the last one on the spell list). The second time it doesthis, they forget the second-last spell, and so on. Thiscan be a pain. Once you've destroyed it,leave the tower and themind. You can get sketchy information from Gandaroof.You'll have to head south to find allies in your fightagainst the demon.
* * * * * Chapter 11: Namanda, Namanda
Heading south across the bridge, you'll findyourself in a mist-filled valley. It will be impossible topress on. The man who's stuck there says that somethingmust be wrong with SkyTower... SkyTower is in the ocean west of Gate. Ride Grandpato it. If you've spoken with the man in the valley, thePrimans will let you enter. The Tower (which used to beSpyre) is now filled with water in most places. You'll haveto enter an air-filled room every three minutes, or drown. There are enough air-filled spaces that this isn't aproblem, unless you go to the extreme southwest on the firstfloor and down. That area has no breathing rooms, so you'llhave to grab its treasure and get back quickly. Thetreasure is worth it, though. Climb your way throughSkyTower. When you reach the top, you'll be in anair-filled room that's home to Spoor, the Wind Shaman.She's responsible for the fog, it seems, but she banishes itand returns to Granny. You can now unite with her. Return to the valley. You can move through it--watch out for the large green cyclops monster. Theogres aren't too bad. In any case, the valley is veryshort. South of the valley, you'll see a town... FarmTown. Enter FarmTown. Talk to people with and withoutRand leading the party. When Rand talks to Daisy, he'll berecruited to plow the field. The others will help, ofcourse. Just smash everything, but use normal attacksrather than magic. You don't want to damage the ground. Once that's done, Daisy asks you to go to theNamanda Shrine to the west and pray. Go right ahead. Make sure you donate at least 20 times in a row (2000 GP). Ifyou do this, you will be able to get the Earth Shaman later. Return to Farmtown when you're done. Go back toDaisy's house. Speak to the strange man in the field.(Say, didn't Daisy throw him out before?) He says she'sconverted to St. Eva and given her land to build a church!Rand knows that Daisy believes in Namanda, and gets into a(solo) fight with the Paladin. The fight isn't tootough... just make sure you have some HelpBLs. And remembernot to use 8.0 or Thunder, or other attack magic. Theworshipper of St. Eva will fall. Then Ray will appear.After a tense exchange, Ray takes the man and leaves. Butwhere is Daisy? You'll have to go to St. Eva'sChurch tolook for her... but how will you fly across the ocean?
* * * * * Interlude: Namanda's Bells
Sometime after Rand's mother vanishes, one of thetwo men who normally ring the Namanda Bells also disappears.If you visit, the remaining one asks you to help ring. Ifyou do it successfully, you'll receive the secret spellBombada, which cuts all enemies' HP in half for 20 AP. Unfortunately, there's no sure way to get the spell,and the timing on the bells is very tricky. You may want tojust skip this entirely, unless you have a good ear formusic and excellent timing.
* * * * * Chapter 12: The Great Bird and Claris
Back in TownShip, Nina will ask to speak to you inher room. When you do, she'll tell you about the Great Birdof Windia. She offers to become the Great Bird and take youto St. Eva's Church. Go to Windia and, with Nina leading, speak to theguard. You'll soon learn a lot more about Nina's past.Then you'll be told to go to the dungeon for the test. Ninashould really have the Death spell by now, and at least 150HP, or you'll be in trouble. Descend into the dungeon. At the first branch, you can go west to get to the test (this is a short route) oryou can go north to reach a treasure--a better ring for Ninaor Bleu. The northern route is long. I recommend doing itafter the test, unless you need to raise Nina's level. When you reach the winged statue with Nina in thelead and agree to take the test, Nina (and only Nina) willbe warped to another area. Speak to the statues there.Cast Death if you get into any fights, and use HelpBLafterwards. If Nina is defeated, she's sent back to therest of the party. She'll have only 1 HP. You'll also haveto start over... You do NOT have to speak to the statues in order topass the test, but you miss some of the story if you don't.The treasures are also nice, but not necessary. Enter thetesting chamber. You'll have to fight the Guardian to proveyour worth. Cast Freeze on it, and it shouldn't last morethan two rounds (one if you're lucky). You're faster thanit is at this point, so you're in luck. After you defeat it, the Guardian assumes the formof... Nina! Yes, it's the heroine of BoF1. It seems thepeopleof Windia can no longer fly because she married a manfrom outside her tribe, and weakened the bloodline. But shegives Nina the Mark of the Wing, which will allow her tobecome the Great Bird. She then asks whether Nina forgivesher. (I have no idea whether answering 'No' affects thestory or not.) Return to the castle and speak to the King. You'llenter another cinema scene and end up asleep. During thenight, Mina will sneak into your room and look through the dresser. She'll leave and Nina will get up. Check thedresser and... the Mark is gone! Quickly follow Mina up theleft tower. Cinema scene. Mina locks Nina outside of the roomand uses the Mark to become the Great Bird... sacrificingher life as a person to help you. You can ride the GreatBird anywhere when Nina is in the party. You can now reach Gate, the armory on the islandeast of St. Eva Church, and St. Eva's Church itself. You'llhave to go there... Once inside, speak to everyone. They're all so niceand happy! Maybe there's nothing wrong after all. Go aheadand leave. Oops. You can't leave. That's not a good sign.And now all those happy people are acting like zombies andmuttering about the cold... what's going on? Go back intothe home of the woman who earlier said "Praise St. Eva!" andspeak to her. She reveals herself as Claris, an agent of ananti-St. Eva resistance. She begins to tell you about it,but there's a knock at the door, and she quickly suggestsyou go to CotLnd, where other resistance members havegathered. For now, you'll have to jump into the toilet andmake your way through a cavern to escape. You'll end up inthe inn near St. Eva's Church, behind the counter. The man there gives you a free rest... Be sure to get the CharmRodfrom the dresser upstairs. Then head for CotLnd.
* * * * * Chapter 13: Tiga and the Thieves' Tomb
Rocks close off the entrance to CotLnd, but Katt canbreak them with her staff. Do that, then go to the barn andspeak to Tiga. Seems the resistance needs money... if onlytheir sponsor would get back! She went to the Thieves' Tombin the middle of the desert... You guessed it, you're going after her. Fly thereand enter the dungeon. Pay close attention to thesmiley-faces... the effects the old man talks about onlyhappen immediately after a fight takes place on one of those tiles. Try to stay on the yellow, smiling ones or thegreen, happy ones as much as possible. Go through the tomb, and... oh look, it's Pattyagain. Free her and continue. She will open thetreasurechest, but it's empty--there's no evidence there! Hmm.Check the chest again. Push the hidden switch and open the hidden door... and go in. Open the treasure box to find theEvidence. You'll have to walk back outside. Patty bumps into you clumsily, apologizes, and leaves. Or maybe not that clumsily... the evidence is gone.Oh well, there's nothing to do but cast Exit and fly back toCotLnd. So do it. Well, selling the evidence has provided enough moneyfor Tiga to stage his assault. First target: Bandon, tothe south. But first, Tiga has decided he wants to marryKatt. If you don't object, you won't have to fight him; ifyou do, you can't win. It doesn't really matter. The endresult is that Katt will leave you for a little while. Go south. Enter the church, and you'll find all the worshippers are gone. Talk to Katt and Tiga. Katt will getfrustrated and hit the statue with her staff, revealig asecret passage! Go ahead down. You'll have to face achurch henchman (lots of HP, but not too bad) then continuenorth. A priest will break his cover and run down somestairs. Go down the stairs after him. You'll be in a short corridor with one door and twoarrow plates. The arrows lengthen or shorten the corridor.The only rooms that matter for now are the second-closestand the furthest. The second-closest has a treasure chest;the furthest is the place you need to go. From there on,it's pretty straightforward... you'll corner the priest in adark room. Approach him, and... He turns into a demon. Of course. He'll send threezombies after you, then attack himself once you beat them.He can cast Death and use RotBreath to zombify all yourparty members at once. Try to keep your charactersnon-zombie'd with CureAL or the CurePsn spell. Once youbeat him, you can walk out of the dungeon withoutencountering any monsters. Talk to Tiga again... his planis to disguise everyone and infiltrate the Cathedral. Sinceyou defeated the priest/demon, you can enter and leave Evraiat will... but you'll need to learn the Teachings of St. Evafirst.
* * * * * Chapter 14: Evrai
You can learn the teachings of St. Eva by going toany church and donating a few times. (I believe the amountis 2500 GP, but I'm not sure.) Once you have them, speak toTiga. You'll be going to Evrai... Cinemamania. It seems St. Eva's Church was foundedby Habaruku, who's leading the ceremony. He's caught Clarisand is preparing to kill her! Tiga realizes he loves Clarisand tries to save her, but he's notstrong enough. Hefalls, and Habaruku blasts them both with lightning. Yourparty should now confront Habaruku... he will flee. Followhim. Habaruku commands Ray to destroy you. Ray, althoughfriendly to you, is indebted to Habaruku, who raised him.He complies, transforming into a huge Dark Dragon! Ray will blast the party... keep the Hero alive at all costs. During the fight, a large dragon shape will superimpose itself over the Hero. Check his spell list and you'll find a new Dragon Attack, G.Dragon. This always does 999 to all enemies, ift he Hero is at full AP. Use it on Ray, and he'll die. Climb through the Cathedral, after Habaruku. He'll trigger a trap, and the walls will move in to crush you, but Rand will hold them off. He tells the others to go and prepares to sacrifice himself... but Daisy appears and knocks him out of the way. She sacrifices her own life instead, and Rand rejoins the party, intent on killing Habaruku. Keep climbing through the Grand Church. Justas you're about to reach him, he'll drop you down a shaft into the depths of the church. When you fight your way through, you'll find yourself in a room with a thin corridor protected by lasers. Walk on through (taking damage as youdo--be careful!) and speak to the man in the machine. He'llask you to kill him so St. Eva's servants can no longer drain his energy. Then three guardian eyes appear. The easy way to win is to use G.Dragon, but if you do this, you kill the old man and can't get the best ending to the game. Just beat up the eyes normally if you want the good ending. The right eye always uses Cure3, the lower eye Freeze, and the left eye Flame. I'd get rid of the Flame eye first, then the Freeze eye. Doing it this way is sort of tough. But if you do... you find out the old man is your father, Ganer. He can provide a source of magical power. This will be useful later. For now, the Cathedral is becoming unstable... get out of Evrai and watch it collapse. Looks like you'll have to hunt down Habaruku.
* * * * * Interlude: Flying TownShip
To make TownShip fly, you must do three things. First, go enter the well in TownShip and take a look at the machine. Next, at any point after you get the whale Grandpa, ride it to Guntz and search behind the book shelves in the far northern home until you find a secret door. Speak to the person you find there, who will go study the machine and find out how it works. Finally, you must rescueGaner, who will then serve as a power source for yourmachine. You can now move TownShip! It's slow, but it will be useful.
* * * * * Interlude: Rare Shamans
The most frequently missed Shamans are the Holy Shaman and the Earth Shaman. To win the aid of the Earth Shaman, you must do three things. First, donate 2000+ GP to Namanda before going to Evrai. Second, use no attack magic in Daisy's field. Finally, defeat the Grand Church. To find the Holy Shaman, return to Bandon after beating Ray (or the entire Grand Church) and search the jail cells. The Shaman is in the second or third room from the left in the corridor with the arrow tiles.
* * * * * Chapter 15: Gate and Infinity
The next stop on your journey is about the only place you haven't been... Gate. But first, visit TownShip and combine a few characters. Decide who to take. Jean's combination will prove very useful because of his Chop attack. Nina or Bleu could come along because of the Death spell. Rand could come, in his combined form, because he has good offense and defense and can heal well. Sten could make the long journey downwards a little shorter, but only if he's not combined. Bow could provide good offense, and Shot is useful; he also can heal. Sparprovides great magic power. And Katt's speed and power are handy in some situations. It comes down to who the favoritecharacters are. I usually choose Hero, Rand, Jean, Nina/Bleu, although I've substituted Katt for Jean at times. Now that that's over with, go to Gate. You'll find that Father Hulk thinks the dragon is responsible for killing the forest and is preparing to blast it! The dragonis hurt, but not killed, and the sealed doors are not opened. Soon, Hulk reveals that he is Habaruku! He wants to open the seal to release a powerful demon--and the only way to open it is to take the life of a Dragon clan member. The Dragon at the gate would do... and Habaruku has Patty, too! You must fight the man who replaced Ganer. Habaruku seems to cast mostly self-enhancement magic such at Atk-Up and Def-Up, but he never attacked me. In any case, he's easy to kill. After the fight, with Patty lost in the underbrush somewhere, you'll have to speak to the dragon, who changes form and reveals itself as... the Hero's mother. She asks the Hero to make a choice--either to open the seal or tohave her stay toguard the gate. If you choose to have her stay, the game will end. Face your destiny. Your mother opens the gate, sacrificing her life(remember, the life of a Dragon clan member) to do so. You may now enter Infinity. First go to the left side cave, and enter. You will find Shin, the Devil Shaman. Leave and enter the center cave when you are ready. There is a long trek downward, so have plenty of healing items. Take at least 54 HelpBL, 54 WFruit, and27-36 LifePL, in addition to several CureAL, as much Roast and Extract as you have, and your entire supply of MoonDrop and VanExt. You'll need the healing later. Try to get the treasures on the way down, they contain powerful weapons andarmor such as the FinalKN and the ImmortlRN. If you survive the trek down, you'll find yourself in a town. This is the outpost of the Dragon clan.
* * * * * Chapter 16: Anfini
You'll learn a great deal in the Dragons' town ,including the origins of Ray and Patty, and the history of the Hero's mother's mission. (For the part about the Hero's mother, you get to control her.) This will clear up a lotof the hanging threads in the game. You'll also learn that, in order to beat Deathevn, the Hero will have to learn the ultimate Dragon power, Anfini. The door will be opened to you, the Destined Child. Beneath the Dragons' town, you will face even fiercer enemies. One to watch for is the Carm. This GrimReaper-like enemy casts Freeze and Hail, and it sometimesleaves an item called the MeowST when it is defeated. This is Katt's best weapon, 70 points stronger than the SnakeST. Get it if you're using Katt. The place you get Anfini is fairly obvious--it's theonly building in the area below the Dragons' town. Enter and speak to the wise men. The Hero will find himself alone, and must enter each room and talk to his friends (and in one case himself!), with the exception of Bleu. Then, the wise man tells him he must sacrifice one of his friends forever in order to receive the power of Anfini! He instructs the Hero to enter the room of the friend he wishes to sacrifice. Enter the Hero's room. Speak to the Hero, and no matter what, keep refusing to sacrifice your friends. You will learn Anfini and shift back to the original room, where those friends who were with you will rejoin you. (Note that if you do choose a friend, nothing bad actually happens--you'll just have to try again to get Anfini. You can't win without it, so make sure you do so.) Unfortunately,this scene splits all the Shamans who were combined with you away. It might be worth it to cast Exit, recombine, and descend through Infinity once more. The caverns below the Dragons' town house many items, including the Dragon equipment--sword, armor, helm, and shield. Get it. If you enter a room where all is dark, turn around and leave, unless you have all the equipment and treasure and are in good shape.
* * * * * Chapter 17: Endgame
In the dark room, the party will confront Barubary, the demon the Hero met so long ago. Now, he won't be so nice. You'll have to fight him. The best bet is to take Bleu, Rand (combined), and one other hero. In the first round, use Bleu's BoltX and the Hero's G.Dragon, and have Rand cast Cure3 and the other hero fight. This should do upwards of 1200-1300 damage to Barubary. At that point, he will stop fighting and challenge the Hero to single combat. If the Hero accepts, Barubary is significantly weaker, but probably still more than a match for the Hero. I find the best bet is to refuse and fight. The Hero should use G.Dragon whenever he is at full AP and otherwise fight or use an item as necessary. Bleu should cast BoltX until she runs out of AP, and use items or Shed as necessary. Rand should Cure3 every round, as all Barubary's attackseffect the entire party and hit for about 100 HP. (Bow's CureX could also work here.) The fourth hero should use WFruit or healing items as necessary. Try to keep building the Hero up to full AP so he can use G.Dragon. Use all the WiseBLs you have on the Hero for this purpose. This is the toughest fight in the game. Afterward, walk on into the darkness. A healingspring and a dragon statue lie ahead. Choose the characters you like and prepare to meet Deathevn. Deathevn will greet you with a spell to trap the party in crystal. The Hero will break free, using the strength of the Destined Child, but will be paralysed by Deathevn's bond. Deathevn will stop in front of each character's crystal, delivering a short speech about them. This speech will end in "And now, his/her life is over." and he will shatter the crystal. He taunts the Hero once more... (start pressing buttons now) "The screaming of the Hero's heart broke the bond!"The Hero, enraged, will rush after Deathevn, dodging a nasty spell ("Break into pieces, Hero!") and cleaving the demon lord with his sword. Deathevn will stagger backwards and fall over the edge... ...Then reappear in his trueform. A battle begins. For now, Deathevn casts Explode, which does exactly half the character's HP in damage. The Hero should use Anfini.(Hey, it's the only time he can... :) Big cinema scene, and the Hero's friends are revived. They rush to his fight, and the battle begins in earnest. Deathevn is weak, after Barubary. He can cast Death, can attack a single character for ~150 HP damage, can use an Amber Laser which hits all party members for ~140damage, can eliminate all spells affecting the party (like Atk-Up and Def-Up), and can do a few other, less effective, things. The same general tactics that worked on Barubary should work. Deathevn will take a while to beat, but shouldn't usually be a problem. The ending you get depends on whether TownShip can fly or not. If it can, you get a better ending, but if not, even the "bad" ending is a good length, and provides a nice,(melo-)dramatic closing scene. The endings also focus more on the characters the Hero had along with him when defeating Deathevn than all the others.